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Old 03-18-2012, 04:50 AM   #23
Mr Frost
 
Join Date: Sep 2004
Location: Here .
Default Re: [SS] Reigning in Projectile Damage

Not that it would fix much and I'm a bit groggy with lack of sleep so it might have already been mentioned , but in impacts beyond 2 kilometers per second even depleted uranium long rod penetrators fails to maintain their structure and effectivly disintegrate on contact with the target . Rather than punching a hole in the Armour , they blast a shallow crater .

This means that beyond 1.25 miles per second any armour divisor will cease to work .
For G.U.R.P.S. Space Ships , it would be safe {reality wise} to have no armour divisor for most missiles {including APEX warheads} beyond 1 mile per second and pure A.P. type projectiles beyond 2 miles per second .





If it really still bugs you , it doesn't take much higher velocities to turn any projectile into a plasma .
You could scrap existing plasma weapons and call the S.S. guns plasma cannon and missiles fusion missiles {just add a bonus for point defense so missiles don't allways get through} .
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damage, missiles, space opera, spaceships


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