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#1 |
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Join Date: May 2005
Location: Oz
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Spaceships 8 (page 21) offers optical Phased Array lasers at TL11 and UV lasers at TL12. Only major batteries are available, and at TL11 they are only available as fixed mounts, but they can switch to rapid-fire or very-rapid-fire at will. They even function as LIDAR.
If you have TL12 (or TL 11 and play games with smaller-systems) you can equip an SM +12 ship with a phased array turret (or an SM +11 phased array in each hull section) that is a very versatile defensive weapon.
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Decay is inherent in all composite things. Nod head. Get treat. |
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#2 |
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Join Date: Sep 2007
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#3 |
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Join Date: Oct 2008
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First: Gurps HP rules are broken for large structures/vehicles. They are much harder to destroy than the cube root gives.
And related: In spaceships the beam weapon damage scales with cube root too to keep the damage scaling same as HP, but missiles and ramming do not. The simple solution to that is: Use square root for both damage and object hitpoints. Square root is closer to real effect. This will both make beam weapons more effective against smaller targets and make larger targets tougher. The damage square root is proposed in "The Square Root of Destruction" pyramid 3-34 page 9. Second: Kinetic weapons are more effective due to the ability to get high speeds at higher TLs. This one is realistic but can be unsatisfying if you want large ships to survive. The easiest solution to that is to use super science in the form of Force Screens that are silly good against kinetic threats. As example Vorsigan saga gives their Force Screens half normal dDR vs beams but fifty times normal dDR vs kinetics(so 100 times better than vs beams). Alternative solutions include allowing smaller batteries on larger ships and not use rapid fire rules for massed batteries. Combining this with tactical combat where you have time to attack the incoming missile multiple times. As example at TL 10, you cannot have more than DR 30 hardened as front armor and with The Square Root of Destruction a 30mj laser with 2d*10 will penetrate it easily. The battery weights 15 tons and needs 7.5 tons fusion power plant, so by using 2.25 times the drone mass(and remember that the attacker will likely use 1 2/3 times the mass to include the vehicle bays) you will get quite many shots at the drones(20+), with likely 2-3 hits needed to neutralize. So having say 1/4 the number of expected drones in defensive weapons should be enough. Under this system the automatic misses do not matter as you get so many attacks. Alternative to beam weapon based defense is to use massed small missiles. Even a small missile will do devastating damage. Use massed Striker Missiles (UT 168) as a last ditch defense. No small target cannot have the armor to stop a 100mm High Explosive Multi-Purpose round with an effective dDR penetration of 126 against a hardened armor target(252 normal) and the missile weights only 17 lb and is a smart weapon so is independently targeting and make separate attack rolls. So launching 2 000(17 tons) to counter a 100 drone attack(1000 tons) is definitely feasible close defense. That gives 20 tries for each incoming drone by using a minimal part of the drone mass(1.7%). |
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#4 | |
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Join Date: May 2010
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#5 | |
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Join Date: May 2010
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#6 | |
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Join Date: Aug 2007
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The only time I have seen drone saturation work was against a space station that could not get out of the way v. a massive number of targets that had a closing velocity of 70 miles per second. This speed also allowed the vessels carrying the drones to stay out of range. Hardening the drones played no role. If you're going to saturate the target's defenses adding missile launchers instead of armor is a much better deal.
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Fred Brackin |
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#7 | |
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Join Date: May 2005
Location: Oz
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A factor of 30,000 in ship mass ought to deliver a factor of about 900 in range.
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 04-15-2018 at 05:45 PM. |
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#8 | |
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Join Date: May 2005
Location: Oz
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A gunner may choose to divide his shotsSo your gunner divides his RoF up among targets as he sees fit, and then each shot of group of shots fired at an "incoming ballistic weapon… (or ramming spacecraft)" is an automatic hit. "Automatic hit" as in "couldn't miss at any modifier" ought to mean that every round in the burst hit, because if you would have hit at, say, -10 and have Rcl 1 then you would have hit with ten rounds, right? It'd be foolish for an ease-of-use rules option to drastically reduce effectiveness.
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Decay is inherent in all composite things. Nod head. Get treat. |
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#9 | ||
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Join Date: Nov 2008
Location: Yukon, OK
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But there should probably be a minimum firing distance. They key here though is t specifies beams, not guns as usable for the option. Presumably because the beams move so fast the missiles are effectively standing still. Point Defense missiles have terminal guidance so might be able to make up for that, especially if not dealing with ECM or evasive tactics.
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My GURPS publications GURPS Powers: Totem and Nature Spirits; GURPS Template Toolkit 4: Spirits; Pyramid articles. Buying them lets us know you want more! My GURPS fan contribution and blog: REFPLace GURPS Landing Page My List of GURPS You Tube videos (plus a few other useful items) My GURPS Wiki entries |
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#10 | |
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Join Date: Jan 2006
Location: Central Europe
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There is a post from David Pulver around 2008 talking about how he might scale HP to better represent the properties of large vehicles in WW II and the Falklands. I think that your thoughts about force screens are on the right track: settings with many big ships, such as Star Trek or the Schlockverse, usually have some kind of 'force field' technology, and that can allow big ships with big power plants to shrug off attacks. (Similarly, I don't know whether Spaceships assumes the kinds of armour arrangements which specialists talk about- many thin spaced plates and things like that- or the intuitive 'great solid hard masses' which 90% of gamers will envision).
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
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| Tags |
| combat, spaceships |
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