By Mike Raper (Raperm) on Monday, April 19, 2004 - 05:54 pm: Edit |
Loren,
Yup, that's about it!
By Loren Knight (Loren) on Monday, April 19, 2004 - 06:14 pm: Edit |
I also like Mike's Ph-X. To be honest I never thought of it as the TNG collimator thing. An option to consider is keeping a "main bank" of Ph-5 and adding "defensive banks" of Ph-X.
Sounds very Kzinti.
No PH-6?? Humbug! Ain't dumpin' it, it's too cool. Ya, the Klingons might have comboes of Ph-5 and Ph-1 like the old Ph-1/2 combo but smaller ships could have Ph-5 and Ph-6 analogous to the D5 set up.
Still, I would like to see the Ph-6 have some small edge of the down fired version from the Ph-5.
Hmm, here's a new thought. Under XAegis stand alone Ph-6's can in later aegis steps decide to fire at the same or a different qualifying target.
Ph-6's fired from Ph-5's adhere to basic X1 aegis rules.
By Mike Fannin (Daelin) on Monday, April 19, 2004 - 06:22 pm: Edit |
I want to see spinal megaphasers, or something like them, on some ships.
"Sir! He's got us centerlined!!!"
"...is your insuranc**BOOM!**"
By Mike Raper (Raperm) on Monday, April 19, 2004 - 06:27 pm: Edit |
I toyed early on with a type of heavy phaser called a phaser-H. It was basically a 120-degree 3/4 power phaser-M that costs two points to fire; one point each over two turns. It was generally considered a bad idea by most everyone, as it made the ships too phaser heavy.
As far as mixing phasers goes, I did mix phaser-1's with Phaser-X's on my Klingons. With the exception of the XC7, the Klingon ships only carried phaser-x's in the boom...the rest were just x-phaser-1's.
By Mike Fannin (Daelin) on Monday, April 19, 2004 - 09:07 pm: Edit |
Pfht. Phaser-heavy isn't a bad thing As long as the spinal/heavy is exempt from the every-third-hit rule
By michael john campbell (Michaelcampbell) on Monday, April 19, 2004 - 09:20 pm: Edit |
Quote:I do not want to see P5/6 being able to downfire as P1//2/3.
If it is such wonderful new tech, it is new tech, not advances on old tech like X1 was. P5 can downfire as P6s but nothing else.
Quote:Actually, I've become partial to Mike Raper's idea for a phaser-x that fires in arrays and gets a negative drm as a result. Not that the phaser-5 is bad by any means. But its relationship to the phaser-1 is essentially the same as the relationship of the ph-1 to the ph-2. It's an improved phaser but one that works by the same rules. The array-fired phaser-x actually works by different rules.
Quote:Still, I would like to see the Ph-6 have some small edge of the down fired version from the Ph-5.
Hmm, here's a new thought. Under XAegis stand alone Ph-6's can in later aegis steps decide to fire at the same or a different qualifying target.
Ph-6's fired from Ph-5's adhere to basic X1 aegis rules.
Quote:I toyed early on with a type of heavy phaser called a phaser-H. It was basically a 120-degree 3/4 power phaser-M that costs two points to fire; one point each over two turns. It was generally considered a bad idea by most everyone, as it made the ships too phaser heavy.
By Mike Raper (Raperm) on Tuesday, April 20, 2004 - 08:13 am: Edit |
It occurs to me that with all the talk about this phaser-X that I never posted the rules for it...at least, not seperately. Might as well do that now.
Phaser-X
The 2X phaser is a vastly different weapon than the previous phasers of SFB, so much so that it doesn’t even use a numerical designator like phaser-1 or phaser-2…it’s simply the phaser-x. Previous phaser technology had one primary goal; increase damage output from a given phaser, without altering really how the phaser itself worked. X1 phasers skirted this issue to some degree with the ability to down-fire phaser-1’s as a pair of defensive phaser-3’s, but in general, the X1 phasers weren’t so very different than those that had come before. This changed in Y205 with the first phaser-x.
The phaser x is designed to be used as a multi-purpose, highly flexible weapon system. While its maximum damage output is slightly less than that of the phaser-1, it has other advantages, including the X1 double capacitor. The most significant difference is that the phaser-x is mounted in a phaser array, not in banks. The array is made up of up to four separate phasers, all with the same arc. They can be fired separately, or together, and in a variety of offensive and defensive modes. These are outlined as such:
By Christopher E. Fant (Cfant) on Tuesday, April 20, 2004 - 09:45 am: Edit |
Ya know, with a -2 from phasers, a -1 from a legendary gunner, a -1 from "Winning the EW game"
You have a net -4 to the die roll......and a -3 most of the time.....
That is just too much. All of these weapons have nifty ool gadgets that will shred anything they fight. It is getting very Supplement #2 in here.
By Mike Raper (Raperm) on Tuesday, April 20, 2004 - 10:03 am: Edit |
Chris,
Respectfully, I have to say you're jumping to a lot of conclusions about something you haven't played yet. Do you know how many of these are carried on any given ship, or what that ships BPV is? Probably not, because most haven't been posted yet. A Klingon XBC has only four of these phasers; hit one, and that -2 ability is gone. And even with it, the very, very most they can do is 28 points. Period. Four phaser 1's at the same range can easily equal that, and even outperform it. A Fed XCM is roughly equal in BPV to a Klingon DX with legendary gunner. It has only eight phasers; one bank of four covering the FX arc, and two 2-bank sets covernk RA+L and RA+R. It has less power, but more to do with it. Try playing that out before saying it's too much. I believe you'll find it isn't as big a cake walk as you think. Sure, these ship have some neato toys...but they're expensive toys, but you can't power an ASIF, sheild regenerators, S-bridges and weapons all at once...not if you want to move at a decent speed. It's as much about power management as ever.
By Christopher E. Fant (Cfant) on Tuesday, April 20, 2004 - 10:15 am: Edit |
Mike, you are assuming that the SSDs you folks have come up with are the ones to be taken, which is probably trus in a few cases but not so in others.
These weapons are TOO powerful. I have played a heck of a lot of SFB over the years and this stuff is ubership beyond any of my wildest dreams. Sure, the BPVs will max out, so if you are playing a pickup dual or whatnot then it will be kinda ok, but anywhere else and it is whacked.
I have done plenty of testing of X2 types of ships and weapons and built a whole fleet of them. And they were less powerful than a bunch of the things you guys are coming up with, and they still trashed X ships and GW ships, and that is even after upping the BPV to rediculous numbers.
It is back to the change everything about every single aspect of the game we can, and then lets cram it all into a ship that only cost 300 BPV? No way.
By Mike Raper (Raperm) on Tuesday, April 20, 2004 - 10:31 am: Edit |
Well, I for one don't want to change every aspect of the game, so we agree there. For example, I have done no x-transporters, x-tractor beams, x-attrition units, x-boarding parties, x-"super move" capabilities, or x-batteries (beyond x1 batts). I did give x2 ships three more probes each, better lab capabilities, the new shuttles from J2, and the stuff above. So far the X2 ships I have made and played are smaller than X1, and have less but better weapons. They also all have less power and are more "GP" designs. I played Feds with 24 point photons, and didn't like 'em. Played Klingons with six uber disruptors, and didn't like that, either. Tried playing the "big" X2 ship, with 42 or more warp and BB like shields...didn't like it. Here is an example of a Fed XDD, which I have played several times and found to be quite fun:
Fed XDD
Not that bad, IMO. Less power than a DDX, a bit better protected, and more flexible. You can arm it with four photons, but even arming four standards is a serious strain. I found it a good ship to play around with. the option mounts are restricted to either GX racks, photons, or Plasma-F's.
By Loren Knight (Loren) on Tuesday, April 20, 2004 - 11:14 am: Edit |
I will agree that many proposals would be too powerful combined with other proposals but they should be judged to be that way, IMO. First look at them as not in addition to any other proposal because nothing is established until SVC says it is. Get the proposal functioning right and fine where it will and won't work with other ideas.
Adding a Leg. Gunner is always a big deal and on an X2 ship it's going to cost a rediculous amount so it's not really to good for the game. The weapon should be analized before considering such things as Legendary Officers or optional rules.
By Christopher E. Fant (Cfant) on Tuesday, April 20, 2004 - 02:16 pm: Edit |
Loren, I totaly disagree.
When considering a rule, you have to look at it from scratch, and then all the other things that could go with it.
A -4 to any die roll is just silly. And that could very well happen.
And yes, some X2 BPVs I have seen are indeed rediculouls. Especially the Huge XCC that some (but not all thankfully) prefer. If you load up a ship that big with even 3 or 4 of the toys that have beenm suggested here it will cost more than the B-11...but folks still call it a crusier. That is an example of rediculous.
As for the various proposals here, I like several of Mike R's, but that's it. His are cool, but not way out there, with the exception (in my opinion of course) of the X2 phaser's -1/2 ability.
By Alan Trevor (Thyrm) on Tuesday, April 20, 2004 - 03:17 pm: Edit |
How about using the phaser-x -1/-2 drm, cumulative with other negative drm except that total bonus can never be better than -2? Two ph-x array-firing with a Legendary Weapons Officer gives a -2 bonus. Four array-firing + LWO still gives only -2, but other LWO advantages (change in effective range, for example) could still be used.
By Mike Raper (Raperm) on Tuesday, April 20, 2004 - 03:40 pm: Edit |
It does. I may not have been clear about this. The effects of the system are cumulative with other modifiers, but you can still only get a -2. How it accumulates is dependent on the targets modifiers. For example, If I am firing a four-phaser array at a target, and I have a legendary gunner, my total applicable bonus is -3. Only 2 count toward the roll. If the other guy had won the ECM game, and had put a +1 shift on me, I'd still get a -2. But, if I had no legendary gunner, and he had me at a +1 EW shift, I'd get a -1. So, it is cumulative in a way, but no result can be better than a -2 on any roll. Does that make sense at all? Sorry about the confusion. It's also noteworthy that the only way to get the -2 bonus is with a four-phaser array...loose even one, and you're back to a -1 at best. Only the largest X2 ship has a four phaser array. The Klingon XD7 has one in the boom, and the Fed XCM has one in the saucer. All frigates, destroyers and the like have only two-phaser arrays. The bonus for one array isn't cumulative with another.
By Alan Trevor (Thyrm) on Tuesday, April 20, 2004 - 03:49 pm: Edit |
Mike:
The Tholian XPC you posted in a diferent thread had a four-phaser array in the bow, and it is small even by frigate standards. The Tholians are something of a special case in this regard, however. And like the earlier versions, the XPC had no non-phaser weaponry.
By Mike Raper (Raperm) on Tuesday, April 20, 2004 - 03:51 pm: Edit |
That's true...forgot about that. But, it is a special case, and has no other weapons. This assumes, too, that that's how a Tholian X2 PC would look...something people more familiar with Tholians than I am would have to judge.
By Alan Trevor (Thyrm) on Tuesday, April 20, 2004 - 03:52 pm: Edit |
Mike:
The Tholian XPC you posted in a diferent thread had a four-phaser array in the bow, and it is small even by frigate standards. The Tholians are something of a special case in this regard, however. And like the earlier versions, the XPC had no non-phaser weaponry.
(edit) oops! - double post
By Christopher E. Fant (Cfant) on Tuesday, April 20, 2004 - 03:53 pm: Edit |
Ok, so this thing will effect EW shifts in a big way...instead of powering ECCM, you just fire straight through your opponents +2 EW shift for no penalty?
By Mike Raper (Raperm) on Tuesday, April 20, 2004 - 04:04 pm: Edit |
Yup. Again, though, it's pretty rare, and it isn't hard for X1 ships to win the EW game with X2. Consider the DD above, with 25 regenerative power, against the DDX, with 32. Try to power your SIF and do other stuff, and you really don't have any power to play EW games. I've seen it more than once when playing. Truly, these weapons aren't that bad. I went against almost every "big" improvement in weapons because I hated the idea of the all-crushing uber-ship, but I haven't found these to be that bad.
Once, I played a Fed XCM against a CX with an EW shift of -1 in one of our early games. In an oblique pass at range 3, I threw out 24 points of phaser damage using six phasers; one array of 2, and one array of 4. In return, said CX fired back with 37 points of phaser damage...ouch. Down went my shield, and his was still up. We exchanged photons later, and trashed each other pretty badly. See, the problem was that even though I had the -2 phaser bonus, I didn't have any EW bonus for my photons. So, I only hit with two of them...he hit with three of his. I technically won, because he blew up, but I was in sad, sad shape by the end.
By Christopher E. Fant (Cfant) on Tuesday, April 20, 2004 - 04:14 pm: Edit |
See, I still don't think that X2 ships should be the better warships, that's what X1 (only 20 years old and all) is for.
That XCM should never have lost to the CX, ever.
By Alan Trevor (Thyrm) on Tuesday, April 20, 2004 - 04:26 pm: Edit |
My understanding was that in the early X2 years, X2 ships are roughly comparable to their X1 counterparts as combat vessels, despite their superior technology, because the X1 ships were optimized as warships while the X2s were more "Jack-of-all-trades" vessels that devoted a much lower percentage of their hull volume to power and weapon systems in order to leave more room for other functions.
In the later X2 years, the Xorks show up, and the only way the Alpha Sector races can survive is to combine X2 tech with combat-optimized designs. This is where the real combat monsters appear.
Is this basically correct?
By Loren Knight (Loren) on Tuesday, April 20, 2004 - 04:39 pm: Edit |
I see it mostly that way but the new X2 designs have to be capable of keeping the peace. They should present a sort of developement wall as well. To not make a design that is highly combat capable is to invite a potential enemy to out do you and war starts again.
That is the entire point of my big XCC design. It is the Flag ship that shows all the other races what they will face if they start up hostilities again. Sure there are very few but that doesn't have to stay that way. Look at this ship. You cannot afford to out do this and you cannot afford to face it either in war.
Each race builds one class of very high end design and then implements the technology mostly on smaller hulls.
Some seem to think that I advocate uber fleets. Quite the opposite is true. X2 ships, for the most part, would return to similar box counts of pre-GW and mid-GW designs. Except for the prime example (XCC), which would be something that out classes every thing that has come before(at the cruiser level of things).
By Christopher E. Fant (Cfant) on Tuesday, April 20, 2004 - 04:44 pm: Edit |
ANd your XCC is the thing I dislike most about the entire project. Loren, I know you work very hard on your stuff, But I sincerely hope that when SVC gets around to designing XS that he does not use anything like your XCC. It is NOT a cruiser. Its a DN on steroids.
By Alan Trevor (Thyrm) on Tuesday, April 20, 2004 - 04:57 pm: Edit |
Loren:
I'm not sure that that is the best solution though. Another possibility for the "deterrence ship" - if you will - would be a Dreadnought fully converted (not an XP ship) to X1 tech. Such a ship would be the most powerful ship any race would possess at this time, except for a Klingon XP conversion of the B-10.
So races might build X1 tech Dreadnoughts (in very small numbers) and use all of their X2 resources for Jack-of-all-trades purposes, until the Xorks of course.
I'm not saying my suggestion is necessarily better or worse than yours, only that it is another way to achieve the results you specify. (Part of this relies on the assumption that by the early X2 years, X1 ships are comparatively quick and easy to build but X2 ships, due to the newness of the technology, are still complex and time consuming.)
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