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#1 |
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Join Date: Feb 2005
Location: Berkeley, CA
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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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#2 |
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Join Date: Dec 2009
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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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#3 |
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Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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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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#4 |
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Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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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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#5 |
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Join Date: Feb 2005
Location: Berkeley, CA
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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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#6 |
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Join Date: Aug 2007
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That doesn't sound like Spaceships, since it's always 20 systems regardless of SM.
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#7 |
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☣
Join Date: Sep 2004
Location: Southeast NC
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I've added some modifications for lighter systems.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#8 |
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Join Date: Feb 2005
Location: Berkeley, CA
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#9 | ||
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Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Quote:
Quote:
Last edited by Mark Skarr; 12-13-2010 at 05:39 PM. Reason: Had the wrong quote |
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#10 | |
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Join Date: Aug 2004
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Quote:
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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| Tags |
| spaceships |
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