By michael john campbell (Michaelcampbell) on Saturday, March 12, 2005 - 11:43 pm: Edit |
Quote:60 points of disruptor damage is not a scratch.
Quote:Right...way too much for a weapon that should "scratch". The six disruptors on the DX were there to help get past the heavier shields of other X ships and to overload Andro PA panels. They are, in effect, a way to give crunch to the DX. There is no reason to repeat that for later.
By Jeff Tonglet (Blackbeard) on Saturday, March 12, 2005 - 11:48 pm: Edit |
Vorlon,
For the Lyrans, I guess they can hold OLs. If they can hold 5 in an ESG capacitor, they can hold 4 in a disruptor cap.
For the Klingons, you're right, the PC is 12 impulses. For playability, I think 8 impulses is better, otherwise it may not be seen as much of an improvement. After all, everyone knows that 25 is the Impulse of Decision. With a 12 impulse PD, it would be impulse 21.
By John Trauger (Vorlonagent) on Sunday, March 13, 2005 - 02:18 am: Edit |
Jeff,
Actually ESG caps hold 7...
A 21 Impulse of decision might be the price for firing twice per round at full strength.
Especially if both chots can be OL.
By Mike Raper (Raperm) on Sunday, March 13, 2005 - 08:33 am: Edit |
Quote:Against 48 shield boxes and 25 ( five 5 point BTTYs ), yeah it actually is a scrtach.
Quote:Actually there are several reasons.
1) What kind of government/admiralty are going to build XCAs that can't go toe to toe with CXs!?! If there is a neutral zone world that once belonged the Kilingon empire and I ( the UFP ) send a CX to make sure your XCA won't "unliberate" it then you'll either have to send a DX or an XCA that is built to be able to fight at least a CX.
2) The Xorks will come along at some time.
3) An Old DN might be bought by the aforementioned Nuetral world and used to defend it and with 45 shield boxes; six disruptors is needed.
4) Andro remanants may still be opperating the X2 era.
5) Orion CX are bloody tough and you don't want to give the Orions control of your space because you're too poor to build ships of their equal.
By michael john campbell (Michaelcampbell) on Sunday, March 13, 2005 - 07:52 pm: Edit |
On 5 point BTTYs.
I was pulling some legs...to illustraite the point that the term SCRATCH is relative to the target vessel and not a wholly objective term.
We can ask what the definition of is is, at a latter point.
Quote:If my ship drains every one of my batteries and I end up being left with only 13 points of shield left after getting hit by ONLY disruptors, that isn't a scratch. That's a club in the face. I repeat...disruptors should not act like photons, and six disruptors do exactly that.
By michael john campbell (Michaelcampbell) on Sunday, March 13, 2005 - 09:00 pm: Edit |
Quote:If an XCA has four very good disruptors with wide firing arcs, a higher battle speed, has better shields, movement precedence, better phasers, better drones, and any other X2 goodies that have been proposed, it will be just fine against a CX. Saying it has to have six because without it it won't be able to fight a CX is silly.
By Jeff Tonglet (Blackbeard) on Sunday, March 13, 2005 - 09:34 pm: Edit |
MJC,
I've seen the XCA that you posted. For those who haven't, take the standard Fed CX, and replace ph-1 with ph-5, on a one-for-one basis.
The rest of us are working on Y205, while your ships seem to be designed for Y225.
Perhaps there would be less confusion if you simply do not mention (for now) what you want for the post-Xork ships.
By michael john campbell (Michaelcampbell) on Sunday, March 13, 2005 - 11:01 pm: Edit |
That's not entirely fair. Four of those Ph-5s are marked as being applied only after the Refit ( the Alpha Refit ) and so the vessel in Y205 only has 8Ph-5s...a 2:3 trade not 1:1.
By R. Brodie Nyboer (Radiocyborg) on Monday, March 14, 2005 - 01:36 am: Edit |
Here's a teaser of my XD7 with the boom disruptor. I need to finish the tables, including the boomer's "cool down" table (can't fire more than 4 bolts within 32 impulses).
The phasers are X1-Ph-1. The engine-mounted disruptors are standard X1 types. The CIWS is my latest version of an X2-ADD (which fires more than just ADDs/DFDs). The batteries are a little special (I'll go into that some other time) and the reactors are 2pt'ers. It uses Loren K.'s S-Bridge. The "XOB" boxes are "X-Ship Option Bays" (like NWOs).
To recap the boomer, it can fire up to four bolts in one turn but during only one impulse. The boomer can't fire overload bolts, can't be held, and doesn't use a capacitor. It's been brought to my attention that the boomer might need to be limited in range. I'd appreciate input on that.
My thinking on the early-X2 Klingons is they're broke. They can't make all the toys they want so their X2 ships tend to be hybrid-X1/X2. They put their cash into new disruptors (the boomer) and better power in order to maintain a maneuvering edge in combat. There's a few other toys but I'll go into them elsewhere.
By Mike Raper (Raperm) on Monday, March 14, 2005 - 07:31 am: Edit |
Quote:It's funny how I am said to be saying things.
I am not for six disruptors, I'm for four followed years latter by six.
By R. Brodie Nyboer (Radiocyborg) on Monday, March 14, 2005 - 07:44 am: Edit |
There's an SSD link in my previous post . . .
By michael john campbell (Michaelcampbell) on Monday, March 14, 2005 - 08:19 am: Edit |
Quote:Sounds pretty much like you want six disruptors to me.
By Roger Dupuy (Rogerdupuy) on Monday, March 14, 2005 - 01:06 pm: Edit |
Wow, so much has gone on...
John, yes modularity in 2 forms for all races: 1) the utilization of the Any Box (can be either a lab, trans, trac which is determined in EA)and 2)ship design that uses 'economy of scale'. Specific examples for the latter so far include a uniform warp engines for the Feds (a la Mike R. )and for the Klingons a single boom design for all classes.
Next..
Quote:If it walks like a phaser, quacks like a phaser, it's a phaser. Why let these disruptors over here bet hit on phaser hits and those over there on torp hits? It blurs what a "disruptor" is. Maybe that's what you want but the image it gives me is a player hunting over his SSD for a phaser-hit disruptor and having to pass by other boxes marked "Disr" because they're torp-hit and arguments about whether a player can take his P-3 disr for a torp hit.
R | 0 | 1 | 2 | 3-8 | 9-15 | 16-22 | 23-35 | 36-40 |
Hit | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 |
Dam | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
Ovld D | 6 | 5 | 4 | 3 | - | - | - | - |
By Roger Dupuy (Rogerdupuy) on Monday, March 14, 2005 - 01:08 pm: Edit |
Quote:Did I miss a memo???
Disruptor holding yes, Caps no.
By John Trauger (Vorlonagent) on Monday, March 14, 2005 - 01:13 pm: Edit |
First place to check is you ISP.
They often give you free webspace with your account.
By Jeff Tonglet (Blackbeard) on Monday, March 14, 2005 - 07:03 pm: Edit |
An all-disruptor boat would certainly have a different feel to it. I can see that ship as a fleet-support heavy-combat varient, but not as a mainline cruiser.
Can disruptors reduce asteroid damage, like phasers can?
By R. Brodie Nyboer (Radiocyborg) on Monday, March 14, 2005 - 09:50 pm: Edit |
Roger, until you get your webspace up and running, email your SSD to me. I'll post it. I prefer GIF format, but JPEG works too.
I suppose someone could come up with a "phase-disruptor." It's a phaser that hits like a disruptor (hit/miss), but the story would be it's a disruptor that bolts a phaser charge. The question again would be, is it hit on Phaser or Torp? Basically it becomes a Phaser Cannon, but really it's a cheat.
By the way, I posted something in the Ph-1 thread on Klingon phasers.
By R. Brodie Nyboer (Radiocyborg) on Monday, March 14, 2005 - 09:53 pm: Edit |
[duplicate]
By michael john campbell (Michaelcampbell) on Tuesday, March 15, 2005 - 02:40 am: Edit |
On heavy disruptors.
Okay; they do 12 points of damage each at R0.
That's not unlike X1 Photons.
They 2.66 points of damage every turn at R15.
X1 Photons do the same with fastloaded proxies for an average of 4 ( or 2.66 as standards ) but can't fire beyond that R15 whilst the heavy disruptors can.
At R8 the Heavy Disruptor does 8 damage, 83.3% of the time, every turn. The X1 Photon comes close in doing 8 points of damage every turn but only has a 50% chance to hit. Perhaps their is an X2 Photon setting of proximity fuse 16 point overloads as that would generate an 8 point warhead with an 83.3% chance of hitting, but such a weapon would not be able to fire at closer ranges and would require a massive 8 points of warp.
Technically fastloaded Photons 12 point Photons would at R8 generate an average of 6 points of damage which comes close to the average of 6.66 that the heavy photon is generating at that range.
In summing up.
The Heavy Disruptor does in effect the same performance as the X1 Photons except that at R5-8 it has some very measurable advantage.
BUT:-
The Standard Fastload Photons can not fire beyond R15 unlike the Heavy Disruptor.
The Standard Fastload Photons costs 4 points ( all of it warp ) whilst the heavy Disruptor ( IIUC ) costs just 3 points ( on ships with three point BTTYs ) and has a four point capasitor.
The 12 point overloaded Photon cost 6 points of warp whilst the heavy disruptor ( a better performer ) costs just 5 and has access to a 4 point cap'.
SO...I think the heavy disruptor feels too much like the X1 Photon which is probably a bad idea if we are looking to make the Photon and the disruptor feel dis-similar again.
By Mike Raper (Raperm) on Tuesday, March 15, 2005 - 08:01 am: Edit |
First: You can't compare weapons of other generations. You might as well say that X1 photons feel to disruptor-ish compared to GW.
Second: So 48 points of disruptor damage is "too much like a photon" but 60 is not? Care to explain that? See, you're trying to hard to look at the individual weapon, and not the ship as a whole. Bottom line: DX can dish out 60 points. XD7 (or whatever you choose to call it) can do 48. End of story.
Third: Similar to point the first, you should compare the heavy disruptor not against the X1 photon, but against the X2 one. It, too, has a base damage increase of 20%. Turn-for-turn, the X2 photon and X1 disruptor do equal damage, or at least have the capacity to. But, the disruptor is far more accurate and not so expensive to arm. This is supposed to encourage two turn arming, and put fast-loading in it's place as an emergency measure. In playtesting, no one cared to fast load unless we had to. We wanted the two turn 80 point salvo when we could get it.
By Roger Dupuy (Rogerdupuy) on Tuesday, March 15, 2005 - 01:17 pm: Edit |
Thanks John, and RBN, I found one.
Here's the SSD link for the 'X2 Klingon Interdiction Cruiser'
I put tables of different disruptors on it, don't freak, it was originally planned to have LM disruptors. I didn't put an Overload Value for the LM, if you want you can just double the damage of the LM for ranges 0-8.
http://www.angelfire.com/folk/sfb/ssdlib/
Thanks
By Roger Dupuy (Rogerdupuy) on Tuesday, March 15, 2005 - 01:50 pm: Edit |
RBN, your phased-disruptor idea seems like a 'micro phaser in the Omega Sector. A hit or miss phaser.
By John Trauger (Vorlonagent) on Tuesday, March 15, 2005 - 02:42 pm: Edit |
Roger,
I don't see any disruptors besides LM on this SSD.
By Roger Dupuy (Rogerdupuy) on Tuesday, March 15, 2005 - 03:29 pm: Edit |
John, AT Disr...
By John Trauger (Vorlonagent) on Tuesday, March 15, 2005 - 05:06 pm: Edit |
Roger,
Maybe I'm just dense but I can't find it on your SSD.
Given that you have LMs labelled A,B,C,E,F, I assume it's D, but I can't find it anywhere.
You do realize that sabre-dancing in this ship is going to be a pain in the butt, right?
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