Re: GURPS Spaceships Series
While we're waiting: GURPS Spaceships mentions that Traders, Liners, and Transports will deal with trade and passengers; would that be GURPS 4e's counterpart to GURPS Traveller: Far Trader, much like the world design system is 4e's answer to First In?
Also, Warships and Space Pirates is going to include hex-grid combat; is that going to be limited to STL combat, or is the system going to be flexible enough to be adapted for warp combat and hyperspace combat (setting assumptions permitting, of course)? Finally, it's mentioned that each volume in the series will provide supplementary rules, and it gives examples for the two mentioned above. What about the others? Obviously, Fighters, Carriers, and Mecha will provide systems that make mecha designs possible; but that hardly seems like it will be the core of the supplementary rules. What else will it have? |
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I have a brand new player, my son have been asking to play and his interest is in SF a`la Halo, Star Wars and other action adventure types of play. Which in his description includes fighter/small ship combat, so having a hex based solution would be great.... Ok dad wants it too..... I guess I'm back to bouncing on my hands for two more supplements..... |
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(2) Warships and Space Pirates in the written draft basically has a Spaceships conversion of the GURPS Traveller-style vectored combat rules. However, I have been thinking that it would be useful to cover non-vector STL/ FTL combat as well and during the playtest (whenever that happens) may propose a short rules section that effect. (3) Fighters and Carriers is mostly, well, fighters and carriers. It has a few pages of supplementary design notes (e.g., for smaller SM+4 ships, legs, etc.) and few pages of cinematic combat rules. |
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Ah; thank you. So "Fighters, Carriers, and Mecha" will essentially be built around presenting the likes of Battlestar Galactica, the Macross and Valkyries from Macross, and the Dropships, Aerospace Fighters, and Mechs from Battletech. ("It must be mine!") Oh, and the smaller stuff. :P
And what are you planning for Exploration and Colony Spacecraft, besides the sample spacecraft (which will presumably include a USS Enterprise knock-off)? i.e., what's the concept behind the supplemental rules portion? |
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Oh I've been waiting so long! I have two different groups. One wants to try Battletech and the other Macross. I have GURPS Mecha 3e but have been waiting for a 4e version. |
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Much of the Exploration/Colony ship book is devoted to ship designs that "push the edge" of the envelope - things like multi-stage interplanetary rockets, sublight interstellar vessels, generation ships, and so on. I rather like the intergalactic FTL generation ship, intended to visit other galaxies. |
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What other books are in the series?
I just picked it up for Battlestar purposes and found it unsatisfying, but I enjoyed building space-ships so much I figured I might as well discard the BSG-campaign idea and bust out a GURPS Space homebrew. |
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I have a feeling that you'll find Fighters, Carriers, and Mecha more to your liking, mainly for the Fighters and Carriers - though Traders, Liners, and Transports might work well as a source for ship designs with which to populate a ragtag refugee fleet. |
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I'm looking forward to all of them, but I must admit that there are a couple that I'm especially excited about. Any idea of the order in which they'll come out?
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1) Traders and Liners 2) Warships and Space Pirates 3) Fighters and Carriers 4) Exploration Ships |
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So, in answer, the system will let you create mecha and send them against ships or each other, and we include a half dozen or so examples, but that is not a primary focus of the book. |
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Mr. Pulver,
Is there a release date for Spaceships part duex, yet? Quote:
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EEEEEEEEEKKKKKK!!!!!
I repeat. EEEEEEEEEEKKKKK!!!! Been lookin' forward to this for a while, and right after midterms is perfect timing. |
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Yea Ditto! EEK EEK EEK
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Yay! Well I just lost money but gained a book. You guys rock!
Ghostdancer |
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Ooh! Ooh! I want this! Hurry up and get e23 up again!
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/me joins Crakkerjakk in squealing like a boy-band fan
EEEEEEEEEKKKKKK!!!!! EEEEEEEEEKKKKKK!!!!! |
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Ghostdancer |
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Is it there yet?
Is it there yet? Is it there yet? Is it there yet? heh, sorry :) |
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(Hasn't gotten his comp copy yet.) |
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I really can't wait for the rest of this series, to test how easy it was I got my baby sister to create a test spaceship with book 1, and then I ran her through a combat. Not only did she build a very efficient craft, she also understood the basic gist of combat. Before that she never played any sort of simulation game or RPG. This gives me a lot of hope for running off-the-cuff sci-fi one-shots, seriously if the rest of the books are this easy to use... *looks wistful* Ghostdancer |
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It's mine! Looks like I'll be busy for the next few hours.
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Bought. Downloaded. Printed. Bound. Read.
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http://forums.sjgames.com/showthread.php?t=39872 |
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The later three, however, sound really exciting. (And I have an old list which says that #5 will be about mining and industry, which also sounds more fun than just moving stuff.) (Granted, for a lower-tech setting, knowing what people are actually able to do, in terms of climbing out of gravity wells, and how much they can carry when they do it, and how fast they can get from place to place once they've climbed, and where they can then land, and if they can et back up again, is quite useful if you're trying to derive a setting from the technological constraints, and GURPS Spaceship's mass-based design system is the first easy-to-use way to get objective answers to such questions. But how well does the system actually cope with low-TL ships? It's been a couple of months since last I read it...) |
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They're not particularly exciting, no; but they're the sort of thing that few space settings can do without. I mean, how can you have pirates if you don't have cargo ships for them to raid?
Note that I'm not talking in terms of cargo ships for the PCs. One or two of them might be appropriate for that role (such as the tramps); but for the most part, cargo ships are NPC-oriented. That doesn't make them any less valuable to the setting. (Personally, I've been getting fed up lately with settings that focus exclusively on the "cool stuff" that relates to the player characters and their opposition, and completely neglects the basic staples that are needed to make the setting work.) |
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Unless the series has changed (and I missed the post) the list was roughly 1) Spaceships 2) Traders, Liners, and Transports 3) Warships and Space Pirates 4) Fighters, Carriers, and Mecha 5) Exploration and Colony Spacecraft 6) Mining and Industrial Spacecraft 7) Strange and Alien Spacecraft 8) Sentient Spacecraft Granted I don't know how the new Mecha rules are going to be like but I hope it will be something like the GURPS Mecha so you can build an array of mechs. I'm also really excited for #5 Exploration and Colony Spacecraft! Although now with GURPS Spaceships 2: Traders, Liners, and Transports out I have enough to do a bit more detailed Sci-Fi campaign. |
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David Pulver has mentioned on several occasions that the mecha in Carriers, Fighters, and Mecha will be something of a sideshow: the main focus will be on the carriers and the fighters, and the mecha will be handled (almost entirely?) by means the the addition of a Legs system.
That said, he has also expressed interest in doing a new edition of Mecha (or something to that effect); and I'll throw my support behind such an effort, for what little that's worth. What would probably be a better way to go would be to wait for VDS and then do GURPS Anime in the tradition of GURPS Fantasy, with a chapter or so on mecha. |
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Eek?
The price of bonds is up substantially, and I have money burning a hole in my credit card, itching for further Spaceships PDFs. I know SJG has playtested manuscripts. I sense potential gains from trade. When will it be safe for me to start holding my breath? |
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What I am Waiting for is a good set of warp combat rules, the set I wrote in house still kinda Massively suck.
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Not sure what you mean by 'warp combat'. Do you mean combat in FTL? How would it be different from non-FTL combat other than longer ranges and higher speeds being involved?
Also: Me want new Spaceships! When can have? |
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Non-Newtonian combat.....
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So you want combat at relatavistic velocities? Sounds a bit silly, but okay - I can see how some extreme superscience ships might need it. I have doubts David Pulver'll include it in the Spaceships series, though - I don't think any of the planned books have much to do with that.
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Think "Star Fleet Battles" - or the original Star Trek series, before NextGen & co. started retconning it.
More generally, Warp Drive does operate on a speed-based system rather than an acceleration-based one - and it tends to be directional: whatever direction you're pointing, that's (almost?) always the direction you're heading. Building an alternate map-based combat system where movement operates more like naval ships and/or aerial fighters would serve the purpose of allowing for Star Wars style space battles, and could also be scaled up to FTL speeds and distances in order to address warp combat. |
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Ooh! I didn't know mechs (legs) were going to be covered in #4. That's awesome!
Now if #3 would come out, we could start counting down the decades until we see #4. I'd get excited by some of the other ones too, but then, I fear I'll be to old to roll the dice before they come out. :( |
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However, I now plan to put the non-Newtonian maneuver system in Book 7, giving it fairly lengthy treatment for both combat and non-combat applications. Otherwise, I recommend those allergic to the complexities of vector movement stick with the abstract system (which is fairly detailed anyway). Book 4: Fighters includes several options intended for making the abstract movement rule more cinematic to give a more Star Wars-ish feel to the fighter combat. |
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With book 3 and 4 it should be fairly easy to come up with a more standard combat system. Choose a scale and speed for the ships and then use the rest of the rules more or less as written. Newtonian flight adds extra bits of math that non-newtonian flight can ignore.
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So......any kind of estimated release date on the next book in the series? :)
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Forgetting what #3 will be----warships and expanded combat rules, right?
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#3 has an essay on naval ops, a whole bunch of corvette to battleship sized warships, and a Spaceships adaptation of the 2D hexgrid vector movement system found in Traveller and Interstellar Wars, and a few other new rules of general applicability to both the basic and abstract system #4 has a whole bunch of fighters, carriers, and assault transports, some expanded rules for cinematic maneuvering and action in the basic combat system, a bit of general fighter-ops material, and some extra design options (leg motors for building simple mecha, some more missile types, rules for SM+4 ships, etc.). #5 (currently not yet playtested) has essays on exploration missions, lots of "edge of the design envelope" ship designs (early interplanetary probes, sublight interstellar vessels, generation ships, multi-stage rockets and star probes, etc.) a few minor design option rules, expanded radiation and other hazard rules, and a Spaceships non-Trav specific adaptation and expansion of the Interstellar Wars rules for survey and contact ops. |
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Having recently discovered the awesomeness that is Future Armada, I'm pretty pumped for future Spaceships releases.
If you guys need some amazing deck plans, you should REALLY check out the FA stuff. |
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http://ki-ryn.com/Future_Armada/Art/Jo_Lynn_01.jpg |
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I stumbled into them purely by chance and was astounded at the quality for the price.
These guys do fantastic work. |
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Yeah, Future Armada provided the Jo Lynn as the main ship for my Traveller game. The work is awesome.
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Have you built the Jo Lynn using Spaceships? If so, would you mind sharing?
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It gives no feel of designing a ship but more of hit locations should it encounter combat. |
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GURPS Spaceships #2
30-TON DROP CAN (TL7)
This is a streamlined, aluminum cargo canister launched from high orbit (or via a mass driver, tether, etc.) on an aerobraking trajectory. The soft-landing system deploys its reentry shield and parachutes, and the container slows and safely lands. It is built with an unstreamlined hull, masses 30 tons (SM +5), and is 40 feet long. Ummm, Huh??? |
Re: GURPS Spaceships Series
Discussion of specific details from these PDFs is off-topic here. Please take it to the GURPS forum.
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Thank you for pointing out my obvious judgment error and moving my newly created thread which is dedicated too comments on the individual PDF for GURPS Spaceship Series #2 into the GURPS ONLY arena were “Anything GURPSy” should be found. |
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Which is tentatively due in only nine or ten months. :( |
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GURPS Spaceships 2 is no longer "upcoming", and substantive discussion of content is never on topic for this forum. |
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Clydesdale-Class Stripped Gunboat (TL 9-10) Systems Table Front Hull System [1] Advanced Metallic Laminate Armor (dDR 10) [2] Control Room (Complexity 8 Computer Network; Comm/Sensor 7; 4 Control Stations) [3] Defensive ECM [4] Tertiary Weapons Battery (20 cm Fixed Mount Missile Launcher; 2x20 cm Fixed Mount Chaff Launchers (dDR 5 vs. lasers, UV lasers 7 missiles); Cargo Hold – 40.5 ton capacity) [5] Fuel Tank (50 tons capacity) [6] Fuel Tank (50 tons capacity) Central Hull System [1] Advanced Metallic Laminate Armor (dDR 10) [2] Hangar Bay (30 ton capacity) [3] Habitat (1 Workshop; Steerage – 75 ton capacity) [4] Cargo Hold (50 tons capacity) [5] Cargo Hold (50 tons capacity) [6] Cargo Hold (50 tons capacity) [core] Habitat (4 cabins; 1 Galley/Mess; 1 Sickbay) Rear Hull System [1] Advanced Metallic Laminate Armor (dDR 10) [2] Engine Room (1 Workspace) [3] Fuel Tank (50 tons capacity) [4] Fusion Torch Ram-Rocket (0. 5G Accel; 15 mps) [5] Fusion Torch Ram-Rocket (0. 5G Accel; 15 mps) [6!] Jump Drive (J2 Rating) [core] Fusion Reactor (!!) Features Artificial Gravity; Ram-Rockets; Magnetic Shielding; Heat Sinks Clydesdale Class Stripped Gunboat TL Spacecraft dST/HP HT Hnd/SR Move SM LWt dDR Occ Load Cost Notes Piloting/TL 10 (Aerospace, High-Performance Spacecraft) 9/10 Clydesdale Class Gunboat 70 -1/5 1G/45mps +8 1,000 tons 10 8ASV 296.3 tons 60M¥ 2,500 mph Air Speed; 10aAccel/1,250 mph Air Move |
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Whom do I have to bribe in the Editorial Department? |
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Sorry if this has already been asked. Is there any chance of all 8 volumes of Spaceships being compiled into a monster PDF?
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