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Author Topic: Rolling through space: A way to complicated RTD (6/10)(OOC/Discussion)  (Read 64441 times)

adwarf

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Both the Exhaust Hatch, and Internal Weapon Batteries are indeed to protect that weapon/engine. The Hellfire Cannon is far to valuable not to be protected (Plus thats to represent that fact that the weapon is built into the ship acting a a sort of spine with the deck, and armor protecting it from damage)
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Caellath

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Yeah...but I guessed the concept of "internal" meant one deck below, like a hatch allowing something that should be built on Deck Two to be built on Deck One.

Like engines and weapons, that are by standard built on the external deck.
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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

adwarf

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Nope it just builds them into the ship, the engine wouldn't exactly work that well if it had to go through two decks to provide propulsion.
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10ebbor10

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I think that actually makes laser-based cannons one of the best accuracy options, although severely problematic when dealing with cooling.

They can miss, but you can not shoot down a laser. Enormous slugs like the one of the Hellfire and my Barracuda/Cracker missiles are big enough (not sure on the shell's case) for the PD turrets to attack and take down.


Notes: The liquid cooling operates with external masts, so they must be outside, on Deck 2. Similarly, the exhaust hatch is used not to protect engines on the same deck, it is used to allow engines to be built one deck below, if I remember correctly. The internal weapons battery is also made to house weapons one deck below. So you can actually save some space on the deck 2 by erasing the internal weapons battery and exhaust hatch.
You can damage the laser battery, for which there won't be a replacement. Missile ships can afford to have multiple launching bays, with laser you can't. The Shells won't be affected by the PD.
Also, a note. I didn't change it in the rules but all arceleration is doubled. Your ship can increase speed by a max of 30.

He probably uses the exhaust hatch for the boosters now, since those seem to be inside.
Liquid cooling does indeed need to be outside.
Also, a note. I didn't change it in the rules but all arceleration is doubled. Your ship can increase speed by a max of 30.


Both the Exhaust Hatch, and Internal Weapon Batteries are indeed to protect that weapon/engine. The Hellfire Cannon is far to valuable not to be protected (Plus thats to represent that fact that the weapon is built into the ship acting a a sort of spine with the deck, and armor protecting it from damage)
They won't do any good. At the moment all weapon systems and engines are already protected by armor. (Except for external launchers and from fighters making precision attacks). The external exhaust won't stop fighters from targetting them, however. (Unless when they are closed however).

Nope it just builds them into the ship, the engine wouldn't exactly work that well if it had to go through two decks to provide propulsion.
The Concept of the exhaust hatch does indeed allow you to build them One deck lower than they are supposed to be. This protects them more from internal damage. The engine won't suffer any problem from this. (We're in space, there's no friction to slow the exhaust down).
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Caellath

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Yep, it is like I guessed.

And adwarf, the liquid cooling masts stay outside of the ship and have no armor bonus, so it is advisable to retract them during battle. That is why you should carry heatsinks or your ship will start to melt.

And melting is not fun :P

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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

adwarf

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If I get in a fight that last longer then it takes for my heat to build up then I'm already screwed, but I also naturally radiate some heat outwards which should cover the few functions I'll use during combat.
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10ebbor10

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Yep, it is like I guessed.

And adwarf, the liquid cooling masts stay outside of the ship and have no armor bonus, so it is advisable to retract them during battle. That is why you should carry heatsinks or your ship will start to melt.
Well, not exactly melt, more a build up of heat were the most energy is used or produced. (Engines, power generator and weaponry). It's generally not good to have those be on fire. (Think continous internal damage rolls). Also, when heats increases, the lifesupport system will have problems keeping the temperature in crew quarters to manageable levels, and will eventually fail.
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10ebbor10

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If I get in a fight that last longer then it takes for my heat to build up then I'm already screwed, but I also naturally radiate some heat outwards which should cover the few functions I'll use during combat.
You radiate 36 heat per turn. Just keeping the command, life support and point defenses only produces 55.5 heat per turn(Not counting the reactors production). My damage table starts working at 25 for a fighter, 50 for a ship like yours and 100 for a ship as big as Caelleaths.

Though you can try to prevent damage, by doing manual heat management.

Also keep in mind that radiating health gives your location away. In order to go full stealth (you'll be hard to detect by most ships as it is now, but larger battleships and stations 'll find you easily) you'd need isolative armor, which prevents heat radiation.
« Last Edit: May 24, 2012, 12:34:25 pm by 10ebbor10 »
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Caellath

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If I get in a fight that last longer then it takes for my heat to build up then I'm already screwed, but I also naturally radiate some heat outwards which should cover the few functions I'll use during combat.
You radiate 36 heat per turn. Just keeping the command, life support and point defenses only produces 55.5 heat per turn(Not counting the reactors production). My damage table starts working at 25 for a fighter, 50 for a ship like yours and 100 for a ship as big as Caelleaths.
I guess this means your ship would have to hit and run...And even then, your engine does not seem powerful enough to escape large enemies with powerful propulsion systems.

Do you want to be part of the fleet as a hit-and-run strike ship then? You would have something to hide behind after striking, at the very least.

Edit: Yes, the system also pulled on my legs, and only after I finished my ship and entered actual action I discovered the Godsplitter could not expel all the heat he produced with the masts and natural radiation alone. At the very least I was happy I had some heatsinks.
« Last Edit: May 24, 2012, 12:39:52 pm by Caellath »
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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

10ebbor10

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His ship is quite small, and with a good enough pilot he might consider just leaving his liquid cooling systems extended during combat. For both of you it might be informative to know there might some High quality cooling liquid/ cooling upgrades availble at the market.
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Caellath

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Going to be all over those liquid cooling things then. Not my captain, of course. I'll send a more sane person to haggle.

Question: If a group of missiles is still inside my control range, can my captain keep controlling and roboteching them to avoid enemy fire? Since they can be controlled as long as they are within the bridge's max range and my captain is very good with Heavy weaponry/Ship versus Ship...
« Last Edit: May 24, 2012, 12:48:34 pm by Caellath »
Logged
"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

10ebbor10

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Going to be all over those liquid cooling things then. Not my captain, of course. I'll send a more sane person to haggle.

Question: If a group of missiles is still inside my control range, can my captain keep controlling and roboteching them to avoid enemy fire? Since they can be controlled as long as they are within the bridge's max range and my captain is very good with Heavy weaponry/Ship versus Ship...
You can only control so much missiles at the same time(Penatly is applied for every extra missile), but yes you could do it.
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Caellath

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You can only control so much missiles at the same time(Penatly is applied for every extra missile), but yes you could do it.
Well, if I control only one, let's say, my most expensive missile, like the Heaven's Divider project(which I now want to call Moses Rod), I suppose I would get no penalties and have a high chance of delivering the payload intact, right?
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"Hey steve." You speak into the air.
>Yes?
"Could you guys also make a hamburger out of this arm when they cut it off? I wanted to eat it just for the sake of tasting it."
>That is horrible and disgusting. It will no doubt set you apart and create fear in your team mates. So of course.

10ebbor10

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You can only control so much missiles at the same time(Penatly is applied for every extra missile), but yes you could do it.
Well, if I control only one, let's say, my most expensive missile, like the Heaven's Divider project(which I now want to call Moses Rod), I suppose I would get no penalties and have a high chance of delivering the payload intact, right?
Yes, quite a large chance.
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adwarf

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Spoiler: Final Character Sheet (click to show/hide)
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