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Old 04-21-2012, 10:41 PM   #13
vierasmarius
 
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Join Date: Nov 2009
Location: Oregon
Default Re: GURPS Spaceships Design Spreadsheet

Quote:
Originally Posted by The Rampant Gamer View Post
Understandably you'd not be able to do much with Habitats at those sizes, but honestly, that's realistic. Are there other components (other than scaled down weapons) that need to have rules written for them to define what happens at SM+3 and lower? If we can have convincing SM+1 and even +0 "ships" we could be on our way to statting up missiles themselves as separate ships that we keep in a special hangar...
Damage and DR would need to switch from decade scale to normal, but that's not a big deal. More challenging would be the Control Room, for which the computer and sensors will continue to scale down, but the crew station will not. For very small craft a single crew or passenger seat will exceed 1 system slot. I suppose one way to handle this is to make a "Control System", which is basically a Control Room without the seat, and scales normally with the craft, then add stations as (pricier) Passenger Seats. An SM+4 Passenger Seat system carries a single occupant, so a single SM+3 seat would take up 3 slots, and an SM+2 one takes up half the craft. They could probably be made more compact, at the cost of comfort and life support. An SM+1 seat might even be external, making the vehicle a motorcycle or similar.
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