[spaceships] Proximity Warhead damage
Spaceships rules state that if a warhead is wired for proximity burst, not only does it get +4 to hit, but every MoS counts as 10 hits, at regular damage but without the armor divisor.
I'm having trouble understanding the fact that the damage of the missile is the same as each of its fragments. since damage should scale with kinetic energy, and the warhead probably fragmented to 100 or more pieces, shouldn't each piece do 1/100 times the full damage? Even if the pieces are 3 times faster than the missile, the damage should still be about 10 times less. I feel that it makes more sense this way. Average missile fragment damage for a 16cm missile at 10mps would now be 84, instead of 840. max damage would be 144 and even one SM+13 Nanocomposite armor system would stop it completely, making big ships more viable. Of course, this still does not change the PD vs. Missile problem, and a full missile hit is still a one-shot killer (but that is just physics). |
Re: [spaceships] Proximity Warhead damage
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The way I believe David Pulver has explained it before is that a proximity burst isn't smaller pieces, it's just much more, using the housing of the final stage of the missile as additional projectile mass. That material isn't really designed for penetration, thus you lose the armor divisor. |
Re: [spaceships] Proximity Warhead damage
Reading that paragraph again I agree that 10x refers to the max number of hits you can make, not 10 hits per Mos.. I've been reading this the wrong way since I got the book!
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Even if it does not, I would think that the warhead would be about a third of the missile's mass. So the damage per fragment should still be about three times less than the full damage. |
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Also, the cross-section that energy is spread over is critically important, and unlikely to be the same for missile fragments and intact missiles. ...I'd also note that the missile impact is imagined as something more complicated than just the whole rocket plowing into the recipient, so we're really in the dark for the physics. Regardless, it is quite true that the game mechanics make it nearly impossible to justify ever not using the fragmentation mode. |
Re: [spaceships] Proximity Warhead damage
I've also considered adjusting the Spaceships missile rules, if not for realism then for playability. Even just giving missile fragments a fractional armor divisor (0.2 or so) would greatly reduce damage against large armored craft, without nerfing its ability to annihilate small or undefended ships. It also makes sense to me; each fragment "hit" probably represents multiple individual pieces striking the target over an area, so they shouldn't be as hard to deflect as a single solid chunk. And yes, I know that at the velocities in question collisions get messy (figuratively and literally), but this houserule at least makes proximity detonation no longer a no-brainer.
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The thing is, I'm trying to emulate Traveller, and I just can't get the same flavor. Traveller ships don't have PD batteries, they don't fire huge numbers of missiles, and missile damage is not so high. Using the Spaceships RAW I simply can't get that. |
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Most notably, I like the Elite feel, where a missile lock is a Major Event - it's unlikely to get locked by more than one missile at a time (in fact, four is a lot), it is a near-sure kill if it hits, it gets jammed and dodged furiously, and it isn't automagically shot down by PD. |
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You'll probably have to first assemble a setting that doesn't work anything like real space before it makes any sense. |
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