Weapon Range Modifiers Question

fredramsey

Mongoose
On page 148 is the weapon range modifiers table for space combat. Is it correct? Should some of those numbers be positive modifiers? Was it like this in the old system?

Thanks.
 
i've stared at this table long and hard and i find myself agreeing with it. at first glance the lack of a positive modifier did surprise me, but thinking about it, different weapons have an optimised (ie the +0) range. all others its going to suffer due to range onstraints... longarms at close range for example.

with all the other bonuses you can have for weapons in traveller i think it would be a tad overpowering to get a bonus here as well

chef
 
I would agree with you, but on the other hand, it makes getting further away from the attacking ship a motivation. Besides, if both sides have the bonus, it kind of evens out, just making closer combat more dangerous. That's probably why there wasn't range modifiers (to my knowledge) in the original Traveller. Besides, wouldn't up close with a meson gun be more dangerous than far away?

I'm making the closer ranges positive in my book. We'll see how it goes.
 
I had not noticed it until I saw your comment, but I am interested to see what more folks have to say on the issue. Making them positives doesn't seem quite right to me either.
 
Well, if you look at the actual ranges involved, most fights will never get much closer than Medium if they have similar thrust ratings, so the change would not have a huge impact - except to motivate ships not to let their enemies get in close.

It just seems a bit odd for ships to be constantly trying to constantly try to get to Medium range, and for such heavy minuses to come into play for getting close.

Mongoose, any input/explanation?
 
well now having had a look at the right page :oops: i can see that parts of my original point still holds.

A weapon would be configured to work best at a certain range, hence the +0 attribute, at all other ranges it would be less likely to be effective, ie to close, to far away etc. So i still think the table is right, certainly when i play it is.

besides, its then upto the players own skills to make the difference rather the the tech.

Chef
 
Now that I think about it some more, there is one thing it represents well, and that is the ability of a "snub fighter" to get in close and not get hit with big weapons.

I would have probably done something like use the ship size to simulate that, but since the larger weapons have the more sever penalty, perhaps that is what it was trying to do.
 
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