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#21 | ||
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Join Date: Apr 2006
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On a 1-minute scale, our small fighter armed with a Very Rapid Fire gun can fire 300 rounds. Cumulative modifier to hit with at least one of these kinetic kill monsters is only -2; a professional (skill 12) can do it half the time and an expert (skill 16) can do it, what, 90% of the time? (In fact, with Rcl 3, he's probably hitting at least twice.) Admittedly, guns do have a poor range, but that doesn't mean you can't shred anything within that range. Alternately, the smallest missile is 16cm, fits on our SM +5 fighter, and does 6dx40 (or about 800) x5, or x10 at longer ranges. An unstreamlined SM +15 ship with 3 layers of TL9 armor per section has dDR 600. The missile goes through it like soft cheese - and at TL9 it has an overall +1 to hit before ECM and other defenses are taken into account. Honestly, it makes me wonder why anyone would bother with larger missiles or nukes, and why there isn't some kind of micromissile option (other than balance, since micromissiles might as well be the wrath of God). (All of which suggests that large ships have point defense like crazy. Admittedly, so do oceanic combat ships, for much the same reason.) Quote:
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#22 | |
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Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 01-03-2013 at 07:48 AM. |
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#23 | ||||
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Join Date: Jul 2008
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And an 8cm cannon is not a small-caliber autocannon. A small caliber autocannon is the 2cm or maybe 2.5cm. Quote:
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There is a reason to bother with nukes, though larger conventional missiles have it harder. It's possible to design huge warships that actually have enough armor to repel 16cm conventional missiles. Also, note that the range on missiles only goes to the X band at 32cm+ (And in the advanced combat rules, such missiles have twice as much delta-V), so they're not trivially useless. On the other hand, note that maximum range is one band longer against targets that can't maneuver, and most realistic drives...pretty much can't. Unfortunately for the armored behemoths, without houseruling things heavily there's no way they can carry a useful number of point defense guns, since you can't have more than 30 guns per system, so when the enemy comes to nuke them they really can't do anything about it. EDIT: Micromissiles, on the other hand, would probably be less useful than just using 16cm set for fragmentation. They're already overwhelming to PD, and something like a 4cm missile would be vulnerable to relatively light armor.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. Last edited by Ulzgoroth; 01-03-2013 at 10:21 AM. |
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#24 |
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Join Date: Dec 2007
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#25 | |
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Join Date: Aug 2007
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If want to duplicate the battles seen in some fiction you need unrealsitic assumptions and rules because those battles are unrealistic. This means looking for high TLs and most especially the ^ sign and optional/cinematic rules.
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Fred Brackin |
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#26 | |
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Join Date: May 2008
Location: CA
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#27 | ||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Right now, anything short of an invulnerability field or indestructible armour is worse than having: 1. At least 11% as many missiles in a salvo as the target has PD guns and 2. The willingness to press 'Proximity Detonation'. (Note: even if we postulated automated gunners that automagically hit with every shot for PD, then same has to apply to missiles.) |
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#28 | ||
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Join Date: Jul 2008
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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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#29 | ||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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What would be nice is to have a variation of modules listed in the official PDFs such that picking some subset of them (without as much tweaking as is required now) would allow one to achieve the desired feel. Right now it just takes too much effort to make space-operatic spaceships. (Though I'm semi-ready to restart the discussion of houserules that make it possible.) Quote:
Still, the combat devolves into a contest of saturation. Hmmm. Crits normally mean that defence isn't possible, though I wonder if that applies to PD too. |
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#30 | |
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Join Date: Nov 2011
Location: Seattle, WA
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Defensive doctrine would evolve with the weapons. The enemy shoots missiles at you. You start doing everything in your power to make it so those missiles don't hit you. You can (1) dodge them, (2) confuse them, (3) outrun them, (4) destroy them, or (5) have armor sufficient to ignore them. If GURPS spaceships lacks rules for ECM/ECCM, jammers, decoys, etc, then those are all things to create to make an interesting missile-based space combat paradigm. Destroying them would also happen in stages--you might have a small craft screen tasked with destroying missiles. Then you'd have a countermissile stage, where you launch your own small missiles to take out the larger incoming ones. Any that get through the countermissiles are engaged with point-defense weapons (lasers and autocannon). Hopefully there are very few left to deal with, but it depends on the lethality of the missiles. If just one is enough to blow up a ship, then point defense is going to be HEAVILY favored because it's suicide not to. In my opinion, to have any meaningful discussion about space combat tactics, you have to do a tremendous amount of world-building first. Cost matters, resources matter, laws may even matter. Technology is just the start! The Honorverse was exhaustively set up to create a desired style of space combat, and except for the reactionless grav engines, tries to be consistent with physics (ok, he also has FTL grav communicators, but in his defense, at the time he wrote about those, real physicists weren't sure how fast gravitons propagated). Anyway, I'm not sure what my point is any longer, except that there's nothing wrong with wars of saturation!
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-apoc527 My Campaigns Currently Playing: GURPS Banestorm: The Symmetry of Darkness Inactive: Star*Drive: 2525-Hunting for Fun and Profit My THS Campaign-In the Shadows of Venus Yrth--The Legend Begins The XCOM Apocalypse |
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| Tags |
| point defense, spaceships |
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