Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 10-01-2008, 10:57 AM   #11
joelbf
 
Join Date: Mar 2005
Location: Stockholm, Sweden
Default Re: [Spaceships] A reevaluation of missiles and point defense

Quote:
Originally Posted by SuedodeuS
Yes, if the number of rockets is equal to or less than the number of successful PD hits, I'd say all were negated. I think proximity warheads are meant to only grant a +4 to hit, not increase your RoF against PD. If the warheads were meant to function in the manner you believe (which, I'll admit, makes a good deal of sense), I think the authors would have structured them more like shotguns - i.e., they give a RoF multiplier. I wish it had been specified better exactly how the proximity warheads are meant to function.
This is a good point that I missed. I have calculated point defence based on point blank range (100 miles), which should be waaaay before the proximity warhead split up.

My guess is that you only need to shot down the original missiles, that is max 10 at 3 minute scale and max 30 at 10 minute scale. This makes point defence even stronger.
joelbf is offline   Reply With Quote
 

Tags
combat, missiles, point defense, spaceships


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:16 PM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.