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Old 05-02-2022, 06:55 AM   #39
Varyon
 
Join Date: Jun 2013
Default Re: Handling cinematic spaceship fights and other sci-fi stuff

Quote:
Originally Posted by RedMattis View Post
Do you think it will be useful?
It can make for a decent jumping-off point and unified design system if you aren't comfortable just fiating everything. Given how you've described things, you'd probably want to decide what components are in those dirt-cheap civilian ships (probably Control Room*, some type of power plant, some type of drive, a single module of steel armor to allow it to be streamlined**, maybe a Force Screen generator and some Fuel Tanks) and apply an appropriate cost reduction to those, but have either a lesser cost reduction - or use full cost - for "military" equipment (Enhanced Sensors, ECM, Weapons Batteries***, better armor/power plants/drives/Force Screens, etc).

*The Control Room includes basic sensors.
**Spaceships requires at least one module - 5% of the vessel's mass - be armor for a ship to be streamlined; this is both for game balance (the negative consequence of being streamlined is reduced armor DR), and a bit of realism (a streamlined vessel needs more of its mass to be the outer frame). Note I'm assuming you want streamlined spaceships, but that's not strictly necessary.
***You can, of course, have separate civilian and military tiers of weaponry. I remember the spaceship design book for one of the d20 Star Wars settings separated the weaponry into blasters, lasers, and turbolasers. The blasters, with red beams, were cheap and thus what the Rebellion used. The lasers, with green beams, were more expensive (but also more effective) and were what the Empire used. The turbolasers were similar to the lasers, but even more powerful and only mountable on capital ships.
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