Re: Is spaceship armor useless?
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(Forcing the bombers to run a gauntlet through a dogfight before launching, well, there you do have a Spaceships-related problem where flying through the weapon envelope of the fighters is going to be too long for you to just endure.) |
Re: Is spaceship armor useless?
Yeah GURPS spaceships lends itself to battles which you don't see in fiction. Shields are taken down by spraying them with thousands of shots. Missiles are a kill if they get through point defense, but useless if they don't. (And generally PD wins.) Nukes are excellent point defense weapons, but suffer the same problem as above. Armor is penetrated with high power beams.
But it does lead to a good number of strategies. And ships which are effectively Disco Balls of Doom. |
Re: Is spaceship armor useless?
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Re: Is spaceship armor useless?
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And battery construction seems to favour light beams over missiles, since you always take the tiniest beams available as long as you have enough gunners (likely you do if you have AIs of any sort!). |
Re: Is spaceship armor useless?
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I need to grind some numbers PD versus missiles for tactical rules, actually. In final defensive fire, VRF beams are not the equal of fragmenting missiles. But killing all the buses before they get to make their own attack rolls might turn things. Quote:
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Re: Is spaceship armor useless?
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Of course, much magic occurs with deciding how to split the RoF into multiple salvoes and what is the speed and the like. Quote:
(Also, not all settings seem to have frag missiles, and I think the reason is that some worldbuilders hate them. ^_^ ) Quote:
E.g. for a Medium Battery on an SM+5 ship, you can get either three 16cm launchers (with 5 missiles total) (and I'm not even sure missiles less than 20cm are supposed to be available, I'm rusty), or three 8cm guns (with 50 shots total), or 3 3MJ beams (infinite ammo, but needing a reactor). But your beams become VRF, for ×100 RoF, for a +7 to hit. Of course, much magic occurs with deciding how to split the RoF into multiple salvoes and what is the speed and the like. |
Re: Is spaceship armor useless?
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Lots of settings don't have kinetic-kill missiles, of course. Often found together with lack of point defense and completely unrealistic maneuvering physics. But if you've got no KK missiles you're way, way off the baseline for Spaceships. Quote:
And that +7 to hit can't be taken on its own. The missile has +(TL-8) for accuracy, +target SM and +4 for proximity fusing. Assuming you're engaging on the last possible 20 second turn, the missile is at -4 or so relative to the beam for range modifier versus speed modifier regardless of what the speed is. The beam takes -1 for the missile's SM. Overall modifier difference...about TL+tSM-14 in favor of the missile. You could credit the beam another +1 for being an Easy skill and +2 for using a fixed mount. ....But I realize that comparison doesn't matter because we, again, are not talking about Wait (Point Defense) but about shooting down the missile before it makes its own attack at all. The missile's attack roll only matters if the beam doesn't kill it first. One for one, the beam will be rolling with a total +6 or better modifier and is almost certain to make the kill. Any missiles that aren't killed will be at a sufficiently large bonus that they ware very unlikely to miss or be dodged (and of course enough damage to ruin the recipient's day). Quote:
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Re: Is spaceship armor useless?
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1 missile, Prox. Det., can score 10 'hits'. PD with a VRF, Imp Laser get x200 RoF (for +8) with even a low AI Skill of 12 and an average roll of 10, that's 10 hits, which kills all of the missile fragments. Its true that if even one fragment gets through, the target is pretty much toast, so luck will eventually favour the missile, assuming they don't run out of their limited ammo first. I personally prefer to use the Alternate HP from David Pulver's Extreme Damage article in Pyramid#3/34 - which means larger vessels can soak a few missile hits with their significantly increased HP. Prox.Det. ballistic attacks lose their armour divisor, but their base damage is unchanged. I find this a little unsatisfactory, splitting the warhead into 10 fragments should reduce the damage too, I've considered adapting the Shotgun rules for Solid Shot vs. Buckshot and dividing the damage of each fragment by 4 (treat as 1/4 calibre), but I've not played that out to see how it works. |
Re: Is spaceship armor useless?
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G:SS seems largely obsessed with KK missiles (nukes come a close second, while conventional explosive missiles are not talked about much, if at all). IIRC EvE has thermal, kinetic and explosive warheads. Star Wars seems to have explosive and/or kinetic missiles and thermal/explosive torpedoes, as well as conventional bombs, plus some exotics like droid-dropper missiles. Star Trek has photon torpedoes at least. Yes, all of those use weird non-Newtonian drives, but GURPS Spaceships do support non-Newtonian drives (including hyperdynamic ones); and yet its pseudovelocity missiles seem to behave much like KK ones. Quote:
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Also, with smaller salvoes, it becomes actually possible to dodge at least some of those that get past the beam screen and/or beam PD, since you no longer need huge MoSes to dodge the whole salvo. Which is of no use if there's a dozen or more (chance to dodge is likely too low to dodge them all), of course. BTW, something I've seen people consider: using small missiles against enemy missiles; not sure how viable that is. |
Re: Is spaceship armor useless?
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Anyway, multitasking multiple gunnery tasks is explicitly forbidden in Spaceships 1, so there's no way that penalty could apply. You need huge MoSes to dodge, since single frag missiles have 10 potential hits at de facto rcl 1, and pretty heavy bonuses. Quote:
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