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#11 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#12 |
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Join Date: Feb 2005
Location: Berkeley, CA
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#13 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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And at TL11, a force shield is so much better than armour that it isn't even funny. (Which is a reason why I think the ^ sign should be worth a TL or two for balance purposes, not the way it is now.) |
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#14 |
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Join Date: Jul 2008
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The uselessness of armor depends on what's hitting you. If blunting low-powered beam weapons and maybe a small-caliber autocannon is useful, you can do some good with a modest amount of armor. If you need to repel fire from spinal-range beam weapons and missiles, then you can forget it.
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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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#15 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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A layer of Nanocomposite gives 30 dDR. A single Tertiary missile with no warhead to speak of hits for 6d×7(2) worth of dDamage. That's an average of 132 injury past DR. For a proximity-fused warhead, injury becomes 117 . . . per hit. Since proxdet gives +4 to hit, that means that on average, there are 5 hits instead of one. Or an average of 585 injury per attack. That's if the missile flies at 1 mps. Assuming it accelerates more or starts at a higher relative velocity (extremely likely), damage will be appropriate. You need 3-4 armour systems (dDR90-120) on your targeted side before you can claim to no longer be shredded by Tertiary ProxDet missiles. At 1 mps. You're still likely to be one-shotted by a sufficiently fast dummy (kinetic) warhead. After all, those 120dDR become 60 vs. normal missiles, which is a laughing matter for a Major battery (6d×12, or average 252 damage at 1 mps). -------------- Incidentally, autocannon's minimum speed is 1 mps, but damage is half that of missiles. So a Tertiary no longer one-shots armoured craft, but that's about it. A Tertiary particle beam does 2d×5(5) burn sur, and thus average dDamage of 35 . . . but those 120 dDR become 24. Against the original single-layer (dDR 30), it does 29. Sure, not a one-shot kill, but this is a tertiary, and a beam, thus PD does not apply. Now, I'm pointing at missiles because for what they do, they're extremely cheap and reliable. Even nukes cost many times less than the hypothetical missileboats that launch them. An SM+4 Control Room, Major Battery and three armour systems cost almost $200K. A nuke costs $50K (for 4d×1000, which is enough to cripple an SM+21 vessel with a layer of Nanocomposite, or an SM+19 one with six layers, before the density bonus). Last edited by vicky_molokh; 01-03-2013 at 03:52 AM. |
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#16 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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It's useful against radiation, especially long term but of course gurps doesn't deal with that.
Realistically, spaceships are glass cannons. When you decide to go cinematic, you could just multiply dDR by whatever number you like for the style you want.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#17 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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I'd actually go further than that, modifying system crippling thresholds, death checks etc. And I'm inclined towards ablative or semi-ablative armours, as they make combat more gradual (and maintenance of mostly-just-armour ships more justified). |
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#18 |
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Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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While not realistic, that is the by far the most common spaceship combat style in story.
How ablative armor works probably depends on the weapons used in setting. Physical armor could act as one more cost the adventurers need to stay aware of. Energy shields give the ship's engineer more to do in combat and yell about needing more power. Ooh, sites of major combat could have high levels of armor dust screwing with things.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
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#19 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Again, shields are somewhat boring the way they are in RAW. |
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#20 |
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Join Date: Nov 2009
Location: Oregon
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It's been mentioned before that all Spaceship armor is weak for its mass when compared to same-TL body armor. Presumably this is because it's Cheap; you could multiply DR by x1.5 and Cost by x2 (effectively boosting armor TL by 1) and it would remain balanced. That may not be going far enough though. Double or triple DR for no cost increase (and maybe even triple or quintuple DR at x2 cost) would be appropriate in a Space Opera game.
Semi-Ablative and Ablative DR also fit much of the fiction (especially video games) and can be used to justify still-higher DR. Based on their value as limitations, SA would multiply DR by x1.25 while Ablative multiplies by x5. You can also make Force Screens fully Ablative, getting x4 DR (since they're normally SA). Combine that with the above across-the-board DR increase and ships might actually be able to trade more than a couple blows. |
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| Tags |
| point defense, spaceships |
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