Mechanical Review the 3rd: The Three Galaxies (ALL)
Posted: Wed Apr 18, 2012 11:14 pm
This time, I figured I'll do two books in one thread, given that the Sourcebook is both small and really just an extension of the main book (hence it being called "Sourcebook").
Update: Ah, what the hell. I've got Three Galaxies, Fleets of the Three Galaxies, and Dimensional Outbreak too, I may as well pass Judgement (such as it is) on the whole setting at once.
So first, I'd like to get a few universal notes and gripes off my chest:
Naturally, ranges on spacecraft are too short. Nothing mounted on a fighter or larger should be less than a mile. I know the movies and games usually show ships fighting at spitting distances, but an RPG can at least fudge that a little, given that this is all in our imaginations. Defenders of these short ranges usually claim that it's more dramatic that way, but other works have shown that a long-range space battle can be cool as well.
Exhibit A: Legend of Galactic Heroes, where ranges are measured in Light-seconds, and fleet numbers run into five digits (in the video linked, a force of 1000 ships is being used as bait, and the fleet admiral was perfectly willing to let them all die just to get their commander killed). That's probably something else that you could work on, but that's for another time...
It's not restricted to spacecraft, though. Most Vehicle-mounted (and some PA-mounted) weapons, especially main guns, should have a range greater than one or two miles. Especially Rail- and GR-guns.
Mini-Missiles. I've said in my previous threads that designs in the game tend to rely on Mini-Missiles a little too much. That goes double when you get to spacecraft. 2 mile ranges just shouldn't cut it for space combat.
Now don't get me wrong, they're all but perfect when they're used for anti-missile systems. But too often they're brought out to be used against fighters and larger spacecraft. That's just a waste of missiles IMO (especially considering that most other Fighter-class weapons exceed the range of mini-missiles). That's what Short, Medium, and Long-range missiles are for.
Also, that whole damage scaling thing rears it's ugly head again...
But I digress. There's hardware to discuss. For preferences' sake, I will be doing this by subject, not book. So when I go through Small Arms, I will look through PW, PWS, and TTG before moving on to Powered Armor, which I will then go through everything before moving on to Vehicles, and so on.
Small Arms
HI-80 Combat Laser Rifle -- Don't get me wrong, this is a fine weapon. But it's also the yardstick by which I measured pretty much every other weapon system in the books by virtue of it being the CAF's standard Infantry weapon. So when I say something is too weak, I'm usually comparing it to the base of a CAF line trooper with one of these babies in his hands. In that right, it may be too powerful.
EP-5 Energy Pulse Pistol/EPR-8 Energy Pulse Rifle -- Nothing really wrong for this, I just wanted to mention that for some reason, I've always imagined this thing firing like the Plasma Rifle from DOOM.
CAF Repeating Rocket Launcher -- I really want to hit Vince Martin for this thing. That big, unbalancing drum magazine is just terrible, especially compared to the WI missile launcher from Rifts Mercenaries. Not just on general principles, but from the angle, it looks like it would get in the way of using the scope!
Psionic Crystal Technology -- I feel that this is kind of underused. There are a number of Physical (Like a TK pulser that can be used for dynamic entries) and maybe even Sensory powers that could be pumped up with this technology (look into it for a future book).
K-HEX Missiles -- Remember when we thought these were the shiz-nite? Oh, that was just me? Not quite as hot anymore since the CWC missile table was adopted.
Draygon Industries Little Storm -- I think the little gun is kinda underpowered (probably should have the same single shot damage as the rifle).
Power Armor and Mecha
Psionic Power Armor -- An okay design, which I suppose works for Noro. The only technical problem I have is that the GR railgun is less powerful than the lighter-looking GR-55AR rifle. Simply switch the damage on the two and there you go. I think a TK power also could've made it more versatile.
Silverhawk Attack Exoskeleton --Holy Hannah this thing is nasty. I wonder if the Multi-rifle couldn't use a little tweaking, though. The Laser is fine as a long-ranged weapon, and while the short-ranged punch of the particle beam is also nice, I believe that the Silverhawk may need some dedicated ship-breaching tools. Maybe replace one of the Six-shooters with a Plasma Torch or Breaching Gel dispenser.
Ground Pounder PA-10 Infantry Power Armor -- Why do this and the Battleram look so much like they may have started out as designs for Triax and the NGR? In any case, this is a solid suit for both frontline and support duties. The mortars and laser are a nice touch. The main gun may be a touch underpowered compared to, you guessed it, the HI-80.
It's getting late, to more to come later.
Update: Ah, what the hell. I've got Three Galaxies, Fleets of the Three Galaxies, and Dimensional Outbreak too, I may as well pass Judgement (such as it is) on the whole setting at once.
So first, I'd like to get a few universal notes and gripes off my chest:
Naturally, ranges on spacecraft are too short. Nothing mounted on a fighter or larger should be less than a mile. I know the movies and games usually show ships fighting at spitting distances, but an RPG can at least fudge that a little, given that this is all in our imaginations. Defenders of these short ranges usually claim that it's more dramatic that way, but other works have shown that a long-range space battle can be cool as well.
Exhibit A: Legend of Galactic Heroes, where ranges are measured in Light-seconds, and fleet numbers run into five digits (in the video linked, a force of 1000 ships is being used as bait, and the fleet admiral was perfectly willing to let them all die just to get their commander killed). That's probably something else that you could work on, but that's for another time...
It's not restricted to spacecraft, though. Most Vehicle-mounted (and some PA-mounted) weapons, especially main guns, should have a range greater than one or two miles. Especially Rail- and GR-guns.
Mini-Missiles. I've said in my previous threads that designs in the game tend to rely on Mini-Missiles a little too much. That goes double when you get to spacecraft. 2 mile ranges just shouldn't cut it for space combat.
Now don't get me wrong, they're all but perfect when they're used for anti-missile systems. But too often they're brought out to be used against fighters and larger spacecraft. That's just a waste of missiles IMO (especially considering that most other Fighter-class weapons exceed the range of mini-missiles). That's what Short, Medium, and Long-range missiles are for.
Also, that whole damage scaling thing rears it's ugly head again...
But I digress. There's hardware to discuss. For preferences' sake, I will be doing this by subject, not book. So when I go through Small Arms, I will look through PW, PWS, and TTG before moving on to Powered Armor, which I will then go through everything before moving on to Vehicles, and so on.
Small Arms
HI-80 Combat Laser Rifle -- Don't get me wrong, this is a fine weapon. But it's also the yardstick by which I measured pretty much every other weapon system in the books by virtue of it being the CAF's standard Infantry weapon. So when I say something is too weak, I'm usually comparing it to the base of a CAF line trooper with one of these babies in his hands. In that right, it may be too powerful.
EP-5 Energy Pulse Pistol/EPR-8 Energy Pulse Rifle -- Nothing really wrong for this, I just wanted to mention that for some reason, I've always imagined this thing firing like the Plasma Rifle from DOOM.
CAF Repeating Rocket Launcher -- I really want to hit Vince Martin for this thing. That big, unbalancing drum magazine is just terrible, especially compared to the WI missile launcher from Rifts Mercenaries. Not just on general principles, but from the angle, it looks like it would get in the way of using the scope!
Psionic Crystal Technology -- I feel that this is kind of underused. There are a number of Physical (Like a TK pulser that can be used for dynamic entries) and maybe even Sensory powers that could be pumped up with this technology (look into it for a future book).
K-HEX Missiles -- Remember when we thought these were the shiz-nite? Oh, that was just me? Not quite as hot anymore since the CWC missile table was adopted.
Draygon Industries Little Storm -- I think the little gun is kinda underpowered (probably should have the same single shot damage as the rifle).
Power Armor and Mecha
Psionic Power Armor -- An okay design, which I suppose works for Noro. The only technical problem I have is that the GR railgun is less powerful than the lighter-looking GR-55AR rifle. Simply switch the damage on the two and there you go. I think a TK power also could've made it more versatile.
Silverhawk Attack Exoskeleton --Holy Hannah this thing is nasty. I wonder if the Multi-rifle couldn't use a little tweaking, though. The Laser is fine as a long-ranged weapon, and while the short-ranged punch of the particle beam is also nice, I believe that the Silverhawk may need some dedicated ship-breaching tools. Maybe replace one of the Six-shooters with a Plasma Torch or Breaching Gel dispenser.
Ground Pounder PA-10 Infantry Power Armor -- Why do this and the Battleram look so much like they may have started out as designs for Triax and the NGR? In any case, this is a solid suit for both frontline and support duties. The mortars and laser are a nice touch. The main gun may be a touch underpowered compared to, you guessed it, the HI-80.
It's getting late, to more to come later.