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Originally posted by Trugati: All right... I think I'm up to date on what has happened so far (at least, I'd better be after reading through 4 pages...). But I still have a few questions- has spl_cadet taken control of my fleet during my absense? And if so, how much of my fleet is still left?
Took control of your fleet, it's gone. So's mine. They'll be rebuilt however.
------------------ Ave Cadet, Imperatur Civitum Americae Unitas! (url="http://"http://www.catholic-cadet.com")Catholic Cadet: Apologetics and Evangelization(/url)
Originally posted by Trugati: **All right... I think I'm up to date on what has happened so far (at least, I'd better be after reading through 4 pages...). But I still have a few questions- has spl_cadet taken control of my fleet during my absense? And if so, how much of my fleet is still left?
**
After a nice vacation day of playing EV, i am exhausted... Maybe i'll pick things back up tomorrow... heh.
Trugati, Cadet took control of your fleet, and it has been completely destroyed. The only Rebel Fleet still active is the Third Fleet(Omran Khan's fleet). It has 5 Cruisers and 35 Destroyers.
------------------ Insanity has its advantages "I- I Swear Officer.. The Dwarf was on fire when I got here!"
Cadet, i have an idea that may deal with the Bofor prolem...
Whereas the whole point defense thing is cool, it's complicated... and your version is just too strong, at least for this stage of the story. Would you not settle for a PDS that doesnt shoot ships, and only kills about 20% of incomming projectiles(1 out of every 5)?
Originally posted by Consul Bob: If you feel that about it, Cadet, I'll edit the thing.
Catapult Fighter Cargo: 1 Shield: 25 Armor: 10 Regen: 15 Accel: 575 Speed: 375 Turn: 4 Fuel: 300 Space: 5 Weapons: 4 Neutron Cannons 2 Loyalty Missile Racks + 6 ammo 1 Rocket Launcher + 4 ammo
Cost: 1,500,000 Time: 3 Days
It's still too fast. Either replace the neutron cannons (far too heavy to be mounted on a fighter), or tone down the speed / accel.
------------------ "I know of no more encouraging fact than the unquestioned ability of a man to elevate his life by conscious endeavor." - Henry David Thoreau
Originally posted by Swithich: Research and Development:
Cargo:50 Sheild:300 Armor:80 Regen:180 Accell:250 Speed:200 Turn:70/sec Fuel:4 Space:100 Crew:300 Weapons: 6 proton cannons 4 proton turrets 2 Torpedoe launchers + 50 ammo 2 Missile Launcers + 50 ammo Cost: 7 mil
Cargo:50 Sheild:300 Armor:80 Regen:180 Accell:250 Speed:200 Turn:70/sec Fuel:4 Space:100 Crew:300 Weapons: 6 proton cannons 4 proton turrets 2 Torpedoe launchers + 50 ammo 2 Missile Launcers + 50 ammo
Cost: 7 mil
Nice ship, but I think you armed it with too many close in weapons. Having all of those missiles and torpedos should take up most of the space, and six proton cannons on a capital ship is excessive. I'd recommend removing the cannons (they're worthless with your maneuvering class anyway), and reducing the turrets to three. Then the ship would be worth around 5.5M.
Edit: And I mean that if you keep the original design, the ship shouldn't be allowed in game (too powerful).
(This message has been edited by General Rak (edited 08-24-2004).)
Originally posted by General Rak: ** It's still too fast. Either replace the neutron cannons (far too heavy to be mounted on a fighter), or tone down the speed / accel.
Untrue. The speed is fine Rak. That thing has to compete with every other fighter in the story soon.
The Catapult uses Neutron Cannons, not blasters. Blasters weigh 35 tons, deal 30 energy damage, 10 mass damage. The stats for Bob's Neutron cannon is below. Neutron Cannon Reload: 30 Count: 55 Mass Damage: 16 Energy Damage: 16 Speed: 825 Inaccuracy: 2 Mass: 10 tons Impact: 0 Cost: 40,000 Research Time: 3 Days
Neutron Turret Reload: 12 Count: 50 Mass Damage: 16 Energy Damage: 16 Speed: 825 Inaccuracy: 4 Mass: 30 tons Impact: 0 Cost: 125,000 Research Time: 3 Days
All Bob did is turn it into a decent weapon that can match the power and range around him. As mod, albeit not the best informed one, I approve his design. There's nothing wrong with it.
Originally posted by General Rak: **Nice ship, but I think you armed it with too many close in weapons. Having all of those missiles and torpedos should take up most of the space, and six proton cannons on a capital ship is excessive. I'd recommend removing the cannons (they're worthless with your maneuvering class anyway), and reducing the turrets to three. Then the ship would be worth around 5.5M.
Well, a turn speed of 70° is fast enough to make the cannons useful. Even 60° is plenty. I do it all the time against those friggin' aliens.
His ship has alot of weaponry because the Mercenaries dont get to have research done for them very often. They cant contract a government to research this stuff for themselves very often. I do think the ammo needs to be dropped down a bit... Maybe 20 Torpedos and 30 Missiles?
And Rak, while you're playing mod, go back to the second page and look over my Warstation. I'm sure you will find many things incredibly wrong with it.
Originally posted by U.E. Admiral: All Bob did is turn it into a decent weapon that can match the power and range around him. As mod, albeit not the best informed one, I approve his design. There's nothing wrong with it.
My mistake. I thought he was using stock neutron blasters. The price adjustment makes it more than fair.
Originally posted by General Rak: ** My mistake. I thought he was using stock neutron blasters. The price adjustment makes it more than fair.
Are you kidding? Those things are next to useless with the speed of their bolts and their mass needs and their range. Heh.
Whenever you see Neutron Cannons, it's bob's design. Neutron Blasters will be called neutron blasters.
Originally posted by U.E. Admiral: Well, a turn speed of 70° is fast enough to make the cannons useful. Even 60° is plenty. I do it all the time against those friggin' aliens.
True, but this is fleet to fleet combat. He's not likely to directly attack another capital ship head on with proton cannons (and they can't engage fighters). Torpedoes are much more useful for that purpose. The best purpose for those cannons would be against direct attacks from a frigate / destroyer type ship. That type of protection can be afforded from the rest of the fleet, and makes the ship too strong defensively.
Originally posted by U.E. Admiral: His ship has alot of weaponry because the Mercenaries dont get to have research done for them very often. They cant contract a government to research this stuff for themselves very often. I do think the ammo needs to be dropped down a bit... Maybe 20 Torpedos and 30 Missiles?
The six proton cannons are a bit much, since the torpedo and missile loads are quite massive. It would be more effective to turn it into a guided missile cruiser (with a few turrets for anti-fighter defense) with his original munition complement than to load it up with six cannons. Plus, it would make it more reasonable. The torpedos alone could wreck a fleet, and the missiles could protect his entire battle group from fighters. The proton cannons needlessly add more power (preventing aggressive attacks from mid-range attack ships).
I understand his need for power (and this is a nice CG), but this is excessively powerful.
Originally posted by U.E. Admiral: And Rak, while you're playing mod, go back to the second page and look over my Warstation. I'm sure you will find many things incredibly wrong with it.
For seventy million credits, it seems reasonably fair. If I had to critique it, I'd say that it shouldn't be capable of interstellar travel, and the shields should be reduced by one thousand points (or shields by 750, and armor by 500).
Originally posted by U.E. Admiral: Are you kidding? Those things are next to useless with the speed of their bolts and their mass needs and their range. Heh.
Well, mounted on a fighter they could make for a very nasty strafing weapon.
Hmm... It is a Frigate classed ship. Heh. In any case, maybe the cannons are a bit much even for a 7M ship...
Erm, what's a CG?
Heh. The station is not capable of interstellar travel. The fuel is really only there for refueling ships. I mean, come on... 8,000 Jumps? It could visit every system a thousand times in one day under current rules. Haha.
Originally posted by U.E. Admiral: Hmm... It is a Frigate classed ship. Heh. In any case, maybe the cannons are a bit much even for a 7M ship...
With the amount of guided firepower he has on that ship, the cannons are too much. Really.
Originally posted by U.E. Admiral: Erm, what's a CG?
Guided Missile Cruiser (a cruiser that primarily uses missiles, rather than guns).
Originally posted by U.E. Admiral: Heh. The station is not capable of interstellar travel. The fuel is really only there for refueling ships. I mean, come on... 8,000 Jumps? It could visit every system a thousand times in one day under current rules. Haha.
Well, you could have left a note.
Cruiser upgrade: Cruisers upgraded with Tsarina-class fighters in place of Mantas. One day.
You realise that will raise the Cruiser's price by the cost of 4 Tsarinas, yes?
Bringing it's price up to 18M
Originally posted by Paranoid: **Research Proposals: 1: You all know and love the afterburner, right? A direct fuel flow that converts to a boost of speed. I plan to apply the same principle to shields. Obviously my concept is much more difficult, but as Pirates we already have the benefit of shield boosting technology so Id assume it would be possible.
The benefits of this design would be mainly held by a defensive fleet, that hasnt wasted all its fuel arriving at its destination. I believe that four jumps would be able to regenerate the shields as much as 40u at approximately three times the vessels normal recharge rate. Due to the obvious potential power of this defensive upgrade, Im going to put a five day research rate on it as well as a two day period of installation for all my vessels. Additionally I could impose a heavy cost on the installation depending on the moderators opinion.
2: Second is an upgrade of the Javelin launcher and rocket. Get rid of the rocket aspect and keep the same explosive charge. The launcher would be much more massive and could only be fitted on a specialized ship (read proposal #3). It would be slightly slower in reload time but would fire forty missiles simultaneously. Essentially this would be anti-warship and useless against fighters. The cost of the launcher will increase and the cost of the rocket will drop substantially. No self-destruct device will be fitted on the capsules.
Launcher: This internal weapons pod holds Javelin capsules and fires them through the exit ports on its front surface.
Mass: 30 tons Cost: 200,000 cr Type: Sec
Capsule: Speed: 780 AU/h Reload: 30 Duration: Potentially infinite. Inaccuracy: 1° Guid: u/g Mass: - Qtty: 25,000 (max) Dam: 17/11.75 Impact: 20 Proximity: 12m Blast: 12m Cost: 5 cr Type: Sec Research time: 5 RTDs
3: I also need a carrier to hold my new fighter. It would hold eight fighters and would have no traditional cannons or turrets. The ship will leave the launch sites open after releasing the fighters and expose my new rocket launchers. However, as it has no turrets it would be a sitting duck to fighters. The new carrier is based loosely on the traditional Argosy.
Speed: 300 AU/h Accel: 280 Turn: 90°/sec Shields: 160u Charge: 0.6u/sec (1.8u/sec with upgrade) Armor: 20u Guns: 0 (max) Turrets: 0 (max) Space: 0 tons Cargo: 20 tons Fuel: 1200u (12) Length: 52m Mass: 300 tons Crew: 85 Weaponry: 8 (whatever name I come up with for the preceding technology) Carries: 8 Cold Lightning fighters Cost: 3,500,000 cr (including fighters) Research time: 7RTDs
Endnote: I think three is probably too many and I feel that all three proposals are too powerful, but Im going to submit all this as is and ask for corrections and recommendations anyway. Feel free to shoot down any way you please, I would.
Sorry Paranoid... I forgot all about you with the bofor thing.
1: Shield Burner: This is a really cool idea. From what i can see it's fine. It makes fightercraft really strong though... I'd like to limit it's effects to warships Corvette size and larger. Smaller vessels would benefit from it far too much.
2: Salvo Javelin Thingy: Yikes... I dont think i understand this entirly, but what i think i understand is that this bugger is... really... really strong... This is pending and you may research it, but if possible i'd like to get a clearer explaination from you over AIM or IRC... I'm on AIM more, so that'd be an easier place to catch me.
3: Cold Carrier: I think the carrier is too fast for a carrier type vessel despite it's design and weak fighters. Too much fuel. Even if it was only used as a Shield Burner's ammo, it's too much. 6 Jumps would be good while maintaining a good range and still having enough to make use of your shield burner. I do not understand the Salvo Javelin thingy, so i cant really moderate on this ship's usage of them.
Originally posted by U.E. Admiral: **You realise that will raise the Cruiser's price by the cost of 4 Tsarinas, yes?
Bringing it's price up to 18M**
Assuming the Confed cruiser's price also rises, fine by me.
Trugati, please email me your email address or contact me on AIM as soon as possible.
Confed Cruiser's price will only raise if a significant equipment change occurs. The neutron weaponry and loyalty missiles were a minor change, but you are adding 4M of equipment against his minor modification. If the Confed Cruiser were to fit to itself the catapult fighter in place of the patrol ship, the price would raise. And i made some miscalculations... The Rebel Cruiser's price will rise to 17.2M with the addition of Tsarinas and subtraction of Mantas.
(This message has been edited by U.E. Admiral (edited 08-24-2004).)
Originally posted by U.E. Admiral: If the Confed Cruiser were to fit to itself the catapult fighter in place of the patrol ship, the price would raise.
notes Bob's Cruiser upgrade program
What? did i miss something?