By michael john campbell (Michaelcampbell) on Wednesday, February 26, 2003 - 10:07 pm: Edit |
Quote:And, before anyone says the above is either impossible or highly improbable, it does happen.
Quote:I know it doesn't happen often, but it illustrates the point I'm making here...the photon is pretty darn dangerous right now, so we'd best tread carefully with any changes we make.
Quote:Well, that's one way to look at it. Another is this:
Disruptor:
Range 5
Six disruptors
Max alpha strike damage potential: 36
Average Damage 30
Time to rearm 1 turn ( 8 Impulses minimum )
Photon (full OL):
Range 5
Four photons
Max alpha strike damage potential: 64
Time to rearm 2 turns. minimum 32 impulses
By michael john campbell (Michaelcampbell) on Wednesday, February 26, 2003 - 10:09 pm: Edit |
And the above X1 examples didn't klist the consistant aspect of them, that the Disruptors could rearm in next turn and the Photons could not...unless we want to compare 12 point fastloads.
By Mike Raper (Raperm) on Friday, April 18, 2003 - 03:41 pm: Edit |
Okay, let's continue the disruptor discussion that's been going on in other threads, and see if we can all agree on something.
There are two schools of thought on 2X disruptors (at least, that I'm aware of). One is keep them all the same across the various races that use them, with maybe some very minor differences. The other is to start making them different, allowing for variances that complement the individual race more appropriately and enahance their racial flavor. Here is a list of some of the various proposals I can remember. These are in no particular order, and aren't credited to anyone in particular, either.
By michael john campbell (Michaelcampbell) on Friday, April 18, 2003 - 10:44 pm: Edit |
I was thinking last night about the effect of the Disruptor Cannon if it did have a fast load option in comparison to Disruptors and other ships.
X2 Photon Fastloaded (standard) 12 point warhead | R0 | R1 | R2 | R3-4 | R5-8 | R9-12 | R13-15 |
Damage | Na | Na | 12 | 12 | 12 | 12 | 12 |
To Hit | 1-6 | 1-6 | 1-5 | 1-4 | 1-3 | 1-2 | 1 |
Average damage per Phot-torp | Na | Na | 10 | 8 | 6 | 4 | 2 |
Average Damage per ship | Nil | Nil | 40 | 32 | 24 | 16 | 8 |
X2 Photon Fastloaded (Proximity setting) 12 point warhead | R0 | R1 | R2 | R3-4 | R5-8 | R9-12 | R13-15 |
Damage | Nil | Nil | Nil | Nil | 6 (proximity overload setting ) | 6 | 6 |
To Hit | 1-6 | 1-6 | 1-5 | 1-4 | 1-5 | 1-4 | 1-3 |
Average Damage | Nil | Nil | Nil | Nil | 5 | 4 | 3 |
Average Damage per ship | 0 | 0 | 0 | 0 | 20 | 16 | 12 |
X2 Photon Fastloaded ( overload setting ) 12 point warhead | R0 | R1 | R2 | R3-4 | R5-8 | R9-12 | R13-15 |
Damage | 12 | 12 | 12 | 12 | 12 | Na | Na |
To Hit | 1-6 | 1-6 | 1-5 | 1-4 | 1-3 | Na | Na |
Average Damage | 12 | 12 | 10 | 8 | 6 | Nil | Nil |
Average Damage per Ship | 48 | 48 | 40 | 32 | 24 | Nil | Nil |
X2 Disruptors (+2 UIM) Overload | R0 | R1 | R2 | R3-4 | R5-8 | R9-12 | R13-15 |
Damage | 10 | 10 | 8 | 8 | 6 | Na | Na |
To Hit | 1-6 | 1-5 | 1-5 | 1-4 | 1-6 | Na | Na |
Average Damage | 10 | 8.33 | 6.66 | 5.33 | 6 | Nil | Nil |
Average Damage per ship (4 Bolts) 40 | 33.33 | 26.66 | 24 | 21.33 | 24 | Nil | Nil |
Average Damage per ship (6 Bolts) 60 | 50 | 40 | 36 | 32 | 36 | Nil | Nil |
Fastload Disruptor Cannon | R0 | R1 | R2 | R3-4 | R5-8 | R9-12 | R13-15 |
Damage | Na | 10 | 8 | 8 | 6 | 6 | 6 |
To Hit | 1-6 | 1-5 | 1-5 | 1-4 | 1-4 | 1-4 | 1-4 |
Average | Nil | 8.33 | 6.66 | 5.33 | 4 | 4 | 4 |
Average Damage per ship | Nil | 33.33 | 26.66 | 21.33 | 24 | 24 | 24 |
By michael john campbell (Michaelcampbell) on Friday, April 18, 2003 - 11:17 pm: Edit |
Talking about general X2 disruptors.
I think that a +2 UIM should be developed and +2 Defracs and the Disruptors should have a 6 impulse "double broadside" period over the turn break and fire from disruptor caps.
The UIM would burn out on rolls of 1&2 and the Defracs only on rolls of 1 to make them different.
UIM burnout like X1 should have no negative effect on the disruptor it'self.
Since the Klingons got a 50% increase in the number of Disruptors in X1, the Klingons shouldn't need to much of an increase to the disruptor to keep it running fine. The above small list of changes would be enough, particularly since the Exhausted Klingon ecconomy will want cheaper solutions to their improvement of firepower than most other races.
By michael john campbell (Michaelcampbell) on Friday, April 18, 2003 - 11:50 pm: Edit |
Don't you hate it when you only half do a job.
X2 Photon Fastloaded (standard) 12 point warhead | R0 | R1 | R2 | R3-4 | R5-8 | R9-12 | R13-15 | |
Damage | Na | Na | 12 | 12 | 12 | 12 | 12 | |
To Hit | 1-6 | 1-6 | 1-5 | 1-4 | 1-3 | 1-2 | 1 | |
Average damage per Phot-torp | Na | Na | 10 | 8 | 6 | 4 | 2 | |
Average Damage per ship | Nil | Nil | 40 | 32 | 24 | 16 | 8 | |
Power to Arm | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |
Throughput | Na | Na | 1.66 | 1.33 | 1 | 0.66 | 0.33 | |
X2 Photon Fastloaded (Proximity setting) 12 point warhead | R0 | R1 | R2 | R3-4 | R5-8 | R9-12 | R13-15 | |
Damage | Nil | Nil | Nil | Nil | 6 (proximity overload setting ) | 6 | 6 | |
To Hit | 1-6 | 1-6 | 1-5 | 1-4 | 1-5 | 1-4 | 1-3 | |
Average Damage | Nil | Nil | Nil | Nil | 5 | 4 | 3 | |
Average Damage per ship | 0 | 0 | 0 | 0 | 20 | 16 | 12 | |
Power to Arm | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |
Throughput | Na | Na | Na | Na | 0.83 | 0.66 | 0.5 | |
X2 Photon Fastloaded ( overload setting ) 12 point warhead | R0 | R1 | R2 | R3-4 | R5-8 | R9-12 | R13-15 | |
Damage | 12 | 12 | 12 | 12 | 12 | Na | Na | |
To Hit | 1-6 | 1-6 | 1-5 | 1-4 | 1-3 | Na | Na | |
Average Damage | 12 | 12 | 10 | 8 | 6 | Nil | Nil | |
Average Damage per Ship | 48 | 48 | 40 | 32 | 24 | Nil | Nil | |
Power to Arm | 6 | 6 | 6 | 6 | 6 | 6 | 6 | |
Throughput | 2 | 2 | 1.66 | 1.33 | 1 | Na | Na | |
X2 Photon Fastloaded ( overload setting ) 16 point warhead | R0 | R1 | R2 | R3-4 | R5-8 | R9-12 | R13-15 | |
Damage | 16 | 16 | 16 | 16 | 16 | Na | Na | |
To Hit | 1-6 | 1-6 | 1-5 | 1-4 | 1-3 | Na | Na | |
Average Damage | 16 | 16 | 13.33 | 10.66 | 8 | Nil | Nil | |
Average Damage per Ship | 64 | 64 | 53.33 | 41.33 | 32 | Nil | Nil | |
Power to Arm | 8 | 8 | 8 | 8 | 8 | 8 | 8 | |
Throughput | 2 | 2 | 1.66 | 1.33 | 1 | Na | Na | |
X2 Disruptors (+2 UIM) Overload | R0 | R1 | R2 | R3-4 | R5-8 | R9-12 | R13-15 | |
Damage | 10 | 10 | 8 | 8 | 6 | Na | Na | |
To Hit | 1-6 | 1-5 | 1-5 | 1-4 | 1-6 | Na | Na | |
Average Damage | 10 | 8.33 | 6.66 | 5.33 | 6 | Nil | Nil | |
Average Damage per ship (4 Bolts) | 40 | 33.33 | 26.66 | 21.33 | 24 | Nil | Nil | |
Average Damage per ship (6 Bolts) | 60 | 50 | 40 | 32 | 36 | Nil | Nil | |
Power to Arm | 4 | 4 | 4 | 4 | 4 | 4 | 4 | |
Throughput | 2.5 | 2.083' | 1.66 | 1.33 | 1.5 | Na | Na | |
Fastload Disruptor Cannon | R0 | R1 | R2 | R3-4 | R5-8 | R9-12 | R13-15 | |
Damage | Na | 10 | 8 | 8 | 6 | 6 | 6 | |
To Hit | 1-6 | 1-5 | 1-5 | 1-4 | 1-4 | 1-4 | 1-4 | |
Average Damage | Nil | 8.33 | 6.66 | 5.33 | 4 | 4 | 4 | |
Average Damage per ship | Nil | 33.33 | 26.66 | 21.33 | 16 | 16 | 16 | |
Power to arm | 4 | 4 | 4 | 4 | 4 | 4 | 4 | |
Through put | Na | 2.08 | 1.66 | 1.33 | 1 | 1 | 1 |
By Tos Crawford (Tos) on Saturday, April 19, 2003 - 12:11 am: Edit |
I see the Tholians adapting Particle Cannon technology for their disruptors. If they wanted more crunch they would just mount a photon. Particle Cannons have capacitors (PC hold cost) and rapid fire. I see these units taking significantly more space than a non-capacitor disruptor so they would have fewer than the other disruptor races. Another Tholian option would be a web-pass option for their disruptors, perhaps at a +1 to hit.
I can see the Klingons getting a base 6 disruptor. That’s creative, but the damage bonus may have to have some limits, say range 8 and/or fewer mounts. Wide arcs are standard.
I like a heavier weapon for the Kzinti. I see them as looking to get in the killing blow from close range. Not as much crunch as a photon but more than a Klingon disruptor. My choice would be a two-turn arming weapon that arms for 2+2+2H and base 10 damage. I’d be willing to see a 3+3+3H overload for base 15. Fewer mounts.
The Lyrans would get a capacitor system. I like one centralized system supporting both the ESG and the Disruptor. No hold cost but power still dissipates as per an ESG. FAL/FAR/FH/FX arcs.
For all races I would make three line charts: To-hit, damage, overload damage. No need for DERFACS/UIM/OVL UIM lines. No need for burn out. No need for H&R.
By michael john campbell (Michaelcampbell) on Saturday, April 19, 2003 - 07:29 am: Edit |
To the Tholians and Andros I don't think there should be X2 vessels of these races.
Another reason to make X2 mesh with GW ships.
By Mike Raper (Raperm) on Saturday, April 19, 2003 - 09:55 am: Edit |
Tholians should get some sort of 2X improvement to disruptors, though maybe not as significant as the rest. Andros? They don't use them anyway, so it's a moot point. I do agree that there should be no such thing as a 2X andro of ANY kind, though, if that was your point.
By Loren Knight (Loren) on Saturday, April 19, 2003 - 12:36 pm: Edit |
Just a quick note about the Tholians.
I feel for several reasons that there should be some sort of major change in the way Tholians do things. If they don't then they will be VERY vulnerable to the X2 era. However, they should make advances in a way entirely different than the rest of the galaxy.
I think that they should continue to use X1 Disruptors and Photons and make real advances in ship building and the web caster. These are two areas every Tholian Admiral must feel inadequate in. So in Y204 the Tholians open the New Tholia Ship Yard capable of building hulls larger than PC size. The funny thing is that it takes several years for them to fully utilize their new capacity and continue with simular design styles (though with larger hulls).
In Y205 they finalize the build process for the Web caster and make some minor improvements.
Some general web improvements were made as well.
Advanced Battery Technology was purchased from the Pirate Cartels (which included safe passage through some areas of Tholian space on very strict routes).
Special Bridge required only the observation of the concept for the Tholians to implement it on their own ships (All new ships built in 206 and later include Special Bridge).
By John Trauger (Vorlonagent) on Saturday, April 19, 2003 - 01:11 pm: Edit |
Loren,
The web caster is an incredibly powerful weapon that won't be much reduced in X2.
How would the Tholians be vulnerable?
That said, we've had some interesting web ideas come through here recently.
By Loren Knight (Loren) on Saturday, April 19, 2003 - 01:22 pm: Edit |
Well, as it stands (IIRC) there is no web caster production so any WC that go on X2 ships would have to come from older ships. I would still say, however, that production is limited to one facility on Tholia. And by some minor improvement I do mean minor. It is a very good weapon as is, even in X2, agreed.
By John Trauger (Vorlonagent) on Saturday, April 19, 2003 - 01:48 pm: Edit |
OK.
Agreed that by X2, the Tholians should be producing WC's.
By Loren Knight (Loren) on Monday, April 28, 2003 - 01:35 pm: Edit |
I was just looking at the Heavy Disruptor chart (base 6) proposed for the Klingons and Lyrans. I think that it should have a special UIM and DERFACS built into each weapon so as to have only two rows on the Heavy Disruptor chart. Make them no burn out and no H&R. THe systems are miniaturized and integral into each weapon. The down side is that it is harder to repair. The up side is each is independant and doesnot affect the others.
By Loren Knight (Loren) on Monday, April 28, 2003 - 01:53 pm: Edit |
The chart would look like this:
HEAVY DISRUPTOR TABLE
Range | -0- | -1- | -2- | 3-4 | 5-8 | 9-15 | 16-22 | 23-30 | 31-40 |
Hit (STD) | n/a | 1-5 | 1-5 | 1-4 | 1-4 | 1-4 | 1-4 | 1-3 | 1-2 |
Hit (OL) | 1-6 | 1-5 | 1-5 | 1-5 | 1-5 | n/a | n/a | n/a | n/a |
Damage (Std) | 0 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
Damage(OL) | 12 | 12 | 10 | 10 | 8 | 0 | 0 | 0 | 0 |
By Loren Knight (Loren) on Monday, April 28, 2003 - 01:57 pm: Edit |
The reason I say this is because the Heavy Disruptor is not real powerful and adding any more damage potential to it would be too much. It needs just a little something more. So, why not remove previous disadvantages (which is what the scientists would be developing anyway). This give is just the right little extra to keep up with the Photon and DC and other advanced X2 weapons.
IMO.
By John Trauger (Vorlonagent) on Monday, April 28, 2003 - 02:15 pm: Edit |
I'm game.
By Mike Raper (Raperm) on Monday, April 28, 2003 - 02:41 pm: Edit |
Fine to me, at least for somebody. I'd go with the capacitors for the Klingons, myself, but I think this kind of disruptor is fine.
By John Trauger (Vorlonagent) on Monday, April 28, 2003 - 03:16 pm: Edit |
X1 disrs aleady have caps. X2 would have those too.
By Loren Knight (Loren) on Monday, April 28, 2003 - 03:27 pm: Edit |
Oh, ya, I didn't mean to eliminate the caps. This disruptor would have caps for sure. Really whats new is the extra bit of punch but the rest is the culmination of past technology into a totally refined weapon. Sort of like the M1 gun is to the cannon of the past. The M1 tank gun has not really new technology. All that targeting capability was there before but the M1 gun has them all put together in a consolidated package that is more than the sum of it's parts.
Note: I'm not trying to say I know all about the M1 tank gun because I don't. Just trying to set an example.
By michael john campbell (Michaelcampbell) on Monday, April 28, 2003 - 11:18 pm: Edit |
Quote:I was just looking at the Heavy Disruptor chart (base 6) proposed for the Klingons and Lyrans. I think that it should have a special UIM and DERFACS built into each weapon so as to have only two rows on the Heavy Disruptor chart. Make them no burn out and no H&R. THe systems are miniaturized and integral into each weapon. The down side is that it is harder to repair. The up side is each is independant and doesnot affect the others.
Quote:X1 disrs aleady have caps. X2 would have those too.
By Mike Raper (Raperm) on Monday, April 28, 2003 - 11:26 pm: Edit |
I think, though, that the initial idea is to have four disruptors on the XBC, rather than six. Thus, the improved damage. I do agree on the caps, though...I don't remember that at all. Has it been that long? Sheesh, I hope not!
By Loren Knight (Loren) on Monday, April 28, 2003 - 11:52 pm: Edit |
Ya, that was a mistake. X1 Disruptors donot have caps. X1 Disruptors can be held. Standard for 1 point and Overloaded for two.
Caps are functionally similar but more flexable. THe Heavy disruptor should have Caps. Well, I like the Cap idea anyway. They should also be holdable like X1 Disr.
By michael john campbell (Michaelcampbell) on Monday, April 28, 2003 - 11:59 pm: Edit |
Quote:I think, though, that the initial idea is to have four disruptors on the XBC, rather than six.
By Mike Raper (Raperm) on Tuesday, April 29, 2003 - 07:43 pm: Edit |
I don't see how, though. Compare the old DX to what you've described. It had six disruptors, and was expected to compete against 1X Fed ships with 12 point fast loads, and nothing more. Now, we're talking about Feds with 16 point fastloads and 24 point overloads, and you think that cutting the Klingons disruptors down by a third and giving them no improvement is going to allow them to compete? How? Not trying to argue, but I don't see that as possible.
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