By Jeff Tonglet (Blackbeard) on Sunday, March 16, 2003 - 08:29 pm: Edit |
Is it the lack of UIM?
Is the six point option the problem?
The DC is supposed to be a weapon where you arm for two turns and fire double strength, and the Kzintis are interested in crunch power.
By John Trauger (Vorlonagent) on Sunday, March 16, 2003 - 08:48 pm: Edit |
Kinda both.
It seems a good GW-era weapon as written.
It would be a good X1 if you gave the 6-point a limited-OL option, maybe add the UIM, maybe not. The X1 vrsion should have a 6-pt fastload option.
But X2? I find I want something more.
By Jeff Tonglet (Blackbeard) on Sunday, March 16, 2003 - 08:55 pm: Edit |
What do you suggest?
By Mike Raper (Raperm) on Sunday, March 16, 2003 - 09:00 pm: Edit |
Intergrate the UIM. Use a chart like the one I put on the SSD above; gives it a good to hit, and keeps the crunch power. The real question is how many a Kzinti 2X cruiser will mount. Two? Four? Six? What? I'd say four; that's a potential 80 point salvo, enough to crush any shield on any ship in the game. If the Kzintis are after crunch, this will give it to them.
By Jeff Tonglet (Blackbeard) on Monday, March 17, 2003 - 02:09 am: Edit |
There's no need for a separate chart for UIM. We all have copies of a standard disruptor.
I figure four is right for the CA, but playtesting will tell.
Hopefully I can get a playtest in on Saturday. The Kzinti XCA with cannons and doubled hull (no SIF) vs. 350-400 points of non-unique X0 Klingon ships.
By Mike Raper (Raperm) on Monday, March 17, 2003 - 06:20 am: Edit |
That's what I mean by integrate it; just make it part of the weapon, with no seperate line. Sort of like what supplement 2 did with the disruptor. Derfracs and UIM were just part of the weapon, and didn't breakdown.
By Mike Raper (Raperm) on Friday, July 25, 2003 - 08:35 am: Edit |
Been working more on my "new" approach to X2, and came up with a few things. A few provisos, though:
By Loren Knight (Loren) on Friday, July 25, 2003 - 12:05 pm: Edit |
No damage increase??? So you aren't going to use the Heavy Disruptor?
I'm surprised because it was such a mild improvement (being only one point).
The integrated UIM/DERFACS, given your above post, being left out make sense but I figured you would still keep the main damage chart.
By Mike Raper (Raperm) on Friday, July 25, 2003 - 01:07 pm: Edit |
Nah. With integrated UIM and DERFRACS, plus capacitors, they'll be okay without another improvement, I think.
By Loren Knight (Loren) on Friday, July 25, 2003 - 01:23 pm: Edit |
Oh, the other way around. I see. Well, playtesting will tell. And it depends on how many and what the photon will do, I suppose.
By Christopher E. Fant (Cfant) on Friday, July 25, 2003 - 04:19 pm: Edit |
I really don't like the 2d6 photon, but the rest sounds good.
By michael john campbell (Michaelcampbell) on Friday, July 25, 2003 - 10:31 pm: Edit |
Quote:Nah. With integrated UIM and DERFRACS, plus capacitors, they'll be okay without another improvement, I think.
By michael john campbell (Michaelcampbell) on Friday, July 25, 2003 - 10:39 pm: Edit |
Quote:I really don't like the 2d6 photon, but the rest sounds good.
By Jeff Tonglet (Blackbeard) on Friday, July 25, 2003 - 10:57 pm: Edit |
Quite logical, Mike. I'm not sure if it's really as different from the other proposals as you think it is.
Except for the 2d6 photon, that is.
By John Trauger (Vorlonagent) on Friday, July 25, 2003 - 10:58 pm: Edit |
Oddly enough, though I'm not incredibly favorable toward Mike's 2d6 photons, but I think he should include them. It's one of his unique ideas and I think the Steves should have a chance to consider it.
I will be doing the same thing with some of my not-so-popular-even-if-I-like-them proposals.
Plasma cannon too, though I think they have been partially trumped by the Plasma Carronade.
By Jeff Tonglet (Blackbeard) on Friday, July 25, 2003 - 11:24 pm: Edit |
I never said the 2d6 photon shouldn't be included in Mike's proposal.
I'm just saying that's one part that I would not include in mine, should I ever write one.
By John Trauger (Vorlonagent) on Friday, July 25, 2003 - 11:30 pm: Edit |
Didn't mean to imply that. Sorry.
By Mike Raper (Raperm) on Saturday, July 26, 2003 - 09:16 pm: Edit |
Gave more thought to my proposal, and as always, I started with the Feds. Not quite so different as you might think; the XCC still has two hulls, photons, etc. The forward hull is more of the spade shape, though. Got the idea that combining the spade shaped hull from a CF and the aft hull layout of the BC might make a good start and look cool to boot. With that in mind, I made up this ship: Federation X2CC
For a quick comparison between the XCC and the CX:
CX and XCC Comparison Chart
Points of Comparison | CX | XCC | % Difference |
Total Internal Count | 113 | 121 | 7% |
Battery Power | 15 | 18 | 20% |
Warp Power | 42 | 46 | 10% |
Impulse Power | 4 | 4 | 0% |
Reactor Power | 2 | 4 | 100% |
Total Power | 176 | 193 | 10% |
Shield Total | 168 | 204 | 21% |
Phaser Caps | 24 | 24 | 0% |
Max Phaser Damage | 108 | 110 | 2% |
Max Photon Damage | 64 | 64 | 0% |
Total Tracks | 24 | 24 | 0% |
By michael john campbell (Michaelcampbell) on Saturday, July 26, 2003 - 10:21 pm: Edit |
Just before you go down the 3/4 Mega Phaser route, just check the Ph-5 table...it'll be nearly the same, just with R10 and R9 being different.
Plus I don't like the idea of 6 disruptors being switched to high energy warp only Ph-4Jrs to offset that 1 in 46,656 chance of missing with them all at R1.
By Mike Raper (Raperm) on Sunday, July 27, 2003 - 07:37 am: Edit |
What the hell are you talking about? The P-5 isn't anything near 3/4 of the strength of a mega phaser; more like 1/2. Further, it isn't anything like "six disruptors" with sole exception that at point blank range, two of these will generate the same damage as six disruptors if the rolls are there. By that argument the P5 is just two disruptors, then, isn't it? In fact, they'd be MORE like the disruptor, because they don't have the limitations a PH does. The differences between a PH and disruptor are pretty significant:
By Tos Crawford (Tos) on Sunday, July 27, 2003 - 09:16 am: Edit |
I don’t know what MJC is talking about either, but, I agree in principle. The PH has the same damage curve as the P5, just 50% greater. Presuming the PH would require 2 energy to arm the damage ratio would be nearly identical at all points. If concerned about maximum damage I would always prefer to have 3P5 then 2PH. If concerned about throughput a single P5 actually does significantly more sustainable damage than a PH. There is nothing the PH adds as presented to make it worth the added rules complexity, R&D or maintenance when the designers can get the desired effect by adding some number of P5.
By Mike Raper (Raperm) on Sunday, July 27, 2003 - 09:32 am: Edit |
Actually, it takes three to arm it. It also can only fire on alternate turns, so it's not as good in the long run as a P5. What it is, though, is different, and represents an attempt to make the PM a reality without it being exactly the same.
By Jeff Tonglet (Blackbeard) on Sunday, July 27, 2003 - 09:07 pm: Edit |
Only thing I see is that if more of the firepower comes from the phasers than the heavy weapons, it'll be going down the same road as old X1's overloaded phaser problems.
By michael john campbell (Michaelcampbell) on Sunday, July 27, 2003 - 09:34 pm: Edit |
I should have written a longer post.
Just before you go down the 3/4 Mega Phaser route, just check the Ph-5 table...it'll be nearly the same, just with R10 and R9 being different.
If I understand correctly there are two forms of Mega Phaser, big and little, and the Ph-5 is already a little megaphaser at 3/4 damage with R9 & 10 messed around with to make the ships NEED to come into overload range.
Plus I don't like the idea of 6 disruptors being switched to high energy warp only Ph-4Jrs to offset that 1 in 46,656 chance of missing with them all at R1.
Perhaps the Sarcasm was missed by all.
What do the Klingons get with the uber heavy support phaser being brought to bear from the Feds, and even as a two turn weapon it sure as heck ain't gunna be used to provide offensive fire in the OFF turn.
The Klingons will want something and they have some descent things to bitch about...least of them being the fact that at R1 they're missing with 16.66% of their dirsuptor fire.
The Klingons will want something too, and since it hasn't be thought through by anyone, I'm saying, half damage phaser-4 phasers shots...as a disruptor firing mode...in a lot of ways it'ld be a lot less devstating than when the Fed XCA launched her Photons AND Phaser and Uber Phasers.
By Loren Knight (Loren) on Sunday, July 27, 2003 - 10:00 pm: Edit |
The Ph-5 is a half Mega-phaser and was tweaked for playability. I evened out the damage output over range to a more predictable amount per bracket.
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