03-25-2019, 06:51 PM | #1 |
Join Date: Mar 2019
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Cold War Spaceship Builds
Howdy. I'm trying to set up a game that simulates the Space Race from the early 1950's into mid 21st century, maybe a bit beyond. Originally I was going to use my old copy of 2300AD Naval Architect Manual but it's a very buggy rules set. I was just given a copy of GURPS Space, but I'm not really familiar with it. Would it be a good rules set for what I'm trying for or would another system be better suited?
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03-25-2019, 08:08 PM | #2 | |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Cold War Spaceship Builds
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03-25-2019, 08:41 PM | #3 | |
Join Date: Mar 2019
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Re: Cold War Spaceship Builds
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Spaceships 7? Zombies and space whales? Heh. Okay. We'll see how that goes. |
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03-25-2019, 08:57 PM | #4 |
Join Date: May 2010
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Re: Cold War Spaceship Builds
I love the Spaceships series but be warned that at TL7-TL8, if both sides use sensible tactics, the result is pretty much mutually assured destruction. "Sensible tactics" in this case mostly means spamming attacks from relatively small ballistic weapons, primarily from SM+4 major batteries. (Check out Spaceships 4 for rules for small spacecraft.)
At TL9 the tactics don't change much but point-defense lasers make space combat somewhat more survivable. |
03-25-2019, 09:36 PM | #5 |
Join Date: Feb 2016
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Re: Cold War Spaceship Builds
The tactics of TL9+ start to favor lasers, missile drones, and point defense drones as the spacecraft scale up in size. At SM+15, it makes sense to have 10,000 point defense drones, 10,000 missile drones, and a couple of 1 TJ lasers to chew up the enemy from 30,000 miles away.
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03-25-2019, 10:32 PM | #6 |
Join Date: Dec 2017
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Re: Cold War Spaceship Builds
Spaceships 7 includes rules for mini systems and oversized systems. That makes it worthwhile right tehre.
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03-25-2019, 10:32 PM | #7 |
Join Date: Aug 2005
Location: Saskatoon, SK, Canada
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Re: Cold War Spaceship Builds
Mostly, I recommend it for just a few of the systems. It's got rules for helicoptor rotors, some TL 7 jet engines that aren't in Spaceships 1, and rules for small upper stages, all of which I think could be useful when designing TL 7 or 8 spaceships and high-altitude aircraft. If you don't want to shell out for it, you can probably make do with just Spaceships 1, and Spaceships 4 as Michael Thayne mentioned, for the rules for SM +4 ships.
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03-26-2019, 07:08 PM | #8 | |
Join Date: Mar 2019
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Re: Cold War Spaceship Builds
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I am ashamed for having doubted. SpHs-7 is packed with usable stuff! Some of its over the time-limit, but plenty good for a later-era game like duplicating tech from 2001/2010 Space Odyssey or Space 1999. I know one other guy that may have it. Otherwise, time start saving up or taking donations. Any other game systems that I might use to graft in some additional tech and mechanics? |
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03-27-2019, 12:41 AM | #9 |
Join Date: Feb 2011
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Re: Cold War Spaceship Builds
My big advice for spaceship combat is think very carefully about the situations and strategy of space combat first.
Few situations are going to call for both sides to build massive space fleets while knowing full well that they'll mutually annihilate. More likely, they'll both try to do something in particular. If one side can militarize orbit first (even by a matter of hours, if it matters,) the other can likely be locked out of space... unless both sides have multiple bases throughout the solar system. In that case, expect blockades and negotiation while fleets reposition. |
03-27-2019, 02:30 AM | #10 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Cold War Spaceship Builds
If he has a Warehouse 23 account and his purchase was associated with that, he can download a clean copy.
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. |
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