Archive through February 24, 2003

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: The "X" Files: OLD X2 FOLDER: 2X Drone Ideas: Archive through February 24, 2003
By Mike Raper (Raperm) on Sunday, March 03, 2002 - 09:13 pm: Edit

I once played around with developing a sort of home-grown version of 2X technology. One of the issues we ran into early on was that drones as they exist right now have almost no chance of survival in a 2X world...too many phasers and defenses for the drones to really do much. So, we decided to take a different approach with drones, and make the 2X ones something other than "bigger, faster, and better."

We felt like the access to advanced tech would lead to some unusual sort of drones in terms of payload. So, we made up some special drone rules, and tested them out. They aren't bad, though a 0X ship has a pretty tough time with them. I guess they should, but I don't know if that's the intent or not.

Here are some samples and basic rules for the drones we tried, if anyone is interested.

1) Pandora Drones

Pandora drones are basically a surprise weapon. The look and act like any other drone, though they will be spotted by a succesful lab roll. The way these drones work is this. They have a normal warhead, which takes up half the payload. The other half is an ADD like weapon, which is triggered when the drone is either destroyed by fire, or grabbed with a tractor. When this happens, the drone immediately fires this ADD weapon at the ship that destroyed or tractored it. Using the ADD chart, the attacking player determines if the weapon hits. If it does, it does six points of damage to the ship in question like any other weapon. If the drone impacts the target normally, it does 12 points. The warhead combination can be used with any two space drone.

2) EMP Drones

EMP drones explode upon hitting the target, but rather than doing damage, they explode in a burst of intense electromagnetic energy. The effect is to reduce the target ships sensor rating to the next lowest number for 2d6 impulses. This is a cumulative effect in terms of duration. The rating can never be lowered by more than one regardless of how many drones strike the target, but the length of time has no limit, as long as the drones keep hitting. Now, by next lowest number, I don't mean the next box on the track...I mean the next lowest digit. That is, on a totally healthy CA, a hit will drop the sensor rating from six to four. The effect is obvious...the effected ship now has to roll for a sensor lock. These warheads take up two spaces, and can be mounted to any drone frame that can carry them.

3) Plasma Inhibitor Drones

These drones act in a similar fashion as the EMP drone, but when they explode, they have unusual effects on plasma torpedo armed ships. If these drones are properly set (I'll explain in a sec) and hit a plasma armed ship, they dissipate the ships EM field that contains the plasma energy in the launcher. (There are actual real physical reasons for this, but this isn't the forum for it). The result is determined on a die roll:

1-3: All plasma energy is dissipated, and the ship must begin re-arming from scratch.

4-5: All plasma energy is dissipated, and the launcher is damaged for 1d6/2 turns.

6: The plasma energy stored explodes in the ship, destroying the launcher and one point of internal damage per 10 points of warhead strength (i.e., 5 points for a plasma R.)

These drones have some restrictions to their use. To be of any worth, the firing ship must collect 20 lab points of information on the ship it wants to fire on. Only after this is gathered can the ship accurately determine what "frequency" the target's plasma chamber is set on, so that it can then effect it with its drones. This frequency cannot be reset in a given scenario, and applies to all launchers on a given ship. It does NOT apply to any other ship in the scenario...the data must be gathered for each ship seperately.

The pros of these drones, we found, were that the added a certain element of risk to the game other than taking basic damage. Fighters are particularly vulnerable to the Pandora Drone, and plasma players learned to loathe the plasma inhibitor drones in a hurry. The cons? Well, against a 0X or even 1X ship, these drones are a bit overwhelming. That was one reason we only desgined new warheads, rather than entire new drones.

I'm not really planning to submit this, but I was curious if anyone else had any ideas for advanced and different drone warheads.

By Captain Ebersole (George_Ebersole) on Friday, March 08, 2002 - 03:22 pm: Edit

Bring back the Exo-Drone :)

By Steven Edward Ehrbar (See) on Wednesday, August 07, 2002 - 04:43 pm: Edit

The only race that'd use plasma inhibitors would be the Feds, against the Romulans -- there's no other plasma-drone matchup left after the ISC Pacification Campaigns are over, except the occasional pirate. Now, yes, labs can't collect data on a ship under cloak -- but a sensor channel connected to a lab gathers ten points at once from a range of up to fifteen, which makes getting the 20 points a matter of two powered channels and lab boxes when the Romulan decloaks.

The GSX, which has four sensors and ten labs, also has four GX racks, eight shuttles, and ten spaces of cargo for spare drones. With plasma inhibitors, a GSX is going to be a very effective Romulan-killing machine.

By Loren Knight (Loren) on Wednesday, August 07, 2002 - 05:46 pm: Edit

I can't remember but is there a drone that spits out a plasma? Imagine a type four drone with one armor module and a type-f plasma module like the ones used on fighters. Pops out the plasma at range five.

By Mike Raper (Raperm) on Thursday, August 08, 2002 - 10:43 am: Edit

I don't know, Loren. The Feds would be pretty much the exclusive user on that one, since they're the only race that uses both weapons. Them, and I suppose the orions.

One thing I never really worked out with these was a cost. Expensive, I'm sure. We did do some playtesting, and Steven is right; a GSX armed with a bunch of PID's can whip the stuffing out of a Rom ship. The only way the Rom player had a prayer was copious use of point defense with phasers, and plasma D racks.

I just think new drones should be interesting and different, along the same lines as spear and swordfish drones. A speed 40, 32 point warhead drone isn't that interesting to me...just a bigger version of existing drones.

By michael john campbell (Michaelcampbell) on Monday, January 27, 2003 - 01:14 am: Edit

I wonder if X2 ships should have type VII & VIII free and then they must buy X & XI drones with BPV or if they should just have X & XI free with the vessels?

By michael john campbell (Michaelcampbell) on Monday, January 27, 2003 - 02:21 am: Edit

I just thought of a few gimicks to add the X2 drones.


ARMOUR.
At some point after the Development of X1s, the Rapid Pulse Phaser saw a rapid reduction in the effectiveness of armour modules, which had remainded static in their design for many decades.

In Y203 scientists eventually developed a method by which an interfqacing computer could negate the sheild interferance that is generated when an external and and internal armour module are mounted on the same drone.
The armour modules cost 0.25 BPV more per 0.5 spaces, than regular armour modules. These armour modules are represent by an underline under the particular armour type. E.g. Type VIII-aXA.


In Y215 a more advanced form of Armour was developed that opperated a much more powerful shield for the drone and thus generate 3 points of damage added to the drone's toughness per 0.5 spaces of module. The higher energy output of the shield generator caused the drone to overload and melt!
Each 0.5 space module of this advanced armour cost 0.25 points per 0.5 space, than a regular 0.5 space armour maodule. These modules are recorded as a' & A' and Xa' & XA' respectively.

In Y219 a high current interface computer was developed to allow the both external and internal armour modules to be mounted. These armour modules are recorded as a' & A' respectively. These cost 0.5 BPV per 0.5 spaces of module.


In Y221 a massively power sheild generator was developed that allowed for each 0.5 spaces of shield boxes to generate the stipiing power of 4 points of damage.
These modules cost 0.5 points per 0.5 spaces of module and are recorded as a" and A" respectively.
Unfortunately the sheild genorator overloadeds the interface high current computer and so these modules could not at first be mounted together in both external and internal modes on the same drones.

In Y222 a parrallel resistance system was developed to compensate for the higher current being shunted in to the interface computer system and the highly advanced armour modules gained the ability to be used in both internal and external modes on the same drone. These modules are recorded as a" & A" respectively.


a and A drones ( and a' , A' , a" & A" ) can be mixed internally and externally on slug drones.


Thus a Type XI-a"XA" could withstand ( 10 + 12 ) points of damage and finally made armoured drones the ESG busters they always should have been.

By michael john campbell (Michaelcampbell) on Monday, January 27, 2003 - 09:52 am: Edit

Here's another idea.

Since the X2 drones are 1 and 1.5 spaces ( in the rack ), maybe we could make the drones as the Type XI ( a 1 space drone ), the type XI ( a 2 space drone ) and a Type XIII ( a 1.5 space drone).

Sure we'ld need to alter the table in FD12.132 but I reckon it'ld be fun.

Then the Type III-XX would have something in common with the Type XIII; they'ld both be of unusual size.

By John Trauger (Vorlonagent) on Monday, January 27, 2003 - 07:17 pm: Edit

DOUS's

Drones Of Unusual Size.

By Mike Raper (Raperm) on Monday, January 27, 2003 - 08:53 pm: Edit

Just like McDonalds...you can upsize your drone for 25 BPV.

By michael john campbell (Michaelcampbell) on Tuesday, January 28, 2003 - 09:22 pm: Edit

Another idea I've been toying with.

I the X2E-rack replaces the ADD rack as the standard defense but only fires every third impulse or so, then how will a ship defend against waves of drones.

This is the idea.
There is a new kind of Type XII warhead that is basically a 2 shot micro starfish. It destroys drone like a starfish and uses highly advanced computers and explosives to projects it's particals at targets.
The micro starfish only does a small amount of damage to ships, (Roll D6; 1, 2 & 3 = 1 point , 4 & 5 = 2 points, 6 = 3 points. ).

Eventually a true 1 space module and finally a 2 space module wehere developed with 4 and 7 shots respectively.


In this way you can fire regular Type XII drones from your X2E-racks at a string of drones and you can fise the XII micro starfish against waves.
The choice of which you load up on is all important.

By John Trauger (Vorlonagent) on Tuesday, January 28, 2003 - 09:53 pm: Edit

Interesting drone modules:

CCM Module (1sp)
Allows the drone, upon entering its targets hex to execute a fighter Close Quarters Maneuver and choose the shield of impact. Alternately, it will allow the drone to execute a second HET while in flght. If it executes the HET, it will not be abe to use CCM upon entering the target's hex.


Catapult Module(1/2 sp)
Fires small drone warheads at the target from several hexes away. Uses the Advanced ADD chart to hit, but is subject to normal EW, unlike the ADD. Each hit will do 6 points of damage to all targets. No ECCM benefit. Will attempt to station-keep while firing one shot per impulse until exhausted. Amount of shots is based on amount of space dedicated to ammunition. The catapult module must be the forward module.

spaces# of shots
1/21
13
1 1/25
26
2 1/28



Sentinel Module (1/2 sp)
The Sentinel module can be given a command set similar to a command mine. It is programmed to stationkeep relative to its primary target and take various actions against secondary targets, such as other ships or drones.

By itself it's a little useless, but when combined with the next module it becomes interesting.


Recharge Module (1/2 sp)
Essentially a small power supply, it burns some of the drone's fuel supply to recharge all energy weapons on the drone, such as phasers. This is done during Energy Allocation. Each point of power generated costs the drone a turn of endurance. Each 1/2 point costs the drone 16 impulses of endurance. The recharge module cannot choose to partially recharge a weapon. It will always charge the energy weapons fully. The recharge function cannot be turned on or off. If a weapons recharge drops a drone's endurance to 0 hexes or below, the drone immidiately goes inert and leaves play.


Light Gatling Phaser Module (1 sp)
Module can fire up to 3x P-3 per turn but can only engage targets that are SC5-. The phaser is considered to cost a full point to recharge if combined with the recharge module.

By michael john campbell (Michaelcampbell) on Tuesday, January 28, 2003 - 10:02 pm: Edit

Just for fun.

A Photon tube like carried by fighters as a two space module.


"OH NO, the drones have gotten to R8, look out!!"

Or worse.

"Mine Got, dus drone hast reached Range 2!!!"

[ Excuss me for misspelling the German or getting the grammer wrong. ]

By Loren Knight (Loren) on Tuesday, January 28, 2003 - 11:42 pm: Edit

Any body else like my "HeelNipper Drone" idea?

It's in MAJOR X2 CHANGES....

You know, the one that started all this.

By michael john campbell (Michaelcampbell) on Sunday, February 23, 2003 - 07:36 pm: Edit

ECCM Drones and Probes

The enemies of drone users were in dire need of a weapon that could protect them from the effects of their enemy's ECM drones, they cam up with a special Probe package that help.
Basically the probe is fired out to a hex and then explodes in an fissile based reaction sending out huge quantities of electro-magnetic energy ( radiation ) which would then be reflect off the hull of ships but pass through the areas where ships were merely projecting electromagnetic signatures.
This mean that for a single impusle most of the ECM being generated by artifical means ( ECM drones, Loan EC ( from a scout or carrier ) and generated ECM through plug large amouint of power in the the vessel's sensor system ) could be removed from the attacking ships targeting computer's and this the number of "fake" targets that the vessel might fire on that impulse would be nullified.

• The Probe requires arming over two turn woth 0.5 points of power on both turns ( the power may come from any soarce ).

• The Probe will be fire like a probe.

• The explosion of the probe will in no way inflict any damage on anything.

• The Probe is launched in the "Resolve Seeking Weapons" step of the impulse and resolved in that same "resolve seeking weapons" step.

• The probe shall generate ECCM that all vessels within sensor range may take advantage of.
The ECCM shall last for one Impulse, starting in the resolve seeking weapons step and ending at the end of the Imnpulse.
Units at range 2 of the blast shall be effected by 1 Point of ECCM.
Units at range 1 of the blast shall be effected by 4 ECCM.
Units at range 0 of the blast shall be effected by 6 ECM.
The ECCM can only be used to offset the ECM generated for that unit in the following ways Loaded ( from a carrier or scout ), Generated ( by pumping huge quantities of power through the ships own Sensors ) or Generated by an ECM drone.

• The ECCM can not be used (by it'self) to create a negative "to hit" bonus in that it can only affect generated ECM and can not reduce the target ECM to below 0.

• The ECCM probe works slightly differently against a cloaked target and opperates a little like and ESG, in that if the cloaked vessel is caught in the blast ( range 2 or less ) then the vessels around may all make a new lock-on attempt.


The ECCM DRONE
Because drone users already had probe drones, they were very interested in the idea of the ECCM ( partly because many of their enemies used ECM drones ) and so they began to developed their own ECCM probe drone warhead modules.

The drone simple flys into a hex ( using a ballistic targeting system or using the swordfish targeting system ) and when it reaches the correct hex or the correct range from it's target, it shall ( in the resolve seeking weapons step of the impulse ) explode ( destroying the drone and doing no damage to any other unit ) and release the burst of radiation.

• The drone requires no charging as it bleeds power away from the drone motor to support it's self.

• The drone uses the same targeting controls as a swordfish drone and can be set to fire on a ballistica coarse.

• The ECCM may be mounted in any module space of the drone it is traveling on and may be mounted with any kind of armour module that an ECM drone may be mounted ( i.e. A, a, A', a', A" & a" but not A, a, A', a', A" or a" ) except that it can not be mounted with external amour modules.

• When the ECCM module explosed the drone is destroyed.

• In all other ways the ECCM drone module opperates as an ECCM probe.

By John Trauger (Vorlonagent) on Sunday, February 23, 2003 - 10:37 pm: Edit

While we use the same procedure in SFB for both lending ECM and ECCM, in RL, jamming has got to be easier than unjamming. Mike, as a military guy, I'd accept your word on this.

Having a drone that lends additional unjamming just doesn't seem appropos to a drone module. If so, it would need to be a larger module for the same function. Say double-size to get +3 ECCM.

By Loren Knight (Loren) on Monday, February 24, 2003 - 12:21 am: Edit

Earlier I had proposed a ECCM function for the X2 probe drone.

By michael john campbell (Michaelcampbell) on Monday, February 24, 2003 - 05:33 am: Edit

It's only functioning for 1 Impulse not until the the motor burns out so that'ld be the reason why it isn't a huge size.

By Mike Raper (Raperm) on Monday, February 24, 2003 - 01:30 pm: Edit

Jamming is indeed much easier than unjamming. Not sure an ECCM drone would work, unless you had some special rules. The problem is you have to figure out how it's jamming you...there is no single pat method of doing it. So, perhaps having a requirement that your labs gather X amount of info on the ECM drone so that you can program your ECCM one before launch would work.

By Loren Knight (Loren) on Monday, February 24, 2003 - 02:17 pm: Edit

ECCM has been refered to as active scanning. Burning through enemy jamming. Not filtering out the jamming.

So and ECCM drone would go forward and send out a strong active pulse that would then be read by the controling ship. The probe part of it would give a range reduction for Tac. Intel.

By michael john campbell (Michaelcampbell) on Monday, February 24, 2003 - 08:01 pm: Edit

Are you people actually reading my ECCM proposal?

I think I've covered all these things.

By John Trauger (Vorlonagent) on Monday, February 24, 2003 - 08:53 pm: Edit

No, we were considering the concept of an ECCM drone--any ECCM drone--first before dealing with your proposal for an ECCM drone.

...so you're doing a momentary flashcube effect that gives a moment's better ECCM?

By michael john campbell (Michaelcampbell) on Monday, February 24, 2003 - 09:06 pm: Edit

Yes and it only works on generated ECM, that is only from Loaned from a carrier/scout, Generated with raw power by the ship or generated by an ECM drone.

You see these project an electromagnetic false signature, so when the"flashcube" blast causes lectromagnetic radiation to bounce off the hull but not be bounced off the false signatures, the real ship becomes considerably clear.

Kinda like in WWI, the enemy might send a plane over you cammoflarged thing, and photograph it. Then the enemy would compair the airial veiw with the veiw seen rom the trenches to determine if the truck seen from the trenches was actually a truck of just a wooden mock-up to hide a tank sitting behind it.

I'm not sure if all the allied vessels ( that is all the vessels capable of controlling your drones ) should gain from the bonus or just the launching ship...I guess play would show which is better.

By Mike Raper (Raperm) on Monday, February 24, 2003 - 09:12 pm: Edit

From what I experienced in the military (I did take various communications courses), ECCM doesn't really work like that. Without getting into too many details, ECM basically overloads your sensors, both active and passive, so that you can't determine real signatures from false ones. The only way to really combat this is to find a way to match those emmissions, effectively blanking them out and leaving things clear for your systems to work. The matching part is what makes it such a pain...it often takes time to work it all out, if it can be done at all. For an ECCM drone to function (by that I mean negating the ECM emmitted by the ECM drone) it would have to do something like that on a continued basis. Now, to me, ECM drones are a bad thing. But, having an auto-response like an ECCM drone isn't a good fix, to me...it's just too easy. Making your labs study the ECM drone long enough to figure out how to counter it's emmissions adds both some flavor the ECCM drone and keeps it from being an auto fix. Once you collect enough points, you launch it, and any freindly ship within X distance of the drone won't be affected by the ECM drone anymore, provided that the ECCM drone stays in range of the ECM drone.

By michael john campbell (Michaelcampbell) on Monday, February 24, 2003 - 09:23 pm: Edit


Quote:

Making your labs study the ECM drone long enough to figure out how to counter it's emmissions adds both some flavor the ECCM drone and keeps it from being an auto fix. Once you collect enough points, you launch it, and any freindly ship within X distance of the drone won't be affected by the ECM drone anymore, provided that the ECCM drone stays in range of the ECM drone.




I've heard talk of an ECM plasma to offset the fact that drone using races arer so well protected...pitty help the Tholians and Lyrans and Hydrans...but hey!

On that subject I'ld like to have a much higher BPV price tag placed on ECM drones, BUT maybe you could convince SVC that "labbing" ECM drones is a better idea.

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