I was hoping we could get a bunch of people to agree on some HG extensions on the theory certain people might listen and adapt.Originally posted by The Oz:
I don't think bay weapons need to be able to be grouped into larger batteries; instead why not have 250-dton and 500-dton bays that reach up into the lower spinal mount factors?
I was hoping we could get a bunch of people to agree on some HG extensions on the theory certain people might listen and adapt.Originally posted by The Oz:
I don't think bay weapons need to be able to be grouped into larger batteries; instead why not have 250-dton and 500-dton bays that reach up into the lower spinal mount factors?
Originally posted by BillDowns:
Fair enough. My own view on "HG3" spinals, is the central placement (the ship is built around them) means they are not figured into the % of ship dedicated to weapons. That is they don't decrease your number of hard points. A limit should be set on how big they can be, and they should be hard to aim. In the end it would be a matter of fleet build philosophy (and combat mechanics) whether these big exspensive guns should be built. On bay weapons i'll say a little more later as I work through the thread. Geez a guy works a few days and a topic explodes.Actually, this got started on another thread and I moved the discussion over here. The original proposal was to group bay weapons into batteries like turrets are. See my earlier post on page 11 (I think, maybe 10). Of course, this will create bay batteries with ratings up in the spinal mount range. To me, this makes sense in several ways; I don't particularly like spinal mounts as a concept for large ships. I fell that the reality would have very limited firing angles and the ship captains would be constantly trying to aim the whole freaking ship!![]()
Yep. Don't disagree with the size thing. I personally these days follow the heresay of 1 weapon mount per turret (at least of the HG level of power). It's more from the angle of not letting turrets do double duty and force the design of point-defense escort vessles. The point defense weapons being of the same size but specifically designed for "close in" (what 100 kilometers in spaceOriginally posted by Ptah:
Is this about the point-defense topic? See, the existing turrets are extremely small. An Oto Melara 76mm/62 calibre mount has 2 parts - (1) a half-sphere about 3m diameter, with (2) a below decks housing about 3x3m that contains the rotation mechanism and reloading. That's 3 dtons for a single mount. The US Mk45 mount is larger - about 4.5m in place of the 3m. That works out to 6.5 to 7 dtons (more or less). A Phalanx install is about 2m square and close to 3m high.
) role.
Originally posted by BillDowns:
Fair enough. My own view on "HG3" spinals, is the central placement (the ship is built around them) means they are not figured into the % of ship dedicated to weapons. That is they don't decrease your number of hard points. A limit should be set on how big they can be, and they should be hard to aim. In the end it would be a matter of fleet build philosophy (and combat mechanics) whether these big exspensive guns should be built. On bay weapons i'll say a little more later as I work through the thread. Geez a guy works a few days and a topic explodes.Actually, this got started on another thread and I moved the discussion over here. The original proposal was to group bay weapons into batteries like turrets are. See my earlier post on page 11 (I think, maybe 10). Of course, this will create bay batteries with ratings up in the spinal mount range. To me, this makes sense in several ways; I don't particularly like spinal mounts as a concept for large ships. I fell that the reality would have very limited firing angles and the ship captains would be constantly trying to aim the whole freaking ship!![]()
Yep. Don't disagree with the size thing. I personally these days follow the heresay of 1 weapon mount per turret (at least of the HG level of power). It's more from the angle of not letting turrets do double duty and force the design of point-defense escort vessles. The point defense weapons being of the same size but specifically designed for "close in" (what 100 kilometers in spaceOriginally posted by Ptah:
Is this about the point-defense topic? See, the existing turrets are extremely small. An Oto Melara 76mm/62 calibre mount has 2 parts - (1) a half-sphere about 3m diameter, with (2) a below decks housing about 3x3m that contains the rotation mechanism and reloading. That's 3 dtons for a single mount. The US Mk45 mount is larger - about 4.5m in place of the 3m. That works out to 6.5 to 7 dtons (more or less). A Phalanx install is about 2m square and close to 3m high.
) role.
Originally posted by BillDowns:
That would work as well. It doesn't matter where the number comes from IMO, rather that the numbers being dealt with span orders of magnitude (e.g., 100 to 1,000,000; 1 to 100,000 etc.) the input T can be scaled by a constatn, c, before being put into the equation, you want to avoid 1 for example, and have cT=10 be the bottom of the scale.....
Ptah, have you considered basing your formula on tonnage of drive, whihc might be a way to calculate Oz's factor?
....
I haven't thought of whether basing off of drive tonnage is double dipping. For example, say my J2 takes 20 tons for my 100 ton ship, and J1 takes 10 tons for a 100 ton ship. It would be harder to damage the J2 drive if based on drive tonnage. But it would also be harder to disable the ship, it has two J ratings to loss. So in a sense a J2 drive is 4 times harder to destroy that a J1 on this hypothetical ship. Which may be desired. Does that makes sense? This reasoning doesn't apply of course to components that are not a % of the ship displacement.
Originally posted by BillDowns:
That would work as well. It doesn't matter where the number comes from IMO, rather that the numbers being dealt with span orders of magnitude (e.g., 100 to 1,000,000; 1 to 100,000 etc.) the input T can be scaled by a constatn, c, before being put into the equation, you want to avoid 1 for example, and have cT=10 be the bottom of the scale.....
Ptah, have you considered basing your formula on tonnage of drive, whihc might be a way to calculate Oz's factor?
....
I haven't thought of whether basing off of drive tonnage is double dipping. For example, say my J2 takes 20 tons for my 100 ton ship, and J1 takes 10 tons for a 100 ton ship. It would be harder to damage the J2 drive if based on drive tonnage. But it would also be harder to disable the ship, it has two J ratings to loss. So in a sense a J2 drive is 4 times harder to destroy that a J1 on this hypothetical ship. Which may be desired. Does that makes sense? This reasoning doesn't apply of course to components that are not a % of the ship displacement.
How do you handle keeping track of the hits? Do you track them on a ship card for example and when you get three reduce the drive by one and erase the markings? Just wondering if this adds much extra book keeping since it is a way I'd like to do it versus a weighted odds all-or-nothing kind of roll.Originally posted by The Oz:
...snip...
Example: a 100,000 ton ship can take 3 drive hits before it loses one drive rating. It can take 3 Fuel-1 hits before it loses 1 percent of total fuel capacity. It can take two bridge hits before it loses one Bridge and has only one Bridge. It has one backup computer, nuclear damper and meson screen. It also has 10 crew units (and so 10 damage control parties).
How do you handle keeping track of the hits? Do you track them on a ship card for example and when you get three reduce the drive by one and erase the markings? Just wondering if this adds much extra book keeping since it is a way I'd like to do it versus a weighted odds all-or-nothing kind of roll.Originally posted by The Oz:
...snip...
Example: a 100,000 ton ship can take 3 drive hits before it loses one drive rating. It can take 3 Fuel-1 hits before it loses 1 percent of total fuel capacity. It can take two bridge hits before it loses one Bridge and has only one Bridge. It has one backup computer, nuclear damper and meson screen. It also has 10 crew units (and so 10 damage control parties).
[/quote]My "votes"Originally posted by BillDowns:
(Responses requested)
Summary - please note if you agree or disagree.
1) Bay weapons can be grouped into batteries using the same ratios as turrets for the same weapon type.
2) Revised USP format -call v2.0 or even v3.0 I don't care. Suggested format:![]()
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> USP v2.0 or 3.0
AA-0000000-0-111111-222222-333333-444-555
777ff 666666-666666-666
group "0000000-0" is tonnage-configuration-jump-acceleration-power-cpu-storage-crew
group "777" is hit points to damage (by 1) USP
group "ff" indicates fibre optic backup
group "111111" is armor-sand-meson screen-dampers-force field-repulsors
group "222222" is laser-energy-paw-meson-disintegrator-missle turrets
group "333333" is laser-energy-paw-meson-disintegrator-missle bays
group "444" is paw-meson-disintegrator spinals
group "666666-666666-666" are computer-based DM to hit for each battery
group "555" is fighter-attack-support smallcraft</pre>
[/quote]My "votes"Originally posted by BillDowns:
(Responses requested)
Summary - please note if you agree or disagree.
1) Bay weapons can be grouped into batteries using the same ratios as turrets for the same weapon type.
2) Revised USP format -call v2.0 or even v3.0 I don't care. Suggested format:![]()
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> USP v2.0 or 3.0
AA-0000000-0-111111-222222-333333-444-555
777ff 666666-666666-666
group "0000000-0" is tonnage-configuration-jump-acceleration-power-cpu-storage-crew
group "777" is hit points to damage (by 1) USP
group "ff" indicates fibre optic backup
group "111111" is armor-sand-meson screen-dampers-force field-repulsors
group "222222" is laser-energy-paw-meson-disintegrator-missle turrets
group "333333" is laser-energy-paw-meson-disintegrator-missle bays
group "444" is paw-meson-disintegrator spinals
group "666666-666666-666" are computer-based DM to hit for each battery
group "555" is fighter-attack-support smallcraft</pre>
I also think that having both options is the way to go.Originally posted by The Oz:
I don't think bay weapons need to be able to be grouped into larger batteries; instead why not have 250-dton and 500-dton bays that reach up into the lower spinal mount factors? I suggested this elsewhere as a option.
That said, I won't cry if "grouped" bay weapons are adopted; I just won't use them IMTU.
Couldn't agree more.I like the suggested USP with room for ships to have turret, bay, and spinal weapons of the same type. Something like that is long overdue.
I also think that having both options is the way to go.Originally posted by The Oz:
I don't think bay weapons need to be able to be grouped into larger batteries; instead why not have 250-dton and 500-dton bays that reach up into the lower spinal mount factors? I suggested this elsewhere as a option.
That said, I won't cry if "grouped" bay weapons are adopted; I just won't use them IMTU.
Couldn't agree more.I like the suggested USP with room for ships to have turret, bay, and spinal weapons of the same type. Something like that is long overdue.
EXPLANATION OF DAMAGE RESULTS (where different from regular High Guard)Originally posted by The Oz:
By the way, here's my suggested revised Damage Tables for HG, along with the descriptions of the hits.
NEW DAMAGE CHARTS FOR HIGH GUARD
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Die Surface Explosion Die Radiation Die Interior Explosion
(2D) Damage Table (2D) Damage Table (2D) Damage Table
2 Critical 2 Critical 2 Critical
3 Interior Explosion 3 Crew-2 3 Critical
4 Interior Explosion 4 Computer-4 4 Critical
5 Maneuver-2 5 Crew-1 5 Crew-1
6 Fuel-3 6 Computer-3 6 Computer-2
7 Weapon-3 7 Crew-1 7 Screens-3
8 Maneuver-1 8 Screens-2 8 Jump-2
9 Fuel-2 9 Computer-2 9 Power Plant-2
10 Weapon-2 10 Weapon-4 10 Crew-1
11 Maneuver-1 11 Computer-2 11 Computer-1
12 Fuel-1 12 Weapon-3 12 Screens-2
13 Interior Explosion 13 Screens-1 13 Jump-1
14 Weapon-1 14 Weapon-2 14 Power Plant-1
15 Weapon-1 15 Computer-1 15 Computer-1
16 Fuel-1 16 Weapon-2 16 Screens-1
17 Weapon-1 17 Weapon-1 17 Jump-1
18 Weapon-1 18 Screens-1 18 Power Plant-1
19 Fuel-1 19 Weapon-1 19 Screens-1
20 Weapon-1 20 Weapon-1 20 Jump-1
21 Weapon-1 21 Weapon-1 21 Power Plant-1
22 No Effect 22+ No Effect 22+ No Effect
Die Critical Hit Result
2 Ship Vaporized
3 Jump Drive Disabled
4 Maneuver Drive Disabled
5 One Screen Disabled
6 Frozen Watch/Ship's Troops Dead
7 Bridge Hit
8 Hanger/Boat Deck Destroyed
9 Computer Destroyed
10 Power Plant Disabled
11 Spinal Mount/Fire Control Out
12 Fuel Tanks Shattered</pre>
EXPLANATION OF DAMAGE RESULTS (where different from regular High Guard)Originally posted by The Oz:
By the way, here's my suggested revised Damage Tables for HG, along with the descriptions of the hits.
NEW DAMAGE CHARTS FOR HIGH GUARD
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Die Surface Explosion Die Radiation Die Interior Explosion
(2D) Damage Table (2D) Damage Table (2D) Damage Table
2 Critical 2 Critical 2 Critical
3 Interior Explosion 3 Crew-2 3 Critical
4 Interior Explosion 4 Computer-4 4 Critical
5 Maneuver-2 5 Crew-1 5 Crew-1
6 Fuel-3 6 Computer-3 6 Computer-2
7 Weapon-3 7 Crew-1 7 Screens-3
8 Maneuver-1 8 Screens-2 8 Jump-2
9 Fuel-2 9 Computer-2 9 Power Plant-2
10 Weapon-2 10 Weapon-4 10 Crew-1
11 Maneuver-1 11 Computer-2 11 Computer-1
12 Fuel-1 12 Weapon-3 12 Screens-2
13 Interior Explosion 13 Screens-1 13 Jump-1
14 Weapon-1 14 Weapon-2 14 Power Plant-1
15 Weapon-1 15 Computer-1 15 Computer-1
16 Fuel-1 16 Weapon-2 16 Screens-1
17 Weapon-1 17 Weapon-1 17 Jump-1
18 Weapon-1 18 Screens-1 18 Power Plant-1
19 Fuel-1 19 Weapon-1 19 Screens-1
20 Weapon-1 20 Weapon-1 20 Jump-1
21 Weapon-1 21 Weapon-1 21 Power Plant-1
22 No Effect 22+ No Effect 22+ No Effect
Die Critical Hit Result
2 Ship Vaporized
3 Jump Drive Disabled
4 Maneuver Drive Disabled
5 One Screen Disabled
6 Frozen Watch/Ship's Troops Dead
7 Bridge Hit
8 Hanger/Boat Deck Destroyed
9 Computer Destroyed
10 Power Plant Disabled
11 Spinal Mount/Fire Control Out
12 Fuel Tanks Shattered</pre>