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  #11  
Old March 17th, 2021, 01:23 PM
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Originally Posted by kilemall View Post
I've got a whole thing worked out with mashing LBB2 and LBB5 ships on the same combat resolution system, with LBB2 movement.
Care to write it up and share with the rest of us? Would love to check it out.
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  #12  
Old March 18th, 2021, 05:16 PM
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Care to write it up and share with the rest of us? Would love to check it out.
Actually am working on it. Right now its bits and pieces.

The base is Book2 turns, with Mayday movement and simplified computer rules. Damage table right now is Book2 without a critical hit entry.

Drive hits I am still figuring out, well drives in general. I am big fan of small fast ships vs lumbering battle wagons.

The weapons are as described before in this thread.
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Old March 19th, 2021, 12:03 PM
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Originally Posted by infojunky View Post
Actually am working on it. Right now its bits and pieces.

The base is Book2 turns, with Mayday movement and simplified computer rules. Damage table right now is Book2 without a critical hit entry.

Drive hits I am still figuring out, well drives in general. I am big fan of small fast ships vs lumbering battle wagons.

The weapons are as described before in this thread.
Mayday does have a paragraph or so mentioning High Guard. It's mostly to convert the hex distances in to long and short range.

What it doesn't discuss is things like battery mechanics for missile launchers and such, notably for missile bays. But those can be sussed out. Using simple curve fitting, I get:


Factor Missiles
7 42 (14 triple turrets)
8 57 (19 triple turrets)
9 72 (24 triple turrets)


this doesn't account for the TL boost in High Guard, just raw extrapolation of the missile table.

This is the math that Wolfram came up with:

# of missiles = 1.10714 * factor^2 - 2.15 * factor + 2.4

Feel free to maneuver 72 missiles in your games (I'd just use a single counter with OWIE! printed on it).

It also doesn't really reconcile 30 lasers shooting down 70 missiles in defensive fire.

But, it's good to have "data" to play with. Just one of the challenges of integrating the two.

Obviously the Mayday idea is to use HG combat resolution with actual maneuver ranges, uplifting a Book 2 ship to HG stats to suit combat, vs trying to lever an HG Bay or spinal into a detailed tactical game like Mayday.
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Old March 19th, 2021, 12:27 PM
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I'm not sure how you are getting those turret numbers. HG far as I can tell usually uses 10 turrets max for batteries, and has tech boosts to get those 8/9 factors.
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Old March 20th, 2021, 01:08 PM
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Originally Posted by kilemall View Post
I'm not sure how you are getting those turret numbers. HG far as I can tell usually uses 10 turrets max for batteries, and has tech boosts to get those 8/9 factors.
Bays have the higher numbers. At TL 10, 30 missile launchers (10 triple turrets) is a factor 6 From there, the 50 ton bay is a factor 7, and the 100 ton bay is a factor 8. All at the same TL.

Now, perhaps the bays launch bigger missiles that hit harder rather than simply more missiles.

All I was doing was simple extrapolation from the given chart to the higher factors to try to make the bays consistent and workable. "If we were playing Mayday and someone launched a 50 ton missile bay, what would it be like."
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Old March 20th, 2021, 05:00 PM
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Now, perhaps the bays launch bigger missiles that hit harder rather than simply more missiles.
Actually that is one of questions I have been beating my head over.
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Old March 20th, 2021, 06:10 PM
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There is an in-depth write up analyzing missiles at Freelance Trav. I havent sat down and gone through at the reasoning, but he seems to show all his work. Might be worth a look.

https://www.freelancetraveller.com/f...ssilemags.html
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Old March 21st, 2021, 02:28 AM
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Oh I got that all worked out, extrapolating from SS3 and the missile bay descriptions from Striker's integration of ortillery.


Striker has the missile bays effectively being 1 dton per missile, so 50 missiles for the 50 ton bay and 100 missiles for the 100 ton bay.


The Striker bit further defines the missile diameters as a function of the HE warhead, so that can get you the missile size given that you know the bay missile has to be less then 1 dton and X diameter.


BTW I don't bother with HE effects from an HG bombardment, much more a kinetic thing most of the time, it would probably be a special shot or area effect thing to use actual explosives/submunitions.


Anyway, that led me to looking carefully at the missile bays and their relative power vs. a 'standard' turret missile.


Without going into the whole reasoning, I came up with a missile that is 15x the size and potency of a turret missile, and a very simple shot- 50 ton battery fire is one bay missile, 100 ton battery fire is two bay missiles.


The difference in relative power as the bays level up is all in the missile tech as it advances. The bay ones are armored and have big decoy/EW/advanced computers on board, averaging something like Cr100000-200000 per.


If doing CT SS3 shots then that would be 15 1d6 per missile and something like double the missile's G rating for -DM for evasion/EW/really expensive missile survival add-ons plus two hits to kill.



Easiest thing to do with SS3 would probably be to make a standard missile, multiply 15x then tack on Cr20000 for a survival package. Bay missiles would be 750kg, which fits nicely with the idea of a 1 d-ton silo that is mostly missile plus packing/control systems/launch.
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Old March 22nd, 2021, 06:41 PM
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Speaking of missiles I pretty much ignore Striker. In that it had a set of rules bobbed on to simulate ships, which kinda work in terms of Striker terms but don't in terms of starships. Hence the muddled mess that MT is.

But the idea of standard vs. Bay missiles isn't a bad idea.

Also mucking around is the concept that ships thrust is limited by compensation, thus missiles can be pretty much any speed.

With those in mind we need to set a baseline for what a missile is. The 10g 1d6 damage with a endurance of five turns sounds good from here.

Then a bay missile of 10g 2d6 damage with five turns of endurance looks pretty good as well

Just so thoughts.
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Old March 23rd, 2021, 01:34 AM
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Well that's 10G per HG factor, the SS3 conversion for direct impact is 1 hit every 3 combined delta vee (speed of missile +/- speed of target). So a turret missile hitting at deltavee 30 and assuming launch and target are 0 DV yields 10 hits +1d6 or whatever warhead effect.


I'm further more assuming a bit different mechanism for most missiles, the warheads are mostly heavy slugs doing kinetic damage by first getting a rapid boost and shot pattern from advanced HE, then their combined delta vee as per above. This matters because it determines armor penetration in addition to overall damage.


AND, that the relative damage levels that drop off between an HG battery hit of either variety and say an optimal turret SS3 swarm of missiles is explained by the combination of EW and maneuver to kinetic hit roll, yielding a buit-in wastage.
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