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#1 | |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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#2 | |
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Join Date: Mar 2011
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TL 9 Missile Front Section Armor*4 Fuel Tank*2 Middle section Armor*4 Fuel Tank*3 Rear Section Armor*2 HEDM Rocket*2 Fuel Tank*2 Control Room (run by AI) Then proceed to ram the target. Every 20 second turn the ship gets .5 mps, with 4mps of fuel total. (Plus arguably if you ram a ship you count as "docked" with it for the purposes of explosion damage.) Even a tiny 5 SM missile could hit for 1000ish HP. You could also consider a bit of point defense, or other kind of launcher in the front section for extra fun. |
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#3 |
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Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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For my smaller scale, I've been toying with just taking the weapons from UT and T&T2 and slapping them onto ships. I know their weights, so it isn't hard to find what size ship they would fit on, and you just drop a zero from the damage to find out how much damage they'd do in spaceship scale combat.
This has two benefits. The first is that the weapons scale exactly with ground weapons (as they ARE ground weapons), which suits my campaign just fine. Secondly, the weapons in T&T2 scale their damage up by a cube root, rather than a square root. The cruise missile, for example, with a HEMP round attached does about 100 d-scale damage (armor divisor 10), and if we extrapolate an HSML for a cruise missile, we find it's about a major battery for am SM+9 vessel, which has about 100 d-scale hitpoints, which is a highly satisfying result.
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My Blog: Mailanka's Musing. Currently Playing: Psi-Wars, a step-by-step exploration of building your own Space Opera setting, inspired by Star Wars. |
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| math, spaceships |
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