Re: Is spaceship armor useless?
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Re: Is spaceship armor useless?
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Re: Is spaceship armor useless?
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Re: Is spaceship armor useless?
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In the Basic system, large ships can carry enough armor to withstand small missiles, which does get them into a different regime. (They aren't armored enough to withstand their own tertiary missiles, probably, but those missiles would be big enough to be stopped by small escorts with minimum-size VRF beams.) Missiles in the Tactical system may be likely to hit harder, though, so I'm not sure whether that remains doable. If you're not carrying enough armor to stop the missiles entirely, it's not much use against them. (Side note: the Scale Factor table on SS3:32 is still wrong, isn't it.) In the Tactical system it is possible, in principle at least, to use thrust and delta-V to outfly missiles, forcing them to attack at lower speeds (with more PD opportunities on the way) or even to miss their attack. However, it's probably not achievable for realistic spaceships. Quote:
Aside, I think it's very unclear when, if ever, Spreading Fire modifiers apply to ballistic weapons under the tactical rules. Even if you did accrue Spreading Fire penalties for a gunner who is controlling more than one Ballistic Attack in a turn (which I don't see any indication that the rules direct, it's just the only way I can see to involve that penalty at all), that would a) as you note, not be too much of a problem and b) only apply once the missiles are actually attacking, so after any 'shoot down the missile bus' point defense efforts. |
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That being said, much of the dV dancing and kiting depends on what engines are available for ships and what engines are for missiles (upscaling/downscaling isn't always trivial). Quote:
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(You capitalized Attacks, but I don't think there's really an applicable word-of-art here. If there is, can you point it out?) |
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You're rolling your missile skill, so you're not just sitting there while things work without your input. |
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It seems like you'd start in the right direction with pseudoatmospheric space rules, optionally plus Boost Drives. There are still some unfortunate limitations, but I think they're down to the fact that GURPS tactical combat vehicle and general high-speed movement rules are kind of ugly. And, unfortunately, you kind of have to make up how those apply to the missiles and what missiles with non-kinetic warheads do. And as setting choices, you have to disallow AI-controlled point defense guns on small ships and preferably make sure every battle occurs in a ridiculously cluttered environment so that you have props for your evasive flying. I'd note that the 'evasive action' thing almost always applies to fighters, not large ships. Star Destroyers don't dodge missiles or torpedoes. (They also don't shoot them down, generally. Which actually makes sense if you consider that Star Wars weapons are almost never VRF and are not lasers...try making a PD loadout with only RF plasma beams and you'll give up pretty quick.) Although real, seagoing ships did try to dodge torpedoes, when the torpedoes were not effectively guided. Quote:
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Looking at the Spaceships 3 weapon fire sequence, the Aim and Attack 'maneuver' is used to fire beams or launch ballistic weapons. The weapons arriving is clearly not a maneuver, since the rules recommend arranging to have gun shells arrive the same turn they're fired. |
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As for cluttered environment, I'm not sure that's necessary. Sure, asteroid thickets are a thing in some settings (SW), but not others (BSG). Quote:
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Of course, none of it matters if you have as many operators as missiles launched. * == Calculating and assigning suitable approach vectors or whatever. |
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And of course, they do more than enough damage to punch through most armor. They're excellent for stopping suicide fighters from reaching your ship, for example, because of their high damage and high volume of fire. On a separate note, I have also noted that bigger beam weapons can equal or exceed the range of missile weapons in the same TL, if they're big enough... and since a Beam weapon has the advantage over a missile in that at long range it'll hit the target many times before the a missile can cross the distance, someone with a heavy beam weapon will usually win the fight quite easily unless their opponent has enough armor to take the hits from it. A classic battleship will have a combination of weapons... point defense lasers for defense, of course. A battery of Railguns or conventional guns for close in barrage against tougher foes that get in close (they'll wipe out suicide bomber type fighter attacks, for example), missile launchers... for obvious reasons, and very often, a Major or Spinal Battery Beam weapon which can take out lightly armored targets that like to fight at long range with missiles. No design is perfect, of course, but I'm still convinced that a Pirate Ship could do just fine with Beam weapons, good engines and good armor alone, and be quite effective in a fight, as they could use, for example, a Spinal Beam Weapon to take out their opponent while using Point Defense VRF lasers to destroy incoming missiles. Naturally, a missile boat with enough ammo could probably throw enough missiles at the target to eventually get through any point defense, but that's what the Spinal Weapon is for, to destroy the target's weapon systems in the first few seconds of combat... preventing it from firing more than a single load or two of missiles. Armor has a very vital place in this sort of engagement of course. If you've got 2 or 3 armor locations with hardened armor in your forward section, you can probably take a few hits, even from a Spinal beam weapon... and if you don't, you're meat for the grinder. |
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The Pseudoatmospheric rules seem like they may be worse, actually, but I'd need to look again. Quote:
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However, I would contest that if you're launching two missiles to the same place, you don't in fact have double the things to do in advance... I'd also note that you can have multiple missile salvos arriving in one turn without ever having launched multiple salvos in one turn. Quote:
Suicide fighters can be stopped with an RF beam pretty well, I would think, though I'm not sure what the idea there is exactly. Massive, armored missiles that are allowed to dodge? Quote:
Unless you're talking about how much range the missiles can cover before the target has time to burn more delta-V in evasion than the missile has, and thereby completely evade the missile. That can be an issue, though mostly only with high-performance superscience drives. Quote:
However, I'm also pretty sure you're very wrong about those conditions. Quote:
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Also cases where beam weapons (such as very long range ones like X-ray lasers) can be used at ranges where missile launch will not be practical. So no, your statement is not a universal truth when discussing practical combats. |
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EDIT: So I ran some numbers. With TL9+ missiles using 10 mps to close and reserving 10 mps to cancel out evasion, shooting from rest, against a ship with 5 high-thrust TL10+ fusion pulse drives, the effective range goes down to a bit over 30k miles, which can be covered by a 100 GJ UV laser (SM +12 major battery). That's a bit extreme, but not impossible. They'd pretty much have to be battleriders of some kind, since they only get 20 mps per tank at TL 11 and at TL 11 that's embarrassingly bad for travel, but it's doable. High-thrust water antimatter plasma gets moderately longer legs but lets the range slip to over 50k miles, requiring a 3 TJ beam (SM+15 spinal). Orion or nuclear salt water of course can get it to fairly short ranges (8k miles or less), but burning 10 mps to dodge a missile volley is brutally expensive when you get at most 8 mps per tank. So the tactic there would be to use missiles to force the beam-ship to exhaust its maneuver reserve at a safe distance, rather than going straight for the kill. Bringing in superscience, cosmic power beams or grav lenses let you cover a bit more range. Super drives smash the whole thing, obviously, but shouldn't be used with regular missiles. Reactionless drives certainly hammer it too, though again I'd argue they're also rather unfair to the poor missiles. I have to admit, though, that even fusion torches (preferably TL 11+ for the delta-V) severely limit the effective range of missiles against evading targets. |
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Really, why are we even assuming that thickets are required for evasive actions? Quote:
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Basically, for typical cinematic space fighting what you need is a decent air combat maneuver system, with altitude-based elements stripped out. (Interestingly, while B5 has some fighters that look more like reasonable spacecraft, the ludicrously low speeds that you pointed out that they move at arguably makes them make less sense than airplanes-in-space.) Quote:
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(I forget, do nukes clear all missiles in a hex? If they do, it'd be worth spreading the shoal out a bit.) |
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In fact your successive paragraph was no narrow as to be of no relevance to the point I was making and I was not addressing it. That's why I cut it. There are _many_ possible situations where missiles are not practical weapons. On the other hand the only situation where missiles have no practical maximum range is when they are being fired at targets that will be expending no delta-v like planets or some space stations. |
Re: Is spaceship armor useless?
I was speaking about GURPS Spaceships... you know, the book?
Where they list the "range" of missiles pretty specifically, pretty close to where they list the range of all the other types of weapons listed. Missiles can technically hit targets past their range, they just automatically miss if the target can manuver, since at that point the missile is out of fuel and can't maneuver. I'm honestly not sure what you mean by "missiles don't have a range" Just as an example, smaller missiles (I believe they were referring to missiles in the 20 to 28 cm range) are listed as being able to reach long range, and bigger ones X (or extreme) range. There are beam weapons that can reach the same ranges, and do so instantly, instead of taking a couple hours of flight time, for the extreme examples. At TL 10, a SM+8 ship can hold a spinal beam weapon capable of hitting you 50,000 miles away 1/3rd of a second after they deside to do so, while a volley of missiles accelerating up to 10 mps will take more than 5000 seconds (over an hour) to travel the same distance, and will be out of fuel upon arrival. I don't care how many missiles you carry. 5000 seconds is a LONG time. Your target has tons and tons of time to deal with your missiles after killing you, if you don't have some armor to take the beam weapon hits. I'm really not sure where the "missiles don't have ranges" idea is from. A different book? |
Re: Is spaceship armor useless?
We could create a whole new forum for "Are Railguns Useless" as well.
My opinion is that, like any weapon, they are quite useful in the right conditions. At TL 9, when they first become available, they seem quite good. (And in practice, in my playtests so far.) And while it may be possible for some ships to always stay in deep space far beyond the range of such pedestrian weapons, I do wonder when such lone wolves ever manage to get fuel or resupply. Of if they live life in universes where no ship ever approaches 10,000 miles of another for fear of sudden death. Where the "hidden weapon" modification is never used to lull someone into close range. Where speed, armor, ECM, and point defence lasers on a bunch of small but deadly fighters never combined to be able to rush into range of these invunerable missile boats and blow them to pieces with their rapid fire Railguns at point blank range. I do wonder about those things. |
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But the fighter craft do perform many dodges against non-missiles, and don't seem to hide behind asteroid thickets. Another setting came up: WH40K. From what I remember about Rogue Trader, big ships can opt to fly dodgy style, but in addition to making it harder to hit them, it also makes it harder to shoot the enemy out of them. Quote:
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Assuming that your skill after all modifiers except RoF is 10: 300 missiles in one salvo: chance of scoring at least one hit is 98%ish, and your average hit number is 9 missiles. 300 missiles in 300 salvoes: chance of scoring at least one hit is enormously close to 100%, and your average hit number is 150 missiles. Either you need to change the way Rapid Fire works (I'm in favour of this for a hypothetical Alternate GURPS IV / GURPS 5e / G4e Revised), or you shouldn't let missile users benefit from gigantic bonuses at no drawback whatsoever. Quote:
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I agree that it's bad that there is this difference between one salvo and many salvos, but I don't see any reason to think the one salvo answer is even slightly sensible. Quote:
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You can't have this both ways. If you're using the Spaceships basic system, missiles have actual range limitations, but they also hit the target instantly. Flight time is abstracted away, so your 'beams hit first' doesn't happen. It is quite true that if you're under the Spaceships 1 system in a regime where targets can actually maneuver (harder than it sounds, that means enough thrust to generate a non-zero acceleration bonus), small missiles have less range than large beams. If you're using the Spaceships 3 tactical system, missiles (and gun shells potentially) do take time to reach their targets and in the launching ship can potentially be killed before they arrive. But in Spaceships 3, missiles are capable of smart maneuvering, like independent, agile ships. They can burn and drift and then burn again when they need to. So they can cover completely unlimited distances and still be fully able to maneuver at the other end, though given sufficient time a target that can accelerate and has more delta-V than the missile does can put on an evasive vector the missile can't match, and thus prevent it from getting to attack. It sounds like you've been actually using a version of Spaceships basic combat, houseruled to nerf missiles... In the basic system as written, missiles actually aren't particularly bad at short range. They do hit for twice as much damage at longer range, but that (and the possibility of being outside the enemy's range to shoot back) is all, and their damage is high enough that that's usually not necessary. Also, in the Basic system, point defense is only possible at the last moment, which results in frag missiles eating everybody's lunch in 20-second turns. (In more than 20-second turns, missiles are seriously nerfed because PD gets bonus RoF, and missiles don't want any bonus RoF.) Quote:
As your example notes, it's rather necessary for boarding. But that's a rather specialized role for which I've acknowledged the use of specialized craft. Though that isn't essential...you could use unspecialized craft together with the guarantee of annihilation from competent backup. (Also, railguns only go about 1 mps and have negligible maneuvering delta-V. They've got very, very serious problems with time of arrival, if we're using the tactical system.) It's also necessary for docking, but you should never be docking with someone you don't trust, or in a place where anyone is even remotely likely to be shooting at you. If you do, your death is going to be because you did something that dumb, not because you didn't have armor and railguns. If the enemy is actually getting the drop on you, why would they leave you intact enough to shoot back once you know there's a fight on? This doesn't mean there can't be any two ships that don't trust each other in a spaceport, it just means they need to be trusting the port itself not to stab them and to guarantee that attempting an ambush in docking space is not going to end well. Armor and ECM do almost nothing to protect against missiles, and a fast, armored, ECM-equipped ship can't carry enough point defense to counter a serious missile attack. It is possible, as I have noted, to close in considerably using speed (well, good acceleration and delta-V to burn) alone. However, with no in-flight delta-V, the effective range of the guns is pretty well limited to how long it takes the target to perform a one-hex per turn burn, which is probably not long In the Basic system they can get the (rather more generous) range S, but if the enemy has weapons to force the engagement to Distant scale it's fantastically hard piloting to actually get to range S. EDIT: Also, at TL9, how are you building these fast fighters? The only things at that TL (even with superscience) that have serious thrust and any delta-V to speak of are Orion and NSW, and Orion only has 4 mps/tank, which is going to run out very fast dodging missiles. |
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EDIT: I mean, it's true that if VRF weren't an option, missiles overwhelming PD would be almost trivial, but that's why I don't see the significance of pointing it out. Anyone thinking about the subject is aware of VRF beams. Quote:
But I am, nonetheless, dealing with them as-is. I say, use a gunner for every tube. I just note that I'm doing so under protest because I don't see any reason it should be necessary. (A gunner for every beam I'm more comfortable with, because they're all doing different things. Though the gunner being a dedicated NAI or sub-AI is reasonable.) Quote:
Of course it comes down to rosters of preferably virtual gunners. The rules imperatives for that are fairly obvious and very well-trod. |
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Rules imperatives are towards always focusing on the PD vs. Missiles rivalry. This is the true reason behind people being worried that armour is useless. Side question: Do you think an unofficial project aiming to either radically houserule G:SS, or make an SS-like system from scratch, that would be more general than the canonical G:SS, would be viable? At the very least, to make emulating different genres possible/easier? |
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However, I think for the genres you seem to be primarily thinking about emulating, you might be better off dropping most of Spaceships and just repurposing the design rules. Giving the slightest consideration to realistic space travel and combat is actively inimical to the 'wooshing dogfighters IN SPACE' genre. |
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That experience showed me that one layer of armor was inadequate for preventing major damage from a single hit from a secondary battery of the next SM down. UV lasers with a (2) divisor if anyone wonders. The particle beam major batteries on the larger ships appeared to be overkill for any tactical role. No one needed that much armor penetration. So it's not just missiles. :) |
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But you put Major Batteries with huge penetration in order to take down ships larger than yours, if you have to, right? Anyway, the fact that armour layers and MB hits take up such a big chunk of HP is what also results in G:SS combats being somewhat like UT personal combat: either you're so armoured that you ignore the stuff thrown at you, or the stuff thrown at you is so scary that it can outright ignore whether you have zero, one, or three layers of armour. Oh, and regarding missiles, another bit: just how scary or meh they are seems to depend significantly on the SM of combatants. At low SMs, they're overkill, and you hope to land just one (out of a swarm). At high SMs, they tend to be meh compared to beams. But the larger the SMs, the less likely they are to be encountered in-game. |
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There are good reasons to want the scale to be slidable, but it's not obvious that there's a good way to do that. Quote:
GURPS Spaceships sits in a place where it acknowledges that space is big and space weapons have lots of range and all that. All things wooshy, as far as I can see, start from either not realizing or willfully denying that scale. You can probably do things without rejecting the scale to reduce the degree to which things are pre-determined. |
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As for PD range, that should probably be calculated based on relative missile velocities instead of being tied to hex-scale. (I also consider the Basic system something of a mess. I tried playing it, and it's just too unwieldy.) |
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As for PD range, that should probably be calculated based on relative missile velocities instead of being tied to hex-scale.[/QUOTE] By RAW, it's just a flat value. It doesn't change with the hex scale, which is where some of what I was pointing out comes from. Quote:
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