By Loren Knight (Loren) on Sunday, August 15, 2004 - 11:32 am: Edit |
RBN: We all have varied tastes. Your is as legit as any. I respect that.
All I can say it that I tried to weave a tapestry for X2 but often felt the individual threads were being scrutinized with out looking at the rest. Then against it could be the limitations of communicating a complex idea over a public BBS. It can be hard and then add that my proposal is fully complete and I don't have a site where I post all my X2 stuff. Well, I'm sure I'm a bit of a pain sometimes.
I've really got to get my site up and running.
By Kenneth Jones (Kludge) on Sunday, August 15, 2004 - 12:40 pm: Edit |
I've liked the idea of the XCC being the fleet flagship. As to box counts making cruiser look like DNs.
You have to remeber what a box is. (Other than weapons) A box is a representation of a ships capability.
I know i've said it before but it bears repeating.
Take a finite area set aside for scientific research. Upgrade the equipment in the lab. (The boost in efficiency from PC's of 20 years ago is a perfect example). With the improved equipment then the SSD changes.
Representing (either/or/or both) more capabilty and durability. The nacelles have been armored enough to reduce the power lost from a glancing phaser blast.
By Jeff Tonglet (Blackbeard) on Sunday, August 15, 2004 - 01:09 pm: Edit |
Ken, I agree with you.
Let the MC 1 XCC be the flagship.
The MC 2/3 XCL is the workhorse cruiser.
And the MC 1/2 XDD is the support/utility ships, and also sent to areas not important enough for a cruiser.
Now that the X2 discussion is starting to heat up again, I suggest everyone take a look at Vorlon's X2 archive where a lot of ideas from the last 2 years are stored.
By R. Brodie Nyboer (Radiocyborg) on Sunday, August 15, 2004 - 05:01 pm: Edit |
Mike, you make great points.
In attempting to overcome the power curve issue I'm not intending to introduce "wierd rules" (or at least I don't think they're wierd rules). I'm working on new rules, certainly, and they are designed to shift power around and to "bank" abilities and so forth. I know that's difficult to demonstrate when I haven't bothered to post any rules suggestions. Again, working on it . . .
At any rate the common ground is that Loren doesn't have an issue with the main X2 cruiser ending up MC1 and I'm not going to freak out if it ends up MC1.25. I think MC1.25 won't feel right and Loren thinks MC1 won't bring us anything new. No big deal when you think about it.
I've posted links for two working versions of my XCA SSD under the "Integrated Proposals." They still need more polishing but they're what I have so far. Also I posted some excerpts from my stuff under "X2 Timeline" to give an idea of where I'm going.
As Jeff suggests, for those who aren't familiar with John T's work check out his X2 webpage. Mike also has an excellent SFB webpage (but where do you keep your X2 stuff?).
I have a webpage started but it's really primitive and right now I'm just using it to provide webspace for SSDs and other things.
By Christopher E. Fant (Cfant) on Sunday, August 15, 2004 - 05:19 pm: Edit |
I still like Mike's SSDs best. Nice and advanced but still look like Feds and Klingons and nothing over the top.
By Jeff Tonglet (Blackbeard) on Sunday, August 15, 2004 - 06:51 pm: Edit |
I think we agree on a lot more than we disagree on. Let me know if there's anything on here that differs from the concensus.
Fleet flagship - rare (if not unique), MC 1 or 1.25.
When the empire wants to show its strength, this is what they send.
Workhorse cruiser - uncommon, MC 2/3.
When the flagship is somewhere else, this ship will do.
Some proposals call this an XCL, some call it an XCM.
Workhorse destroyer - common, MC 1/2,
In fleets, a support vessel.
On patrol, sent to areas not important enough for a cruiser.
Also a good source of varients.
Frigate - common, MC 1/3.
Mostly for backwater areas and police patrols.
But a deathtrap if it sees front line action.
By Loren Knight (Loren) on Sunday, August 15, 2004 - 07:13 pm: Edit |
Generally.
One minorthing to add it on workhorse Cruiser the MC should be either 2/3 (light cruiser) if the XCC is MC1 or it should be MC 1 if the XCC is MC1.25.
There will be room down the line for a XCL. I suggest that this class be filled in when the Xorks come.
By R. Brodie Nyboer (Radiocyborg) on Sunday, August 15, 2004 - 08:04 pm: Edit |
Loren, let me try another angle:
I don't think that MC1.25 is the solution that we NEED. I don't think the problems that you are addressing with MC1.25 (i.e. power curve) are insurmountable without MC1.25.
Now I realize that MC1.25 would definitely be "new" but I also suggest that if we're going to do MC1.25 then the cruiser that uses it needs to be correspondingly bigger. Otherwise how does MC1.25 represent something "better" for X2? See what I mean? Without it being bigger you have a CB-sized "advanced" ship that has a worse movement cost than its "less advanced" ancestors.
In other words, to justify MC1.25 the ship itself will have to look like it needs MC1.25 (i.e. physically bigger). This is where I get nervous about the "dreadnought in disguise" and I begin to question whether or not such a ship is still SC3.
Does that make better sense? I posted this because I was wondering if I was really explaining myself very well.
By Loren Knight (Loren) on Sunday, August 15, 2004 - 08:19 pm: Edit |
It's a blurry line, right where I think it should be. The races are trying to build a DN replacement with out it being a DN. They can do this because the X2 engines put out enough power and add saucer warp and your power curve is right there. Now build a ship that really puts it to work but don't make a DN.
As such you get a ship a little bigger than a BCH but smaller than a DN.
I would point out that DNL's are toned down DN's. They come from a DN heritage. The XCC would come from a BCH heritage. That's how both can occupy the same ground of Move Cost and be different size classes.
I do not think this must lead to a XDNL. That is a whole other class and one we can avoid.
But I understand what you are trying to say. I just don't think it must be that way the same way it doesn't have to be my way. SVC will likely choose his own way anyway. Which way will that way be? There is no way of knowing!
By Jeff Tonglet (Blackbeard) on Sunday, August 15, 2004 - 08:58 pm: Edit |
A ship with MC 1.25 but the internal structure of a cruiser is a hobbled ship.
Unless the rest of the ship gets beefed up, not just the engines, it's not going to work out.
Most of the proposals on Vorlon's page come out about the same size, box-for-box, as a cruiser.
What would be added to the ship to make it "bigger"?
By Loren Knight (Loren) on Sunday, August 15, 2004 - 09:04 pm: Edit |
My design is not on Vorlons site. It is larger in part because of some new systems. It's shuttle bay is six boxes and has two Drogue Bays. The forward hull is +2 hull and the aft has some cargo(2) for extended range. Both hulls have NWO pairs.
Weapon are similar to the BC but with new types (10xPH5 + 2xPH6 and four photons).
Each race would probably send one XCC tothe LMC to oversee operations there.
By Kenneth Jones (Kludge) on Sunday, August 15, 2004 - 09:24 pm: Edit |
I have a few designs on Johns site. A batch of Roms as well as a Fed and Orion. Most of it I'm pretty satisfied with.
By Mike Raper (Raperm) on Sunday, August 15, 2004 - 09:25 pm: Edit |
This isn't exactly the place for it, but my own vision for an XCC wouldn't require a higher move cost. It's basically this:
R2.?? Federation XCC
This would be the very top of the line ship. The XCA this is based on, for example, would have six Phaser-5's in the saucer, and a pair of 360 Phaser-6's in the aft hull. It also has some NWO.
But, the XCC here has only the same warp as a CX, and less overall weapons. It just has better ones. Specifically:
By Joseph R Carlson (Jrc) on Sunday, August 15, 2004 - 09:30 pm: Edit |
Loren,
What is a drogue bay or how is it different that the drogues in J2?
By michael john campbell (Michaelcampbell) on Sunday, August 15, 2004 - 09:39 pm: Edit |
Quote:I have a hard time seeing your proposal in terms other than trying to create a XDNL and getting around the "no X-tech on SC2" restriction by calling it a cruiser. (I know you're not actually trying to be than munchkin, but the result is the same)
Quote:The Tolian D-hull doesn't really enter into this as it is a ship with a potentially too-big size class for its MC.
Heavy War Destroyers are a different matter. The overlap is undeniable, but the consequences of the overlap aren't severe either.
Quote:The reason why we don't have X-tech on SC2 is because we don't want to create that much of a monster. Even if Loren's XCC is not itself a monster, it could easily act as a "crack in the dam" for a MC 1.25 "XBCH" that *is* a true XDNL and therefore a genuine mosnter.
Quote:Again, we're changing rules and causing potential player confusion when we have a simple solution in front of us, which is assigning the MC 1.25 unit a SC of 3.
I have a definite problem with a MC 1.25 unit given a SC of 3. I'm a traditionalist and I like my definitions clean and orderly.
Quote:No. Compare a CX to an YCA. Same MC, same size class. Don't even try to tell me they are anywhere near the same. I would much rather have a cruiser with a move cost of 1.25 than have to worry about a move cost one ship running around with 48 or 50 warp.
Quote:But the most important reason for me is I don’t want to build ships that can go max speed and overload every weapon every turn
Quote:The one question I have concerns X1 verses X2 tech. Is X2 tech different from X1 tech in a similar fashion as X1 was from GW?
Quote:or would you rather have a cruiser running around with 18 spare warp after moving at top speed?
Quote:I think there are players who will not want there X2 cruiser to be weaker than a CX. This other approach is worth looking at.
Quote:Frigate - common, MC 1/3.
Mostly for backwater areas and police patrols.
But a deathtrap if it sees front line action.
Quote:There will be room down the line for a XCL. I suggest that this class be filled in when the Xorks come.
By R. Brodie Nyboer (Radiocyborg) on Sunday, August 15, 2004 - 09:56 pm: Edit |
Mike, I'm really starting to like that X2 style of yours. More and more. Could you Raperize my SSDs (ship portion)?
A question, are X1 warp engines just slightly more stabilized hot-warp engines? In other words, for X2 would the need to stabilize the engines for long-haul cruising lead to (for example) 18-box cruiser engines (like Mike has) rather than the 20-box cruiser engines (like X1 and others have)?
Keep in mind that my thinking on X1 is it's two things: "adolescent" experimental technology AND tech for war-class ships.
MJC, a "dreadnought" (real-world) is a major warship characterized by heavy armor and all-major-caliber gunnery. The term "battleship" comes from "line of battle ship," or ship of the line (going back to the age of sail). Before the HMS Dreadnought, battleships had several batteries of gunnery of varying calibers. The idea was to "cover all the bases." The Dreadnought revolutionized capital ships in that its all-large-gun array made it a decisive raider and "unapproachable" in battle. There were battleships before there were dreadnoughts. Dreadnought is a type of battleship (and a dreadnought cruiser is a battle cruiser).
As to 1701B, although I mentioned it I'm not sure that we can do it . . . Franchise and all. I know SFB has 1701A as a CX but I don't know if SVC came up with a special agreement for that or if it's a work-around ("1701A" vice "1701-A").
By michael john campbell (Michaelcampbell) on Sunday, August 15, 2004 - 10:15 pm: Edit |
Just so [people realise I'm in the ( and it's a small group ) the double certain types of SSD boxes, group for the ASIF, so the ASIF costs are for me.
Federation.
XCA 5+14
XDD 3+6
XFF 2+4
Thus in order to power an ASIF from a Fed XCA's 48 warp engine boxes, the percentage of used power is quiter large and from an XFF's 20 warp engine boxes, the percentage is about the same.
This means that the 48 warp engine boxes on an MC1 cruiser is not all that much of problem, if the ship wants to run like hell, then it can't protect it'self from internals and if it wants to protect itself from internals then it can't run very fast.
Now maybe I'm in the INVENT STUFF TO CONSUME POWER camp but I seem to find it works for me...and if a ship really wants to move and protect her internals then she can allocate some BTTY and we all know where that leads.
By Joseph R Carlson (Jrc) on Sunday, August 15, 2004 - 10:18 pm: Edit |
I wonder if there would be ships that are revised X1 designs which start incorporating X2 tech before a full X2 ships appears? I gues it would be a second generation X1 ship. The assumption I am making is the X2 advances would be tried on X1 ships before full production. Perhaps the preproduction version on a X1 ship would be different than how they would be on a X2 ship, less advanced. Anyone have any thoughts or comments?
By Peter David Boddy (Pdboddy) on Sunday, August 15, 2004 - 10:26 pm: Edit |
JRC: There is discussion on XP, so I believe that a partial refit of X2 technology could be possible..
MJC: What the heck is an ASIF?
By Jeff Tonglet (Blackbeard) on Sunday, August 15, 2004 - 10:51 pm: Edit |
PdBoddy, ASIF = Advanced Structural Integrity Field.
The problem that the ASIF is trying to solve is the "eggshells with sledgehammers" fighting style. In other words, as big as these weapons are, the first solid hit would cripple the ship. That's no good.
It was proposed early on to create a new gizmo that allows X2 ships to take more damage before they become crippled.
There are two ideas floating around:
1 - Power up the gizmo, and it allows all the hull boxes on the ship to take a second hit before they are destroyed
2 - Power up the gizmo, and each column on the DAC becomes armored. In other words, if you score damage, the first few points don't count, but instead knocks the armor off the A-column. If you go past the A-column, you hit the armor on the B-column instead of scoring damage.
By R. Brodie Nyboer (Radiocyborg) on Sunday, August 15, 2004 - 10:56 pm: Edit |
Peter, an ASIF is an "Advanced Structural Integrity Field."
There's several takes on this: 1) it's an internal shield that soaks up internal damage after a shield collapses, 2) it's a DAC (Damage Allocation Chart) modifier that protects certain DAC columns. The end result is an ASIF slows down incoming damage after a shield collapses, and has the potential to mitigate the Mizia effect. There's a lot of discussion on this topic under the "X" Files. Look in major tech changes, hull box discussions, etc.
By Peter David Boddy (Pdboddy) on Sunday, August 15, 2004 - 11:01 pm: Edit |
Ahh, that clears that up, thanks Blackbeard!
Hmmm, I think option 1 sounds better than 2. First benefit is that you don't need to have damage boxes on the DAC. Maybe make it a true "seventh" shield?
By Jeff Tonglet (Blackbeard) on Sunday, August 15, 2004 - 11:22 pm: Edit |
The first option (hull protection only) is that ships are still vulnerable getting their weapons stripped off.
The second option doesn't require boxes on the DAC; the boxes can go on the SSD.
By Loren Knight (Loren) on Sunday, August 15, 2004 - 11:51 pm: Edit |
Joseph: A drogue bay is a small specialized bay deticated to drogues. They are hit on shuttle and can only operate drogues.
I am unsure as to whether or not the bays will come with a basic drogue and have players accept that or trade it in for another type. In any case those two drogues would count as force points and not deduct from commanders options.
By R. Brodie Nyboer (Radiocyborg) on Monday, August 16, 2004 - 03:01 am: Edit |
Here's a link on U.S. Navy hull classification symbols with some really good background information on the different ship types.
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