07-20-2014, 06:47 AM | #21 | |
Join Date: Aug 2007
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Re: Tweaking weapons and Armour for Space opera:
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It could very reasonably be seen as one out of six or one out of thirty. Also seen as a waste of time. At 1000 yards you could use guided munitions and score actual hits and not just send misses somewhere nearby. Score kills too and even on armored vehicles and not just unarmored humans.
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Fred Brackin |
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07-20-2014, 08:10 AM | #22 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: Tweaking weapons and Armour for Space opera:
Yes, Per round of firing. I'll hit you after three bursts, on average. Those are not odds anyone should mess around with. You also assume I'm not doing things like using scopes or bracing my weapon. At which point I'm hitting 75% of the time. Or maybe my grunts are a tiny bit better trained and have skill 12 or 13.
Really, You're arming your grunts with super-expensive guided munitions? Are you sure they have them in this space opera? and you can afford that many? And you can easily and cheaply train all your grunts to use them? And can they aim the guided missile in four seconds? cause that's all the time they got. Assuming my guys don't have scopes, in which case they have two seconds.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! Last edited by ericthered; 07-20-2014 at 08:27 AM. |
07-20-2014, 10:06 AM | #23 | |
Join Date: Aug 2007
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Re: Tweaking weapons and Armour for Space opera:
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If your Space Opera is truly Retro-Tech these may not exist but then many of the aids used for laser rifles won't either. Even in Retro-Tech Space Opera the laser rifles might not or might only be used for hunting or chasing insurgents through the boonies. On a battlefield that has open stretches of 1000 yards the notable thing it the Super-Dreadnaughts hovering over it and blasting things with _real_ energy artillery. That's why you have squads and maybe platoons of Space Marines focusing on short-range combat and not regiments of Space Infantry marching to victory.
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Fred Brackin |
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07-20-2014, 12:15 PM | #24 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Tweaking weapons and Armour for Space opera:
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Other camera tricks might also be fun. Facial recognition, for example - shoot people in the face every time! Luke |
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07-20-2014, 12:34 PM | #25 |
Join Date: May 2008
Location: CA
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Re: Tweaking weapons and Armour for Space opera:
This will make it so that armor that's intended to completely block an attack's damage (by having DR equal to the attack's average damage) will be much more likely to be penetrated and penetrated significantly. It's likely to primarily make weapons more lethal against armored targets, in other words.
Last edited by Langy; 07-20-2014 at 12:39 PM. |
07-20-2014, 12:49 PM | #26 |
Join Date: Mar 2013
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Re: Tweaking weapons and Armour for Space opera:
That's why I've changed lasers in my science fantasy game. A RoF of 10 is ridiculous. I've toned down most of the weapons and armor. The military versions are usually at least 1d better than the civilian versions and has access to things like armor piercing rounds. I also use the half damage/(2) for long arms.
Since my campaign isn't military they rarely have access to military weapons or armor. Of course that means that if they get caught by a military of a decent TL then surrendering is usually the best choice.
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A little learning is a dangerous thing. Warning: Invertebrate Punnster - Spinelessly Unable to Resist a Pun Dangerous Thoughts, my blog about GURPS and life. |
07-25-2014, 02:42 AM | #27 | |
Join Date: Jan 2010
Location: Los Angeles County
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Re: Tweaking weapons and Armour for Space opera:
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It is true that shooting a small target and shooting a far away target are fundamentally the same problem; you need to hit something that has a small (angular) silhouette from your perspective. The thing is that advantages that a laser (or, to a lesser extent, a properly used sniper rifle) has over, say, an assault rifle don't necessarily help directly with that. Instead they seem to largely be concerned with solving the problems that come specifically with trying to hit at long range. Varyon, Anthony, and Iwcamp are talking about all these things (integral rangefinder, not worrying about wind or distorted light, no need to lead the target, image/mechanism stabilization) that make it easier to hit at long range, and I agree, but I don’t really see how any of it will help you hit someone running around 10 yards from you in the eye. And of course I may just be revealing my profound ignorance of marksmanship...but in that case I really want to know what I’m missing! |
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07-25-2014, 10:33 AM | #28 |
Join Date: Aug 2012
Location: Estonia
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Re: Tweaking weapons and Armour for Space opera:
How would you actually stat a continuous beam weapon in GURPS. Give it a ridiculously high ROF, make it a really really long jet? When it comes to my mind then continuous beam weapons are somewhat of a sci-fi classic.
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07-25-2014, 10:44 AM | #29 | |
Join Date: Nov 2009
Location: Oregon
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Re: Tweaking weapons and Armour for Space opera:
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I wouldn't want to make lasers Jets because of the mechanics of such attacks in 4e. The rules for Jets seem pretty wonky to me, especially as you go up in range. |
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07-25-2014, 10:52 AM | #30 | |
Join Date: Aug 2007
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Re: Tweaking weapons and Armour for Space opera:
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They make any high ROF weapon really sloppy and have it generally contaminate the hex row behind the intended target with the majority of the released energy be kinetic or electromagnetic or even parts of some more esoteric spectrum. I don't have any entirely satisfactory solution. Perhaps give the weapon a "Controlled burst " setting and a "long burst" setting with each type being treated as ROF 1 but the long burst getting double damage and +1 to hit.
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Fred Brackin |
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