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Old 10-27-2011, 10:27 AM   #5
cmdicely
 
Join Date: Aug 2004
Default Re: GURPS Spaceships: Murphies, their fixes and alternatives

Quote:
Originally Posted by Ulzgoroth View Post
Spaceships combat has two-axis scalability (time and space). Unfortunately, it doesn't necessarily conserve important features of combat over scale changes. Ignoring the time-scaling issues with weapons previously noted, there's a problem with Dodge. To be allowed to dodge under either combat system, your ship has to use a certain amount of thrust.
Are you sure? The only limit regarding thrust I see in the Basic system is that you have to acheive at least a +0 acceleration bonus (p. 60). AFAICT from the rules on Acceleration Bonus (p. 54) if you don't Drift and expend any thrust at all, you have a +0 bonus (the table provides a thrust amount needed for each +2 of bonus, and you have to halve that to get a +1.)

OTOH, the SS3 requirement for a velocity change of 1 hex/turn does create this problem.

Quote:
How much is dependent not on any property of your ship or the attack to be dodged, but rather on the combat scale in use. I'd suggest simply setting a constant minimum delta-V that must be burned in a turn to allow a dodge, and allowing that to be burned whether or not it's sufficient for the ship to accelerate significantly at the combat scale.
Since the amount of delta-V a ship can burn in a turn is timescale-dependent, doing this either leaves dodge ability as scale dependent, or creates a new Murphy wherein in Dodging a ship can burn fuel more rapidly than its engines otherwise allow. So I'm not sure this improves anything.

What you need to do is to adopt a constant number of G's of thrust and a constant time (like 1 minute, not number of turns, like 1 turn) over which it must be applied in order to qualify for dodge, allowing the time to be made up of a sequence of turns prior to the attack (including the turn of the attack) if the time is longer than the shortest turn scale.
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house rules, houserules, murphy's rules, spaceships


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