Thank you for using the quick reference links.
My problem with this is ideological: technological levels have rarely ever worked right in SARP. Everything that initially consents have their FMs display behavior that makes the faction try to bridge the gap as swiftly as possible. It often made me feel that having defined tech levels in SARP was a bunch of hogwash (no offense meant).
My own preferences makes Yamatai's hardware sit closest to the Advanced column. I have a hard time believing that the Z-1 torpedoes (heavy anti-ship) - very close to Star Trek photon torpedo casings - are tougher than Light Mecha (small shuttlepod like a T4 Fox Shuttle). I'd honestly see it more as heavy armor, but that's not how your table rolls.
As I saidI'd honestly see it more as heavy armor, but that's not how your table rolls.
As I said
A Tier 12 (heavy anti-starship) torpedo might fit nicely in the Tier 6 niche. It seems about as big as an Hostile might be.
Well, then it might count as armored? And shielded?
FFS, I didn't even think this kind of stuff needed rules.
I... think you need to revisit or remove the atmospheric speeds, the big thing being that surface to space anti-ship missiles are a thing and minimum escape velocity for that is mach 33.
This seems to be similar to my suggestion just with some different numbers and no way to tell what size a missile should be.
This also doesn't seem to address the problem of how missiles are treated in DvR 3
What size should missiles/torpedoes be?
What speeds are acceptable for missiles/Torpedoes?
What is an acceptable amount of defense for Torpedoes/missiles to have?
How do we deal with sub-munitions?
How many missiles/torpedoes can something carry? (Not ACTUALLY answered here, but the size limitations will make it a bit easier on NTSE staff for obvious reasons.)
[...]
What size should missiles/torpedoes be?
What speeds are acceptable for missiles/Torpedoes?
What is an acceptable amount of defense for Torpedoes/missiles to have?
How do we deal with sub-munitions?
How many missiles/torpedoes can something carry? (Not ACTUALLY answered here, but the size limitations will make it a bit easier on NTSE staff for obvious reasons.)
I would expect Doshii to be in here raising the same complaints.
Are you pegging the size of missiles to the DvR3 ship sizes? That seems to be unclear to me.
Do missiles count against the DvR weapon cap or not? It would be nice to have an answer to this rather than not addressing it.
NTSE staff not knowing how to treat missiles is the main thing that this should be fixing.
Please, enlighten us all @Zack - how does this submission not address most of (if not all of) the problems with how missiles are currently handled in Damage Rating (Version 3)?
The point is you've placed an arbitrary speed limit on missiles in atmosphere, which I don't agree with especially considering shield technology removes the issue of them turning into slag at higher speeds. Now I do agree that we should head off speeds that do wonderful things like atmospheric ignition but mach 10 is simply to slow, especially for SARP tech.Though @Fred or another one of the veterans would have to confirm this for me, hasn't it always been standard practice for vehicles/power armor/missiles/starships/et cetera to use their slower-then-light drives to achieve escape velocity? I mean, how else would a Kuma Multi-Role Shuttle go from ground to orbit, given that its atmospheric engines are "only" capable of achieving a little under Mach 18?
All these questions are relatively easy to answer if you use your brain and honestly the wrong questions to ask.Do missiles count against the DR for a ship once for each missile? Or once per launcher?
If it is once per launcher then does a vertical launch system with 40 cells count as 40 launchers or one launcher?
Is there a limit to the amount of missiles you can take regardless of launcher if you're lumping them all in together?
Why did you pick the speeds that you did? How will this affect missile use and how many rounds of shooting can you expect to get defensively? Do any of these missile speeds change how missiles will be used in the setting?
You probably shouldn't consider the speed limits as the max speed a missile can hit in that situation, but rather what a missile designed to be used in that situation can do. So a surface to space missile is designed to be surface to space, so of course it's going to have a speed capable of reaching space and then being usable in space.The point is you've placed an arbitrary speed limit on missiles in atmosphere, which I don't agree with especially considering shield technology removes the issue of them turning into slag at higher speeds. Now I do agree that we should head off speeds that do wonderful things like atmospheric ignition but mach 10 is simply to slow, especially for SARP tech.
All speed limits in setting are arbitrary. We're working with super advanced tech that might not actually be possible at the levels we use it in settings. The fact that there is a -limit- to speed at all a meta-management thing in order to keep the setting form getting out of hand, it's not about realistic limitations.Again, Mach 10 is arbitrary for even surface to surface or anti-tank system, especially in sarp.
We use cookies and similar technologies for the following purposes:
Do you accept cookies and these technologies?
We use cookies and similar technologies for the following purposes:
Do you accept cookies and these technologies?