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Old 12-12-2010, 03:33 PM   #1
Anthony
 
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Default Re: [Spaceships] Armor Density

An even easier method: just have armor not take up any component space at all (i.e. you can have 20 modules, plus armor); instead, if you have more than 20 total modules in a ship, multiply acceleration, delta-V, and jump capability by 20/(# of modules).
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Old 12-12-2010, 06:26 PM   #2
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Default Re: [Spaceships] Armor Density

Part of the problem with any system that adds volume detail to Spaceships is that the systems already have vastly different volumes.

When I first got Spaceships, I tried it out with a handful of designs; among them were a fire support drone and a diplomatic shuttle, both with the same mass(same Spaceships SM). I then tried comparing those Spaceships designs to equivalent VE designs, and they differed in volume by more than an order of magnitude(with corresponding difference in SM).

Which totally makes sense, but it's all ignored by Spaceships. And I do mean ignored, not just abstracted — rolls to hit that drone and shuttle take the same SM modifier, despite the shuttle being a larger target.



Now, a system/list for assigning densities to systems, and a system for adjusting SM based on density, might be neat, and would support this sort of thing. It just has to first determine that 5 tons of armor is thinner on the shuttle than on the drone.
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Old 12-12-2010, 09:57 PM   #3
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Default Re: [Spaceships] Armor Density

Quote:
Originally Posted by Anthony View Post
An even easier method: just have armor not take up any component space at all (i.e. you can have 20 modules, plus armor); instead, if you have more than 20 total modules in a ship, multiply acceleration, delta-V, and jump capability by 20/(# of modules).
That doesn't make sense, as modules are based on mass, not volume. Armor definitely takes up mass. Using your suggestion, cargo bays would be free, not armor.
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Old 12-13-2010, 02:19 PM   #4
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Default Re: [Spaceships] Armor Density

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Originally Posted by Rev. Pee Kitty View Post
That doesn't make sense, as modules are based on mass, not volume. Armor definitely takes up mass. Using your suggestion, cargo bays would be free, not armor.
As would, ahem, empty space. Also hangars and habitats would probably take up significantly less than one module as they're mostly "empty space."
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Old 12-13-2010, 02:29 PM   #5
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Default Re: [Spaceships] Armor Density

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Originally Posted by Rev. Pee Kitty View Post
That doesn't make sense, as modules are based on mass, not volume.
Modules are based on both mass and volume -- the reason you can only fit X modules in a SM +Y hull is because of volume, not mass. The mass of the modules is handled by the change in performance.
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Old 12-13-2010, 02:38 PM   #6
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Default Re: [Spaceships] Armor Density

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Originally Posted by Anthony View Post
Modules are based on both mass and volume -- the reason you can only fit X modules in a SM +Y hull is because of volume, not mass. The mass of the modules is handled by the change in performance.
That doesn't sound like Spaceships, since it's always 20 systems regardless of SM.
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Old 12-13-2010, 04:06 PM   #7
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Default Re: [Spaceships] Armor Density

I've added some modifications for lighter systems.
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Old 12-13-2010, 04:11 PM   #8
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Default Re: [Spaceships] Armor Density

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Originally Posted by Dinadon View Post
That doesn't sound like Spaceships, since it's always 20 systems regardless of SM.
Nah, spaceships is just X=20.
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Old 12-13-2010, 04:46 PM   #9
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Default Re: [Spaceships] Armor Density

Quote:
Originally Posted by Anthony View Post
Modules are based on both mass and volume -- the reason you can only fit X modules in a SM +Y hull is because of volume, not mass. The mass of the modules is handled by the change in performance.
Quote:
Originally Posted by Anthony View Post
Nah, spaceships is just X=20.
No, that's not true. Each system is 5% of the ships total mass. It abstracts volume.
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Originally Posted by GURPS Spaceships, pg 5
Spacecraft hulls are divided into three sections: the front hull, the central hull, and the rear hull. Each represents one-third of the spacecraft’s total mass (not volume). This need not be taken too literally: the actual shape may be more complex, e.g., “the front hull section” could include forward- facing parts of the vessel that are actually part of multiple different subhulls, pods, or wings.

The front, center, and rear hulls each contain six hull systems numbered [1] to [6]. In addition, two of the three hull sections contain deep- buried systems designated [core]. Each system is a major component. The numbers are used for hit location rolls (see p. 61), while the core systems are similar to the vitals location of a human. Each spacecraft has 20 systems, each 5% of the total mass.
Emphasis from book.

Last edited by Mark Skarr; 12-13-2010 at 05:39 PM. Reason: Had the wrong quote
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Old 12-13-2010, 07:41 PM   #10
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Default Re: [Spaceships] Armor Density

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Originally Posted by Mark Skarr View Post
No, that's not true. Each system is 5% of the ships total mass. It abstracts volume.

Emphasis from book.
All that needs to be done is take the extra systems and divide the speed by it. If the ship ends up being 30 modules then the speed will be X

X = (given speed from spaceships) / 30 times 20.

For low volume system like armor (and considering how coarse the spaceships systems are already) this works fine. (I also tend to ignore hits on extra armor systems in this case)

Ships still only get two core modules as well.
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