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06-26-2019, 02:17 PM | #1 |
Join Date: Aug 2018
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Some questions on Spaceships
I'm trying to read through Spaceships, and I'm having some difficulties (it feels I'm doing more referencing and turning pages than actually reading). I read most of the rules, and decided to try a simulated fight between simple fighters. In the process, I was driven to such a despair that I went through any errata I could find in hopes that something was missing (alas, I couldn't find anything helpful).
First up, a straight-forward question: is it possible to fire identical weapons of different batteries at the same time without multitasking penalties? I assume it is possible to at least do with penalties, but there's a sentence that didn't make sense to me: "identical fixed mount weapons in a major, medium, secondary, or tertiary battery". Afaik, a major battery can only have one weapon, so it would be redundant to include them in that list, so I was thinking maybe it's supposed to be "identical fixed mount weapons of [a] battery" (ie that if they're identical they're considered to have the same trigger). Failing that, are there any ways to link them? I couldn't see anything in the book, so could that be done with Basic or something? Secondly, do missiles only do "normal" damage? They would logically be ex and/or burn, also with some AD, but I couldn't find that info about missiles. In general, is there like a "Guide to Spaceships", that gives some easy to follow examples or something...? I'll be back... (with more questions, probably) |
06-26-2019, 02:42 PM | #2 | |
Join Date: Jun 2013
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Re: Some questions on Spaceships
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They are entirely impact weapons, without a significant explosive payload (they might have something akin to such to allow them to be used as proximity warheads) - largely because in space you can get up to sufficiently high relative velocities that your impact alone exceeds the power of any comparable mass of conventional explosive. They simply do crushing damage. Do note that when not used as proximity warheads, they have a (2) Armor Divisor.
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06-26-2019, 02:57 PM | #3 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Some questions on Spaceships
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As for missiles, they are assumed to be kinetic impactors, not explosive warheads. At the speeds involved, the most effective way to kill something is to hit it with something heavy. Be sure you are using the basic damage for the warheads and the multiplier for the impact speed.
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06-26-2019, 03:13 PM | #4 |
Join Date: Aug 2018
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Re: Some questions on Spaceships
I'd interpret the rules as disallowing multiple batteries to operate "as one", even though it's a bit counter-intuitive (an X-Wing would be less useful, for instance). Multiple engines can be considered to be an engine plate or simply a bigger one for the added effects. Imo, it'd make sense if multiple batteries could be combined to the same battery (at least with enough complexity or something). Do linked weapons fire at a higher RoF, or are they considered individual rolls, btw? And if they're separate, are they Dodged together (ie the Dodge MoS "spills over" to the other linked shots)?
Right, I missed that note on the missile AD. But regarding missiles, why are the base relative velocities different based on what scale the encounter is at? That makes no (intuitive) sense to me, or does a missile continuously accelerate (or at least is considered to do so in space)? |
06-26-2019, 03:57 PM | #5 | |
Join Date: Sep 2007
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Re: Some questions on Spaceships
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It's not that the longer scale makes the missiles move faster, as it is that if you're using that scale, the missiles would have to be moving faster to hit such distant (and fast) targets (or else there'd be no point in using them). It's not a direct cause-and-effect (distance makes missiles go faster), but a correlation (fast ships means Distant scale, but also means faster missiles which along with the faster ships means relative velocities are typically going to be higher). The basic combat system (as well as the SS design system) is meant to be fairly abstract and simple. It's not a system of solving Newtonian mechanics equations to determine the actual speed from exact known positions and elapsed times. Lots of values are approximations and averages, not hard engineering numbers. |
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06-26-2019, 11:35 PM | #6 | |||
Join Date: Aug 2018
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Re: Some questions on Spaceships
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Also, why the lack of variety of missiles? Afaik the only choice I have is barrel size and "nuke, super or neither" (disregarding warp, which seems not to behave like missiles). What if I want ion missiles that stun ships, more penetration, or different range? Maybe even different speeds depending on ammo. I could, of course, just go in and add/change it, but then I'd have to open the can of worms of adjusting costs, etc, which I'd rather wait with. Quote:
Accepting this accepting this phenomena, however, incurs other headaches. Are then the Spaceship rules balanced with regards to weapon types, DR and HP? I dont see the other weapons change depending on their "relative speed", so that makes me wonder if I need to start out by outlining a few basic ship types and see what their move ranges are and thus what the most likely scale will be, and then go back to swap/plug in their weapon holes. What I'm opting for is a solid foundation of beam weapons, with the occasional missile, but how would you start out if this is decided from the start as opposed to "finding it out" along the way? I could, of course, start meddling with costs, etc, but I'd prefer to keep it "as vanilla as possible". Quote:
Also, would you treat this as a higher RoF or make separate attack rolls, and (if separate attacks) would you Dodge only once and let MoS surplus cover more than one attack or Dodge once per attack? |
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06-27-2019, 12:49 AM | #7 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Some questions on Spaceships
Consistency with the rest of the rules would make such a grouping work like any others - they are all lumped together in one attack, with a rate of fire equal to the total RoF of all the guns added together. See SS, p.57-58 "Rate of Fire".
I don't see any reason why multiple major batteries can't be grouped together like this. Then again, I'm cool with ships being designed with some or all of a medium (or smaller) battery's guns being placed into a turret and all being fired together. Naturally such a set-up would prohibit those guns from engaging separate targets.
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06-27-2019, 08:07 AM | #8 | |||
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Join Date: Sep 2004
Location: Southeast NC
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Re: Some questions on Spaceships
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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06-28-2019, 09:13 PM | #9 | |
Join Date: Aug 2005
Location: Portland, Oregon
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Re: Some questions on Spaceships
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06-26-2019, 04:54 PM | #10 |
Join Date: Dec 2007
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Re: Some questions on Spaceships
[QUOTE=FeiLin;2271096]I'd interpret the rules as disallowing multiple batteries to operate "as one", even though it's a bit counter-intuitive (an X-Wing would be less useful, for instance). /QUOTE]
Why would an X-Wing have more than one battery? |
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