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#21 | |
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Join Date: Mar 2012
Location: Colorado
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And I do allow for groupings of weapons into a multi-barrelled turret. I played too much Traveller as a boy not to expect triple turrets... |
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#22 |
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Join Date: Nov 2009
Location: Oregon
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Agreed. I'd treat single-missile volleys as individual attacks separated by tens of seconds. As such, point defense would get its full RoF against each volley. The way to overwhelm point defense is not to fire a trickle of missiles over the course of a minute, but a swarm of missiles all at once.
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#23 | |
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Join Date: Mar 2012
Location: Colorado
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and if the PD is lasers, there's no inherent ammo to wear down. |
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#24 | |
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Join Date: Jul 2008
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The beam gunner has +8 for rate of fire and -1 for missile SM. The missile has +4 for proximity detonation, +4 or better for target SM, and +TL-8 for sAcc. Not great for the PD. Worse, though, is that the beams have to win every time. One missile fragment leaking through will ruin your day, and one 30-ton hull can house a lot of missile launchers. I tried to come up with an optimal strategy to screen out missiles at one point, which IIRC involved splitting each beam mount's fire 3 ways to reduce wastage...and the missiles still were going to get through. I guess I'd allow that too, but clustering weapons is the opposite of helpful here. To minimize rapid fire related losses you need to make as many attack rolls as possible.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#25 |
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Join Date: Jun 2010
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I'd say apply it in this case, as an alternative to trying to use the "Smart weapon" rules from Ultra-Tech.
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In the name of Kane #Gurps IRC channel, irc.sorcery.net #gurps |
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#26 |
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Join Date: Aug 2007
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What is it you're calling "the Smart weapon rules in Ultra-tech"?
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Fred Brackin |
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#27 |
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Join Date: Jul 2008
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...What about trying to use the rules in Spaceships? I think those are not all that good, but they're much better than stretching and warping a totally inappropriate special case rule from machineguns to missile batteries, where it would not actually improve anything and would produce all-new bizarre possibilities.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#28 | |
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Join Date: Jun 2010
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Genius Missiles, TL9-11 Adapt a few of those to spaceships works. Allow them to 'Macross' their way to a target with their fuel (maybe dropping the range a category, so from L to S, and from X to L, to allow for this fuel use.) Allow them to make their attack roll, and the target to try for point defence. THEN try for their dodge roll. To do them on-mass, make 1 dodge roll, and for every 1 MOS, 1 more missile dodged...
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In the name of Kane #Gurps IRC channel, irc.sorcery.net #gurps |
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#29 | |
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Join Date: Jul 2008
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Secondly, the balance as it is really and overwhelmingly does not need more mechanics to make it harder to defend against missile attacks.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#30 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Quote:
Second, the problem with balance seems to be that all solutions so far result in all-or-nothing outcomes. Either a missile-armed ship is likely to cripple its target in a turn or two of firing (usually with a handful of actual hits at most, out of a huge volley), or missiles are totally useless (auto-success on Point Defence optional rule, or drastically better ship accelerations compared to missile accelerations). A 'slugfest' of missiles between broadsiding titans, or a situation where missile lock-ons are relatively rare (maybe up to a dozen per combat at most), nasty if they hit, and result in a pilot spending quite some while and effort on evasive manoeuvres in order to avoid destruction, are almost impossible to implement using standard rules. Last edited by vicky_molokh; 03-13-2012 at 09:31 AM. |
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