Steve Jackson Games Forums [Spaceships] Technical solution for GMing mecha games based on SS4 rules
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 03-22-2011, 03:44 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, 03:53 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 03:58 PM.

 03-22-2011, 04:47 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, 05:08 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 05:19 PM.

 03-22-2011, 07:35 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?
 03-23-2011, 01:52 AM #7 vicky_molokh GURPS FAQ Keeper     Join Date: Mar 2006 Location: Kyïv, Ukraine Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules It's just a Meta-Trait to show what separates the 'cool' (mech) pilots from the 'crude' drivers (of tanks and other 'normal' vehicles). The reason behind it could be anything - Neural Interface, Chi, NGE-like neural merging, Divine Mandate, or just an unwritten Rule Of Cool. Pick one when you design the setting. __________________ Vicky 'Molokh', GURPS FAQ and uFAQ Keeper The Eye of Eclipse Phase. A Discord server focusing on Roleplaying, Sci-Fi, Transhumanism, and discussion of other assorted topics, from tech to boardgames, from politics to philosophy.
 05-31-2011, 02:55 PM #8 vicky_molokh GURPS FAQ Keeper     Join Date: Mar 2006 Location: Kyïv, Ukraine Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules Update: No idea how I missed it, but Cloaking Device is a great way to cut down engagement ranges. Normally, entities in Plain Sight are at +10 to be seen. CD negates this bonus, and provides another -10. That's roughly a 2000-fold decrease of detection distance! Notice that mechs on the ground are not considered silhouetted against space. For mecha that are already detected, the cloaking device still provides a -4 to being hit. That's another 5-fold reduction or so. And re-engaging the device seems like a good way to make missiles lose target (reroll at -20? Sorry, but most of them are not gonna make this roll if they're being shot from the fringe of their sensor range). __________________ Vicky 'Molokh', GURPS FAQ and uFAQ Keeper The Eye of Eclipse Phase. A Discord server focusing on Roleplaying, Sci-Fi, Transhumanism, and discussion of other assorted topics, from tech to boardgames, from politics to philosophy.
 06-01-2011, 01:50 PM #9 jacobmuller     Join Date: Feb 2006 Location: Not in your time zone:D Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules And you can add the effects of smoke - takes you into melee range! Oh and on the subject of scaling up battlesuits - if you add the old material quality to spaceships armour, eg cheap-standard-expensive-advanced, you can get the values to match the scaled up battlesuits. Cheap is half price and dDR as -1SM Expensive is dDr and cost as for +1SM Advanced = +2SM __________________ "Sanity is a bourgeois meme." Exegeek PS sorry I'm a Parthian shootist: shiftwork + out of = not here when you are:/
12-08-2011, 02:22 AM   #10
vicky_molokh
GURPS FAQ Keeper

Join Date: Mar 2006
Location: Kyïv, Ukraine
Re: [Spaceships] Technical solution for GMing mecha games based on SS4 rules

Quote:
 Originally Posted by jacobmuller And you can add the effects of smoke - takes you into melee range!
I wouldn't bet on it. Smoke is penetrated by some scanners (notably aero-SONAR, which just doesn't care about EM jamming). Also, makes artillery the end-all-be-all of anti-mech warfare if there isn't a workaround against area attacks. (Which there probably should be in a cinematic game.)

Quote:
 Originally Posted by jacobmuller Oh and on the subject of scaling up battlesuits - if you add the old material quality to spaceships armour, eg cheap-standard-expensive-advanced, you can get the values to match the scaled up battlesuits. Cheap is half price and dDR as -1SM Expensive is dDr and cost as for +1SM Advanced = +2SM
We definitely need material quality modification for G:SS. Otherwise they kinda fail in the face of both the modern HMMWVs and the vehicles found in UT.
__________________
Vicky 'Molokh', GURPS FAQ and uFAQ Keeper
The Eye of Eclipse Phase. A Discord server focusing on Roleplaying, Sci-Fi, Transhumanism, and discussion of other assorted topics, from tech to boardgames, from politics to philosophy.

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

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