|
01-20-2013, 09:44 AM | #1 |
Join Date: Jul 2009
|
[UT] Help! Future Combat Revolving Around Ultra-Tech Stabbery
So, me and my players are fleshing-out an upcoming TL11 space opera campaign and getting all the world details right. We're going for a slightly comedic campaign set in a relatively hard-sci-fi setting. While the core technologies aren't completely realistic, we're aiming for internal consistency, so I'd like to have clearly defined limits and capabilities for each of them. I'd appreciate if the hive mind here could stress-test them, and see how you would use them most efficiently, what exploits you would find, which technologies have obviously better alternatives that I've overlooked, etc.
In order to get the right "feel" of the combat (a bit more survivable, close-ranged, highly skill-based), I've set up the following premises that are supposed to shape the setting in favour of certain combat tactics. They are all subject to change; please let me know if you have alternatives, disagree with any of these, or think they would result in something else.
The Main Issue: The personal barriers. Our first idea was for them to function like video-game rechargeable shields. Their Achilles' heel would be that they can be bypassed by melee attacks, a necessary precaution to allow the wearer to breathe and move about without deflecting off the ground. While researching the Holtzman shields from Dune for inspiration, I stumbled upon a "5 to 9 centimetres per second" factoid about the maximum speed that could pass through them. That's about 0.32 km/h, or 15 times slower than the human walking speed; it matches the fight depicted in the old Lynch movie. While it would indeed be very difficult to deal an effective knife blow at such a snail's pace, it also makes me wonder how they even manage to walk! Wouldn't every step cause them to bounce off from the floor? And even a casual stroll would suffocate them, as the air around them would move at a relative velocity of more than 0.32 km/h. So, I decided my barriers would have a more plausible speed limit. Which one would you set? What is high enough not to interfere with one's movement, but low enough to block most attacks? How would you go about duelling with such defences and attacks? My search-fu came up with some suggestions from these forums: a Slow Attack technique, using the "pulling punches" rule, only making telegraphic attacks, and an interesting (but slightly killjoy) idea of a contact-detonation explosive on the tip of pole. Benchmarks for human speeds (warning; some have shaky or contradictory sources):
|
01-20-2013, 09:59 AM | #2 |
Join Date: Mar 2006
Location: Iceland*
|
Re: [UT] Help! Future Combat Revolving Around Ultra-Tech Stabbery
You're going to have to do something about the fact that anything which allows a decent punch or kick through is also going to allow lobbing a grenade through. Which is considerably more effective than stabbing someone, if you're on a battlefield and not trying to avoid having anyone know that there is a fight on.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
01-20-2013, 10:03 AM | #3 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: [UT] Help! Future Combat Revolving Around Ultra-Tech Stabbery
Quote:
|
|
01-20-2013, 10:04 AM | #4 |
Join Date: Jan 2011
Location: Chelyabinsk, Russia
|
Re: [UT] Help! Future Combat Revolving Around Ultra-Tech Stabbery
Maybe it has some sort of contact trigger since it's valuable tactics in that world?
__________________
MH Setting. Welcome to help. |
01-20-2013, 10:19 AM | #5 | |
☣
Join Date: Sep 2004
Location: Southeast NC
|
Re: [UT] Help! Future Combat Revolving Around Ultra-Tech Stabbery
Quote:
Or just go low tech with a bang stick.
__________________
RyanW - Actually one normal sized guy in three tiny trenchcoats. |
|
01-20-2013, 06:56 PM | #6 |
Banned
Join Date: Apr 2008
|
Re: [UT] Help! Future Combat Revolving Around Ultra-Tech Stabbery
|
01-20-2013, 10:11 AM | #7 |
Join Date: Mar 2006
Location: Iceland*
|
Re: [UT] Help! Future Combat Revolving Around Ultra-Tech Stabbery
Detonate them by a contact or remote fuze. At TL11, the options for controlling exactly when a grenade explodes ought to be fairly extensive.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
01-20-2013, 10:18 AM | #8 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
|
Re: [UT] Help! Future Combat Revolving Around Ultra-Tech Stabbery
Well, that still requires a direct hit and/or the ability of grenades to figure if they just hit a target or a random wall. Definitely better than knives. Definitely more fiddly than a gun.
|
01-20-2013, 10:35 AM | #9 |
Join Date: Mar 2006
Location: Iceland*
|
Re: [UT] Help! Future Combat Revolving Around Ultra-Tech Stabbery
They grenades won't be competing against guns, they'll be competing against melee weapons. Except that they won't, because I don't see any weapon to restrict TL11 warfare to melee weapons, as anything that allows a melee weapon to penetrate force-fields also provides some method of introducing an explosive warhead using a similar method.
__________________
Za uspiekh nashevo beznadiozhnovo diela! |
01-20-2013, 10:06 AM | #10 | |
Join Date: Jan 2006
Location: Central Europe
|
Re: [UT] Help! Future Combat Revolving Around Ultra-Tech Stabbery
Quote:
__________________
"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
|
Tags |
dune, force shields, sci-fi, space opera |
|
|