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#11 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Simple? We can't even build a Shuttle with it. Can't even vaguely convert between SS units and RW units without making a theorem based on no less than two scientific wild-mass guesses. You call that simple?
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#12 |
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Join Date: May 2008
Location: CA
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Yes. Real World stuff isn't simple. The Shuttle isn't simple. The Spaceships design system is.
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#13 | |
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Join Date: Jul 2008
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Quote:
I care for the applied physics rather more than the simple, but be fair...
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#14 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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I can more-or-less model a weightlifter in GURPS, because GURPS uses pounds for weight. I can't properly model ships with GURPS SS, even without the design stage (i.e. just assigning statistical data), because I have no idea how much a PP is, or what is the effect of Hnd on turning radii (in air) and response delay.
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#15 |
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Join Date: Mar 2008
Location: Dallas, TX
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Simple in that most of the details are supposed to be abstracted away. This unfortunately makes things more complicated for those of us not content to color within the lines.
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#16 | |
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Join Date: Jul 2008
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As for inability to model ships...if the definition that you're trying to model includes specific power outputs, I don't think you're looking at what you have correctly. Spaceships takes the view that just how many GW your reactor puts out isn't really essential to anything, and to a degree that's true.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#17 |
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GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Well, the radius gained from Basic Speed doesn't always match the RW radius. But I guess that's obvious already.
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#18 |
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Join Date: May 2005
Location: Oz
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Well, that's what you expect of a simple representation system: inability to model very complicated things.
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Decay is inherent in all composite things. Nod head. Get treat. |
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#19 | |
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Join Date: Aug 2007
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I am _not_ sure that 1 PP at TL9 or 10 is the same as 1 PP at TL11 or 12. At least at one point in the playtests when we were trying to deal with using components from multiple TLs this was the case. Perhaps it was changed. What I can say is that 1 PP is the output of devoting 5% of your ship's mass to a "standard" Power Plant at a given TL. If you firmly believe that the output of power plants per unit of mass should go up as higher tL types replace lower TL ones then you probably don't believe in cross-TL PP. This is the sort of thing I'm talking about when I say that Spaceships is a deliberately simplified system designed for ease of play. If you keep trying to stretch it, it's going to break on you. If you want a comprehensive system designed for ultimate flexibility you're going to have to wait for VDS (and possibly convince Kromm that such systems aren't counter-productive to the overall line).
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Fred Brackin |
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#20 |
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Join Date: Jul 2008
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If it has changed there are numerous hard to justify consequences, such as high-TL ion drives, refineries, etc consuming more power for no benefit. Also, of course, it would imply n extremely negligent attitude toward mixed-TL settings or designs. Which seems unlikely given that THS is one.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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| Tags |
| spaceships. power points |
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