12-09-2011, 02:28 AM | #11 | |
Join Date: Aug 2004
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Re: Advice for running Macross in GURPS?
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EDIT: Though I suppose if the minimum time a combat round takes is 20 seconds, then I guess its a non-issue. EDIT2: Though to be fair, when Mecha get up close and personal, it might be prudent to go into 1-second per combat round style of combat. As the 20-Second per combat round for SS, seems more to do with larger ships at range. Last edited by the adventurer; 12-09-2011 at 02:34 AM. |
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12-09-2011, 02:44 AM | #12 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Advice for running Macross in GURPS?
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12-09-2011, 05:07 PM | #13 | |
Join Date: Oct 2005
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Re: Advice for running Macross in GURPS?
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* In the spirit of Robotech, especially the book series, anyway. I'm not sure it matches the original Superdimensional Fortress Macross as well...
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12-10-2011, 02:13 AM | #14 | |
Join Date: Aug 2004
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Re: Advice for running Macross in GURPS?
I'm trying to come up with a new system to emulate Energy Conversion Armor (instead of just using Nano Composite like the example in SS4) that is standard on Valks.
Energy Conversion Armor is defined as such... Quote:
Also, The Macross Mecha Manual has become an invaluable site for specing out these ships. Here are all the specs for the VF-1 all spelled out nice and neat for example. (also note the Transformation speeds) EDIT:Also, how might I go about assigning hard points for things like the Gun Pod, and FAST Packs? Or is that beyond the scope of Spaceships? Last edited by the adventurer; 12-10-2011 at 03:23 AM. |
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12-10-2011, 03:08 AM | #15 | |
Join Date: Aug 2004
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Re: Advice for running Macross in GURPS?
This is what I've come up with so far.
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But now I'm really wondering about how the treat the Gun Pod. I don't want to integrate it into the fighter (since its detachable, and meant to be carried by Robot Arm), but it also can be fired from a mount while in Jet Fighter mode. Last edited by the adventurer; 12-10-2011 at 03:14 AM. |
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12-10-2011, 11:43 AM | #17 |
Join Date: Aug 2004
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Re: Advice for running Macross in GURPS?
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12-10-2011, 12:50 PM | #18 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Advice for running Macross in GURPS?
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Though the option to turn an external clamp into a weapon mount is not official, AFAIK. Just an idea of a feature that makes the clamp only work with a limited subset of add-ons, but have a better interface with those add-ons. |
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12-10-2011, 01:00 PM | #19 | |
Join Date: Aug 2004
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Re: Advice for running Macross in GURPS?
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External Mounts (provides SM in Hard Points for expansion equipment in the Hull in which its located. Expansion equipment + Ship Mass can not exceed SM+1 total mass) Or something like that? Extra mass would affect your crafts thrust and maneuverability, but that is the point. Again though, I am running out of slots regardless. The fixed 20 System total seems really odd to me. I suppose its there for scaling and balance purposes, but still. Last edited by the adventurer; 12-10-2011 at 01:03 PM. |
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12-10-2011, 01:24 PM | #20 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Advice for running Macross in GURPS?
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That being said, I'm not sure why hardpoints must be separate. They could be modular (i.e. removable) Weapon Batteries. |
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