Quote:
Originally Posted by Fred Brackin
You're confusing me with this talk of a "mass" multiplier. Literal range is irrelevant for a space KE weapon too.
If you modify damage by 2000x to represent 2000x higher velocity you'll kill anything you hit which ought to simplify your math at least. Yes, this does mean that KE damage in Gurps increases directly with velocity.
At .01 c your round is travelling 3000 km per second and 3000 km might be the maximum "effective" range. Give a targeted ship more than a second's warning and it'll probably be able to Dodge.
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Largely due to the increased velocity requires increased infrastructure. Recoil absorbers, capacitors, EM systems, and whatnot.
So, only have half-range/have half-range be the max range for kinetics in this case?