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Arming a free trader

  • Thread starter Thread starter Black Globe Generator
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Black Globe Generator

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Type A free trader.

Two hardpoints. Two triple turrets.

What's your favorite suite of weapons for the workhorse of the merchant fleet?

(Book 2 or Book 5 approaches are both welcome.)
 
Type A free trader.

Two hardpoints. Two triple turrets.

What's your favorite suite of weapons for the workhorse of the merchant fleet?

(Book 2 or Book 5 approaches are both welcome.)
 
As a referee, my favorite mix is: no weapons at all.

As a player, I know that without a token defense, the referee will allow pirates to descend upon me like a pack of rabid hyenas. I'd be stupid not to stick a laser on that puppy.

As a pragmatist, I know that the cost of defenses are small potatoes compared to the cost of the ship, so a nice LMS x 2 mix would do nicely.

As a ship design system designer, I suspect that six beam lasers is beyond the capacity of the Type A power plant, and so I would figure out the likely limit and then build as closely to the limits as possible.

As a player of chaotic-good alignment (?), I would jam six missile launchers in there. Bring them on. I am ready.
 
As a referee, my favorite mix is: no weapons at all.

As a player, I know that without a token defense, the referee will allow pirates to descend upon me like a pack of rabid hyenas. I'd be stupid not to stick a laser on that puppy.

As a pragmatist, I know that the cost of defenses are small potatoes compared to the cost of the ship, so a nice LMS x 2 mix would do nicely.

As a ship design system designer, I suspect that six beam lasers is beyond the capacity of the Type A power plant, and so I would figure out the likely limit and then build as closely to the limits as possible.

As a player of chaotic-good alignment (?), I would jam six missile launchers in there. Bring them on. I am ready.
 
For many practical reasons it wouldn't be two triple turrets, it'd be two doubles, and a mix of pulse and missile in one and pulse and sand in the other. But that's just me.

OK, if you're forcing ;) me to take two triple turrets loaded with anything, um...

Book 2:
Dorsal turret - Two beam lasers and one missile launcher.
Ventral turret - Two pulse lasers and one sand caster.

Book 5 (2EPs):
Dorsal turret - Two beam lasers (factor 2+TL) and one missile launcher (factor 1+TL)
Ventral turret - Three sand casters (factor2+TL)
 
For many practical reasons it wouldn't be two triple turrets, it'd be two doubles, and a mix of pulse and missile in one and pulse and sand in the other. But that's just me.

OK, if you're forcing ;) me to take two triple turrets loaded with anything, um...

Book 2:
Dorsal turret - Two beam lasers and one missile launcher.
Ventral turret - Two pulse lasers and one sand caster.

Book 5 (2EPs):
Dorsal turret - Two beam lasers (factor 2+TL) and one missile launcher (factor 1+TL)
Ventral turret - Three sand casters (factor2+TL)
 
With good gunners aboard, two triple pulse laser turrets.

If the gunners aren't that skilled then triple beam lasers.

Two triple sandcasters could be fun, just to see the referee's face trying to work out the effect firing six sandcasters has on laser to hit chances in LBB2 combat ;)
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If money is no option then triple turrets with two missile launchers and a pulse laser in each.
 
With good gunners aboard, two triple pulse laser turrets.

If the gunners aren't that skilled then triple beam lasers.

Two triple sandcasters could be fun, just to see the referee's face trying to work out the effect firing six sandcasters has on laser to hit chances in LBB2 combat ;)
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If money is no option then triple turrets with two missile launchers and a pulse laser in each.
 
Best: an aftermarket dorsal popturret, A dual with one beam laser and one missile rack. Get really crazy and add a triple with one Sand, one Missile, and One Laser.

Advantage: Missiles and sand cost no power.

Sacrifice another ton of spce for the turret mechanics?
 
Best: an aftermarket dorsal popturret, A dual with one beam laser and one missile rack. Get really crazy and add a triple with one Sand, one Missile, and One Laser.

Advantage: Missiles and sand cost no power.

Sacrifice another ton of spce for the turret mechanics?
 
It's fascinating to see how different gamers approach a similar problem.
Originally posted by far-trader:
For many practical reasons it wouldn't be two triple turrets...
Please, share more!
Originally posted by far-trader:
Book 5 (2EPs):
Dorsal turret - Two beam lasers (factor 2+TL) and one missile launcher (factor 1+TL)
Ventral turret - Three sand casters (factor2+TL)
Interesting - my standard mix has been two beam lasers and a sandcaster dorsally and three missle launchers ventrally.
Originally posted by robject:
Bring them on. I am ready.
My sentiments exactly. ;)
 
It's fascinating to see how different gamers approach a similar problem.
Originally posted by far-trader:
For many practical reasons it wouldn't be two triple turrets...
Please, share more!
Originally posted by far-trader:
Book 5 (2EPs):
Dorsal turret - Two beam lasers (factor 2+TL) and one missile launcher (factor 1+TL)
Ventral turret - Three sand casters (factor2+TL)
Interesting - my standard mix has been two beam lasers and a sandcaster dorsally and three missle launchers ventrally.
Originally posted by robject:
Bring them on. I am ready.
My sentiments exactly. ;)
 
Originally posted by Black Globe Generator:
It's fascinating to see how different gamers approach a similar problem.
</font><blockquote>quote:</font><hr />Originally posted by far-trader:
For many practical reasons it wouldn't be two triple turrets...
Please, share more!</font>[/QUOTE]I agree, seeing reasons of others is good, so...

One of the first reasons in this case is as mentioned partly the energy draw should limit the number of lasers.

Second to that a trader should avoid expenses when and where possible. Double turrets will save you quite a bit over triple turrets and are almost as (in)effective if you run into real trouble ;)

That's why I often lean to a preference of the best defense is a strong defense, rather than the best defense is a strong offence. So a turret of full sand rather than missiles. If I prevent damage I save a LOT of money in repairs. Most merchies should just run at the first sign of trouble, or surrender if that is reasonable. And if you run cover your hide with sand and defensive laser fire.

Sure Beams are better than Pulse but they also cost twice as much (which always seemed a bit broken to me, but...). The penalty isn't that bad, and when you do have to fight the extra punch is good.

Missiles are not bad either, but just one is enough to keep some of the enemies lasers tied up, some of the time. And you don't want a whole lot, they are an expendable (more expense) and potentially hazardous (at least in MTU).

I also generally feel that triple turrets mark you as carrying very valuable cargo attracting extra attention. While single turrets advertise that you are meeting the minimum requirements for security cargo runs, and almost never get them so you don't get much notice. The double turrets say you're ready for trouble but aren't looking for it and usually don't have anything worth the effort, the nice safe happy medium
 
Originally posted by Black Globe Generator:
It's fascinating to see how different gamers approach a similar problem.
</font><blockquote>quote:</font><hr />Originally posted by far-trader:
For many practical reasons it wouldn't be two triple turrets...
Please, share more!</font>[/QUOTE]I agree, seeing reasons of others is good, so...

One of the first reasons in this case is as mentioned partly the energy draw should limit the number of lasers.

Second to that a trader should avoid expenses when and where possible. Double turrets will save you quite a bit over triple turrets and are almost as (in)effective if you run into real trouble ;)

That's why I often lean to a preference of the best defense is a strong defense, rather than the best defense is a strong offence. So a turret of full sand rather than missiles. If I prevent damage I save a LOT of money in repairs. Most merchies should just run at the first sign of trouble, or surrender if that is reasonable. And if you run cover your hide with sand and defensive laser fire.

Sure Beams are better than Pulse but they also cost twice as much (which always seemed a bit broken to me, but...). The penalty isn't that bad, and when you do have to fight the extra punch is good.

Missiles are not bad either, but just one is enough to keep some of the enemies lasers tied up, some of the time. And you don't want a whole lot, they are an expendable (more expense) and potentially hazardous (at least in MTU).

I also generally feel that triple turrets mark you as carrying very valuable cargo attracting extra attention. While single turrets advertise that you are meeting the minimum requirements for security cargo runs, and almost never get them so you don't get much notice. The double turrets say you're ready for trouble but aren't looking for it and usually don't have anything worth the effort, the nice safe happy medium
 
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