By R. Brodie Nyboer (Radiocyborg) on Sunday, December 19, 2004 - 06:31 pm: Edit |
Have you considered a 2-3-X arming sequence for heavy plasmas?
By John Trauger (Vorlonagent) on Sunday, December 19, 2004 - 09:15 pm: Edit |
Not really. It would solve my Rx arming sequence oddity. (3-3-4 costing a point of energy more than 2-2-5. I just couldn't see 3-3-3)
Would someone be able to do a 2-3-X sequence?
What happens if they do 3-3 for the first two turns?
By Roger Dupuy (Rogerdupuy) on Friday, February 04, 2005 - 12:50 am: Edit |
OK, what about a warhead that went the opposite way of the Enveloping Torp?
Something that hit one shield and had a percentage 'leak' translating into instant internals?
Ex.
Type-M torp range 1-10 delivers nornally a 40 point warhead right? Cut this in half, (20) and then allow 20% of this (5 points) to be auto internal damage if the thing hits.
So... 15 on facing shield, and 5 as 'leaked' through internals.
Would that put fear back into the hearts of a Fed captain?
Does that scare ya?
By michael john campbell (Michaelcampbell) on Friday, February 04, 2005 - 08:47 pm: Edit |
SHAPED CHARGE PLASMA TORPS?
Since you imply it costs as much as an EPT to arm I wouldn't make it that weak.
Try:- does standard listed damage to facing shield, does one fifth standard listed damage internally.
Thus a plama M would cost 2+2+8 to arm but inflict 40 points of sheild damage and 8 points of internals.
By Roger Dupuy (Rogerdupuy) on Monday, February 07, 2005 - 02:27 pm: Edit |
Why all the 20th century analog? Shaped Charged? Why not Shield Destabilizing Plasma?
Super Dense...no not super dense...I'm not ready for the jokes.
What would be 'fearful' is a plasma torp that does internals if it hits. Now with speeds as they are, to hit with one would be the challenge.
By Roger Dupuy (Rogerdupuy) on Monday, February 07, 2005 - 06:55 pm: Edit |
Fearful plasma?
Feared Plasma?
Plasma that you don't want to smash through to get to your range 4 shot...
WOW plasma.
By Jeff Tonglet (Blackbeard) on Monday, February 07, 2005 - 10:18 pm: Edit |
Roger, that would be the speed 40 sabots or one of the speed 48/64 proposals.
By John Trauger (Vorlonagent) on Monday, February 07, 2005 - 10:22 pm: Edit |
Ick and ick.
Don't even go there.
By Mike Raper (Raperm) on Monday, February 07, 2005 - 10:32 pm: Edit |
Ugh, yes. Just say no.
By Loren Knight (Loren) on Monday, February 07, 2005 - 11:39 pm: Edit |
Ah, hey... how about a speed 160 plasma but has a range limit of five and uses five warhead points per hex traveled.
It can be distracted by WW but the only way to get one out in time is to already have it out. Loads like a Sabot.
Heh...
Ya I am kiddin.
By Jeff Wile (Jswile) on Tuesday, February 08, 2005 - 10:03 am: Edit |
Calm down, now Loren... think soothing thoughts... we have this nice jacket for you with the spiffy buttons on the back and the extra long sleeves...
No sorry, only comes in white, but I think we can get one of the steves to pitch in a SFB patch or two...
Steady there, lad, just one more strap to cinch up properly... wouldnt want you to injure yourself during the 'booth time' you have accumulated...
wow, I didnt thing the agonizer booth could be set for more than 24 hours at a time?!?!
By Jim Cummins (Jimcummins) on Tuesday, February 08, 2005 - 10:27 am: Edit |
Fearsome Plasma....
The Engulfing Torpedo.
It affects all shields like an enveloping torpedo, but the plasma is set to destabilise the targets shields. I inflicts the warhead damage and then for the following 2 impulses it causes the target's shields to sparkle and enhance it's target acquisition properties, +2 natural ECCM, as well, the destabilization weakens the shields and allows every third damage point to damage both the shield and go through to the ship.
By Christopher E. Fant (Cfant) on Tuesday, February 08, 2005 - 12:55 pm: Edit |
Folks been hitting the bar early I see.
By Nikolaus Athas (Nycathis) on Tuesday, February 08, 2005 - 06:13 pm: Edit |
Drugs are Bad - M'Kay
By Roger Dupuy (Rogerdupuy) on Wednesday, February 09, 2005 - 01:44 pm: Edit |
HOw about PPP?
Peer Pressure Plasma
If hits, causes everyone onboard to start smoking, drinking, and ...you pick your poison.
lasts 3 turns, ship becomes uncontrolled, but erratic manuvering is free.
*burp*
By Tos Crawford (Tos) on Wednesday, March 02, 2005 - 04:49 pm: Edit |
A discussion in Generic Weapon initiated this.
Premise: X ships move too fast.
Question: How can we slow them down?
The web penalizes people for moving fast. It does damage based on your speed - 12. We could create some type of weapon the does the same.
My gut reaction would be a seeking weapon forcing you to decide 'do I slow down and take less damage or speed up and try to outrun it'. Another advantage is this type of super torp will not make life more difficult for bases.
I'm thinking a fast (speed 40-48) plasma torp that lives for (20-32) impulses. It does damage based on your speed the impulse it hits. Phasers reduce the damage the same as any other plasma.
By R. Brodie Nyboer (Radiocyborg) on Wednesday, March 02, 2005 - 05:06 pm: Edit |
I suggested a Tholian Web Torpedo once, but not in detail. The basic idea is arm and fire like a plasma and it moves like a plasma. When it hits it does speed-12 damage (internals only, or half shield/half internal; whatever) and surrounds only the target in a glob of web.
Based on how far the torpedo's moved it also immobilizes the target for a number of impulses equal to the torpedo's strength on impact (so if the torpedo had 13 points left the target would be immobilized for 13 impulses). Target can't shoot out of the web or do anything through the web as per normal web rules. Give the torpedo a firing strength of 40 points, moves speed 32, etc.
Obviously this weapon wouldn't be of much use against bases but it'll beat the crap out of ships (maybe an alternate firing option against bases would be a big ol' webfist or something like that). Something else to consider would be when the ship crashes to a stop it might take damage from that as well.
Comments? Complaints? Cuss?
By Alan Trevor (Thyrm) on Wednesday, March 02, 2005 - 06:50 pm: Edit |
Brodie;
Both for racial flavor and for balance reasons I would like to see the Tholians remain a direct-fire-only race. The web caster is already very powerful and is one of the few weapons with a rule specifically limiting how many can be in a force. But it also has tremendous synergy with seeking weapons, once the tactics are worked out. In a (non-historical) campaign a few years ago, I was the Tholian player, allied with the Romulans against a Fed/Gorn/Kzinti alliance. We basically kicked their butts, not because we were tactical geniuses but because the synergies between Tholian and Romulan tech dominated anything they could throw against us. I would vote (yeah, I know I don't actually have a vote) on giving Tholians any kind of seeking weapon tech, even at X2.
By Roger Dupuy (Rogerdupuy) on Wednesday, March 02, 2005 - 07:11 pm: Edit |
Tos, are you familiar with 'subspace coagulators' that are on PHon ships in the Omega Sector?
They are like a ballistically-targeted weapon that creates a 'wall' that ships crash into and get damaged based on speed.
Sounds like your 'Plasma Barrier Torpedo'. See? I even gave it a name for you.
By Tos Crawford (Tos) on Wednesday, March 02, 2005 - 09:54 pm: Edit |
I am not familiar with the PHon. While I used the web as an example the plasma I'm envisioning would not be similar to the web, or a wall, in any way. It simply hits like any other plasma but causes warp feedback that is more severe the faster you are traveling. Given that logic what would make this thing truly frightening is if it directly did warp damage on a hit. Obviously if such a firing mode was found workable it we would have to spend serious time figuring out the ratio. For example we could allow severe but temporary warp degredation, only for the next turn. Or perhaps the warp damaged in this way can be used for all things AWR, but not movement. If we go down this path generational balance will be quite the challenge.
By Roger Dupuy (Rogerdupuy) on Thursday, March 03, 2005 - 11:47 am: Edit |
A Warp Degredation Torpedo. Decreasing the speed of target not increasing the speed of the torp.
By Kenneth Jones (Kludge) on Thursday, March 03, 2005 - 06:46 pm: Edit |
The web could exert a temporary Drag effect. Increasing the MC of the ship temporarily.
I have rules for an alternative firing mode of my Warp Field disruptor. But I was saving THAT headache until later.
By Mike Raper (Raperm) on Wednesday, March 09, 2005 - 09:43 pm: Edit |
Been working on my X2 Rom stuff, including the first three ships (Imperial Eagle cruiser, Warhawk Destroyer, and Shrike Frigate) and while it isn't quite ready to post in the integrated section yet, I did want to put up what I had in mind for plasmas here. I tried to format the rule to mirror the way it is written in X1, to be easy to follow. So, enjoy.
GENERAL 2X PLASMA RULES:
A type Z or X torpedo can be downloaded as any other kind of plasma torpedo, and can be fired in any mode the player so chooses. For example, a type Z torpedo can be downloaded and fired as a sabot-launched type X torpedo. Both type Z and X torpedoes can be armed with a rolling delay.
FAST LOADING 2X PLASMA TORPEDOES:
2X ships can fast load their plasmas as type L’s for 9 points of power. They can also use fast loading to complete the cycle at any time during the arming cycle, and are not limited to doing so at the beginning of the cycle. For example, a player may be on his second arming turn of a standard type R torpedo, and needs to fire it now. He can dump in five points of power from any source of reserves, and complete the arming cycle and fire the type L that turn.
RAPID TORPEDO ARMING:
The type Z and X torpedoes can be armed per (XFP1.26), using the following chart:
Type | Turn 1 | Turn 2 | EPT or SG | Hold cost |
X | 3 | 9 | +6 | 5 |
Z | 4 | 12 | +8 | 8 |
Type | Turn 1 | Turn 2 | Turn 3 | EPT/SG | Hold Cost |
X | 3 | 3 | 6 | +6 | 5 |
Z | 4 | 4 | 8 | +8 | 8 |
By John Trauger (Vorlonagent) on Thursday, March 10, 2005 - 01:35 am: Edit |
Mike,
Warhead tables?
My rules have the Z-torp to be too large for a SC3 ship to use without shock. (Thia assumes XDNs will exist at some point) The lone exception was the single KEX to survive the Romulan Civil War. The armored hull had enough solidity to use the weapons without problems.
By Mike Raper (Raperm) on Thursday, March 10, 2005 - 06:39 am: Edit |
The only ship that can use them at all is the XIE, which is basically a 2X version of the WE, built from the keel up in old Eagle slipways. That, and bases, are the only ships to use them; unless, of course, XDN's come to pass.
Can't believe I forgot the friggin' tables. Here they are:
X-PLASMA TORPEDO WARHEAD STRENGTH TABLE
Range | 0-5 | 6-10 | 11-12 | 13-14 | 15 | 16-18 | 19 | 20 | 21-23 | 24 | 25 | 26-28 | 29 | 30 | 31-35 | 36-40 |
Type-Z | 75 | 75 | 55 | 55 | 55 | 40 | 40 | 40 | 30 | 30 | 30 | 20 | 18 | 15 | 10 | 5 |
Type-X | 60 | 60 | 42 | 42 | 42 | 30 | 30 | 30 | 25 | 25 | 25 | 15 | 12 | 5 | 3 | 1 |
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