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#1 | |
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Join Date: Jul 2008
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Quote:
And whatever may be realistic, Spaceships standard assumptions are drastically to the contrary. You need 5 20 second rounds to empty the smallest missile magazines, and the largest launchers sustain 100 minutes of continuous firing.
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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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#2 | |
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Join Date: Feb 2005
Location: Berkeley, CA
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This is probably an example of spaceships choosing a dramatic version of reality. The problem with realistic launch behavior is that it's stupefyingly boring: you do a mass launch of missiles and either the target stops them all with point defense (and is unscratched) or point defense is overwhelmed and the target ceases to exist. |
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#3 | |
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Join Date: Jul 2008
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The magazine size means you can launch another (and another) all-or-nothing barrage, but missile defense is largely a save-or-die exercise. If it's nothing but an artifact, it might be an artifact of trying to balance PD beams against missiles.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#4 |
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Join Date: Mar 2008
Location: Dallas, TX
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#5 |
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Join Date: Sep 2009
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I hadn't spent a whole lot of cycles thinking about the name, as its the concept thats the important part, but maybe something like Multiple Launch Missile Array/Battery MLMA?
As mentioned above, currently the largest missile systems can take a really long time to empty, and I tend to find that combat is over pretty quickly. I embrace the whole egshells-armed-with-sledgehammers feel of spaceships, as real life combat tends to be like that and will probably only get to be more so. I tend to put PC ships up against the Spaceships equivalent of Mooks, but even then, as it's spaceship combat, if the PCs screw up badly they could still get vaporised. However, for those that point out that this could tend towards a battle between PD and the largest possible salvo: -Firstly, yeah? and? -Secondly, I'm mostly planning to use spaceships to string together ground missions on isolated planetary outposts. The ships fight their way into a system (jump point), then fight to dominate orbit, then to maintain orbital dominance. Small fights, but more than one and with little time between them. This means little to no time to reload hull mounted launch cells (unrealisticly fast/high dV to zip around in system). With those setting assumptions, it becomes very important for ships to not blow their wad too early by using up all their ammo. This would become an even greater concern when missiles cant be reloaded from cargo easily. -Thirdly, using a couple of tertiary batteries can have same effect. An MLMA would tend away from this slightly, for the reason I gave in my second point. Messing around with it some more I feel like the ammo should be no less than half the normal amount, and not more than .75-.8 normal. And yeah I'm going with Spaceships 3 rules that missiles aren't limited by facing anyway. |
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#6 |
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Join Date: Feb 2005
Location: Berkeley, CA
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And this doesn't lend to particularly interesting fights. Depending on the specific role of spaceships in your campaign, you may or may not care, but if you don't care there's little reason to invoke the space combat rules at all.
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#7 | |
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Join Date: Sep 2009
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My idea is to improve a missile salvo's odds by increasing number, at the expense of not being able to do it a second time. |
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| Tags |
| spaceships |
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