Things I don't like about 2e missiles

madmike said:
Al that aside, I am finding little niggles all through the issue of missiles.

1 missile load out provides 12 missiles at 1dT.

Yet barbettes hold enough missiles internally for 5 x5 round salvos = 25 missiles. Where does the extra missile come from? Handwavium?

Missile Bay ammo numbers and salvos are fine.
I would assume the extra missile comes fro that supply of reloads a ship carries as cargo.
 
wbnc said:
madmike said:
Al that aside, I am finding little niggles all through the issue of missiles.

1 missile load out provides 12 missiles at 1dT.

Yet barbettes hold enough missiles internally for 5 x5 round salvos = 25 missiles. Where does the extra missile come from? Handwavium?

Missile Bay ammo numbers and salvos are fine.
I would assume the extra missile comes fro that supply of reloads a ship carries as cargo.

Well that is rather silly to be honest.

The remaining four ready use missiles would have to wait for another missile to be loaded through ammunition feeds resulting in a delay for the final salvo to be fired.
 
Huh???

all missiles are stored in the barbette ready magazine.... they just load an odd missile out of cargo/deep storage, so you have two dt+1 oddball in the storage area of the barbette. nothing complicated, no handwavium, no need to overthink it. no one said everything had to break down into exactly 1 ton blocks...an odd missile or two will fit into a 5 ton space...
 
msprange said:
Okay, time to step in :)

I am actually not too worried about the capacity issue - the design rules have been put together with a 10-20% leeway to aid deck plan drawing and remove issues, well, like this one! Basically, there are lots of different ways to build the same spec ship, and one vessel with bloated missile turrets may have a more efficient life support system that takes up less space.

Ah... I wish you would. I can see deckplans having wiggle room because there's all kinds of things hidden behind panels and stuff. The actual wiring and plumbing of a starship would be a nightmare.

But this issue has plagued MGT, as well as other versions. And the thing is CT actually 'fixed' it by explaining it better. But that was in the game magazine, NOT in the core book. This is a perennial issue that is asked time and time again. Turrets REQUIRE one ton. And that tonnage is set aside for fire control. So the idea would be that your internal spacing for the turret is relatively limited because you still have loading machinery (or power cables/capacitors for lasers, etc). But magically TARDIS-style technology allows you to build a turret AND stuff it with 12 rounds for free?

It would be simple enough to put a single sentence for each type of system that requires ammunition for exactly how much on-mount storage is available. For a standard missile turret (or sand caster) it would be fair to say they can have one in the pipe and one ready reload per launcher. Railguns, and even spinal mounts, should have the same explanation available to them. The bigger bays should have a larger amount of missile stowage available to them, since they are essentially the mount itself. You'll notice that by explaining it that way you automatically scale up/down regardless of the number of launchers in the turret.


msprange said:
What I am more concerned about is the cost of missiles, as raised in the first post.

They _are_ more powerful. But the cost may be an over-reaction.

So, how much should the standard missile cost?

I don't think there should be distinctions between "military" and "civilian" missiles. You can have a "standard" 10G missile that is essentially the basic front-line missile of civilians, para-military and raiders. And obviously the military is going to be using the more expensive missiles (faster, bigger, longer ranged). But these are sophisticated pieces of equipment that should have the proper price point reflection.

At Cr30,000, they are pretty much only in the realm of the military. If you brought them down to say Cr5,000ea they would still be "cheap" compared to the damage they can do to multi-million Cr starships, but more within the budgetary range of PC's and merchants. No merchant is going to want to send Cr15,000 worth of profit from their triple missile turret at someone. But it's far cheaper than loosing your ship.

You could also add to the list of available missiles, making a shorter-ranged, cheaper version of the "standard" missile. I wouldn't cut the speed down, but you could easily chop off range (say 3 turns, for Cr2,000ea). For those on a budget or who are just cheap it's an alternative. You could also add in a new class, 'rockets', which are designed to be fired at point-blank range, do half the damage of standard missiles and cannot be intercepted. This makes them quite deadly for smaller craft (assuming they can get close enough to fire them), and also provides a good reason why you want to close with your enemy (or keep them as far away as possible).
 
Whoa, new forum layout. Wacky.

Basically, put me down as "seconding" everything phavoc just said.
brohoof.jpg
 
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