07-23-2018, 07:16 PM | #1 |
Join Date: Jul 2015
Location: 3.165, -3.048, -0.0818
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[Spaceships] I'm closing on nothing, and 4 other confusions.
I'm trying to understand how the Basic Space Combat system in Spaceships works. I'm hoping someone on this excellent board has given this some thought and can tell me if my interpretations are right. I checked the errata and searched the forum already. I'm not really looking for discussion of good or badness of the rules in question (but knock yourself out). I'm just trying to understand them. These questions may be pretty basic, for all I know. I really appreciate any help. I have five confusions and I will title them with caps:
IS THERE “NON-BONUS” ACCELERATION THAT MATTERS? (...in a setting where there is no reaction mass.) p. SS54 says “All maneuvers except Drifts provide the option to accelerate.” This seems to mean that if you can’t get an acceleration bonus then you can’t accelerate at all? There is no “non-bonus” acceleration? I think the meaning would be that you can accelerate but it doesn’t matter, as acceleration is “enough acceleration for a long enough period to achieve a significant position change.” Maybe I should think of the word “acceleration” as “significant acceleration”? But if I do that leads to some other issues. In my setting you could fire your engines for 40Gs during your 20-second turn but would you then have to describe what your ship is doing as a “controlled drift” because 40G is less than the 50G minimum for an acceleration bonus at that scale (p. SS55)? "Drift" seems like the wrong word for that. Or maybe that's wrong because Drifts don't “provide the option to accelerate,” thus ruling out non-bonus acceleration as well as bonus acceleration? I see “The GM will need to keep track of the…acceleration a spacecraft used on its last turn.” (p. 55) and I see the brief combat examples are carefully tracking acceleration and speed via mps. But unless you have limited fuel -- in my setting there is not limited fuel -- tracking acceleration only seems to matter if it gets a “acceleration bonus.” Is that right? I think my confusion is with the word “bonus" since I don't understand the "non-bonus." There do seem to be some minor gameplay implications. In the text for “Retreat” p. SS56 -- in that instance the wording is just “if you accelerated.” If I take that to mean did you accelerate *at* *all* this turn, and therefore I take it to mean both bonus and non-bonus acceleration, I should then always choose not to accelerate if I receive no bonus. The consequence of non-bonus acceleration is bad for me -- I don’t get to control my facing. So I should either go 50G for the bonus, or turn off the engines. Am I understanding the rules correctly? Sorry that was so long. The other questions are simpler. FAILED CLOSING MANEUVER? What is your ship doing if you fail an attempt at closing (bottom of p. 55)? I think this is just a naming issue: at first I thought that the answer was “just flying around without a particular status.” All of the other statuses have names and this one doesn’t so it is puzzling me. I didn’t want to miss a status. But now after re-reading everything I think that for the purposes of the next turn (e.g., the Ambush rule) you would still count as “Closing” even though you failed. I'm guessing I should think about the word "Closing" in that case as “Tried for Closing but Couldn’t Close”? Or more generally think of the status as: “Attempted Closing But May or May Not Have Actually Closed On Anything”? Is that right? I’M GOING SO FAST I HAVE TO TAKE EVASIVE ACTION Since your acceleration bonus “may not exceed +3” to take a “Hold Course” maneuver (p. 56), if you really turn on those engines (above +3), it seems like the only maneuver you can choose is either Evasive Action or Closing. Since drifts don’t “provide the option to accelerate” p. SS54 you can’t choose those, and since Retreat requires you to take Evasive Action first you can’t choose that. I guess forcing quickly-accelerating ships to be Evading or Closing is OK but it seems counter-intuitive so I just want to be sure I have it right. If there is nothing I want to close with I guess I must take evasive action? Maybe it is simulating the fact that the acceleration alone gives you the Evasive Action bonuses even if you are trying to fly in a straight line? Again, just making sure I understand how the rules work here. CLOSING ON NOTHING Under the Ambush rules on p. 55, it states that you can use an Ambush closing strategy if your target performed “a Closing maneuver on its last turn, but only if your vessel was not yet Detected.” This can’t mean I can perform a closing maneuver on an undetected ship, can it? The rules for “Closing” don’t actually say that the target must be detected, but I still presume this text there means my target was CLOSING WITH SOMEONE ELSE. Right? But... The Maneuver Modifiers list says -6 if “in a quick contest of skill with a target that you have not detected.” I think you can only *be* in a quick contest if you are attempting a closing maneuver, so I guess it is OK to close on nothing? Really not sure about this one. CRITICAL HITS DON’T AFFECT POINT DEFENSE? From vanilla GURPS combat I’m used to critical hits doing something on an attack roll: “In all cases, the target gets no active defense against the attack.” says p. B556. But in spaceship combat under “Successful Attacks” in the “Ballistic Attack Roll” section on p. SS60 it says, “Critical success means the target cannot dodge.” I don't see other effects. Earlier in the “Beam” section it said “as usual, critical success means the target cannot dodge.” I’m confused by this, and the *as usual*: wouldn’t the usual behavior be no active defense at all? Why is the effect of a critical hit limited to preventing a dodge? I ask because if I’m attacking a space station with a missile, the rules say the defender has no dodge. The defense to beat is point defense. If I rolled a critical hit with my missile attack and the critical prevents dodge, who cares? Do I have the rules right here? The critical just does nothing? I really appreciate your thoughts! |
07-23-2018, 08:10 PM | #2 | ||||||||
Join Date: Aug 2004
Location: Austin, TX
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Re: [Spaceships] I'm closing on nothing, and 4 other confusions.
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If you don't significantly accelerate away from the engagement by using enough acceleration to qualify for the acceleration bonus, then you're really in a controlled drift. Retreat is a hard burn to break contact; just changing your position by 50 miles - when your opponent can can trivially copy your maneuver and match your new velocity - is not sufficient. Quote:
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By way of example: A Jovian Pathfinder is desperately taking Evasive Actions as it tries to not to get overwhelmed by a CEGA Cerebrus' vastly superior firepower. The Cerebrus pilot is taking Closing maneuvers to try to set up an advantaged attack vector in order to hit the nimble spacecraft. As the two pass a nearby asteroid, the Jovian Vindicator that was hiding behind enters the combat by choosing a Closing Ambush maneuver. The Cerebrus is at -6 on the Quick Contest because the Vindicator was undetected; the Vindicator succeeds by 11 and chooses to achieve a collision course so it can deploy a plasma lance. Does that make sense? The Vindicator could choose a Closing Ambush maneuver because the Cerebrus was Closing in on the Pathfinder. Quote:
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Critical hits sometimes get benefits that aren't really benefits. In melee combat, if you attack someone while you're invisible, they can't defend against your attack. If you critically hit them, they still can't defend against your attack. It's the same situation as getting a critical hit in spaceship combat against a space station.
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07-23-2018, 08:13 PM | #3 |
Join Date: Aug 2007
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Re: [Spaceships] I'm closing on nothing, and 4 other confusions.
<sigh>I have to confess that even though I was a playtester for Spaceships I can help you with few of your questions. I was never actually able to set up a combat that fit the abstract "dogfight" the Basic rules seem to envision. Everything seemed to end up either as a Fast Pass situation or one where maneuvering made no difference.
You might also want to look at how hard it is for a ship to go undetected before you worry too much about what happens after that. ambushes are another thing I never manged to set up. Detecting ships was too easy for ambushes to happen. Your last question though is simple and clear. Point Defense is not an Active Defense. Point Defense is an Attack action taken by a gunner against the missiles. Frequently in a Wait situation. Dodge is usually the only Active Defense a ship can take.
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Fred Brackin |
07-23-2018, 10:07 PM | #4 | |||||
Join Date: Jul 2015
Location: 3.165, -3.048, -0.0818
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Re: [Spaceships] I'm closing on nothing, and 4 other confusions.
Thanks for your fast replies! So fast! And so helpful.
IS THERE “NON-BONUS” ACCELERATION THAT MATTERS? Quote:
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FAILED CLOSING MANEUVER? Quote:
Since it has "Hold Course" in there I'd say it wants "neutral" too. I’M GOING SO FAST I HAVE TO TAKE EVASIVE ACTION Quote:
CLOSING ON NOTHING Just so I'm clear about the problem: This looks to me like it could be read to mean that you can close on nothing (an undetected ship). It could also be read to mean that the other ship is closing on a third party. So if closing on nothing makes no sense -- which sounds right -- I will put that reading out of my mind. CRITICAL HITS DON’T AFFECT POINT DEFENSE? Quote:
Really appreciate the help. The posts on here about the Spaceships basic combat rules are so filled with wistfulness and disdain. I hope I am not learning this for nothing. |
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07-24-2018, 09:37 AM | #5 | |||||
Join Date: Aug 2004
Location: Austin, TX
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Re: [Spaceships] I'm closing on nothing, and 4 other confusions.
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I guess I'm just confused by your confusion. What third option should there be? Quote:
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I really should rescale HP and go back to those combats sometime.
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07-24-2018, 09:53 AM | #6 |
Join Date: Aug 2007
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Re: [Spaceships] I'm closing on nothing, and 4 other confusions.
My issues are more with realistic space movement and attempts to match that up with adventure-worthy space combat. They don't go together IMHO.
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Fred Brackin |
07-25-2018, 09:41 AM | #7 | ||
Join Date: Jul 2015
Location: 3.165, -3.048, -0.0818
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Re: [Spaceships] I'm closing on nothing, and 4 other confusions.
I’M GOING SO FAST I HAVE TO TAKE EVASIVE ACTION
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All I was thinking is: If I am moving and in a room with a chair, I have other options besides moving away from it or toward it. And: If I am moving away from it I have other options besides jinking from left to right eratically as though to dodge incoming lasers. In 3-D space the same is true but I have even more directions to move. In my imagination if my ship has fantastic engines and no fuel requirements (like TL11^ reactionless engines), I can spend some of that thrust to turn or turn continuously. So I could, say, circle around something at a constant distance. The SS rules mention that my combat area can have "cover" so I thought that maybe I could do something with that. I don't know specifically *why* I would want to do these things in a particular combat situation with these rules because I am just learning these rules for the first time. I am also used to giving the players more options. But I understand the need to simplify. Just trying to grasp the decisions that were made here. Thanks again for your help on this thread. |
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07-25-2018, 09:56 AM | #8 |
Join Date: Jul 2015
Location: 3.165, -3.048, -0.0818
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Re: [Spaceships] I'm closing on nothing, and 4 other confusions.
As I was working out some test combats I drew a flowchart for Pilot Move. To me, this was the hardest part to grok and remember. Here is the flowchart:
https://drive.google.com/file/d/1y_3...ew?usp=sharing Now I see from Fred Brackin that maneuvers may not be that important! But maybe this will help someone else in my position. Let me know if you notice any errors! |
07-25-2018, 11:00 AM | #9 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: [Spaceships] I'm closing on nothing, and 4 other confusions.
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1. Turn to west west, moving horizontally towards the other aircraft. 2. stay on course, moving horizontally away from the other aircraft. 3. Turn to the east, moving horizontally away from the other aircraft. 4. Perform a loop or similar maneuver, using some of that extra change in position (ie, speed) to change it's vertical position without changing its horizontal position relative to the other aircraft. Option 1 is a closing maneuver. Option 2 is effectively an evasive maneuver (making it harder to hit). Option 3 is effectively an evasive maneuver (making it harder to hit). Option 4 is obviously an evasive maneuver (it's doing aerobatics). If the aircraft didn't want to be forced to take either an evasive maneuver or closing maneuver, it shouldn't have accelerated up to 1500 mph. If it had only accelerated to 700 mph, it could have Held Course and stayed roughly in the same relative position to the other aircraft. Movement in Spaceships is abstract and relative to the other vehicles in the combat. Relative to some fixed object (say the Sun), all the ships involved in a combat could be moving really fast, say 1000 mps, but as long as they're not moving that fast relative to each other it doesn't matter. Spaceships aren't "fast", they're "quick accelerators." This is important, because any spacecraft can get to any relative velocity to a distant fixed object, given enough time and reaction mass. In a combat between a solar sailor that accelerates at 0.0001gs and got to 1000 mps velocity relative to to the sun over a couple of weeks, and a super reactionless drive starcraft that accelerates at 100gs and got to 1000 mps velocity relative to the Sun over a couple of minutes, they're both moving at 1000 mps velocity relative to the Sun. And relative to each other, they're both moving at about 0 mps. If the starcraft decides to turn on that super reactionless drive to max ouput, it's going to change its velocity relative to the solar sailor somehow: either closing quickly, opening the distance quickly, or making astrobatic maneuvers to keep the same relative distance. So if your super TL11^ spaceship wants to stay in the vicinity of an asteroid to use it as cover - well, remember, the asteroid is moving pretty fast relative to the sun already. But the important velocity is your ship's velocity relative to the asteroid. If you want to stay near the asteroid, you don't use all that awesome acceleration by performing a Controlled Drift or Hold Course maneuver. And if you decide to use all that awesome acceleration, then you need to go somewhere: closer to it or away from it or in a loop, and two of those options are evasive.
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07-25-2018, 11:11 AM | #10 | |
Join Date: Aug 2004
Location: Austin, TX
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Re: [Spaceships] I'm closing on nothing, and 4 other confusions.
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Maneuvers don't matter as much as they could because: 1) Missiles are much too powerful. 2) Beam weapon damage is too high relative to the HP of large ships. 3) point defense is all or nothing Based on my sample combats, Spaceship combats is an exchange of beam weapons until a ship loses point defense, and then a barrage of missiles destroys it. In theory, you can overwhelm a ship's PD with missiles, but that's a strict design and force structure question: does your fleet have more missile launchers than your target has PD shots? If you do, your target dies, and if not, you wasted all your missiles. But the first two sample combats I did were between small spaceships (SM+5 to SM+6), primarily armed with beam weapons, with enough PD that PD couldn't be overwhelmed until the spaceship was damaged. At that point, maneuvering mattered a lot to get good range for their beam weapons. But well-designed Spaceships are missile and PD batteries, and a fleet engagement involves single ships blowing up on each side until one fleet lacks enough launchers to blow up a ship on the other side, at which point that fleet is destroyed. Which is possibly realistic but not particularly fun.
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combat, rules clarification, space, tl11, vehicles |
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