01-22-2023, 03:57 PM | #61 |
Join Date: Jan 2006
Location: Central Europe
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Re: Making EM Guns Viable in Space Combat (3e)
Another factor is that GURPS Vehicles is based on research and speculations from 1997 and earlier. So its fine to take it as a baseline and work out the implications, but its not on the cutting edge of speculations about how combat between spacecraft could work.
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"It is easier to banish a habit of thought than a piece of knowledge." H. Beam Piper This forum got less aggravating when I started using the ignore feature |
01-22-2023, 05:10 PM | #62 | |
Join Date: Feb 2008
Location: The Athens of America
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Re: Making EM Guns Viable in Space Combat (3e)
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But there were needs and roles for BB's. Fire support for invasions, countering enemy BB's, defense at night when CV's were not combat effective, massive AA platforms. In 1943 Montana class BB's were still under design (last US battleship design). They were cancelled in that year also, however the USN started throttling back all construction well before the end of the war in 1945. WW2 was a transitional period as carriers proved themselves and it was found that battleships could not operate without carrier support. However (other than raiding) operating carriers without fast battleship support was also unwise.
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My center is giving way, my right is in retreat; situation excellent. I shall attack.-Foch America is not perfect, but I will hold her hand until she gets well.-unk Tuskegee Airman |
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02-12-2023, 01:37 AM | #63 |
Join Date: Jun 2020
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Re: Making EM Guns Viable in Space Combat (3e)
So, from what I'm getting, it's 1) very setting-centric and 2) a lot of GM/Setting Creator lawyering?
That puts some work on other GM/Setting Creators and me. So, if I want to have a setting where EM guns aren't completely useless in space, should I utilize a mass, range, and damage multiplier to allow them to have the required velocities? Like, say, sim a Mass Effect dreadnought's spinal as 2000x times the mass and damage due to its .01c round velocity? Or would it be simpler to use a back-engineered EM equation and go from there? |
02-12-2023, 10:49 AM | #64 | |
Join Date: Aug 2007
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Re: Making EM Guns Viable in Space Combat (3e)
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If you modify damage by 2000x to represent 2000x higher velocity you'll kill anything you hit which ought to simplify your math at least. Yes, this does mean that KE damage in Gurps increases directly with velocity. At .01 c your round is travelling 3000 km per second and 3000 km might be the maximum "effective" range. Give a targeted ship more than a second's warning and it'll probably be able to Dodge.
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Fred Brackin |
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02-12-2023, 01:59 PM | #65 | |
Join Date: Jun 2020
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Re: Making EM Guns Viable in Space Combat (3e)
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So, only have half-range/have half-range be the max range for kinetics in this case? |
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02-12-2023, 02:26 PM | #66 | |
Join Date: Aug 2007
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Re: Making EM Guns Viable in Space Combat (3e)
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Again, literal range for kinetic weapons in space is infinite. The projectiles will travel until they hit something. How far the projectiles will travel before they become too easy to dodge is different but that's what will be important in combat.
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Fred Brackin |
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02-13-2023, 01:28 AM | #67 | ||
Join Date: Jun 2020
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Re: Making EM Guns Viable in Space Combat (3e)
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I'm just thinking of things to make it easier for me and other players to play a game in some of my settings in addition to making them somewhat competitive with DEWs. |
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Tags |
em guns, gauss weapons, gurps 3e, railgun, space |
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