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#11 | |
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Join Date: Jun 2013
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*Roughly speaking, after the target attempts their Dodge, if the ship is still hit then the shield gets a defense equal to 10+Piloting/2 (plus any bonus for Combat Reflexes), except 17 and 18 aren't automatic fails (so having Shield Defense of 18+ means no roll is necessary - but shields can be depleted from multiple hits) and Deceptive Attack doesn't necessarily have any impact. On the side of offense, if Piloting exceeds your attack skill (or attack skill after accounting for Deceptive Attack), you impose a -1 to the target's Shield Defense for every 2 points Piloting is in excess... but if you're using Rapid Fire, whatever bonus you're getting to attack also applies to the target's Shield Defense. Additionally, only if you fail the Shield Defense outright will any of the potential hits get past the shield, and at a rate of only 1 per MoF. Rapid Fire often needs to rely on depleting a shield rather than bypassing it. For other options from fiction, in Neon Genesis Evangelion the mecha were actually living creatures bound in metal, while in Gasaraki they were made from alien-tech synthetic muscle that could "learn" and worked a lot more effectively in a humanoid form; they were also rather low-density and could scale buildings to fire off rooftops, making them a lot harder to fight in an urban environment... although a lot of their success came from the fact they were brand new and OpFor had no idea what they were dealing with.
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GURPS Overhaul |
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#12 | |
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Join Date: Sep 2004
Location: Orem, Utah, USA
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Maxim 2: A Seargeant in motion outranks a Lieutenant who doesn't know what's going on. |
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#13 |
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Join Date: Jul 2006
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I'm no great expert, but I don't recall a setting in which Mechwarriors are also Mech designers - customising and tinkering are common, but a full design and build not so much. Makes sense for the players - like their characters - to get the mechs they are issued with (or otherwise obtain) and then do the best they can with them.
Sort of like driving a fighter plane is exciting, being an aerospace design engineer has much less gamability. Of course, being a test pilot - which lies between the two - is well known to be exciting, but often for the wrong reasons. So is being issued a design that wasn't tested properly... |
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#14 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Normally that would be the case, but GURPS Vehicles had some fairly peculiar rules for turrets and arms that meant that an arm containing a weapon mount consumed less volume and surface area than a turret with exactly the same weapon.
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#15 |
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Join Date: Jan 2006
Location: Ottawa, Canada
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Instead of using the full GURPS Vehicles and GURPS Mecha rules from 3E that are really complicated for anyone who doesn't like a lot of math and spreadsheets, you can use the much simpler rules from 4E's GURPS Spaceships. Those rules are much easier for players to use.
You'll want GURPS Spaceships, GURPS Spaceships 4: Fighters, Carriers and Mecha (which introduces Mecha), Pyramid #3/40 - Vehicles article Mecha Operations which gives more mecha options and examples, and possibly useful but not needed Pyramid #3/34 Alternate GURPS article Alternate Vehicles which has a few more drivetrains and ground performance rules. That I wouldn't mind giving to players to customize as it wouldn't drive me insane trying to proof read/approve the design, unlike trying to do so for something built with vehicles. I'd reserve 3E's GURPS Vehicles for things I built myself only, which defeats the purpose of sharing with the players. Last edited by Kallatari; 11-26-2024 at 07:17 AM. Reason: typoes |
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#16 | |
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Join Date: Jun 2013
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If something like that sounds interesting to OP, I might be able to recreate at least a rough draft of that system. Note the relevant Spaceships books would be necessary to use it. I'd also need to know what sort of power plants your campaign will be using - high-density energists simplified things for my purposes, but those may not be appropriate for you.
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GURPS Overhaul |
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#17 |
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Join Date: Sep 2004
Location: Southeast NC
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Many times, when the designers/engineers are major characters (whether they are also the pilots/operators or not), the designs tend to play very loose with physics. The designers are often Tony Stark/John Henry Irons types.
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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#18 |
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Join Date: Mar 2013
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So you can read up on Virtual Mekton here: virtualmekton.tripod.com but the TL;DR is that PvP Mech game that uses MechWarrior style piloting pods goes Yu-Gi-Oh big, at least among children. As in-universe PvP is the majority of the fights, customization is important because otherwise fights are going very samey and any option available to whatever Op forces I create must also be available to the players.
That said customization options will be locked until after the first tournament or two, and even thenthey only be able to change a Mechs loadout at fist, not full design rules, they come later. |
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#19 |
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Join Date: Aug 2004
Location: Austin, TX
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It sounds like you have your answer: stock designs at first, then weapon loadout changes, then possibly more extensive redesigns.
You may want to recruit an avid player or two as a vehicle designer to reduce your work load, but there's no need to go full on design sequence for everyone.
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Read my GURPS blog: http://noschoolgrognard.blogspot.com |
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