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#1 | |
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Join Date: Aug 2007
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In one of the playtests I completely destroyed a SM+14 Gibralter Battlestation and all it took was a 16cm missile launched from a platform going 70 miles per second. I didn't launch just one missile of course but it only took one hit. My ideas for dealing with this centered around improved anti-missile defenses possibly including layers of anti-missile drones. Fiddling with armor values is probably only nibbling around the edges.
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Fred Brackin |
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#2 | |
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Join Date: Sep 2004
Location: Southeast NC
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Of course, you could then go the full Rocky and Bullwinkle route and introduce the anti anti missile missile missile.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#3 | |
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Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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Hydration is key |
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#4 |
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Join Date: Aug 2007
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Oh, this was at TL10 and during the test for the mapped system so all the station's weapons opened up at maximum range. Main Batteries, missiles, everything and not just the Tertiary Battery.
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Fred Brackin |
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#5 | |
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Join Date: Jan 2005
Location: Charlotte, North Caroline, United States of America, Earth?
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Our best playtesting so far has been TL8.
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Hydration is key |
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#6 |
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Join Date: Aug 2007
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Those are the ones.
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Fred Brackin |
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#7 |
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Join Date: Aug 2004
Location: Wellington, NZ
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I assume you had VRF batteries as the tertiary point-defence systems? Not that it probably makes that much difference - it comes out to an extra +2 RoF bonus to hit generally.
My thinking is that if you want survivable ships without doing too much hacking, you start with TL11^ force screens (depending on how one interprets the semi-ablative nature, they might need changes to how they function), and then start looking at rules like "Missile Shield" (SS:7, p.35), which will encourage the use of bomb-pumped laser warheads and proximity nukes (which if too strong can be countered by making nuclear dampers (SS:1, p.32) available which can be tiny systems and still kill off nukes as an option). Making ships very fast with pseudo-velocity drives can help too - to catch them the missiles will also need pseudo-velocity drives, and if you 'design' the drives right that means they won't have much (or even any) closing velocity. I do wish the series had included material on this sort of tweaking for more or less 'realism' and lethality, but at least it starts fairly grounded and well down one end of that spectrum, and is fairly easy to modify as required.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#8 |
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Join Date: Aug 2007
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I was using whatever was in the playtest. David seems to like that.
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Fred Brackin |
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| Tags |
| basic set, spaceships |
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