Re: (4159) engine rooms and starship combat...
In reply to #4159 engine rooms and starship combat... by Steve Higginbotham
Cites: #4159
In your letter dated Tue, 19 May 92 09:29:18 CST, you wrote: > > >I kind of like the idea that a weapon still causes damage even though > >it may not penetrate the hull. I heartily appaud this idea. > >Assigning chassis damage is a good idea. Also burning it's armor off > >sounds plausible. > > I agree. I'm skeptical about burning off armour unless the weapons > are really horrendous (large nukes, spinal mounts, MANY batteries of > lesser stuff). I agree with Steve. Burning off armor is probably not necessary in a game sense, as long as _some_ hull damage is occuring from what are currently the "no damage" hits. Let's look at the current vehicle combat rules, scaled up to starships, for a second. A 200 ton free/far trader has hull points of 180/450 under the current rules. A 250MW beam laser would do 500 points of damage on a "full penetration hit", and 50 points on a "no penetration hit". Now recalling that vehicles get their damage multiplied by ten, that would be 1800 points to disable the hull. That's only 36 laser shots--three fire phases from a ship with 4 triple turrets with beam lasers (which would make a decent system defense boat in this system...) As it stands now, the poor SDB probably has all of his turrets arranged as one factor 5 battery, which will cause weapon-1, maneuver-1 or fuel-1 three times... (Critical hits on a 5 battery vs. a 200 ton ship disregarded.) Rob Dean