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#101 | |||||
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Join Date: Jul 2008
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I agree that it's bad that there is this difference between one salvo and many salvos, but I don't see any reason to think the one salvo answer is even slightly sensible. Quote:
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You can't have this both ways. If you're using the Spaceships basic system, missiles have actual range limitations, but they also hit the target instantly. Flight time is abstracted away, so your 'beams hit first' doesn't happen. It is quite true that if you're under the Spaceships 1 system in a regime where targets can actually maneuver (harder than it sounds, that means enough thrust to generate a non-zero acceleration bonus), small missiles have less range than large beams. If you're using the Spaceships 3 tactical system, missiles (and gun shells potentially) do take time to reach their targets and in the launching ship can potentially be killed before they arrive. But in Spaceships 3, missiles are capable of smart maneuvering, like independent, agile ships. They can burn and drift and then burn again when they need to. So they can cover completely unlimited distances and still be fully able to maneuver at the other end, though given sufficient time a target that can accelerate and has more delta-V than the missile does can put on an evasive vector the missile can't match, and thus prevent it from getting to attack. It sounds like you've been actually using a version of Spaceships basic combat, houseruled to nerf missiles... In the basic system as written, missiles actually aren't particularly bad at short range. They do hit for twice as much damage at longer range, but that (and the possibility of being outside the enemy's range to shoot back) is all, and their damage is high enough that that's usually not necessary. Also, in the Basic system, point defense is only possible at the last moment, which results in frag missiles eating everybody's lunch in 20-second turns. (In more than 20-second turns, missiles are seriously nerfed because PD gets bonus RoF, and missiles don't want any bonus RoF.) Quote:
As your example notes, it's rather necessary for boarding. But that's a rather specialized role for which I've acknowledged the use of specialized craft. Though that isn't essential...you could use unspecialized craft together with the guarantee of annihilation from competent backup. (Also, railguns only go about 1 mps and have negligible maneuvering delta-V. They've got very, very serious problems with time of arrival, if we're using the tactical system.) It's also necessary for docking, but you should never be docking with someone you don't trust, or in a place where anyone is even remotely likely to be shooting at you. If you do, your death is going to be because you did something that dumb, not because you didn't have armor and railguns. If the enemy is actually getting the drop on you, why would they leave you intact enough to shoot back once you know there's a fight on? This doesn't mean there can't be any two ships that don't trust each other in a spaceport, it just means they need to be trusting the port itself not to stab them and to guarantee that attempting an ambush in docking space is not going to end well. Armor and ECM do almost nothing to protect against missiles, and a fast, armored, ECM-equipped ship can't carry enough point defense to counter a serious missile attack. It is possible, as I have noted, to close in considerably using speed (well, good acceleration and delta-V to burn) alone. However, with no in-flight delta-V, the effective range of the guns is pretty well limited to how long it takes the target to perform a one-hex per turn burn, which is probably not long In the Basic system they can get the (rather more generous) range S, but if the enemy has weapons to force the engagement to Distant scale it's fantastically hard piloting to actually get to range S. EDIT: Also, at TL9, how are you building these fast fighters? The only things at that TL (even with superscience) that have serious thrust and any delta-V to speak of are Orion and NSW, and Orion only has 4 mps/tank, which is going to run out very fast dodging missiles.
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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; 12-05-2014 at 10:32 AM. |
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#102 | ||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Hmm. This comparison really seems to always degenerate into comparing rosters of gunners on batteries, since the choicelessness applies to beam gunners too. |
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#103 | |||
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Join Date: Jul 2008
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EDIT: I mean, it's true that if VRF weren't an option, missiles overwhelming PD would be almost trivial, but that's why I don't see the significance of pointing it out. Anyone thinking about the subject is aware of VRF beams. Quote:
But I am, nonetheless, dealing with them as-is. I say, use a gunner for every tube. I just note that I'm doing so under protest because I don't see any reason it should be necessary. (A gunner for every beam I'm more comfortable with, because they're all doing different things. Though the gunner being a dedicated NAI or sub-AI is reasonable.) Quote:
Of course it comes down to rosters of preferably virtual gunners. The rules imperatives for that are fairly obvious and very well-trod.
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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; 12-05-2014 at 07:24 PM. |
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#104 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Rules imperatives are towards always focusing on the PD vs. Missiles rivalry. This is the true reason behind people being worried that armour is useless. Side question: Do you think an unofficial project aiming to either radically houserule G:SS, or make an SS-like system from scratch, that would be more general than the canonical G:SS, would be viable? At the very least, to make emulating different genres possible/easier? |
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#105 | |
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Join Date: Jul 2008
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However, I think for the genres you seem to be primarily thinking about emulating, you might be better off dropping most of Spaceships and just repurposing the design rules. Giving the slightest consideration to realistic space travel and combat is actively inimical to the 'wooshing dogfighters IN SPACE' genre.
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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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#106 | ||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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#107 | |
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Join Date: Aug 2007
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That experience showed me that one layer of armor was inadequate for preventing major damage from a single hit from a secondary battery of the next SM down. UV lasers with a (2) divisor if anyone wonders. The particle beam major batteries on the larger ships appeared to be overkill for any tactical role. No one needed that much armor penetration. So it's not just missiles. :)
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Fred Brackin |
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#108 | |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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But you put Major Batteries with huge penetration in order to take down ships larger than yours, if you have to, right? Anyway, the fact that armour layers and MB hits take up such a big chunk of HP is what also results in G:SS combats being somewhat like UT personal combat: either you're so armoured that you ignore the stuff thrown at you, or the stuff thrown at you is so scary that it can outright ignore whether you have zero, one, or three layers of armour. Oh, and regarding missiles, another bit: just how scary or meh they are seems to depend significantly on the SM of combatants. At low SMs, they're overkill, and you hope to land just one (out of a swarm). At high SMs, they tend to be meh compared to beams. But the larger the SMs, the less likely they are to be encountered in-game. |
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#109 | ||
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Join Date: Jul 2008
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There are good reasons to want the scale to be slidable, but it's not obvious that there's a good way to do that. Quote:
GURPS Spaceships sits in a place where it acknowledges that space is big and space weapons have lots of range and all that. All things wooshy, as far as I can see, start from either not realizing or willfully denying that scale. You can probably do things without rejecting the scale to reduce the degree to which things are pre-determined.
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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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#110 | ||
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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| Tags |
| point defense, spaceships |
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