Re: GURPS Spaceships Design Spreadsheet
That could be interesting!
Did I miss where you put RC12? I was having that problem getting RC11 to open properly... |
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Energy Banks look reasonable, and appropriate for some ships.
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Re: GURPS Spaceships Design Spreadsheet
I agree that the "Energy Bank" is a system that is long overdue. I think part of the problem is that high energy systems requiring a "recharge time" or "firing rate" were assumed to include an intrinsic energy bank that took that long to become fully charged from the stated energy draw after being fully depleted. Recharge times for independent Energy Banks may be calculated by making the bank a "High-Energy System" that is only drawing power when being charged. This would allow an Energy Bank to be downgraded (with appropriate discounts) by imposing limits on capacity, recharge and discharge rates.
Dalton “who really wonders why this took so long” Spence |
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Dalton “not that I have anything against pirates” Spence |
Re: GURPS Spaceships Design Spreadsheet
Dangit, all of this is making me want to work on my tabletop tactical space combat game again. :(
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Energy banks certainly open up possibilities for asymmetrical combat: a craft charges from solar panels or a mother ship, engages in a short and vicious combat, then leaves to recharge.
My Dymka corvette, which currently runs two super fusion reactors, could downgrade that to two Smaller System Energy Banks and squeeze in another 300MJ laser turret. It needs 9 PP for an alpha strike, and at TL11 has 60 PP-turns to play with. If it's still alive after six turns of firing, the enemy is either dead or stupid. Why two Smaller System Energy Banks? Because the last slot is a Smaller System Solar Panel Array, which generates 0.3 pp and can therefore charge the banks from flat in ten hours. Have you considered making this into a Pyramid article? I think it deserves greater prominence than a forum post. |
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