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#1 | |
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Join Date: Aug 2007
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I first went into missile salvos v. point defense during the playtest for Spaceships 1. This obviously became very important when the one shot kill quality of kinetic weapons at very high velocities became evident. A general principle that one tertiary battery given over to point defense tended to cancel out one missile battery. A bit of fluff text in the write-up for an "Ares" battlecruiser (I think it's in the Designer's Notes) about a possible weakness v. missile boats caught my eye. So I took the Ares and swapped out the main beam weapons for missile batteries and called the new ship type the Hydra.. The first thing I discovered was that the Ares had many light guns and was unable to penetrate its' own frontal armor and this made it an almost automatic loser against it's mirror image. So I made an Ares II that swapped a secondary battery for a larger one. That one showed little special vulnerability to missile barrages mostly because it could limit engagement length by damaging/killing its' opponent.. From this we develop the principle that a big gun is better than an equivalent mass of little guns except for missile defense. This fuelled my preference for main battery/spinal mount and tertiary battery with nothing in between. You also see support for this in the damage rules where you want weapons heavy enough to actually disable the target hit location and not just damage it. Then Spaceships 3 and 4 were tested together and it was with the mapped rules I did the space station attack. I used a Gibraltar station in defense and a Nova carrier with a bay full of TL8 ASATs. The Novas stated out at Mars which is how they built up that 70 mile per second velocity. What I remember was that this came to 100 ASATs. There may have been multiple Novas to get that number. Each ASAT could fire 3 missiles so the total number of incoming targets was 400 and this was too many to counter. Just one of the missiles gave you a _hard_ kill on the SM+14 asteroid station too. A general result from multiple test battles is that they tend to be short in terms of number of turns. I attribute this to Spaceships realistic rules bias that mimics modern naval combat with its' "one shipkiller missile to one ship" tendencies. Even older battles that appear longer and more epic only seem that way because we tend to count shots fired rather than those that hit and almost all shells fired miss. One shell from Bismarck sank the Hood. One shell from the Rodney effectively killed Bismarck.
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Fred Brackin |
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#2 | ||
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Join Date: Jul 2008
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Abysmally low hit rates, sure. Sub-percentile at least some of the time. But many ships took solidly 2-digit hit counts in battles. I'm pretty sure age of sail ships really could and did get hammered by a lot of hits, but I don't have statistics on that.
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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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#3 | |
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Join Date: Aug 2007
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I just don't see this "roll every missile" imperative. It's more simulationist but 4e has gone against simulationism in ranged combat in general and Spaceships in particular is a fast and simple combat system.
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Fred Brackin |
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#4 | |
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Join Date: Jul 2008
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While I don't know if I could respect it because I have little patience with the Rapid Fire rules being used in places where they're very non-simulationist, I do believe Spaceships might work better if it actually was written to enforce the spirit that you brought to the rules. But it's not written that way, and the way it is written either side of that missile/PD exchange gains a tremendous advantage by choosing to use their weapons otherwise.
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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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#5 |
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Join Date: May 2010
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The first thing I can think of to offset the increase in beam weapon power under "the square root of destruction" is give an SM-based multiplier to DR. Something like this progression:
SM+4: x1.5 SM+5: x2 SM+6: x2.5 SM+7: x3 SM+8: x3.5 SM+9: x4 SM+10: x5 SM+11: x6 SM+12: x7 SM+13: x9 SM+14: x11 SM+15: x13 This is more or less consistent with how the Square Root of Destruction rules increase the damage output of major batteries. I'm a little worried that for some paradigms it might make ships too tough, but not sure what that paradigm is. |
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#6 |
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Join Date: May 2010
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Proposed square-root based damage progression for conventional warheads:
2cm: 1d+2 2.5cm: 2d 3cm: 2d+2 3.5cm: 3d 4cm: 3d+2 5cm: 5d 6cm: 6d 7cm: 7d 8cm: 8d 10cm: 11d 12cm: 3dx5 14cm: 6dx3 16cm: 6dx4 20cm: 6dx6 24cm: 6dx8 28cm: 6dx11 32cm: 6dx16 40cm: 6dx22 48cm: 6dx28 56cm: 6dx32 64cm: 6dx44 80cm: 6dx60 96cm: 6dx80 112cm: 6dx100 |
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#7 | |
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Join Date: May 2005
Location: Oz
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In the final battle on the 27th, four British ships fired 2,800 shells at Bismarck and scored 400 hits. Then they sank it with two torpedo hits.
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Decay is inherent in all composite things. Nod head. Get treat. |
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#8 |
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Join Date: Sep 2004
Location: Southeast NC
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Apparently, King George V's 14 inch shells were largely ineffective against Bismarck's armor, so a lot of those hits were effectively meaningless. I've heard it claimed that the RN so wanted to be sure they killed it, they closed to point blank range. While that gave them a lot of hits, most of them were high, disabling things like gun direction and turrets (and most likely killing the bulk of the senior officers early on) but not having as great an effect on the seaworthiness as would ordinarily be expected.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. Last edited by RyanW; 04-16-2018 at 10:45 AM. |
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#9 | |
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Join Date: May 2005
Location: Oz
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__________________
Decay is inherent in all composite things. Nod head. Get treat. |
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#10 |
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Join Date: Feb 2005
Location: Berkeley, CA
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It probably worse better with general GURPS mechanics to use expanded wound size modifiers. I came up with mine here and several other people have had nearly identical schemes.
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| Tags |
| combat, spaceships |
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