02-02-2022, 02:43 PM | #91 |
Join Date: May 2010
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Re: What RPG has the best spaceship design system?
Honestly, these arguments are a good example of why I care about quality of spaceship design system, including quality of missile design system: rather than just argue about this stuff endlessly, you could actually test out the implications of various assumptions.
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02-02-2022, 03:14 PM | #92 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: What RPG has the best spaceship design system?
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02-02-2022, 04:01 PM | #93 |
Join Date: May 2010
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Re: What RPG has the best spaceship design system?
While there are some aspects of this debate where it's quite clear what the laws of physics say, at the end of the day we are talking about fictitious weapons systems whose effectiveness cannot realistically be deduced from first principles. In harder-science settings, the technologies are often inspired by ones that already exist today, but presumably 100+ years in the future they'll be a lot more developed, and anyway the real world technologies are often highly classified and untested in real combat conditions. That makes the idea of judging space combat games by whether they match the One True Way of space combat deducible from first principles ridiculous, all we can do is ask what sort of combat paradigm falls out from a given set of postulates.
So sure, given fuel type and fuel-to-payload ratio we can calculate a missile's delta-V, but questions like, "will military planners in the 23rd century decide the advantages of liquid fuel rockets are worth the downsides when it comes to small missiles?" and "how much armor should a missile have given the current state of point-defense technologies?" are not things that can be easily derived from first principles.
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02-02-2022, 05:51 PM | #94 |
Join Date: May 2010
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Re: What RPG has the best spaceship design system?
Getting back to the original point of this thread, I'm wondering if it's worth buying CORPS and the related Guns, Guns, Guns! (I already bought CORPS VDS, lol).
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02-05-2022, 07:25 AM | #95 | ||
Join Date: Sep 2007
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Re: What RPG has the best spaceship design system?
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But that's my point. The ion thruster probably has more delta-v than a chemical rocket. But you don't typically think of using them as your missile drive. The chemical rocket has a much better power output, even if it has less delta-V, so it can run down a target in some cases. Just comparing delta-V totals isn't all you need to know to decide whether a missile intercepts its target. (The only time that really works in the situation in the first paragraph: more than enough time to make up for any acceleration deficit, and low enough endurance that the target exhausts its delta-V in that time.) Quote:
As it happens, I agree with this point. The spaceship design system supports the setting. The setting, however, is a bunch of prior assumptions made by the author/designer to give them the sort of RPG that they want. That has nothing to do with real physics -- and it also has nothing to do with starting with a set of rules and seeing what implications fall out of them. Settings are designed top-down, not discovered by experimenting with a ruleset. With this mindset, the question is backwards. The question that exists is just "do these rules imply something radically different from the setting assumptions?". If kinetic-kill missiles (possibly targeting planets with near-c kilograms) aren't intended to be a thing, then the lack of them in the rules isn't a reason not to consider that system "best". The system is doing its job. It's also very difficult to compare the best-ness of two different systems, as they'll have completely different goals, and even if one is a little better than another at supporting its environment, you can't take that system and plug it into a different setting, as its assumptions and results are different from that setting's assumptions. The design systems aren't portable across settings, so there's not much point in trying to rank them by global bestness. You might ask "which of these three systems has spaceships that feel the most like Star Wars movies?", but that's not going to help you with your Traveller or Honor-verse or Aliens game. Last edited by Anaraxes; 02-05-2022 at 07:42 AM. |
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02-05-2022, 07:43 AM | #96 |
Join Date: Aug 2007
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Re: What RPG has the best spaceship design system?
I didn't actually say that. i don't really understand why you keep trying to make your point by distorting what I say.
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02-06-2022, 03:57 PM | #97 | |
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Re: What RPG has the best spaceship design system?
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02-07-2022, 10:35 AM | #98 | ||
Join Date: May 2010
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Re: What RPG has the best spaceship design system?
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02-08-2022, 07:47 PM | #99 | |
Join Date: Jan 2006
Location: Central Europe
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Re: What RPG has the best spaceship design system?
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In my view, a spaceship design for Star Wars or Star Trek should completely ignore Newtonian or Einsteinian physics. Ships in Star Wars travel at the speed of the plot, so formalize that and have a way of deciding who wins in a chase between starships Nothing in Star Wars is a logical extrapolation from anything, its a mash of tropes and inspirations.
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02-09-2022, 10:37 AM | #100 | |
Join Date: May 2010
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Re: What RPG has the best spaceship design system?
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I would also note that come of the challenge here comes from trying to ape tropes that come to us from either the Age of Sail or early 20th century naval warfare. Adopting a more Cold War / post-Cold War frame might work better for telling interesting stories with realistic physics. Just surviving asymmetric threats could be challenge enough, while great-power war could be a threat that lurks just off-stage because everyone knows it probably means mutual destruction.
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