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Old 08-20-2019, 01:09 PM   #14
Ulzgoroth
 
Join Date: Jul 2008
Default Re: Spaceships 3 missiles in limited superscience TL10 setting

Quote:
Originally Posted by Fred Brackin View Post
Unless in a Fast Pass situation and using detailed movement it is my experience that enemy ships do not live long enough for missiles to reach them.

Warp missiles are an obvious exception and Fast Passes are common enough that preparation for offense and defense during them is wise.

Otherwise though, 660 seconds is what big missiles need to reach their maximum range and that's 33 20 second Turns. If there are any other weaposn capable of those ranges the fight will be over before the missiels hit.
Missiles have no maximum range in SS3. They can do arbitrarily long unpowered flights between an initial boost burn and a final attack burn.

(Meanwhile in the SS1 system they have a maximum range, but don't have any flight time.)
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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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