Archive through February 23, 2004

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: The "X" Files: OLD X2 FOLDER: X2 disruptors: Archive through February 23, 2004
By michael john campbell (Michaelcampbell) on Friday, February 06, 2004 - 08:08 pm: Edit


Quote:

Adding integrated UIM and DERFACS to range 40 disruptors is a huge improvment...it ain't all about raw damage.



I'm behind:-
Disruptor Cap.
Intergrated UIM/Defracs
6 Impulse Double Broadside penalty.

No increase in RAW damage there...it ain't always about raw damage.



Quote:

Shock is not a Good Thing. Ships that tear themselves apart are a Bad Thing, and accepting designs that do that under wartime conditions is not the same as accepting ships that do that when the primary mission of said vessel is not to 'kill the other guy'.



I don't think the Klingon XCA with Heavy Disruptors or even Six O/L DCs...but it is only for when the tradewars degenerate into total war(s) and thus is like the BCJ...a ship built to fight in WARs rather than having a long term mission of exploration and diplomacy.


In war, the Admiralty must ask themselves a question.
Which is cheaper, to have that ship in space dock undergoing repairs because she damaged herself ( and won ) or having said space dock used to build a new ship ( 1-2 years ) on account of the fact that the previous ship was under gunned and therefore lost?

By John Trauger (Vorlonagent) on Friday, February 06, 2004 - 08:51 pm: Edit

The answer historically was: "We don't build ships that incur shock on a regular basis."

Specialty ships like maulers, the SPJ and the BCJ were the exception to the rule.

next question.

By michael john campbell (Michaelcampbell) on Friday, February 06, 2004 - 09:22 pm: Edit

The Next question would be...look at those ships and see what you're looking at.

Two are effectively command cruisers and the rest are "shock vessels".

So basically the Admiralty could easily build two 6 heavy Disruptor with shock cruisers per squadron.

Of 3 XCAs in a squadron, having one without the "refit" to have the 5th and 6th Disruptors would see quite reasonable even in total war.


Considering that the My era Fed DD can hurl around four 16 point Photons on one impulse and the DX can fire 6 O/L Disruptors without any shock, I would say that IF six heavy Disruptors did encour shock, it would be so mild as to be not worth the effort to record.
Moreover the technological improvement of X2 over X1 are likely to to invole allowing a ship to handle shock better and as such the slight increase in shock would be mitigated by those improvements and the the ship is not very likely to suffer shock.

By michael john campbell (Michaelcampbell) on Friday, February 06, 2004 - 09:46 pm: Edit

Another question to ask, would be...why move from X1 tech ( with respect to the Disruptors ) if you get less out of the situation.

Sure X1 doesn't have built in UIM, but with no burn penalty beyound loosing the UIM module that doesn't really matter all that much.

Sure you'll have to pay for overloads though they were standards if you don't have a disruptor cap.

Sure, you'll do base 5 damage instead of base 6.

But if you've only got four of the things ( except where limited by treaty...in which case the day the treaty ends you'ld refit your heavy weapon suit back to X1 technology ) then you're ot doing the same or better damage.

One of the fundimentals that has come out of the X2 Photon thread is that if it doesn't do as well as X1 tech then it won't be implimented.

Four Heavy Disruptor might be hitting 5/6 x 8 x 4 (26.66 damage)at range 8 & 12 x 6/6 x 4 (48 Damage) at range 0 but since the old X1 Disruptor suite was inflicting 30 and 60 respectively, the Klingon Admiralty would be nuts to introduce the new weapon system as the WAR standard...they'ld refit all the ships they could back to the old X1 tech...and they'ld plan to do it as soon as war breaks out if they had a treaty restricting numbers).

If the Klingon XCA isn't ( in its fully refitted state) doing 60 damage at R0 and 30 at R8 or better then it just won't get built...not with that disruptor suite.

By John Trauger (Vorlonagent) on Friday, February 06, 2004 - 09:51 pm: Edit

No shock on general-use ships.

End of story.

Individual exceptions may be made, but will not be the rule.

By Loren Knight (Loren) on Friday, February 06, 2004 - 10:47 pm: Edit

Agreed!

By Mike Fannin (Daelin) on Friday, February 06, 2004 - 11:17 pm: Edit

I appear to be in the vast minority, but I don't care if X1 trumps X2 in terms of number/capability of guns. I would rather see fewer guns, but better guns.

I rather liked the inital Ph-V suggestions that were designed to be effective to range 10 instead of range 8, for example. This isn't a game breaker if the X2 ships are not light battleships.

X1 ships are wartime cruisers, and could not be effectively mass produced for various reasons (crew, cost, whatever). This is one explanation of why they were not the only ships built from Y181-Y205. X2 does not need to represent an ever-widening technological gap, and it does not need to implement ships with the effective armament of BB's.

What it needs to do is implement new, balanced (and hopefully interesting) ways for us to blow each other to sub-atomic particles.

IMO

By michael john campbell (Michaelcampbell) on Saturday, February 07, 2004 - 01:03 am: Edit

Look I'm not for X2 ship being able to trump X1 ships on a purely firepower based analysis but I think they should at least ( with the exception of a small minority ) be built with superiority and/or parity to the X1 ships.

8Ph-5s is about as good as 12Ph-1s.
12Ph-1s is better at closer ranges ( R4 or less ) whilst 8Ph-5s are better at longer ranges ( R6 to 15 ).
Most people think that, that's a good move...parity in firepower but a new flavour of fighting at longer ranges with fewer weapons.

Four 24 Pointers every other turn isn't that much more powerful than 12 pointers every turn.

Six Disruptors with built in UIM/Defracs, Disruptor Caps and a six impulse double broadside penalty isn't much better than the DX Disruptor suite in damage output even though it's quite a bit "better".


Don't get me wrong, I'm not for overgunned battlewaggons with steroid induced warp engines...I just think that these ships need to be the equal of or slightly better than; X1 ships not slightly weaker than and definately not a lot weaker than.

These ship are to replace ( to some extent ) mainline warships and therefore need ( within limits of ecconomy and treaty ) to be the equals of their predecessors...minimum.

Sending ultra fast warships with no real firepower doesn't do much good if your ultra fast warship just caught an X1 Orion with no treaty restriction so they have a real ability to fight you and no way to out run you so they have a real need to fight you as well.


Cheaper more effective more balanced ships without a need for an uber-crew is what X1R will have a lot of room for.

By Mike Raper (Raperm) on Saturday, February 07, 2004 - 02:09 am: Edit


Quote:

Don't get me wrong, I'm not for overgunned battlewaggons with steroid induced warp engines...I just think that these ships need to be the equal of or slightly better than; X1 ships not slightly weaker than and definately not a lot weaker than.




Then why are we even discussing 300+ point cruisers? "equal too or slightly better" means around 250-275...not an entire 100 points more.

By John Trauger (Vorlonagent) on Saturday, February 07, 2004 - 12:23 pm: Edit

Mike, a bargain-basement CX is 250 these days.

+25 means 275-300.

I'm with you in the sense of XCAs being a step back to fewer, more effective weapons, but if the result is only +25 BPV, I'll be really surprised.

You have to expect at least +50, which puts the baseline BPV at 300 and goes up from there.

By michael john campbell (Michaelcampbell) on Saturday, February 07, 2004 - 07:04 pm: Edit

I should say equal to or slightly better as a starting point.


Once you pay for being a frontline warship equal to and slightly better than CXs and give it some GSV ability, ESCORT ability, LONG VOYAGE and HIGHER STRATEGIC SPEED as the functionality increase of these ship you have to put on a few BPV.
240-315 BPV plus a bit really does give you 300-330 BPV as a starting point and that then probably refits to 410 BPV.

So those that don't want a refit are looking at 300-360 BPV price tags.

By michael john campbell (Michaelcampbell) on Saturday, February 07, 2004 - 07:19 pm: Edit


Quote:

I'm with you in the sense of XCAs being a step back to fewer, more effective weapons, but if the result is only +25 BPV, I'll be really surprised.

You have to expect at least +50, which puts the baseline BPV at 300 and goes up from there.



And then there is a the cumulative-effect effect.

As stated before 8Ph-5s are better at long range but have parity with 12Ph-1s so the first instinct is +0 BPV.
But the 8 extra warp engine boxes that have been thrown around means that the XCA is far better at holding the range where the Ph-5s are far more effective, pushing up the BPV of those phasers.
And then 8 extra shield boxes per shield drives up the amount of punishment the ship can take before she looses those Ph-5s which pushes the BPV of those phasers up again.!

By michael john campbell (Michaelcampbell) on Saturday, February 07, 2004 - 07:22 pm: Edit


Quote:


Quote:


Don't get me wrong, I'm not for overgunned battlewaggons with steroid induced warp engines...I just think that these ships need to be the equal of or slightly better than; X1 ships not slightly weaker than and definately not a lot weaker than.




But I am for ships that are a generational leap forward in technology.

By R. Brodie Nyboer (Radiocyborg) on Saturday, February 07, 2004 - 10:10 pm: Edit

Mike Raper posted a really good X2-photon proposal earlier in "X2 BPV."

What sort of X2-disruptor (and variants) would serve to balance it?

By John Trauger (Vorlonagent) on Monday, February 09, 2004 - 08:45 pm: Edit

Mike posted a mildly improved disrputor as well.

Effectively it's a +1 to most damage brackets out to about 22 for no additional power cost.

The one issue I don't think it wuld be big enough to drop the XD7 to 4 Disrs from 6.

By Mike Raper (Raperm) on Tuesday, February 10, 2004 - 07:57 am: Edit

I thought about that long and hard; truly I did. I had several reasons for sticking with four.

  1. Many people complain that the D5 is unbalanced, at least for its BPV, because of the firing arcs of the disruptors. With those same arcs on this ship, it has a much better chance of bringing all of its disruptors to bear than the DX did. Coupled with the improved damage and firing chart, you should be able to hit more often and from different directions, allowing the Klingon player to use every shield except #4 for protection while still being able to fire at least a pair of disruptors at the enemy.
  2. The XDD I made for the Klingons has 2, just as the F5X did (basically, it's very similar, but I called it a destroyer because it's a bit bigger and just doesn't look like a frigate anymore). So, FF or DD keeps 2, and BC/CA keeps 4.
  3. I wanted room to have refits later down the road, without actually changing the weapon itself. This is supposed to be the penultimate development of the disruptor, with the intent that there will never be one better (I think SVC has made it plain that there will be no X3). So, the only route open to me was to leave room for more later.

All that being said, I do have plans for adding a capacitor system if playtesting warrants it. I don't think it'll be necessary, but if it is, it will help greatly. The system I have in mind will hold up to 6 points for each disruptor. It works just like the phaser capacitor system, and mimics the X2 triple capacitor by allowing the X2 klingon to fire standard disruptors for three turns without rearming. That allows from some extremely high battle speeds, or an EW edge if needed. It is also flexible; you could fire standards on one pass, then use up all the rest of your energy and fire overloads on another pass. Or, for a compromise, allocate one point of power to each, and draw a point from the capacitor to extend its benefits for awhile before re-loading it. We'll see how it goes; in the meantime, do remember that this was just something I dreamed up on my own. I have no intention of trying to foist it off on the board.

By michael john campbell (Michaelcampbell) on Tuesday, February 10, 2004 - 09:45 pm: Edit

I've said that the X2 Disruptor Cap should be made from pairs of left over X1 Phaser caps down at the wearhouse during the initial period.
As X2 Phaser production becomes more widespread the 3 point caps become availible to be used for Disruptors as well as so at the time the ships are brought in to refit their BTTYs with 4 ( or 5 ) point BTTYs the Disruptor Caps are upgraded to 3 Points caps each cap, which is a 6 point Disruptor Cap.

By Roger Dupuy (Rogerdupuy) on Friday, February 13, 2004 - 05:13 pm: Edit

And what about other options? AT (Arced-Trajectory) disruptors "the ones that can shift to a different adjacent shield at a slight cost to damage and accuracy" is another 'flavorful' disruptor that fits Klingon combat character.

I would like to encourage other 'flavors' for the other races.

C'mon.

By michael john campbell (Michaelcampbell) on Saturday, February 14, 2004 - 11:06 pm: Edit

I just don't like the SPLASH DAMAGE Klingon.

The D7H already exists.
The ISC already exist.

In a lot of ways Klingons don't needa flexi shield hit weapons because Disruptor Arcs and turn mode already give them a really good ability to hit what shield they please.

By Mike Raper (Raperm) on Sunday, February 22, 2004 - 08:20 pm: Edit

2X Disruptor Proposals

Okay, a few basics first. The consensus seems to be building that X2 should have more racial flavor, and that that flavor should depend quite a lot on the heavy weapons, not the phasers, that a ship or race will use. If X1 was the generation of the phaser-heavy ship (and it was, IMO…you only have to look at them to see it) then X2 would be the generation of new and better heavy weapons. That’s the way I see it, anyway…your mileage may vary. But, given that, I think X2 is as good a time as any to start seeing some branching out of heavy weapons a bit more, particularly disruptors. So, here’s what I’ve been toying with. Opinions are welcome.

Klingon Disruptors. The Klingons are the disruptor race. Others use them, but the Klingons just seem to do it with more style and flair. The created the UIM; they created the DERFACS module. They also enjoy and depend more on maneuver than many other races, so a disruptor that helps with that would be attractive. So, the Klingon disruptor gets the following:


The object, then, for the Klingons; increase damage by hitting more often, from a combination of improved arcs and better fire control, rather than making the disruptor do more damage...and consequently cost more to fire. The following ship would be an example of a Klingon XBC.

R3.?? Klingon XD7

Tholian Distruptors. In the X2 era, the Tholians would likely be just as reclusive and paranoid as ever. So, the big improvement for their disruptor is simple. It works exactly as an X1 disruptor, but it may fire through webs, just like Tholian phasers. This gives them a nice defensive edge, one that makes webs even nastier than before. Simple, but effective.

Lyrans. Heavy disruptors. Given the Lyran penchant for heavy energy weapons, the Lyrans would get a heavier disruptor. This disruptor does a base six damage rather than five, but costs a bit more to use; three points for a standard load, and five for an overload. Though they can still be used with UIM and DERFACS modules, there is a price to pay for the improved energy besides the arming costs; the overloaded version cannot be held. The standard load can, for the normal X1 hold cost, but the overload is too dangerous to hold, and must be fired or discharged on the arming turn.

Kzintis. The Kzintis get a Disruptor Cannon. While they never figured out how to overload it, they did figure out a way to fast-load it, so that it can be fired every turn. The energy cost is doubled, and the fast-load DC has a range limit of 15. It cannot be used with DERFACS or UIM, though it can be held if the Kzinti desires.

Orions. The Orions, being Orions, can choose from most of the above, with some restrictions:


Okay, that’s what I came up with. Could probably stand some tweaking, but it’s a start, I think. I do not have examples yet of Kzinti, Lyran or Tholian X2 ships, but you can get the idea of what their disruptors would be like fairly easily. I'm working on a Lyran, and as soon as I iron out a few details on the ESG, I'll post it.

By Loren Knight (Loren) on Sunday, February 22, 2004 - 08:45 pm: Edit

Kzintis: This is basically range unlimited OL disruptors. (twice the damage for twice the energy.) This is OK since it is a two turn arming and fast loading takes a chunk but fast loading IS just like R15 disruptor OL's. This is very powerful so some tweeking is needed here.

Suggestions (use any, none or all):

Reduce range further to 12. This is still an advantage over even the plasma glory zone.

Fast Loads = No hold.

DERFACS = Late era upgrade.

Limit consecutive turns with a sort of Shock. Make three consecutive turns safe. One turn rest at any point resets. Fourth consecutive turn destroys the DC. (Does not count towards crew casualties; the system burns out.)

Klingons: I so like the Klingons having the Heavy Disruptor with integrated UIM/DERFACS. I think the Lyrans should use the Klink version you post above (regular Disruptor with UIM/DERFACS and mount six). Just my personal opinion though. I think the Lyrans would be so focused on their ESG that they buy the Disruptor tech. from the Klingons. The Klingons donot sell the "Heavy" part of the tech.

By Mike Raper (Raperm) on Sunday, February 22, 2004 - 09:05 pm: Edit

Thought about the range thing, and felt it was okay. The Kzinti BC I worked up has only four DC's, and with no fire control toys like the UIM or DERFACS, they only hit on a 1-3 at range 15, for a max of 4 points. So, the Kzinti could expect to do 8 points at that range, with a max of 16. The Klingons, using what I posted above, could expect to do 12 points on the average, and 18 at most at that range with their standard disruptors. Besides; the DC really is just an overloaded disruptor that will fire to range 40, but takes two turns to arm. Most folks seem to be very leery of having the ability to overload the things, so fastloading was a good option. Might go with a late era DERFACS, if playtesting warrants it.

By R. Brodie Nyboer (Radiocyborg) on Sunday, February 22, 2004 - 09:40 pm: Edit

Mike, 6 disruptors and BPV 332? You don't think that might be broke to begin with when compared to FED XCA which is working out from 250-300?

By Alan Trevor (Thyrm) on Monday, February 23, 2004 - 02:30 am: Edit

Mike Raper:

I don't have any objections to your Klingon, Kzinti, or Lyran suggestions. But I don't like the idea of Tholian disruptors firing through web. Somehow it just "feels wrong" to me. Phasers have always been the precision weapon in SFB. Look at the inherent penalties that heavy weapons are assessed when firing at drones or mines. It seems to me that the ability to penetrate web should require the ability to control some parameters of the weapon very precisely and this is only possible with phasers.

What I personnally would like to see would be for the Tholians to discard both disruptors and photon torpedos at the X2 level and become the phaserboat/webcaster/webfist race. The frigate would be an updated version of the Patrol Corvette, dedicated to base defense/fighting behind webs. It would have massive (relative to its size) phaser firepower and X2 snares, but no heavy weapons.

The cruiser would have X2 webcasters and phasers.

But unlimited webcaster production could pose balance problems so I hypothesized that although the Tholians could still not build webcasters in quantity, they were able to build a webfist-only version which could not create cast web and was purely a direct fire weapon. This would be the heavy weapon for the destroyer.

Unfortunately, I did some playing around with this concept and it still has balance problems that I haven't figured out how to solve yet. I must confess your version would probably be easier to balance, but I still don't like it much. But it may be that my idea of making the Tholians a phaserboat/webcaster race will never balance properly and they will have to retain disruptors (and possibly photon torpedos).

By Mike Raper (Raperm) on Monday, February 23, 2004 - 08:00 am: Edit


Quote:

Mike, 6 disruptors and BPV 332? You don't think that might be broke to begin with when compared to FED XCA which is working out from 250-300?




It's an older design I've kept around, in case we do go with 12 point standard photons and higher BPV's. The disruptor would still use that chart, though, and those arcs. For a smaller ship, it would probably only have four.

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