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#61 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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E.g. let's look at Star Wars:
Or a look at Battlestar Galactica:
The world of EvE:
Warhammer 40k as depicted in Rogue Trader RPG:
Overall, all those settings seem to involve the following differences as compared to G:SS:
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#62 | |
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Join Date: Oct 2013
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You get to your ship, and start to run, but they get to their ships and start to chase before you can get outside of beam weapon's range. I could go on, but the point is, unless you're fighting in a war against clearly identifiable enemies, and you always know who to shoot before they're within 30,000 miles, armor can save you from getting murdered by beam weapons. Which is why it is not useless, even a single layer of it per hull section can prevent, at minimum, your opponent's point defence lasers from killing you. Tactics seem to indicate that you have a combination of point defence weapons to defend against balistic attacks, and armor to defend against beam attacks, because you really can't depend on always starting a fight at extreme range. Even a Cargo vessel might have, at minimum, a single point defense turret. Heavier beam weapons are more likely to be found on actual warships... they've got only one purpose, really. Same thing for missiles and railguns, etc... but everyone who's concerned with defence with have some point defense weapons. Probably, anyway. They're good for shooting incoming asteriods too. Last edited by Mirtai; 12-02-2014 at 06:53 AM. |
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#63 |
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Join Date: Oct 2013
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Also, missiles are pretty terrible for disabling a ship without destroying it. If you ARE a space pirate yourself, a load out of heavy beams for pinpointing and disabling key systems (like your prey's engines and weapons) combined with decent armor and point defense lasers might be all you carry, aside from engines that make you faster than most of your possible enemies.
You wouldn't really even bother with space for missiles, because burning bits of space debris aren't worth much when you're trying to capture ships for fun and profit. So long as you have the speed to close into laser range, and enough point defense to weather the missile barrage of patrol boats, you're doing good, but without armor, your pirate ship will get ripped up against other ships with similar load outs, and there's always hidden weapons batferies to worry about on the occasional Q-ship! In conclusion... armor is far from useless in GURPS Spaceships. It's very useful for many types of ships. Sure, some specialized designs would do better if they don't bother with it... say, for example, fighter craft that are going up against larger ships. Such a ship might be better off using speed, it's small size, and ECM to avoid hits rather than trying to carry enough armor to survive attack... but such craft, I would think, are an exception. Any ship that's going to have more than a single purpose is likely to find armor handy, even if it's just making micrometeor hits less of a worry. |
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#64 | |
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Join Date: Aug 2007
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Every ship that isn't going to just float in the void never touching another solid object should probably have a layer of some kind of armor because if it doesn't it's going to have a skin only half as thick as the sheet metal of your TL8 automobile. My actual experience is that even 1 layer of the best armor available at your TL isn't going to provide useful amounts of DR v. even Secondary Batteries. Hardening does help some but you might want the option where one level of Hardened is standard and buy another level is an option. Still, there's a fundamental reason that Spaceships armor doesn't seem to work even as well as 20th century naval warship armor worked (or as well as that was supposed to have worked in theory). This reason is that Spaceships actually armors the whole ship which is something real world navies never did. A TL6 Capital ship might devote half it's mass to armor but it's armoring les than half its' surface area. No armor below the waterline, no armored decks, no armor for the superstructure. Land vehicles are no better either. This is why a more reasonable (if not entirely useful) comparison would be to airplane skins or even automobile sheet metal.
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Fred Brackin |
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#65 |
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Join Date: Jun 2013
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That depends on how you use them. Firing a barrage of missiles and demanding surrender can work - if your target powers down their weapons and power plants, you redirect the missiles elsewhere (or blow them up prematurely, if that's an option), then board and take the ship (either taking the crew for ransom or letting them go on lifeboats). If they don't, you sell the ship's remains for scrap (10,000 tons of scrap is worth $1,000,000 according to SS2, and any cargo hold that wasn't hit directly should still contain around 50% of its cargo intact). If you get lucky and they manage to take out most - but not all - of your missiles with PD, you may find the ship merely disabled rather than destroyed, in which case you'll be able to tow it back to base and repair it.
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#66 | ||||||
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Join Date: Jul 2008
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I would, however, argue that the non-war scenarios are much less likely and interesting than you suggest. Quote:
Regardless of how nice they seem, there's no reason to let an even remotely suspect ship within weapons range unless you're basically right at a spaceport. Space is big enough to maintain exclusion zones with very little inconvenience. As for running like you stole something, unless you have wildly unrealistic drives you're going to take more than long enough even running out of range of a stationary weapon for it to turn you into a colander if it can damage you at all. (If you're being chased by paramilitary forces you probably won't be outrunning them in the first place.) If it can't damage you at all, then you're not so much running away as casually strolling away from people who really can't afford to start anything with you. Quote:
A point defense turret (or any RF or VRF beam really) does give you a chance if you need to fend off some schmuck who thinks one or two missiles is an adequate basis for extortion. The usefulness of that is inversely proportional to how many people have such turrets, since if they're common nobody will expect that to work in the first place. Quote:
A rapid-firing beam is the minimum requirement of any combat suite but the most specialized, I'd agree, but I don't think most ships have any real reason to have one at all. Anything you could stand off with such a minimal combat suite is very unlikely to attack you in the first place. Quote:
If anti-pirate patrols are packing missile volleys, frankly, it's very unlikely any pirate ship is going to survive them. If PD isn't ubiquitous, one or two missile tubes might be useful as a pointed reminder that an order to heave to should be take seriously. But if your missiles are intended for killing rather than communicating, you're not going to be running just one or two tubes. However, it's fairly reasonable for a patrol ship to have armor and beam weapons, to avoid the kind of thing that happened to your inept missile fighters in that playtest. And pirates crazy enough to plan on fighting them rather than staying well away from them would probably use similar loadouts, rather than dumping a very expensive pile of missiles on them. However, a pirate ship with substantial armoring is likely to have trouble passing for anything other than a paramilitary vessel. Quote:
Large ships with heavy armor can potentially stop light missile strikes with it, which is significant.
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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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#67 |
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Join Date: Jul 2008
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I think it's not too rare for small craft guns to not be much if any threat to heavy units, but small craft with bombs/torpedoes/missiles to be a serious danger.
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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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#68 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Fiction typically (though not always) functions as targets having mostly hit points, not DR, but the variation in hit points is much larger than it would be in GURPS. For example, in EvE, a titan is ~2,000 times the mass of a frigate, and ~120 times the hit points (with resists, effective is probably higher). In GURPS, that same mass ratio would result in only 12x the hit points.
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#69 | ||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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G:SS seems fitting for settings like Transhuman Space, where space combats are largely won and lost long before they begin, but take some while to actually perform. For anything else - not so much. Quote:
But the point about non-ablative armour in G:SS is that it tends to be an all-or-nothing effect: either it's so puny that when the salvo of a given enemy hits, it's crippling or lethal, or it's so tough as to make a given battery completely irrelevant. This actually mirrors similar discussions about character defences; but ships differ in size more than characters in a typical party. |
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#70 | |
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Join Date: Jun 2013
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| Tags |
| point defense, spaceships |
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