Quote:
Originally Posted by Ulzgoroth
The space and time scale thing, which partially leads to the multiple-projectile issues.
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.
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Is there anything in particular that breaks down from sliding the scale
other than multiple-projectile-handling-rules? Hexes become bigger, velocities and accelerations
in hexes are adjusted, and everything else seems fine, as long as you use the right scale (e.g. do not use a 10,000-mile hex if your enemies need to shoot from 5 miles at you half the time). In-ship movement and repairs might be better handled slightly differently, but they don't look tragically broken compared to beams/missile/dodges.
Quote:
Originally Posted by Ulzgoroth
I don't really think I see a continuum there.
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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Space is big, but something may force closer encounters - engine, weapon, or other similar parameters. Plus there's the offence/defence ratios, be they accuracy/dodge or damage/DR/HP, and they change many things.