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) |
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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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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)? |
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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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This is, obviously, not how the people writing the example ships in Spaceships 4 understood things. Or, based on testimony, how at least some of the playtesters understood things. Regrettably, Spaceships has a really bad problem with not paying attention to its own text. I don't know what anybody can do about that at this point. |
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[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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And/or because you're using the Starhawk (SS4 p12) as the blatant X-Wing take that it is. |
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The batteries on the Starhawk are fixed mounts. It's got one missile system and four X-ray laser systems. The gunnery task lets you choose "a single turret weapon; a single spinal weapon; all identical fixed mount weapons in a major, medium, secondary, or tertiary battery." So you can take a single gunnery task to fire all four of the Starhawk's X-ray lasers simultaneously.
But you can't multitask at all with gunnery. "A single character may never perform more than one gunnery task per turn (with the exception of spreading fire)." As for tying together all the turrets in a battery, or all the turrets in every battery, why not? Spaceships doesn't expect you to take its rules so rigidly that you can't make them conform to your ideas. If tying together turrets is a thing you can do in your setting, then do it. |
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What it is is a larger-scale rules issue where the authors, either negligently or knowingly, wrote content that clearly isn't based on the rules as actually published. Maybe, like Stormcrow, they don't think that rules text is meant to be taken 'rigidly'. |
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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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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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I think the idea of fixed mounts changed between the Basic Set and Spaceships. In the Basic Set, you aim the weapon by aiming the vehicle, rolling the lower of your Gunner skill and your vehicle control skill. In Spaceships, there's no sign of using Piloting to aim a fixed-mount weapon: you just roll Gunner or Artillery, and "superior focusing or stabilization systems give fixed mounts better range and fire control (a +2 to hit)." There's also no indication that multiple fixed mounts can't fire at different targets; over the course of a space combat turn surely the ship can reorient itself enough to aim at multiple targets facing the same hull section. My guess is that the rules for using fixed mounts in Spaceships are simplified from the Basic Set to avoid the complications of comparing weapon skill with control skill and to avoid the assumption that the pilot is also the one firing the weapon. The fix would be to go back to using the lower of Piloting or weapon skill and to assume that all fixed mounts in the same hull section fire on the same target regardless of what battery they're in. I still don't think the Spaceships rules were meant to stand up to intense scrutiny. They were written to cover a very broad range of possibilities in as generic a way as possible and in as short a format as possible. Some interpretation is called for and even expected. |
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Little variety is in large part because Spaceships, and Spaceships missiles in particular, draw a lot on reality and not very much on Star Wars. An 'ion missile' has no real referents. Quote:
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And yet not even Spinal Batteries have rules related to Piloting. And if you dedicate enough systems in your ship to have multiple spinal batteries pointing in the same direction, you can and must still, by a strict interpretation of the rules, fire them independently. Again, that may, given the long space combat turns, mean that the ship is changing its facing enough to fire at multiple target one after the other, but then you give up the idea of all your fixed mount batteries firing at the same target simultaneously. If you want to stick to the rules and have multiple fixed mount weapons fire simultaneously, then you MUST put them in a single, less-powerful battery. The least change you can enact to make it work is to assume that, like Habitats, Hangars, Open Spaces, Armor, Fuel Tank, and Jump Gate systems, you can combine weapon systems into larger, "single" systems. This is especially true when talking about the Starhawk: it's a generic version of an X-Wing Fighter, and Spaceships page 31 explicitly tells us we can "combine several systems into one" to better fit a fictional spaceship into the rules. |
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Even if the gun was aimed by turning the ship, frankly, Piloting wouldn't enter into it - it's a minuscule angular adjustment that's completely trivial to tell a computer to do (though not necessarily trivial for the computerized maneuver system to execute) and impossible to do manually. The part where Piloting factors into the use of fixed weapons is in placing the ship so that they are oriented to bear on the target. Quote:
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As I said, I allow guns to be mounted more than one to a turret, and to fire as a single attack, subject to the other limitations (identical, etc.), so I'm a heretic anyway. |
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It's just that it is, as you say, the text in Spaceships. |
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A 'short ramge' missile that cut off half the mass and probably 2/3s to 3/4s of the delta-V would be a helpful option, if you do want to use missiles for defensive fire. Quote:
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The text has nukes and laser heads (though it doesn't really give instructions on how to play out the laser heads), and EMP missiles seem like a dubious proposition. Nobody's stopping you having drones, but drones aren't really missiles. SS5 does have sensor drones that are stated as missile replacements, though they're intended for exploratory/scientific use, not tactical recon. |
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You don't need to be using missiles for one ship to provide cover to another. Any space weapon has range that trivializes the size of ships and the space between them needed to stay out of each others' way. It might be possible to have a defensive missile ship provide cover to ships in a separate maneuver element. But that would require relatively long-legged (and thus not cheap) countermissiles and some reason for actually having separate maneuver elements. You don't want to try to engage incoming missiles with a single beam each - unless you're using the Missile Shield rule, I suppose, but at that point you definitely don't have any need for antimissiles. VRF (improved) lasers delete all incoming while barely even trying. Quote:
Frankly, it's not clear why it's a drone rather than a armed cutter with boarding parties. If you wanted to disable the ship mostly intact, presumably the next step is boarding, ideally conducted as quickly as possible after the disabling. |
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The most unconventional missile I ever saw was the boarding missile from Gall Force. It punched through the hull of the Star Leaf and then opened up to release it's passenger. Of course that the passenger was a mass of invertebrate goo was the only reason it could survive the trip.
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(Also, you cannot "drain off" velocity in space. 'Slowing down' and 'speeding up' are the same task of acceleration, and both are brutally expensive.) |
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But that seems like the answer to what FeiLin was asking - if you want complex missiles, build them as drones and use 'hangars' to launch them rather than weapon systems. Given that a 16cm missile only masses 1/10 of a ton you'd need to scale a lot of the systems down to SM-1, but that means that the cost might actually compare favorably with the $100K a normal missile costs. As a GM I might even both allow you to launch them out of weapon systems as a special option and give a cost discount for 'single use' - I'm sure that there are all sorts of corners you can cut if you expect an operational lifetime measured in hours at best. |
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