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#21 Phoenix Rising

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Posted 11 September 2010 - 09:48 PM

Wait until you see the illegal DP20 in the next post...

You know, we have a heavy slug projectile, which would probably be the 30 mm, but it hasn't been used yet. We'll have to come up with a transport-killer concept to use it on.

Don't forget, engagements in PR are scaled to fit in maps. Max effective range on big turbolasers in D6 has been described as 150 km.

#22 P.O._210877

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Posted 11 September 2010 - 10:13 PM

I know what I'm about to say may prove pointless but in Star Wars cannon projectiles (slugs, rockets, torpedoes...) are NOT supposed to bypass shields on anything bigger then a starfighter.

Wookieepedia DEFLECTOR SHIELD entry :

"There were two distinct types of deflector shield: ray shields, also known as energy shields, and particle shields. The first type protected against energy-based attacks, such as blaster or laser cannon fire, while the latter was developed in response to physical attacks, ranging from projectile missiles and incoming vehicles to asteroids and meteors. Commonly, larger ships and structures were protected by both types of shield, though starfighters often only projected ray shields

Now that being said, I know that the EaW game engine has it's limits and I don't believe that the concept of two kind of shields stacking can be properly applied; none the less making slugthrowers into a weapon as potent or more then the established directed energy weapons is a mistake. Even concussion missiles and proton torpedoes aren't suppose to bypass shields.

So simply put, any kind of solid projectile bypassing shields on transports and bigger ships is most definitely NOT CANNON.

Now, it maybe P-Cannon but it is not G,T,C,S cannon.

Edited by P.O._210877, 11 September 2010 - 10:20 PM.

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#23 SpardaSon21

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Posted 11 September 2010 - 10:19 PM

I think PR has added particle shields into the main hull value, since shield penetration is I believe on a per-weapon or per-projectile basis and not a per-shield basis, so either it is like it is now or the lowliest snubfighter would have particle shields capable of stopping concussion missile blasts. I prefer how it is now.

Wait until you see the illegal DP20 in the next post...

You know, we have a heavy slug projectile, which would probably be the 30 mm, but it hasn't been used yet. We'll have to come up with a transport-killer concept to use it on.

Don't forget, engagements in PR are scaled to fit in maps. Max effective range on big turbolasers in D6 has been described as 150 km.

Pirate Skipray with a heavy quad slugthrower and nothing else?

Edited by SpardaSon21, 11 September 2010 - 10:22 PM.


#24 Kage Acheron

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Posted 12 September 2010 - 12:54 AM

Wait until you see the illegal DP20 in the next post...

You know, we have a heavy slug projectile, which would probably be the 30 mm, but it hasn't been used yet. We'll have to come up with a transport-killer concept to use it on.

Don't forget, engagements in PR are scaled to fit in maps. Max effective range on big turbolasers in D6 has been described as 150 km.


I'm not very sure about that...the Venator-class Star Destroyer's main guns could "hit a target vessel at a range of 10 light minutes." :grin:

I swear it was 5 light minutes in the original guidebook, but the fact still stands. Turbolasers can hit at a much longer range than anything else. This is probably why capital ships are armed with turbolasers and not mass drivers, along with the previous ammo concerns. As gun sizes go up, shells become bigger and bigger, and more storage space is needed for them. It would probably be much more economical to use energy weapons rather than carry all that ammo past a certain point. But for starfighters, their gun sizes are small enough for them to be able to carry those weapons.

#25 Guest_rich_*

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Posted 12 September 2010 - 01:32 AM

hey, would it be possible for the empire and rebellion to purchase ilegal fighters somewhere, like privateers or something, I mean, why not use disruptors in a war if you will use a death star

#26 Phoenix Rising

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Posted 12 September 2010 - 01:56 AM

I know what I'm about to say may prove pointless but in Star Wars cannon projectiles (slugs, rockets, torpedoes...) are NOT supposed to bypass shields on anything bigger then a starfighter.

Sorry, particle shielding is built into RU, as stated by the developers of X-wing. You can count damage control as recharge, if you like.

I'm not very sure about that...the Venator-class Star Destroyer's main guns could "hit a target vessel at a range of 10 light minutes." :grin:

True. I knew it was longer in newer sources, but I had a RPG sourcebook in front of me.

hey, would it be possible for the empire and rebellion to purchase ilegal fighters somewhere, like privateers or something, I mean, why not use disruptors in a war if you will use a death star

It would be possible... we don't plan on doing it.

#27 Tropical Bob

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Posted 12 September 2010 - 05:20 AM

First, lasers are still highly complex weapons, and if they're being retconned by PR into laser-induced plasma weapons, then you're dealing with both the plasma-inducing laser and the magnetic coil assemblies needed to accelerate the charged plasma, so again, high power usage, and if fighter-based slugthrowers are autocannons and not magnetically-accelerated projectiles, power consumption is insignificant at worst. Second, lasers and turbolasers in Star Wars are subluminal weapons, so being able to evade laser and turbolaser projectiles at long range is still possible, especially if Star Wars combat took place at the huge ranges Halo combat does.

Simple hand blasters are able to use disposable power packs to fire. Even with scaling up power sources and magnetic coils for larger and more powerful weaponry, complex does not always imply large or power-consuming. The same magnetic field strength should yield a good deal higher velocity from plasma than from solid projectiles, because of the difference in mass.

The Halo example was for the point that an entire ship length's worth of magnetic acceleration for a solid projectile is still avoidable. The S-MACs themselves even were able to be avoided a few times in Fall of Reach. The fastest weaponry available in the UNSC arsenal was only accurate up to a point, and those were entire space stations devoted to a single weapon.

All I'm really advocating is that any solid projectile weapon should probably be considered hybrid chemical/magnetic propulsion, for the greater speed, and therefore accuracy, that's required. Whether or not they require more power is a different matter. I was merely mentioning that it could be possible that laser technology was refined enough so as to require less than a conventional rail weapon.

#28 Phoenix Rising

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Posted 12 September 2010 - 05:49 AM

That works for me. To my knowledge, magnetic acceleration has not previously been associated with slugthrower technology, but they've also never been made into a cannon and mounted on a ship before (K-wings were said capable of using them, but I'm not sure they actually did in BFC).

So then, practical question: how fast should they be in comparison to space laser bolts?

#29 coinich

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Posted 16 September 2010 - 03:55 PM

Perhaps one 1.5x the speed of the other.

Was the issue with the AI not building space stations properly ever fixed by any chance?

#30 Dominator

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Posted 14 January 2011 - 07:58 AM

The new pirate ships will definitely make them a deadly force to be reckoned with.



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