Steve Jackson Games Forums [Spaceships] Technical solution for GMing mecha games based on SS4 rules
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 03-22-2011, 04:44 PM #2 jacobmuller     Join Date: Feb 2006 Location: Not in your time zone:D Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules A little tiny point in favour of mecha - if 30tons is an SM+5 mecha, shouldn't a tank be SM+6... oblong box shape SM+1? And all those Spaceships too, unless they're sphere or box, SM+2... A mecha is humanoid, no SM mods. It's only +1 difference but that little point might come in handy. __________________ "Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of = not here when you are:/
03-22-2011, 04:53 PM   #3
Anthony

Join Date: Feb 2005
Location: Berkeley, CA
Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules

Quote:
 Originally Posted by jacobmuller A little tiny point in favour of mecha - if 30tons is an SM+5 mecha, shouldn't a tank be SM+6....
No. If we assume an average density comparable to water, you get about 32 cf per ton. That winds up with a 30 ton mech being 40-50' tall (SM +5, for 15 yards tall), while a 30-ton tank is around 20' x 10' x 5' (SM +3 for 7 yards long; +1 for blocky shape, total +4), and a 30 ton sphere is 12-13' across (SM +1 to +2 for diameter, +2 for being a sphere, total +4).

Last edited by Anthony; 03-22-2011 at 04:58 PM.

 03-22-2011, 05:47 PM #4 jacobmuller     Join Date: Feb 2006 Location: Not in your time zone:D Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules you're using maths:0 UT page 227, Tank 30 ton SM+5... But the maths solution is why I started using relative density for spaceships (the armour stats appear to assume an average density of around 0.7). And the same idea would apply to mecha - who says they float? But using that amount of detail would take this thread off into the twilight zone. I like VMs ideas and didn't intend to sidestep them. I guess the SM difference is best assumed to balance out. Re OP armour: I went even simpler but used Spaceships, eg 15 systems of armour, divide by 3 = average armour; Head & Torso/ Limbs 0.42/ 0.29. Add in enhanced survivability and higher density = lower area. But that's all more maths. LOL __________________ "Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of = not here when you are:/
03-22-2011, 06:08 PM   #5
Anthony

Join Date: Feb 2005
Location: Berkeley, CA
Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules

Quote:
 Originally Posted by jacobmuller you're using maths:0 UT page 227, Tank 30 ton SM+5...
In which case that SM +5 includes the 'blocky' modifier already.
Quote:
 Originally Posted by jacobmuller I like VMs ideas and didn't intend to sidestep them. I guess the SM difference is best assumed to balance out.
If you want to be mecha-friendly, most certainly; a humanoid shape has around 25% more area than a tank shape of comparable volume.

Last edited by Anthony; 03-22-2011 at 06:19 PM.

 03-22-2011, 08:35 PM #6 vierasmarius     Join Date: Nov 2009 Location: Oregon Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules So, is there also an advantage to represent "Synchronization" with Mecha (perhaps Equipment Bond)? Or is it just a property of correct (ie, skilled) usage of a piece of equipment?

 Tags ideas to share, mecha, random thought table, spaceships, technical solutions

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