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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Apr 26, 2018 11:06 pm Post subject: |
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Here's the current version...
Mostly I just treated missiles and torpedoes like any other weapon (range, fire control, damage, etc) but with the ability to make follow-up attacks if they didn't miss too badly. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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denderan marajain Lieutenant Commander

Joined: 13 May 2014 Posts: 213 Location: Vienna, Austria
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Posted: Fri Apr 27, 2018 1:53 am Post subject: |
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CRMcNeill wrote: | Here's the current version...
Mostly I just treated missiles and torpedoes like any other weapon (range, fire control, damage, etc) but with the ability to make follow-up attacks if they didn't miss too badly. |
Thanks
this is quite a really impressive possibility to handle it |
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Argentsaber Lieutenant Commander


Joined: 07 Oct 2017 Posts: 127
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Posted: Fri Apr 27, 2018 11:54 pm Post subject: |
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garhkal wrote: |
Nothing. Missiles are fire and forget. Not like spells in an ADND game where concentration's often needed to maintain the effect. |
Actually this sounds feasible.. very like a modern drone. It's not how missiles are portrayed in any Star Wars media I have consumed, but might make an interesting jury rig? _________________ "The universe is driven by the complex interaction between three ingredients: matter, energy, and enlightened self-interest."
G'Kar, Survivors (Babylon 5) |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Apr 28, 2018 7:25 pm Post subject: |
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Argentsaber wrote: | garhkal wrote: |
Nothing. Missiles are fire and forget. Not like spells in an ADND game where concentration's often needed to maintain the effect. |
Actually this sounds feasible.. very like a modern drone. It's not how missiles are portrayed in any Star Wars media I have consumed, but might make an interesting jury rig? |
Actually, depending on the degree of technological development, missiles may still require constant guidance of some form. The AIM-7 Sparrow, for instance, required a constant radar lock from the launching craft, and would miss if that lock was lost. The AIM-9 Sidewinder was fire-and-forget but also very short range. It wasn't until the mid-90's when the AIM-120 AMRAAM was introduced that radar-guided missiles were truly fire-and-forget.
I tried to incorporate that into my system, with basic proton torpedoes requiring a constant sensor lock-on from the launching craft, while later proton torpedoes had a backup smart-homing guidance if the launching craft lost sensor lock.
Also, I had originally made concussion missiles essentially proton torpedoes in miniature (as in, requiring an active sensor lock-on). I've been trying to rewrite them to make them passive homing (ala heat-seeking or semi-active radar homing missiles), but haven't really come up with a rule for it that I'm fully comfortable with. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Argentsaber Lieutenant Commander


Joined: 07 Oct 2017 Posts: 127
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Posted: Sat Apr 28, 2018 7:50 pm Post subject: |
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CRMcNeill wrote: | Also, I had originally made concussion missiles essentially proton torpedoes in miniature (as in, requiring an active sensor lock-on). I've been trying to rewrite them to make them passive homing (ala heat-seeking or semi-active radar homing missiles), but haven't really come up with a rule for it that I'm fully comfortable with. |
Maybe a primitive AI like that would be like a single purpose droid? How tiny must the control unit on the training remote be.. that seems smart enough if it was fed the correct sensor data.. _________________ "The universe is driven by the complex interaction between three ingredients: matter, energy, and enlightened self-interest."
G'Kar, Survivors (Babylon 5) |
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cheshire Arbiter-General (Moderator)

Joined: 04 Jan 2004 Posts: 4865
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Posted: Sat Apr 28, 2018 10:42 pm Post subject: |
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Argentsaber wrote: | CRMcNeill wrote: | Also, I had originally made concussion missiles essentially proton torpedoes in miniature (as in, requiring an active sensor lock-on). I've been trying to rewrite them to make them passive homing (ala heat-seeking or semi-active radar homing missiles), but haven't really come up with a rule for it that I'm fully comfortable with. |
Maybe a primitive AI like that would be like a single purpose droid? How tiny must the control unit on the training remote be.. that seems smart enough if it was fed the correct sensor data.. |
Oh, this reminds me of a bad film I once saw where someone had to reason with the AI on a rogue bomb and persuade it not to go off with the use of phenomenology. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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CRMcNeill Director of Engineering


Joined: 05 Apr 2010 Posts: 16391 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sun Apr 29, 2018 12:10 am Post subject: |
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Considering we're talking about providing false sensory input to an AI acting as the guidance package for a missile, it's easier to just say ECM. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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MrNexx Rear Admiral


Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
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Posted: Sun Apr 29, 2018 10:19 am Post subject: |
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cheshire wrote: |
Oh, this reminds me of a bad film I once saw where someone had to reason with the AI on a rogue bomb and persuade it not to go off with the use of phenomenology. |
Dark Star _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
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cheshire Arbiter-General (Moderator)

Joined: 04 Jan 2004 Posts: 4865
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Posted: Sun Apr 29, 2018 3:20 pm Post subject: |
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MrNexx wrote: | cheshire wrote: |
Oh, this reminds me of a bad film I once saw where someone had to reason with the AI on a rogue bomb and persuade it not to go off with the use of phenomenology. |
Dark Star |
Oh my word, someone else has seen it. _________________ __________________________________
Before we take any of this too seriously, just remember that in the middle episode a little rubber puppet moves a spaceship with his mind. |
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Mamatried Commodore


Joined: 16 Dec 2017 Posts: 1902 Location: Norway
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Posted: Sun Apr 29, 2018 6:23 pm Post subject: |
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Come think of it.
Looking at our air to air missiles and how they track and acquire target we could argue using a sensor check every so and so to keep the"lock on"
A standard air to air missile tracks by "radar" or "sensors" of various advancement and are either meant for impact or close proximity burst, the damages are not very central to this.
Bit missiles can be out-flown nd they can loose their "lock" so I would use the mother vessel sensor every so and so often to, maybe each range band, to keep it locked on.
Alternative is to give the missile a sensor rating for close sensor range and use this to keep in track.
Basically if you get out of range he tracks with a -XD all the way to loosing the tracking . |
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