07-13-2019, 08:43 AM | #31 |
Join Date: Nov 2015
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Re: How to make space combat more survivable?
So, I tried making a SM+9 Unstramlined hull at TL 9
Armor is DR 20, but a tertiary battery has 12cm guns that deal 6dx30 damage, and that's with default relative velocity, and there are 30 of those in a battery, and they fire 10 times in a 3 minute round. The ship has 100 HP Even one of those basic projectiles will blow up the ship. So, unless you want all space combat to end in a draw with everyone dead (or in escape pods if they're lucky) I guess you need to rework all numbers. Unless someone tells me I got everything completely wrong... |
07-13-2019, 09:00 AM | #32 |
Join Date: Aug 2007
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Re: How to make space combat more survivable?
For a Star Wars-like result you ought to be working at TL11^ so you can have Force Screens and you won't be trying to use kinetic energy weapons.
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Fred Brackin |
07-13-2019, 12:23 PM | #33 | |
Join Date: Jun 2013
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Re: How to make space combat more survivable?
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Granted, the above requires you to sacrifice two modules for a power plant and a (ideally central-mounted) turreted laser battery, but sacrificing a bit of armor is probably worth it there. The lasers are also going to be useless against other vessels - they deal only 1d+2 dDamage - but their purpose is defense, not offense, and any hit automatically kills a bullet/missile. EDIT: I failed to account for the SM's of the targets themselves. The above has been updated.
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GURPS Overhaul Last edited by Varyon; 07-13-2019 at 12:49 PM. |
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07-13-2019, 12:27 PM | #34 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: How to make space combat more survivable?
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And, as Fred says, TL9 isn't 'Star Wars'. It's slightly better than modern tech, in space. So you're looking at a small frigate (SM+9 = 3,000 tons mass), with little armour, firing large salvos of hyper velocity 120mm shells (so tank gun rounds). It's not too surprising that each hit has a ~50% chance of trashing a compartment, and a couple of them will put the ship into negative HP.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 07-13-2019 at 12:32 PM. |
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07-13-2019, 12:44 PM | #35 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: How to make space combat more survivable?
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Note that your calculations are also lumping all the weapon in together, which is illegal by the RAW unless they are fixed mounts (which is inadvisable for PD systems). Besides, pumping all the attacks together is foolish for the shells. They get Skill-12 + 2 (fixed) + 4(proximity) -9(sAcc) +9(target SM) +2(RoF) = 18 per weapon firing singly, and so will usually hit 3 times each. Firing each separately thus gives 90 hits, rather than the 4 times they'd get all firing as one system. As has been noted in the past, the autofire rules don't really work well here.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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07-13-2019, 12:58 PM | #36 | ||
Join Date: Jun 2013
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Re: How to make space combat more survivable?
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GURPS Overhaul |
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07-13-2019, 01:15 PM | #37 |
Join Date: Nov 2015
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Re: How to make space combat more survivable?
Well... At least now we're using actual numbers.
My feeling when I saw the damage table for guns was "this is not scaled" glad my feeling was close to the truth. What does 6dx7 for 3cm guns (VRF 12cm guns) become? Some 4d? Since it seems single shells don't hit the target and betting on a critical attack or a critical fail on a defense roll doesn't seem like a viable strategy, just fill space with metal... Now, 4d won't usually penetrate even a single layer of armor... But numbers are looking better |
07-13-2019, 01:26 PM | #38 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: How to make space combat more survivable?
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Don't forget that if you use a contact attack, not a proximity one, non-hardened armour is halved, so those 4cm shells will penetrate a single layer of dDR20 armour most of the time if it's not hardened. IF it is, use proximity attacks, and hope to get lucky.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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07-13-2019, 01:59 PM | #39 |
Join Date: May 2005
Location: Oz
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Re: How to make space combat more survivable?
Yeah, WWI might be better for Star Trek. Star Wars "space" combat is very much WWII, though.
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Decay is inherent in all composite things. Nod head. Get treat. |
07-13-2019, 02:19 PM | #40 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: How to make space combat more survivable?
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Thinking about it, Star Wars is almost age-of-sail ships, but with WWII aircraft thrown into it. So ship vs ship just isn't very effective with big ships (because for some reason they refuse to use drones or fighter-grade torpedoes). This also explains why massive space stations work vs ships - they are shore fortresses.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." Last edited by Rupert; 07-13-2019 at 02:31 PM. |
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