Citizens of the Imperium

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-   -   MT Ship Combat (http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=11180)

TheEngineer September 12th, 2004 03:57 PM

Hi !

Just to be curious:

Who has actually used or still is using the MT ship combat system anyway ?

I would like to take a look at other house rule modifications of that stuff..

Regards,

Mert

TheEngineer September 12th, 2004 03:57 PM

Hi !

Just to be curious:

Who has actually used or still is using the MT ship combat system anyway ?

I would like to take a look at other house rule modifications of that stuff..

Regards,

Mert

TheEngineer September 12th, 2004 03:57 PM

Hi !

Just to be curious:

Who has actually used or still is using the MT ship combat system anyway ?

I would like to take a look at other house rule modifications of that stuff..

Regards,

Mert

aramis September 15th, 2004 04:18 PM

Mert

I'm currently revising my combat mechanics for MT... (Mainly since My website went away).

Under the vehicle combat rules, however, 1 minute turns become somewhat viable for ship combat. (ROF's are listed in the Ref's Manual for all hardpoint weapons.)

1 minute is 60 seconds, or 600m/s vector change per G, or 36000m/min vector change. Using a half-G hex size (18km) makes the ranges as listed reasonable.

I thnk I will go through striekr and revise the damages.

Meson damage formula
Dmg=1.2RbRbRb
where Rb= burst radius in m.
Or, simplifying,
Dmg=152*USP

assuming:
- you are using the DPx10 erratum from the Ref's Screen.
- x8 is the maximum possible damage modifier
- Rb is 5m * USP Conversion Value (A=10, F=15, L=20, etc)
- I remebered Sphere vol correct as 4/3PiR^3
- I calculated correctly.

I would raise the difficulty of meson fire by 1 level, due to the need to be three-d intercept in a short-length pulse.

(Most beams can treat the itnerecpt as a a 2d-solution...)

aramis September 15th, 2004 04:18 PM

Mert

I'm currently revising my combat mechanics for MT... (Mainly since My website went away).

Under the vehicle combat rules, however, 1 minute turns become somewhat viable for ship combat. (ROF's are listed in the Ref's Manual for all hardpoint weapons.)

1 minute is 60 seconds, or 600m/s vector change per G, or 36000m/min vector change. Using a half-G hex size (18km) makes the ranges as listed reasonable.

I thnk I will go through striekr and revise the damages.

Meson damage formula
Dmg=1.2RbRbRb
where Rb= burst radius in m.
Or, simplifying,
Dmg=152*USP

assuming:
- you are using the DPx10 erratum from the Ref's Screen.
- x8 is the maximum possible damage modifier
- Rb is 5m * USP Conversion Value (A=10, F=15, L=20, etc)
- I remebered Sphere vol correct as 4/3PiR^3
- I calculated correctly.

I would raise the difficulty of meson fire by 1 level, due to the need to be three-d intercept in a short-length pulse.

(Most beams can treat the itnerecpt as a a 2d-solution...)

aramis September 15th, 2004 04:18 PM

Mert

I'm currently revising my combat mechanics for MT... (Mainly since My website went away).

Under the vehicle combat rules, however, 1 minute turns become somewhat viable for ship combat. (ROF's are listed in the Ref's Manual for all hardpoint weapons.)

1 minute is 60 seconds, or 600m/s vector change per G, or 36000m/min vector change. Using a half-G hex size (18km) makes the ranges as listed reasonable.

I thnk I will go through striekr and revise the damages.

Meson damage formula
Dmg=1.2RbRbRb
where Rb= burst radius in m.
Or, simplifying,
Dmg=152*USP

assuming:
- you are using the DPx10 erratum from the Ref's Screen.
- x8 is the maximum possible damage modifier
- Rb is 5m * USP Conversion Value (A=10, F=15, L=20, etc)
- I remebered Sphere vol correct as 4/3PiR^3
- I calculated correctly.

I would raise the difficulty of meson fire by 1 level, due to the need to be three-d intercept in a short-length pulse.

(Most beams can treat the itnerecpt as a a 2d-solution...)

TheEngineer September 16th, 2004 05:54 PM

Hi !

Merging space and vehicle combat would be great, but up to now I had no time to work that out.
So I hope you might proceed here, Aramis.

Besides, I made my MT space combat sim available online. Just take a look at the software solutions.....

Regards,

Mert

TheEngineer September 16th, 2004 05:54 PM

Hi !

Merging space and vehicle combat would be great, but up to now I had no time to work that out.
So I hope you might proceed here, Aramis.

Besides, I made my MT space combat sim available online. Just take a look at the software solutions.....

Regards,

Mert

TheEngineer September 16th, 2004 05:54 PM

Hi !

Merging space and vehicle combat would be great, but up to now I had no time to work that out.
So I hope you might proceed here, Aramis.

Besides, I made my MT space combat sim available online. Just take a look at the software solutions.....

Regards,

Mert

aramis September 23rd, 2004 06:07 AM

OK, Mert, I'll see if I can make it workable for the average shlub with just MTPH, MTRef's, and MTIE.

Batteries:
a battery uses the average gunnery skill of the gunners, Pen is the average of the weapons in the battery. Damage is the total of the weapons in the battery.

Batteries gaina couple of options...
1) Dispersed sheaf: -1 DifMod, 1/4th damage
2) Concentrated Sheaf: +1 DifMod, double damage (intentionally NOT ballanced)

Bays and Batteries: There is no reason bays can't be in batteries.

Mixed Batteries: Bad Idea. Only reason would be for mixed turret munitions... So organize the turrets into the batteries, not the weapons therein, but list each mounted weapon type as a single Battery, but the turret battery gets the damage track.

Say, would yall prefer I do a PDF for say, download, or post dribs and drabs here?


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