Then leave it up to the NTSE mods and don't put missiles in a box.it's not about realistic limitations.
If you look at the other thread you'd see I blatantly said missiles don't really need a speed. I still believe that. I'm not advocating a speed limit. I'm explaining how it looks like the speed limit was intended to be used so it's judged fairly.Then leave it up to the NTSE mods and don't put missiles in a box.
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?
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.
Then leave it up to the NTSE mods and don't put missiles in a box.
'Rounds' are up to GM discretion I've been in Plots where a post covered a few seconds, and some where a combat post could cover almost half a minute.IIRC a round of posting is about 10 seconds.
Ships can hit targets at 3 light seconds out.
It sounds like you'be given no thought to how missiles and ships would interact at these speeds. Could you say why the speeds you've chosen are the best choice? Or would increasing / decreasing the speeds have better results? Have you given consideration to what players will be able to do when faced with missiles that travel at these speeds?
Come again?would reduce most of the weapons using kinetic kill as their primary method and target destruction useless against SARP tech
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The 8 weapon limit strikes me as one of the worst ideas ever. It certainly worked to find common ground between a few KFY ships, but I didn't expect it to be so tightly adhered to for the sake of fairness and justice. A lot of things would be falling into place today, and Zack wouldn't be asking for more rules because there'd be no need of it.
We do not want a stat-based ship building system.
All of this talk of speeds and numbers is way too granular for me, it's going way over my head. I can't really help past the 'what feels right' thoughts I've given so far. I've got an idea for some tech I'd like to make a page for and get approved and all of that, but the idea of actually having to fill out all of these stats is making me back down pretty hard. I know what I want it to look like and do, and past that it's all pretty much gibberish to me, so it's depressing that I'll probably just never write the article.
I'd say the reason I wanted to re-examine the whole thing while finalizing my own plotship statistically is because I'm not convinced that our narrative actually goes with our numbers. A lot of us GMs go for knifefights around planets and asteroid belts and just toss off numbers like "we're going at 0.3c" in places where that speed doesn't match the distance or the environment.
How many of us think of our fights in term of visuals like Babylon 5, Star Trek, or Macross? I'm convinced that under these IPs, not a ship fights at that high a fraction of c, not one missile actually goes as fast as 0.4c. These metrics probably look more like Homeworld or Mass Effect instead.
There's the flipside that we should actually be trying to accurately portray these maneuverings at those speeds... but I keep reading our plots during most of the ship-to-ship fights, and that's not what I feel is the intended result. It's what I've grown to sincerely believe during my attempts to take a stab at this.
That's why, when I'm being asked numbers like that... I can throw out a value, but I'll admit I probably don't know what I'm talking about. Even though the planetary Hill Sphere FTL limitation is not the most consistent thing ever, it did do us the favor of moving engagement range to orbital distances, which are much more fathomable. I just haven't nailed my own sweetspot or even defined what my preferences were so I'd have something to disagree with other people with.
When I figured it out, I was likely going to houserule my own plot and test it out before making any bold claims of how right I was to undertake that course of action. But in the meantime, I don't know what I'm talking about.
Why don't we put these two things together? THe problem we have with missile speed is even though we've played with them a lot, no one has really given any thought to how fast they're going. Why not for now give them qualitative descriptors and then see what GMs do with 'Fast' missiles, or 'slow' ones, and see what kinds of tech are created, and then make a speed guide accordingly? I know it's not actually a solution but rather data gathering, but I think we just might not have the data we need for a solution that we're actually confident in as opposed to something we just hope will work.
Well, then it might count as armored? And shielded?
FFS, I didn't even think this kind of stuff needed rules.
I don't think there's a need to have the size limits scale to tech levels. Naturally the civilizations with more advanced tech will have smaller missiles by design. And really we shouldn't let missile size be such a big thing. We hardly ever consider ammo storage for any other weapon other than simply "I made room for extra ammo." Since missiles don't have a higher capacity for damage, actually paying attention to size and storage will only result in tech designers using them less because they're more of a hassle than other weapons to deal with.
Any general size restrictions we put will also screw over PAs and vehicles as well. I think we can trust the NTSE mods to judge if a missile is too small or big by simply using common sense. Our NTSE mods aren't dumb, and all of them have a pretty good grasp of the tech available on site. They might not know every little thing but they know enough to see if I missile is vastly different from the norm.
Plus there is one thing many people are overlooking. When it comes to missiles the majority of it in modern day is fuel. The warhead generally isn't actually that big. And SARP is a setting where fuel has been massively condensed. So getting small missiles with high power isn't that weird. Really if anything on a missile should get strict rules for the size it's the flight distance of the missile.
Actually that's a pretty good way to think of it. That would also by default keep star ships from using tiny missiles. Because the distances they fire at each other from would be too great for fuel.
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.
Boy, miss a morning and posts come fast and furious.
For the record, I'm a former mod. So far, we've had no actual mods speak here other than Ame, who is appealing straight to Wes. If they have a different opinion, they can wipe mine away without any hard feelings on my part.
* * *
Zack proposed a lot of questions he wanted answered, in the name of solidifying rules for NTSE mods. I'll take him at his word for the sake of argument.
Frosty has proposed an answer for many of those questions, leaving out "size" as a concern.
Others have come in with their own opinions, questions and concerns.
That's the review.
Let's take a larger step back. We need to determine what problems we are actually trying to solve.
My take on it is this: We are creating a lot of work and rules that are not required. No one has fully expressed, in my view, WHY we are creating this work and these rules beyond making the lives of the NTSE mods supposedly easier.
We have no examples where combat has gone awry. We haven't even really touched on where we think combat might go astray from a responsible, capable GM — which is all we have. Whether it is Macross-style missilespams, well-placed proton torpedo shots or (heaven forbid) HOLY HAND-ROCKET blowing up a capship in one go, we don't have any evidence that there's a problem.
We've got v3 already calculating how single-shot projectile weapons factor into the tacked on "weapon capacity" rule. We don't fully have a handle on how smaller projectiles packed into launchers are supposed to be treated, but we can reasonably use repeating, being-portable arms as an example.
In that example, found in v3, we see that pistols and submachine guns fall into the same tier. Shot to shot, they roughly deliver the same amount of lethality. But we know that a submachine gun has the potential to kill more efficiently and effectively at the loss of concealability (and its associated subfeatures).
Launchers with small missiles seem able to be treated the same way when compared to larger brethren IF they are tacked at the same tier. With that in mind, I would thin the NTSE mods have all the guidance they need.
Yes, guidance. Not a rule or series of rules. They get to call those shots as they see them, hewing to the spirit of v3.
When it comes to the possibility of sodacan missiles wrecking a capship ... I think that is a moment where you especially should not have rules.
Counterintuitive? Perhaps, but v3 as written is implicitly permissive about how powerful a weapon can be. It's not so many hard numbers; there are times when 2+2 could equal 5. That's because we trust our NTSE mods, and our GMs, to reasonably adjudicate what is possible and what isn't.
Rulemaking removes any semblance of reason and any chance of grey. It commits us to certain outcomes that we might not always like. It takes away the point of v3, which is to give GMs and players more power to just make things look cool.
I think that can be said about projectile defense and speed too. Are we seriously worried about how fast a missile exits an atmosphere? How big a gun we need to shoot it down? Can we not really talk to each other and figure out how that might go here, there, anywhere? Are we so afraid of each other?
There's only one time that we are afraid.
PvP.
V3 isn't about PvP and makes that practice more — and less — difficult. More in that you can't just throw a bunch of numbers together to get an outcome. Less difficult because it means people can talk about how they want something to go.
The one thing I can understand is speed, but even that can get covered by other rules we already have.
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tl;dr: We don't need all of this. I said that in Zack's thread, I say it here again. Jaegerman's submission is well done, of course, but it's a complexity we don't require.
If we want to keep things lean, and give NTSE mods the power to maneuver, this submission should be rejected with hearty thanks to Jaegerman.
I literally don't insist on Yamatai winning every time, or that Yamatai's equipment is the best at things, and I'm getting tired of this oversimplification. Obviously Yamatai is the "hero faction" of the setting but it can and has been defeated in battles although not in a war, because most wars we've had are existential.YSE is the strongest faction in the setting) no one likes to roleplay with that guy who insists on winning every time and always has the "best" toys
What "echo chambers" are you referring to? One of the best things about Yamatai is it has many great people to RP with.and echo chambers get boring really, really fast, particularly when there's oodles upon oodles of tech available but no one besides yourself to roleplay it with.
I literally don't insist on Yamatai winning every time, or that Yamatai's equipment is the best at things, and I'm getting tired of this oversimplification. Obviously Yamatai is the "hero faction" of the setting but it can and has been defeated in battles although not in a war, because most wars we've had are existential.
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What "echo chambers" are you referring to? One of the best things about Yamatai is it has many great people to RP with.
Also what about missiles that don't require launchers at all?
Perfection. Well done, Jaegerman.
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About the limits themselves... Do we really want 1/8th of a ship's 'weapon capacity' (which I'm assuming is something like a third of its total mass) to be enough space to carry a weapon optimized for use against a ship two classes larger? In most sci-fi settings I've seen, a ship that has one weapon optimized for use against a ship two classes larger is not likely to have a single other weapon worth noting. Even a ship optimized for fighting ships one class smaller than itself doesn't seem likely to have eight of them, in my mind.
If this setting is deliberately meant to have high lethality, alright... but from everything I've heard before, it's meant to be closer to the other end of the scale, even though ships 'punching above their weight' is common for Yamatai, at least. This article seems to establish a baseline where ships are far stronger offensively than defensively--unless that's mitigated in some way other than relative weapon and defensive tier, and that'd make the tiers misleading.
My recommendation would be to tone it down at least two steps, maybe three or four. Shifting the weapon caps down four steps would bring the results in line with my expectations--a gunship that's optimized to punch holes in heavy cruisers will be more gun than ship, and not equipped for much else.
Or maybe the reason I'm confused is because the article's talking about the amount of ammunition the ship can carry, not the number of launchers; in which case it seems very reasonable to have eight missiles per launcher. The article isn't clear on this, though, and some of the lines seem to contradict it.
Edit: After reading the article three times, I'm still not sure I'm reading it right. The examples don't seem to follow straightforwardly from the rules they're provided as examples of how to implement.
I don't find it rewarding to be up-front with my doubts and problems only to get slapped with this kind of attitude.If only someone had seen this problem coming during the DRv3 approval thread!
It also looks like there is 0 chance of getting the rules changed.
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