|
|
|
#12 | |
|
Join Date: Nov 2011
Location: Seattle, WA
|
Quote:
The other problem I have is the base missile damage in space. The standard GURPS "cr ex" damage type should do nothing in space unless in direct contact with the enemy ship. A proximity detonation should do nothing but damage based on fragmentation, which WOULD be velocity based. Still, missiles seem to work entirely differently in Spaceships than in normal GURPS. For example, the 400mm (40cm) cruise missile in Pyramid #3/37 with a HEMP warhead does 6dx48(10) cr inc + linked 8dx8 cr ex [20d]. Converted to decade scale, that looks like 6dx5(10) cr inc + linked 6d+1 cr ex [2d]. Compare this to 6dx10 with a potential AD (2) for non-proximity detonations. What gives? I'm sure there was a good reason that Pulver came up with missile damage like this, but they sure seem off to me, especially considering that a shaped charge warhead would need to make contact to hit--proximity damage would be nothing worthwhile, unless "proximity" means within a yard or two, which I find unlikely at space combat ranges.
__________________
-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 |
|
|
|
|
| Tags |
| spaceships, spaceships combat example |
|
|