Vehicles vs starships vs FGMP: problems of scale

apoc527

Mongoose
Some observations that I think create some seriously implausible inconsistencies within MGT's various rules:

1. Damage conversion between spacecraft and vehicles/characters is a factor of 50.

2. Fighters made with VDS have about 8-10 Hull and Structure (if memory serves).

3. Smallcraft designed with HG have between 2/4 and 20/20 Hull and Structure.

4. The two types of vehicles are constructed with similar materials and are of a similar size. Indeed, all smallcraft are usually smaller than modern equivalents. See Size of Starships thread.

5. Why are smallcraft invulnerable to vehicle weapons then? I can make a 10 ton fighter with 2 points of armor on the starship scale that has the equivalent of 100 points of armor against vehicle weapons. Nice to know that you need a nuke to take out my fighter!

Anyone else see a problem here?
 
It is a big problem.

Previous editions of Traveller used a 5 or 10 scale between vehicles and starships, which makes them a bit better.

Also, starship hulls may be constructed of the same material as vehicles, but they are also designed for a much more hostile environment on a continuous basis, so it should be a bit stronger than the equivalently sized vehicle.

FGMP-15 should do more than scratch the paint on an unarmoured starship hull.

AND a starship Pulse Laser should not vaporize most vehicles.
 
I'm thinking a x10 modifier might be best. A x5 is too small and creates weirdness: a beam laser would 5d6, which is the same as a laser rifle. On the other hand, 10d6 actually doesn't seem so bad. A pulse laser does 20d6, making it about as good as a Fusion X gun, which perhaps is giving the pulse laser too much credit. 90d6 for a 100 ton particle bay isn't unrealistic.

Unarmored spacecraft can be easily holed by FGMPs. But unfortunatly, a solid hit with a 9mm could seriously degrade the hull of a 10 ton launch. That actually might not be too terribly unrealistic but is kind of funny. Especially since you could totally destroy that 10 ton launch with a magazine of ammo from the 9mm autopistol.

Ok, this could be harder than I thought. Maybe some kind of minimum armor value for smallcraft/spacecraft? For example, 10 points of inherent armor would be pretty good, with 10 more points per armor rating.

I'll keep thinking.
 
Easy patch: use x10 modifier, but declare that all spacecraft have +2 effective armor vs any weapon using the Melee or Gun Combat skill. Heavy weapons can still seriously mess up your launch though!

This kind of makes me want to adjust some damages for vehicle guns. I think I'd just 5d6 to each plasma/fusion weapon.
 
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