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-   -   Setting assumptions: Starwars using Starships (https://forums.sjgames.com/showthread.php?t=98645)

Valadrim 10-19-2012 05:54 AM

Setting assumptions: Starwars using Starships
 
I wanted to know if it would be fun and reasonable to make a Starwars game that focused on ship combat. I am a big fan of the X-wing novels which have a small team of commandos/pilots run around saving the galaxy both in and out of the cockpit.

After a ridiculous number of hours looking at the Starships books and going through a number of threads I feel like I have a place to start.

Ships have reactionless drives with 1G acceleration
Capital ships have 1-2G
Starfighters have 2-4 G
Proton torpedoes have 5-6G

I have also decided to use the tactical combat system.
To give meaningful movement and weapon ranges to fighters the 100 mile hex and 1 minute turn is the only reasonable option. I will avoid the temptation to increase the scale to accommodate large ships. (I can already see players throwing genre convention out of the window and resorting to near c suicidal torpedo runs against Star Destroyers if forced to deal with that much map before starfighter weapons are useful).

Things which I am not so sure about but seem like a good idea.

Making shields ablative and giving them x4 dDR. - I feel like it models the setting better, makes fighter contributions against large ships more important, and result in ships being less likely to be taken out by a single blow.

Making shields only capable of regenerating x% of dDR a turn. - I really need to play test this or get feedback. I feel like it would model the progressive chipping away at larger ships over the course of a battle as seen in the x-wing novels, but it may mess up balance in some horrifically unforeseen way. I may pair this with another increase in shield strength to balance but I don't know.

Giving all ships damage reduction. - I am very ok with a single torpedo demolishing a fighter (it is what PCs have luck and buying successes for), but I get the impression that even with the errata damage tables, they may cause more carnage than I want, particularly if I don't use point defense.

Here is my first attempt to make an X-wing, I decided each main beam weapon is one pair of linked lasers (no mechanical effect descriptive only). And that the pair of proton torpedo launchers counts as a secondary battery but I restricted the ammo to reflect setting numbers. The engine room is the R2 slot. Lastly I named one slot consumables to reflect the extra air water and food that is needed to keep pilots alive for a week rather than day without resupply. It has too much power and I feel like it isn't well optimized but it looks like it is in the ballpark. I suspect when I do the TIE it won't even use all of the slots.

X-Wing Streamlined SM+5

Front Hull system
1 dDR 5 Armour
2 dDR 5 Armour
3! Major Laser Gun
4! Major Laser Gun
5 2 Proton Torpedo Launchers (3 16cm Torpedos each)
6! Contragravity Lifter

Central Hull system
1 dDR 5 Armour
2 dDR 5 Armour
3! dDR 20 Force Screen
4 Control Room
5 Consumables*
6 Engine Room
[core] Antimatter reactor

Rear Hull system
1 dDR 5 Armour
2 dDR 5 Armour
3! Star Drive
4! Hot Reactionless
5! Hot Reactionless
6! Hot Reactionless
[core] Antimatter reactor

If anyone has any thoughts, contributions, or in particular interpretations of X-wings, TIEs, Y-Wings etc. Please share.


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