02-02-2019, 12:07 AM | #11 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: [Spaceships] Fixing ballistic weapons in tactical combat
I don't see why missiles should be required to burn continuously.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
02-02-2019, 12:40 AM | #12 | |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: [Spaceships] Fixing ballistic weapons in tactical combat
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02-02-2019, 12:59 PM | #13 | |||
Join Date: Jul 2008
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Re: [Spaceships] Fixing ballistic weapons in tactical combat
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On the other hand, you're treating a scaling granularity problem as being the fault of the ballistic weapons. The scaling rules mangle everything in the combat system. Giving ballistic projectiles extra leeway sometimes seems pretty far down the list of disruptions there. That said, if you must solve it, your final suggestion seems like a decent way to go at things. (I'd harden the terms, too, firing wildly into a large enemy formation arguably means that no matter what you hit it's by intention, not accident...but that doesn't mean that the shell was in any way aimed at that particular target.) Except you need the roll to vary with the hex scaling, not be the same for all scales. EDIT: Also RoF bonus should add to the caps. Quote:
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You've ruled, in effect, that missiles become dumb (well, mostly dumb) bullets at 8200 miles, and basically useless by 14200 miles. Nobody would actually want those missiles. What would the check do?
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 02-02-2019 at 03:39 PM. |
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02-02-2019, 01:34 PM | #14 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: [Spaceships] Fixing ballistic weapons in tactical combat
What your sensors scanned can be intercepted or evaded.
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02-02-2019, 01:59 PM | #15 |
Join Date: Jul 2008
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Re: [Spaceships] Fixing ballistic weapons in tactical combat
The default combat expectation is that you already see the shells.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
02-02-2019, 02:07 PM | #16 |
Join Date: Jun 2006
Location: Helmouth, The Netherlands
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Re: [Spaceships] Fixing ballistic weapons in tactical combat
So no bonus to starship dodge with successful sensor checks? My error. It's been a while since I used Spaceships and physical projectiles.
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02-02-2019, 08:02 PM | #17 | |
Join Date: May 2010
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Re: [Spaceships] Fixing ballistic weapons in tactical combat
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02-02-2019, 09:40 PM | #18 | |
Join Date: Jul 2008
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Re: [Spaceships] Fixing ballistic weapons in tactical combat
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For instance, if you boost a missile to 9 mps and reserve one mps, against a target with 0.05G acceleration, the target can escape at any range over 30,000 miles. Because in the time it takes the missile to reach it, it can put on more than a mile per second of lateral velocity, forcing a miss.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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02-03-2019, 12:31 AM | #19 | |
Join Date: May 2010
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Re: [Spaceships] Fixing ballistic weapons in tactical combat
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At the very least, I don't think you should get the benefits of a tactical array vs. defensive ECM if the target is outside your active sensor range. Maybe even reduce skill to 10 + sAcc, making Spaceships missiles more similar to non-Spaceships homing missiles? I confess I've always been confused by the weird hybrid of guided and homing rules Spaceships missiles seem to use. |
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02-03-2019, 01:46 AM | #20 | ||
Join Date: Jul 2008
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Re: [Spaceships] Fixing ballistic weapons in tactical combat
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Ah, I see. Yeah, if the enemy is doing their maximum burn for a zero-zero intercept on your launch point, you can hit them at the point where they have double the missile's delta-V left in their deceleration...because if they accelerate laterally they lose their deceleration and will overshoot your position at speed, in less time. That won't involve the missile doing any unpowered drifting, though! It's also independent of their acceleration, though of course the range for that will vary. I would suggest that the implication here is that, as a matter of tactics, you should refrain from suicide-burning into enemy positions. Quote:
Spaceships use of gunner's skill for missile attacks is indeed baffling.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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