msprange said:[[[ Replace text on page 160 ]]]
Point Defence (Gunner)
Using a turret-mounted laser (beam or pulse), a gunner can destroy incoming missiles. Note that a weapon used for point defence cannot be used to make attacks in the same combat round, and vice versa. Point Defence may only be performed against missile salvos (see page 161) as they are about to make their attack roll against a target – missiles are too small and too fast to be targeted at greater ranges. A gunner may only attempt Point Defence against once every round.
The gunner must succeed at a Gunner (turret) check against any missile salvo that is about to make its attack roll against his spacecraft. The Effect of the check will remove that many missiles from the salvo.
Of course, all of this is predicated upon the assumption that the missiles are streaking towards a target which is stationary, or at least moving perpendicular to the missiles. They will strike sooner if the ships are moving towards each other, and will take that much longer to hit if they are pursuing a fleeing target.ErinPalette said:Oh, that's an easy fix. Just give missiles Endurance 10 and change the chart to this:
Missile Flight
Range Rounds to Impact
Medium and below Immediate
Long 1
Very Long 4
Distant 10
Problem solved!
ErinPalette said:msprange said:[[[ Replace text on page 160 ]]]
Point Defence (Gunner)
Using a turret-mounted laser (beam or pulse), a gunner can destroy incoming missiles. Note that a weapon used for point defence cannot be used to make attacks in the same combat round, and vice versa. Point Defence may only be performed against missile salvos (see page 161) as they are about to make their attack roll against a target – missiles are too small and too fast to be targeted at greater ranges. A gunner may only attempt Point Defence against once every round.
The gunner must succeed at a Gunner (turret) check against any missile salvo that is about to make its attack roll against his spacecraft. The Effect of the check will remove that many missiles from the salvo.
This replacement text does not contain p.160's rule about a double laser turret giving +1 to the roll and a triple giving +2. Without that rule, there is no advantage to having multiple point defense lasers in a single turret.
Was this intentional?
I like both of these suggestions!Nerhesi said:I would think we would want to incorporate a bonus for both. Like +1/+2 for double triple, and a +1/+2 for beam/pulse![]()
Nerhesi said:Yeah you're right Erin. There is also no advantage with that rule for Beam vs Pulse as someone pointed out that the +4 to hit is only for "attacks" not PD. I would think we would want to incorporate a bonus for both. Like +1/+2 for double triple, and a +1/+2 for beam/pulse![]()
arcador said:Nerhesi said:Yeah you're right Erin. There is also no advantage with that rule for Beam vs Pulse as someone pointed out that the +4 to hit is only for "attacks" not PD. I would think we would want to incorporate a bonus for both. Like +1/+2 for double triple, and a +1/+2 for beam/pulse![]()
a minor note - if only beam and pulse can be used as PD, then we need 0/+1 rather than +1/+2![]()
Regardless of the precise bonus, you need to factor this into the average effect against the salvo (which I know you will, just my minor rules ocd)
msprange said:Okay, everybody! It looks like we are going to print tomorrow, and I am happy to report that;
1. We are using Nerhesi's damage system.
2. We are using Erin's flight and endurance times.
3. The DMs for double and triple turrets are back in (the difference between pulse and beam is a step too far, I feel, for PD).
Well done, everybody, I think we have licked it! I hope you all enjoyed this process as much as I did, and are now looking forward to seeing all your hard work in print!
Chas said:The final version of how electronic warfare works will want a careful look. There's plenty of time to be zapping missiles now...
Nerhesi said:It may not be required gents. EW goes from "GREAT!" in the core-rulebook (when you're being fire upon by 20-30 missiles tops), to just another minor piece of defense in High Guard, when you could be on the receiving end of 100s/1000s.
Suddenly, EW goes from taking out 10-20% of the missiles per turn, to taking out 1-2%. As it stands now, I think we're fine but we just need to see how missiles play out in barrage/capital scale rulesIn fact, the numbers indicate that you may have to worry about overwhelming missiles in HG, not the defenses against them
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phavoc said:But then that breaks the scaling aspect of things. If the EW system for a 800 ton Mercenary cruiser is the equivalent of what a 250,000 ton dreadnought can do... then we've got a problem. Larger ships have more space, more power, more crew, more everything. So logically pretty much everything should scale UP, or DOWN accordingly.
phavoc said:Nerhesi said:It may not be required gents. EW goes from "GREAT!" in the core-rulebook (when you're being fire upon by 20-30 missiles tops), to just another minor piece of defense in High Guard, when you could be on the receiving end of 100s/1000s.
Suddenly, EW goes from taking out 10-20% of the missiles per turn, to taking out 1-2%. As it stands now, I think we're fine but we just need to see how missiles play out in barrage/capital scale rulesIn fact, the numbers indicate that you may have to worry about overwhelming missiles in HG, not the defenses against them
![]()
But then that breaks the scaling aspect of things. If the EW system for a 800 ton Mercenary cruiser is the equivalent of what a 250,000 ton dreadnought can do... then we've got a problem. Larger ships have more space, more power, more crew, more everything. So logically pretty much everything should scale UP, or DOWN accordingly.
Nerhesi said:Maybe.. maybe not? Damage scales, but armour shouldn't. Hull scales up as it should though. Range doesn't scale up. Speed doesn't scale up.
I think we need to be aware that not everything has to scale up to be balanced. For example, if we scale up defenses, that causes missiles to remain or become sub-par, then is there any niche or use for missiles? Perhaps it makes sense for missiles to be better as things scale up? Perhaps if we scale up EW defense than missile will become useless, as EW and bare-minimum PD will easily allow a ship to be missile immune?
As Matthew said, it is good to keep an eye on things, but that doesnt mean scale up or down by default. Lets observe the new system, do some analysis, and then determine what is needed![]()
phavoc said:Depends on how you look at things there I suppose. Speed scales up, as does hull, and range, but much depends on how you want to compare the scales. In some instances scale is a percentage (fuel, dirve size, etc), other times it scales up, but in a different fashion (range bands for example). I'm trying not to be a rules lawyer with being super specific for everything. So lets go with "pretty much everything scales" and leave it at that.
But getting back to the point at hand, a ship that is twice your size should conceivably kick your butt - so long as they are the same class type (military ships should pretty much always beat a civilian ship, though the lines are somewhat blurred in Traveller). Players will, of course, try to build min/max ships whereas stock designs would be more or less balanced along off/def activities.
Finally, I thought this WAS the place to bring up questions BEFORE the rules got solidified? Once they get published it's nigh impossible to change them.