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#31 | ||||
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Join Date: Jul 2008
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And for many settings, something that actually discourages making your capital ships as fast as your fighters... I don't know what the large mass of module tweaks needed would be? Quote:
I do think that if you follow the rules as I understand them, which is frankly rather difficult and probably not worthwhile, and don't vastly over-inflate gunnery skills, missiles in bulk overwhelm PD weapons. However, if you use the auto-hit rule, I think VRF beams pretty much make missiles trivial to stop. Each mount can cancel at least 10 incoming missiles, more if the attacker's effective skill isn't at the stops. The only way you'd overwhelm a PD-laden craft is if you're using the tertiary minimum rule and the missile launchers are three or more sizes smaller than the ship's smallest batteries. Quote:
One thing is that such combat involves so many dice rolls it's simply not playable without automation. (It also requires some odd choices due to eccentricities of the rules and the problems of using standard Rapid Fire mechanics where they shouldn't be.) Another is that there are rules for ECM/ECCM and maybe jammers, but they aren't very interesting and I think, though I haven't looked recently, they're not all that powerful.
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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 03:29 PM. Reason: ^/# confusion |
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#32 | |
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Join Date: Nov 2011
Location: Seattle, WA
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If I was going to try to create an Honorverse style GURPS game, you'd have to spend some time and energy houseruling the crud out of Spaceships to make it work. Moreover, I know of NO space combat systems that are actually playable in game for anything approaching fleet actions. I once used Alternity and its Warships supplement to design two fleets and pit them against each other. It took a friend and I the better part of a day to game that out and that was doing nothing but roll dice and move counters on a tactical hexmap. Big space battles in RPGs are simply better left to narration, unfortunately, until we get GMs with nanocomputers in their heads who can do a crapload of math really fast!
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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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#33 | ||
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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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#34 | |
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Join Date: Nov 2011
Location: Seattle, WA
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At one point, I had them in command of a light cruiser-sized vessel which had a main battery consisting of a tri-mounted fusion beam, a few secondary batteries and some tertiary batteries (I use these terms non-technically, as it was under Alternity's rules, not GURPS Spaceships). It actually went okay in combat, with each player getting to roll for something, be it piloting the ship or firing a weapon. It was a fair amount of rolling, but at least it was manageable. You'd HAVE to find a way to leverage rapid fire rules, both with missile flights and point defense, to make such a GURPS game playable. Ultimately though, the best way to do this is to simply keep the numbers down. A ship with a couple main batteries, and a secondary battery should be fairly gameable. A ship with 30 point defense guns firing on 60 missiles could certainly be made gameable with functional space-based rapid fire rules. What I'd probably do is work out the effective skill and just multiply the total number of defending batteries by the percentage odds of making the roll to get the total number of missiles destroyed. For example, say there are 60 missiles and 30 VRF rapid fire guns. Say it works out that each gun needs a 12 to hit. 12 is about 65% hits, I think, so that layer of PD would eliminate 30x.65= 20 (I'll round up, why not) missiles. Only 40 to go...
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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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#35 | |
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Join Date: Apr 2006
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Silly me, I forgot all about errata! Boy, there's quite a lot of it, isn't there. O_o Anyway. Yes. Dividing gun/missile damage by approximately 30 certainly does make a difference. |
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#36 |
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Join Date: Mar 2011
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A couple tricks for point defense:
1) Fire your point defense before proximity weapons detonate. If you use tactical combat you are allowed to fire on the salvos, and you should be able to in non-tactical combat as well. 2) Nukes make hilariously effective point defense. They wipe a whole hex of salvos. Nuke incoming nukes. 3) Tertiary very rapid fire. You can't rapid fire missiles 4) Only use some of your RoF against each attack. Good targetting AIs should have very high skills, and also have a nice technique for dividing fire. (Which actually doesn't seem to apply because "All targets must be specified before rolling to hit." does not apply to saving RoF with point defense.) If you have point defense, it should more or less automagically wipe out the incoming missiles, even with proximity fuses. Guns can even the playing field a little, but you need to get close. Now what you could do is fire "heavy missiles" a.k.a. heavily armored ships that can tank point defense while ramming the target ship. Which answers the question: Armor is not useless, it is what lets you survive point defense! |
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#37 | ||||
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Join Date: Jul 2008
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You need rules something like what you say here, scoring all the attacks together...but you need to do the same for missiles! 60 missiles means 60 attack rolls! Plus you've got to change the PD rules so that you can actually use the collective hit count from the PD battery vs. the missile fragments. ...And then you run into the issue that instead of way too many rolls, you've suddenly got too few, because your missile/PD exchange was totally deterministic. Quote:
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Yeah, but stopping a missile for every VRF gun you have when you only need to fail once is tricky. Stopping more than one is nigh-impossible unless your gunners are incredibly capable. Quote:
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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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#38 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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That one doesn't make sense. A Tertiary battery on SM+10 does 2d dDamage. Even an SM+4 craft has a mere 3 dDR per layer of Nanocomposite. Anything remotely 'heavy missile'-sized will be toast, and anything fighter-sized is worthy of a micromissile hit. And it can't have PD, because then it has less armour, and with less armour it will be shredded by PD.
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#39 | |
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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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#40 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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I just wish they stopped looking like drones - they're starting to step onto the toes of fighter/bomber craft already. :p Clarification: For a classic Space Opera, fighters should be piloted. |
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| Tags |
| point defense, spaceships |
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