03-18-2012, 11:58 AM | #31 | |
Join Date: Aug 2007
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Re: [SS] Reigning in Projectile Damage
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So uisng normal RAW if 1 lb of TNT does 6Dx2 or 42pts on average then 2500 lbs does the square root of 2500 x (6D x2). That should be about 50x as much of an average of 2100 pts. So a 2100 hp explosion in a vacuum at 1 yard reduces by 2500x or round down to 0 pts damage at 50 yards and not 42hp. Replacing the normal square function in calculations of Gurps ex damage with a cube would affect the starting number of dice and not how it reduced over distance..
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Fred Brackin |
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03-18-2012, 12:24 PM | #32 |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: [SS] Reigning in Projectile Damage
I think he was using "energy" in a literal sense: Ten pounds of boom-brick has half the Joules released than a 20-lb. boom-brick.
How that translates to GURPS damage is obviously the next step, but I don't think he was taking that step in his post at that instant.
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03-18-2012, 12:33 PM | #33 | |
Join Date: Aug 2007
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Re: [SS] Reigning in Projectile Damage
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Fred Brackin |
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03-18-2012, 02:07 PM | #34 | ||
Join Date: Nov 2009
Location: Oregon
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Re: [SS] Reigning in Projectile Damage
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03-18-2012, 03:32 PM | #35 | |
Join Date: Jul 2008
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Re: [SS] Reigning in Projectile Damage
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My issue is primarily with the base damage being the same. There's no reason for the impact-fused attack run to combine the masses of 10 submunitions to deliver the performance of one.
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03-18-2012, 04:34 PM | #36 |
Join Date: Nov 2011
Location: Seattle, WA
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Re: [SS] Reigning in Projectile Damage
Has anyone upgraded the x-ray laser warheads from SS4? Being limited to 10d(5) is pretty weak, despite the ever-increasing RoF. I'm trying to convert the laser warheads from 2300AD, NOT the Honorverse, if that makes any difference.
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03-18-2012, 05:10 PM | #37 | |
Join Date: Nov 2009
Location: Oregon
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Re: [SS] Reigning in Projectile Damage
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By RAW, the RoF increases linearly with the warhead's diameter, doubling every 4 SMs, or increasing by a factor of 10 roughly every 13.3 SMs. For beams, a ten-fold increase of increase in RoF cuts damage in half. Therefore, if RoF stays constant, damage of the warhead would double every 13.3 SMs, gaining about +5% per SM. Clearly, this is not a significant increase in damage; however, this is based solely on the RAW RoF increase, and I'm not sure how realistic that is anyways. To give usable numbers which don't overpower large-scale Beam weapons, you could just keep RoF at 10 and give them damage equal to 1/2 calibre. Again, I've no clue if that's at all realistic, but it seems gameable. Hopefully Luke can show up to inform us on the realistic mechanics of Nuclear X-Ray Warheads; they seem right up his alley. =P |
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03-18-2012, 05:46 PM | #38 |
Join Date: Aug 2007
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Re: [SS] Reigning in Projectile Damage
I don't know why you're taKing this sidestep though. Determine the damage for the warhead at 1 yard and then reduce the damage for distance. This is a great time saver if you have multiple targets at different distances. Figure damage only once and modify for a simple factor.
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Fred Brackin |
03-18-2012, 05:56 PM | #39 | |
Join Date: Nov 2009
Location: Oregon
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Re: [SS] Reigning in Projectile Damage
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Tags |
damage, missiles, space opera, spaceships |
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