By michael john campbell (Michaelcampbell) on Saturday, April 19, 2003 - 12:01 am: Edit |
Quote:MJC's proposal is reasonable but given the intermixing going on during the Andro war, I figure all the races would get the Ph-V about the same time due to their own experience and research and passing of technologies through spies or pirates.
Quote:Further I would suggest that a ship must be designed to mount the Ph-V or we will get every body wanting to refit the old ships with Ph-V's if refitting is shown to possible.
By michael john campbell (Michaelcampbell) on Saturday, April 19, 2003 - 08:02 am: Edit |
Quote:Myself, I'd prefer all P5's on the wings and boom, and P1's on the waist. That's just me, though.
By michael john campbell (Michaelcampbell) on Saturday, April 19, 2003 - 09:40 pm: Edit |
Just to be clear, I think a boom Ph-5 refit for the Klingon ships (availible for VERY early on ) is helpful; partly it helps against the Crunch factor of the Fed Photons (although 4 +2UIM R8 Overloaded Disruptors will generate on average 24 points of damage and 4 fastloaded 12 point R8 Photons will also yeild an average damage of 24 so the Klingon doesn't need to much extra help and since 1X2E-rack + 2X2B-racks will proabbly beat 2X2G-racks it proably doesn't need any crunch power offsetting) and partly because the Ph-1s will be more strongly effected than the Ph-5s by the EW effects of Asteroids, Dustclouds, Nebulae and the ubiquetous ECM drone module.
Actually this crunch power idea brings up an interesting idea.
What is the net effect of Disruptor Caps...sure they make the ship go faster, but how much damage does that result in?
Four OL R8 +2 UIM shots will average 24 points of
damage (4 x 6/6 x 6).
On the follow up turn, a fairly standard R15 or less Standard shot will generate a further 8 (4 x 4/6 x 3) points of damage.
SO we might actually be looking at 32 points of damage most likely spread over two shields.
But the Disruptor caps let us move faster (particularly if linked to the Phaser caps) so we might actually get to R8 again and thus generate another 24 points of damage.
So the Disruptors are probably looking not at generating 32 points of damage over two turns but more like 40.
With better turn modes and better phaser arcs and better disruptor arcs and with a lower arming costs ( 4+4 instead of 6+6 ) the Klingon ship may not actually need the extra crunch power offsetting capasity of a Ph-5 boom refit, but it's very likely not to need a full boom and wing
Ph-5 refit.
Furthermore when the Klingon is refitted to 6 Disruptors instead of 4.
6 O/L +2UIM Disruptor shots will generate 36 ( 6 x 6/6 x 6 ) points of damage on the on turn and on the off turn even if it only gets an R15 shot will generate 12 ( 6 x 4/4 x 3 ) points of damage which means the Klingon Disruptors are generating the same damage as the 24 point Photon array of the Fed even if it doesn't vist any closer than R15 on the off turn.
By John Trauger (Vorlonagent) on Wednesday, April 23, 2003 - 11:13 pm: Edit |
This seems to be the place to post Fed ideas.
Here's one that seems VERY Fed to me.
The "Bag of Tricks."
For X2, the Feds combined mine storage space, probe storage space into a single area.
To make most efficient use of this space, the Feds standardized the size and shape of T-bombs, drogues, probes and a small, thightly packed subspace controlled fighter.
They found it a handy place to store there and all manner of similar small devices that could give them an edge in any situation, be it research or combat.
A Fed XCA has 12 spaces of storage.
Each space of storage can hold:
A T-bomb and dummy (limit 6)
A probe rounds (must have 3 rounds)
A Small captor mine and T-bomb dummy (at 4x listed BPV value in section M - T-bombs + captors can't exceed 6 total)
A transporter/tractor passive repeater system
A spare drogue
A small RC fighter (uses 2 spaces, limit 2)
Other interesting things I haven't thought of.
To make things useful, the probe launcher was retooled to admit any of these items. It was upgraded to be able to fastload anything besides the antimatter charge on a probe in one turn for 2 warp. It can launch any of the items that can be stored in the space. Probes have their own specified range. All others may be places using the probe launcher up to 8 hexes away and must be placed in at least an adjacent hex. the probe launcher is considered to have a FA arc for these purposes. The RC fighter may only be placed in an adjacent hex.
The RC fighters are pre-packaged the same way MW drone warheads are. I will try to define two or three configurations. No changes to fighter drone loadouts may be made. The fighters may be unpacked for their drones but, like MW warheads, this destroys the fighter.
(and yes, Loren, I am at least partially reclaiaming the RC fighter idea from the Klingons. I'm not sure which race it's best at so I'm hedging my bets)
Thoughts?
By michael john campbell (Michaelcampbell) on Wednesday, April 23, 2003 - 11:23 pm: Edit |
A.D.B. already has seen my Probe launcher can drop T-bombs rule...they said it was sweel but it'ld require a new edition ( altered reprint ) of the rules to get publised and that that wasn't forseeable in the near future.
Getting more use from the Probe will be good, but I'm not sure if the Radio Controlled fighter is a good idea and I'm not sure if the spaces are required.
Even just CAN LAUNCH DUMMIES would be a move ahead of the Probe hurling T-bombs as I had them.
By John Trauger (Vorlonagent) on Wednesday, April 23, 2003 - 11:54 pm: Edit |
Well there's a perfect opportunity to implement probe-launcher usage with X2.
The probe launcher would have to be able to launch real T-bombs to make dummies work.
*I* like RC fighters, anyway. Kind of similar to the RC drones the US is deploying in real life.
As for the combined spaces, that's the fun part of the proposal.
This proposal is Fed-only in case that wasn't made clear.
By michael john campbell (Michaelcampbell) on Tuesday, May 06, 2003 - 08:48 pm: Edit |
I would like to make some comments on the X2 Bridge as Special Sensor.
It should be able to do all ofthe following.
G24.22 Breaking Lock-ons
G24.222 The Breaking lock-ons was difficult to acheive for the developers until the starting taking some of the system data feed from the Aegis sensors. Unfortunately this means that an X2 ship using hger bridge as a Special Sensor may only perform the task of lock-on breaking out to range 6.
G24.23 Attracting Drones
G24.24 Controlling seeking weapons
G24.25 Identifying seeking weapons
G24.26 Detecting mines
G24.27 Gathering Information
G24.29 Tactical Inteligence
I think that all of these will be needed by the ship.
Partly because she needs added drone defense due to the effects of reducing the number of Phasers whilst keeping the number of rapid pulse shots static ( or slightly increasing them ) and partly because she needs to be able to deal with monsters better for her BPV.
As a side note.
How do people feel about requiring the Bridge as Special Sensor energy to be added to the Active Fire control line of the EAF ( you need Fire control paid for anyway to run the special sensor ) so in that way we can avoid adding an extra line to the EAF.
By Loren Knight (Loren) on Tuesday, May 06, 2003 - 09:27 pm: Edit |
MJC:That is basically the way I first proposed it. Since then the first two have been questionable (Breaking Lock-ons and Attracting Drones). Playtesting of X2 in general will probably tell if those should be eliminated or made available.
My personal concern is those two abilities become major factors in squadron level games. For now, I have eliminated those from my own X2 designs. I'm cool with putting them back if it's found to be needed.
Re. the EAF. That makes a lot of sense. I hadn't thought about it yet but that's probably how it should be.
SO the ASIF is powered on either Life Support or Shields. And Special Bridge Functions are powered on the Fire Control line.
That about covers the need for powering the extra technologies. And with no change to the EAF. Excelent!
By michael john campbell (Michaelcampbell) on Tuesday, May 06, 2003 - 10:52 pm: Edit |
Breaking lock-on is very powerful...you don't get the drone headded your way like attracting drones and you get three shots per turn...even though you have a 2/3 chance of success that'll average out to two drones per turn rather than the 1 of attracting...that's why I'ld like to serverly limit nreaking lock-ons by putting in the R6 restriction.
So 6 X2 vessels can break about 12 lock-ons per turn...I'm not sure if that is a problem...X Feds'll be hurling 2 drones per turn per ship so it comes out even...of their abouts and Klingons and Kzintis will do better so you'll need some kind of other drone defense...like Phasers.
The 2CVAs and DNH that are in a equal sized BPV GW fleet will certainly be able to launch more than 12 drones per turns, so I'm not sure if a squadron sized engagment will be more of a problem than in a duel.
By michael john campbell (Michaelcampbell) on Sunday, May 18, 2003 - 10:30 am: Edit |
Quote:Actually, only the first four photons were at range 5. The second four were at range two. Standards at that range hit on a 1-5. Nothing going on with the tables...just pretty good rolls.
Quote:But, against GW, it's way off. No single GW ship save a BB could handle getting smacked by 80 points of photon damage, plus the phaser damage.
Quote:You have to hit me seven times to touch my hull. If you did 10 hull hits, I'd loose four. On the next turn, I could loose another four. All this time, all those things AFTER hull on the DAC haven't been touched. But someone with less hull won't last so long, and will start taking more damage more quickly.
Quote:Didn't use other defensive systems, mostly because none have been really well defined yet. Might work on the shield shunting thing for next time, though.
Quote:1) Don't let a Fed get to range 8 when flying a Klingon. Dance, dance fast and dance faster.
2) Play with EW.
Quote:If powered on a ship with no hull remaining it absorbs one hit each turn before internals can be fed through to the next column.
Quote:Here the thing about the disruptor. The UIM/DERFACS integration does not increase the chance to hit over previous versions. These systems are already there. THe only thing integration adds is durability of the UIM (one for each disruptor that can't be H&R'ed). THe best thing is that is simplifies the firing chart and you don't have to decide or announce the firing mode. In X1 UIMs can break down but they have no effect/penalty on the systems (so it is possible to run out but you usually get three. It is probably rare to loose all three in one scenario.) In my presented version of theIntegrated Disruptor UIM burnout is not an issue and this is really only a minor improvement givin the previous comment.
Quote:EW will temper both weapons (Disruptor and Photon). I agree with the assesment of the Photon though you did get a little lucky on the rolls and the Klingon should have danced for four to six turns.
By michael john campbell (Michaelcampbell) on Sunday, May 18, 2003 - 10:43 am: Edit |
I've been thinking about small improvements to the firing arcs of the X2 ships.
What if Both Klingons and Feds ( or maybe just the Disruptor users ) got some kind of arc extention.
So the FA weapons could fire through the FA arc AND through the left and fright L and R sections of the Klingon Wing Phaser acrs.
That way you'll get about 135° through as one big arc to fire through.
Could be a serious help the Klingon FA weapons!?!...but maybe they should be FA+L & FA+R and the Feds should get the slight increase in arc.
By Mike Raper (Raperm) on Sunday, May 18, 2003 - 11:49 am: Edit |
Quote:I wonder how bad the Klingon would look if you take a look at the SSD and work backwards subtracting out the 40 points of Photon damage you did more than average at the first exchange...probably a lot better.
By Loren Knight (Loren) on Sunday, May 18, 2003 - 03:32 pm: Edit |
Well, fire one anyway.
By michael john campbell (Michaelcampbell) on Sunday, May 18, 2003 - 09:56 pm: Edit |
Quote:More playtesting is certainly needed, this is true. But 20 point photons feels a bit high, and 24 is definately too high. Had I hit him that first time with 24 pointers, he'd have suffered another 16 interanls...and at that point he was all the way into column E on the DAC, and loosing quite a lot of power and key systems. A 1-4 chance is pretty tempting for a 96 point narrow salvo...especially if you can follow up with another 64 points eight impulses later!
Quote:I absolutely agree on the firing arcs. In fact, the ones the klingon used were FH+R and FH+L. Very good, combined with the other improvements.
By Loren Knight (Loren) on Sunday, May 18, 2003 - 10:21 pm: Edit |
I gave my design (K-XBC) FH disruptors.
By michael john campbell (Michaelcampbell) on Sunday, May 18, 2003 - 10:24 pm: Edit |
M.R.:
You might want to mess around with the Klingon having an X2E-rack for drone defense as that will free up more of your own drones for offensive work reducing the Fed phaser capasity.
Another Option is to go the full 12Ph-5 Fed and see if that's balanced against the 6 Disruptor, 12Ph-5 Klingon.
I suspect that that is the point where parity is acheived.
The Y205 Klingon X2 cruiser is supossed to be weaker than the Y205 Fed Cruiser because their ecconomy was so much more damaged by the General war.
After that battle you'll probably be seeing that 24 photons are the way to go...particularly if the Klingons have got 2X2G-racks and an X2E-rack against the Fed's 2 X2G-racks.
By John Trauger (Vorlonagent) on Sunday, May 18, 2003 - 10:29 pm: Edit |
GX racks are a much better, more flexible choice.
By michael john campbell (Michaelcampbell) on Sunday, May 18, 2003 - 10:44 pm: Edit |
Read my lips...2 X2 G-racks PLUS 1 X2 E-rack.
That kinda beats 2X2G-racks but doesn't raise the offensive potential of the drones by very much...I mean you could choose to let those extra type IX drones hit your ship.
By Mike Raper (Raperm) on Sunday, May 18, 2003 - 10:52 pm: Edit |
Quote:Yeah well, now you have me confussed.
At R5 with 24 pointers you should be hitting on a 1-3!
The "follow up" 64 points is nice, which is exactly the reason for the 6 impulse turn break delay.
By John Trauger (Vorlonagent) on Sunday, May 18, 2003 - 10:55 pm: Edit |
An ADD would be a better choice. Potentially kill more than 2 drones a round, which is the E-rack's firing rate.
By michael john campbell (Michaelcampbell) on Sunday, May 18, 2003 - 11:19 pm: Edit |
Quote:The six impulse delay (which I assume is in reference to the disruptor) isn't going to do anyone but a 2X klingon any good. Everyone else will get pounded.
Quote:An ADD would be a better choice. Potentially kill more than 2 drones a round, which is the E-rack's firing rate.
By John Trauger (Vorlonagent) on Sunday, May 18, 2003 - 11:22 pm: Edit |
round = turn
And I thought the E only shot 2. I'll have to check my rules.
ADD's still better.
By Loren Knight (Loren) on Sunday, May 18, 2003 - 11:33 pm: Edit |
E-Rack can fire up to four type-VI drones per turn; one every eight impulses max.
The Klingons have a D5 based ship designed to kill Stingers. It has four E-Racks.
MJC: I think there is merrit to your Weapons arc proposal. Photons or not I can think of a few other weapons arraingements where a quarter arc might make sense. One reason I could see them not "Selling" is the added complexity that adding any thing adds vs. value (which is a SVC descision). Just my observation.
By John Trauger (Vorlonagent) on Sunday, May 18, 2003 - 11:38 pm: Edit |
I would like to hear how you mark that out on a hex map without going to a "klingon firing arcs" sort of diagram.
Every other SFB firing arc has boarders that follow either a hex-grain or a hex-spine
By Loren Knight (Loren) on Monday, May 19, 2003 - 12:18 am: Edit |
The Right Forward Quarter would cover the #1 hex row and extent to the hex spline between the #2 and #3 shields.
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