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#11 | |
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Join Date: Nov 2011
Location: Seattle, WA
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Quote:
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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| Tags |
| point defense, spaceships |
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