By Christopher E. Fant (Cfant) on Thursday, May 22, 2003 - 12:24 am: Edit |
Loren,
I do not have a problem with the power for 20 pointers having to come from batteries.
I do have a problem with dumping 8 points of reserve warp into weapons that are going to be useless in 8 impulses.
If it were not warp power, that would be one thing. But to get the ability to use these 20 pointers, the Fed is already giving up speed, or the option to increase speed etc. The further penalty is not needed, and is overkill.
By Loren Knight (Loren) on Thursday, May 22, 2003 - 01:19 am: Edit |
Before holding to that arguement I would point out that the Fed will likely have 48 warp plus a few AWR. If he is giving up speed it wont be much.
You can dump the energy in at any point so you usually wouldn't put the energy in until you are ready to fire (in any case to keep your options open). If the Fed is giving up speed he would be anyway. In a way it is to his advantage in that if the planed oppertunity is missed the power is saved (since he didn't crit hit photons during EA). But when you do Crit them be sure its what you want. If something changes you might miss your chance and lose the whole wad.
I have to admit to some attraction to the technobabble of it too; The Critical Overload. Further I see some interesting bits of fiction and a reason why the Feds don't go around holding what amounts to Mega-Photons. I also see it as a piece of Field Engineering Prowess made fleet standard practice because of some Ledgendary Engineer finding a way to Critical Overload the new more stable Photon Torpedo (the more stable part is what allows the ten point standard).
By michael john campbell (Michaelcampbell) on Thursday, May 22, 2003 - 01:46 am: Edit |
Quote:Before holding to that arguement I would point out that the Fed will likely have 48 warp plus a few AWR. If he is giving up speed it wont be much.
By michael john campbell (Michaelcampbell) on Thursday, May 22, 2003 - 01:50 am: Edit |
Oops double post.
By michael john campbell (Michaelcampbell) on Thursday, May 22, 2003 - 01:53 am: Edit |
Taking out 8 points for EW makes everything slower.
A.S.I.F makes everything slower.
Special Bridge makes everything slower.
You'll even go slower on account of your house keeping if you've only got 4 Imp instead of 6.
So X2 bnattle spedds for the Fed might be very slow indeed.
By Loren Knight (Loren) on Thursday, May 22, 2003 - 02:28 am: Edit |
For a three turn run it would be 4 + 4 + (2 [to hold 16 pointers] + 2 [to bring to critical 20]) X 4 = 16 warp on the third turn. The attack run is at full speed.
By Christopher E. Fant (Cfant) on Thursday, May 22, 2003 - 03:47 am: Edit |
Well, I'll leave it to you guys since I cannot convince you. Anyway, I hope the playtests continue producing valuable results.
By michael john campbell (Michaelcampbell) on Thursday, May 22, 2003 - 03:49 am: Edit |
If full speed is speed 31, you need 40 warp and one impulse to move at 32 and your short by 4 points of warp...and that's assuming you have 4 AWRs!
By Christopher E. Fant (Cfant) on Thursday, May 22, 2003 - 04:20 am: Edit |
Truth be told, we don't want them to be able to do walk and chew bubblegum without breaking a sweat. A choice in power uses is a good thing.
Now.....the trick (read possible problem) creates itself if with the same stats the Klingon can go max speed, fire these new devestating disruptors and dance around the Fed trying to pump out the same amount of damage over however many turns.
By Christopher E. Fant (Cfant) on Thursday, May 22, 2003 - 04:21 am: Edit |
I still don't like the idea of a ship moving faster than 31 at tactical speeds.
By Mike Raper (Raperm) on Thursday, May 22, 2003 - 07:22 am: Edit |
I'm going to try the game again, but with these photons. Very simple...
Advanced Photons
Range | 0-1 | 2 | 3-4 | 5-8 | 9-12 | 13-40 |
Hit, Standard | NA | 1-5 | 1-4 | 1-3 | 1-2 | 1 |
Hit, Proximity | NA | NA | NA | NA | 1-4 | 1-3 |
Hit, Overload | 1-6 | 1-5 | 1-4 | 1-3 | NA | NA |
Damage, Standard | 0 | 10 | 10 | 10 | 10 | 10 |
Damage, Proximity | 0 | 0 | 0 | 0 | 5 | 5 |
Damage, Overload | VARIES |
By michael john campbell (Michaelcampbell) on Thursday, May 22, 2003 - 08:08 am: Edit |
Quote:Now.....the trick (read possible problem) creates itself if with the same stats the Klingon can go max speed, fire these new devestating disruptors and dance around the Fed trying to pump out the same amount of damage over however many turns.
Quote:MJC, where do you come up with these comparisons? Now you claim the 24 point photon isn't a game breaker because you can't take out a B-11 with a full salvo?
By Mike Raper (Raperm) on Thursday, May 22, 2003 - 08:32 am: Edit |
Quote:I love it when you know you're on shacky ground and so make your arguement an implied message that I've lost my mind rather than actually dealing the legitmate concerns of my statements.
Quote:The idea of the larger and smaller photons thus is no more than an interesting sidebar to the design of SFB: a rule that will never become part of the game. Many players knew about the idea, however, and continued to call for the presentation of the actual rule for experimental use.
By Kenneth Jones (Kludge) on Thursday, May 22, 2003 - 11:04 am: Edit |
Umm 1 point.
Quote:Quote:
The idea of the larger and smaller photons thus is no more than an interesting sidebar to the design of SFB: a rule that will never become part of the game. Many players knew about the idea, however, and continued to call for the presentation of the actual rule for experimental use.
--------------------------------------------------------------------------------
Pick up the important part? Let me reiterate it:
a rule that will never become part of the game
Now, this is in reference to the mega-photons in P6. These are not going to be part of the game, per SVC. I suppose he could change his mind, but I doubt it.
By Mike Raper (Raperm) on Thursday, May 22, 2003 - 11:22 am: Edit |
Well I'll be dipped. I didn't know that. There goes one of the reasons I don't like 24 pointers out the window.
Couple of questions, though. Can mega photons be mounted on SC3 and smaller hulls? And, are there Omega X ships that can fastload those mega and mini photons?
By Alex Chobot (Alendrel) on Thursday, May 22, 2003 - 11:39 am: Edit |
Keep in mind that using Omega as a benchmark for Alphan capabilities has been squashed in the past (e.g. no ph-1 on fighters in Alpha, even though Omegan fighters ahve ph-1s).
Only SC2 units and bases can mount the heavy (mega) photon. X-ships have not yet been developed for Omega, and will likely follow at elasta slightly different track when they do.
By Kenneth Jones (Kludge) on Thursday, May 22, 2003 - 12:06 pm: Edit |
Yep And the mini is what is used for SC4 generally. So the plain old Vanilla Photon is whats mounted on SC3. (With a few mini's mounted as well.) Plus the fact that FRA ships tend to be a bit under armed photon wise IMO.
By Kenneth Jones (Kludge) on Thursday, May 22, 2003 - 12:10 pm: Edit |
I'm not suggesting that Omega be used to justify Alpha. But the MEGA-MINI Photons are a bit of an exception to the rule. The Feds could have used them. But they went with the std. to simplify supply/repair for a fleet spread out everywhere.
But while they could have been used they were an abandonned tech that was only realized by the FRA.
By John Trauger (Vorlonagent) on Thursday, May 22, 2003 - 01:54 pm: Edit |
Not necessarily.
Has it ever been established that the Alpha-Sector Federation developed anything other than the photon we all know and love/hate?
Give the Omega humans credit for some individual initiative. Their tech can't just be dependant on what they brought with them from the Alpha-sector Federation. They are capable of dreaming up new toys for themselves.
By Robert Cole (Zathras) on Thursday, May 22, 2003 - 02:05 pm: Edit |
SVC stated in Mod-Y that they considered using the Mini-photon on some of the National Guard ships. They chose not to because (not a direct quote) "had the mini-photon been used by the National Guards the Feds would have put it on the DD".
This means to me that the Feds (and the various other Federation members) never developed the mini/mega. FRA developed it on their own.
42
By Christopher E. Fant (Cfant) on Thursday, May 22, 2003 - 03:14 pm: Edit |
Comparing an X2 crusier to a GW conjectural BB is a waste of time.
A Crusier should not have BB firepower. It is still just a crusier.
I feel that it should be able to take on a maxed out GW DNH and win more than 50% of the time.
The B10 should still be able to have an advantage as long as it got continued updated refits.
Now, at some point, the "Advanced" X2 X3 whatever crusier will be more powerful than a B10.
We can use wet Navy comparisons.
The U.S.S. New Jersey served for a very long time, getting constant refits to fire control, AA, cruise missles, etc. It would today still be a formidable weapon if it were still in use. Just became to expensive to be in service, when it's roll was replaced with smart weapons and smaller ships able to launch missles.
We can go back further. The HMS Dreadnaught, and then other Dreadnaughts during the WWI period. These Queens of the Sea would probably lose a fight against a state of the art WWII advanced Heavy Crusier(Like the Japanese crusiers), but would still be able to put up a fight for a while.
So, to restate, I still think that an X2 cruiser should be able to beat a GW DNH about 51% of the time. I do not think that it should have the same number of weapons as the DNH, but between the better type of weapons, and the other improved abilities, it should come out on top.
Oh, and shunting phaser caps to shields is a bad idea, as we would be creating monster ships that could take a huge beating. Even without phasers, I would bet that the X2 ship with this ability to crush a ship with its heavy weapons and not take a scratch because of that reinforcing ability.
And MJC, it isn't nice to insult folks. You could jsut state your point without all the flamewar stuff added to it.
By Aaron Gimblet (Marcus) on Thursday, May 22, 2003 - 04:18 pm: Edit |
Okay, you want an X2 Boat to be about 350-370BPV, and fight even with an F-DNH.
F-DNH, 6 Tubes, 16 points each
F-XCA, 4 Tubes, 24 points each
Since the photon was the sticking point... and the DNH will still have internal volume, drone launch, weapons hits, blah blah blah over the XCA.
Now, ~granted~, that you do run into the '24 pt OL followed by Fastloads'... why dont we just say you ~cant fire a photon~ the turn after you dump off a 17-24 point OL. Fred is supposed to be a 2 turn ship. If we dont up the photon crush, we use phasers and fastloaded photons, and its a klink with a different turn mode.
I like that. 12pt Normals and Proxies, 24 Pt OLs, no fire from a photon tube in the turn following the fire of a 17-24 point torpedo. We get a big, crunch, Photon-for-men photon, but we dont get an OL/Hotload Photon hacknslash with phasers for flavour.
By Mike Raper (Raperm) on Thursday, May 22, 2003 - 04:38 pm: Edit |
Aaron,
Check the photon poll. That option of a "cool down" period for overloads over 16 is indeed a choice. Take a stab at the poll...the more input, the better.
By Christopher E. Fant (Cfant) on Thursday, May 22, 2003 - 06:32 pm: Edit |
I'd take a photon cannot be "fired" from a tube after firing a 17-20 (still don't like 24) pointer. But still allow a new torpedo to be armed.
By Loren Knight (Loren) on Thursday, May 22, 2003 - 08:29 pm: Edit |
Sort of a "Flush the tube after a critical overload" rule? Hmm, interesting. Could say the radiation would cause a torp to explode in the tube if fired before flushing the tube.
Should it be?
A) "Cannot be fired the following turn but arming could begin"
or should it be
B) "Cannot be fired for 32 impulses but arming could begin at from the beginning of the following turn."
I'm open to this replacing my 8 impulse restricion. It would prevent the two turn average from being too high. (i.e. 80 + 48).
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