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#2 |
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Join Date: Jan 2009
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First and foremost, you will need Turn/Scale combination that provides +1 to +10 acceleration bonus to most of your ships and prevents instant fuel depletion. Acceleration Bonus table (SS55) is as important in choice of Turn/Scale combination as are guidlines on SS48.
Second, its better to stick to minimum turn length - that keeps battles from ending on the first turn and makes some munchkiney tricks (like missile barrage) less fun-killing. You may even go with shorter encounter scale than Short to emulate sci-fi movies/fiction/games where space combat ranges are ridiculously short, to give more space-fighter than space-bridge-commander feel and to keep relative velocities less harmful. I have house rule for that, but it's in russian. Very important is just how do you want your space combat to feel. Beam weapon duels? Cinematic "Dogfights"? Long-range "cruise missile" strikes? Different Turn/Scale choices favor different space combat styles, or even preventing them from happening outright.
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GURPS' advocate. |
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| Tags |
| combat, spaceships |
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