Re: MinO: Game Starting, Discussing House Rules & Stuff
Posted: Mon May 12, 2008 4:58 pm
one way of making the ship mounted stuff viable compared to hand held stuff would be to increase the effective ranges on the ship mounted stuff by at least 10x, if not 100x. (realistically, even a small cannon would have an effective range of hundreds of miles when in space. no air to slow it down. the range would be restricted more by targeting issues..)
in general, energy weapons (lasers, particle beams, plasma, ect) will have shorter effective ranges (due to diffraction and/or dispersion issues), while missiles and projectile weapons will have quite long ranges. the offset is that missiles and projectiles are substantially slower than an energy weapons (which move at lightspeed or close to it), and thus the missiles and projectiles will take longer before they hit the target. time during which the target can make small course adjustments to avoid getting hit.
while most people probably know how much i promote this site. it's a big help in getting the feel of space travel and combat right, regardless of how "gritty" you make your campaign. while the site goes into some very specific details, keep in mind most of that is abstracted and basically just fluff as far as RPG rules go. things like probability plots are really just nifty fluff info you can use to impress your players. (" your longscan display shows a good probablity you'll hit. roll for your weapon systems skill to see if your targeting computer can get a firing solution, then roll your to strike")
it's the ranges and how the weapons are used that are the important parts of getting space battles to feel "right" in an RPG.
i'd also suggest looking at the page on sensors and Missions. the first shows the relative importance of things like FLIR and radar as detection mechanisms, and the other has a lot of good stuff on travelling through space and why most ships tend to be designed to do specific things. (example: a shuttle is good to get from ground to orbit and back or getting around in orbit, but not good to travel between planets. a big interplanetary ship will usually be bad at moving around in orbit, and really bad at landing. so in general you'll see big interplanetary ships that travel between planets, but 'park' in a high orbit and transfer their people/cargo to smaller shuttles to move them/it to the stations or the ground.)
i can tell you that when it comes to things like "speed", just treat the listed Mach #'s as more of an abstract indication of how agile the ship is instead of actual velocity limits. just decide "can this ship travel between planets or not and if so, how long does it take". save yourself the headache.
in general, energy weapons (lasers, particle beams, plasma, ect) will have shorter effective ranges (due to diffraction and/or dispersion issues), while missiles and projectile weapons will have quite long ranges. the offset is that missiles and projectiles are substantially slower than an energy weapons (which move at lightspeed or close to it), and thus the missiles and projectiles will take longer before they hit the target. time during which the target can make small course adjustments to avoid getting hit.
while most people probably know how much i promote this site. it's a big help in getting the feel of space travel and combat right, regardless of how "gritty" you make your campaign. while the site goes into some very specific details, keep in mind most of that is abstracted and basically just fluff as far as RPG rules go. things like probability plots are really just nifty fluff info you can use to impress your players. (" your longscan display shows a good probablity you'll hit. roll for your weapon systems skill to see if your targeting computer can get a firing solution, then roll your to strike")
it's the ranges and how the weapons are used that are the important parts of getting space battles to feel "right" in an RPG.
i'd also suggest looking at the page on sensors and Missions. the first shows the relative importance of things like FLIR and radar as detection mechanisms, and the other has a lot of good stuff on travelling through space and why most ships tend to be designed to do specific things. (example: a shuttle is good to get from ground to orbit and back or getting around in orbit, but not good to travel between planets. a big interplanetary ship will usually be bad at moving around in orbit, and really bad at landing. so in general you'll see big interplanetary ships that travel between planets, but 'park' in a high orbit and transfer their people/cargo to smaller shuttles to move them/it to the stations or the ground.)
i can tell you that when it comes to things like "speed", just treat the listed Mach #'s as more of an abstract indication of how agile the ship is instead of actual velocity limits. just decide "can this ship travel between planets or not and if so, how long does it take". save yourself the headache.