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Posted by: boggo2300
« on: March 16, 2016, 03:46:49 PM »

I was wondering if it would be possible to expand on the rules of electronic warfare. Every race isn't going to be using the same computers, or even the same OS for their computers. I would think there should be a penalty against races whose computing systems are unknown, since while most computers will function exactly the same it will probably interpret data differently than ours.

Though that's not exactly Electronic Warfare as the term is usually used.  EW is usually prevention of Data collection rather than interfering with the data once collected.   What you're really talking about is an expansion of SigInt more than EW,  though that's still a cool idea.

Posted by: Erik L
« on: March 16, 2016, 02:59:05 PM »

You would probably need some sort of communications level.

Maybe there needs to be a new ground unit type. Along with some associated rules to use them :)
Posted by: misora
« on: March 16, 2016, 02:40:57 PM »

Would Cyberwarfare be possible in Astra Imperia, or just minor ECM and ECCM?
Posted by: Erik L
« on: March 16, 2016, 02:38:15 PM »

Hashing signals is one thing. Full out cyber warfare is another :)
Posted by: misora
« on: March 16, 2016, 02:21:54 PM »

It could, Also if you capture an alien vessel you can try and glean information on their computer systems. Having a physical copy to test would probably greatly improve your ability to develop more effective scrapecode(virus, trojans, etc.) or just interdict their ability to target by ECM.
Posted by: Erik L
« on: March 16, 2016, 12:43:57 PM »

That is a good idea. Though I would expect as relations grow, some of that penalty would be lost.
Posted by: misora
« on: March 16, 2016, 11:00:48 AM »

I was wondering if it would be possible to expand on the rules of electronic warfare. Every race isn't going to be using the same computers, or even the same OS for their computers. I would think there should be a penalty against races whose computing systems are unknown, since while most computers will function exactly the same it will probably interpret data differently than ours.
Posted by: Erik L
« on: February 25, 2016, 10:54:49 PM »

Yeah. I'll have to do that :)
Posted by: boggo2300
« on: February 25, 2016, 06:36:28 PM »

yup

unless you lose your engine then you decelerate 1 per 5 turns,  I'd actually be tempted to drop that,  let inertia be a pain for engine disabled ships!

I'd definitely change the wording on page eight though and not use the word thrust, as effectively you are using that word for both thrust and vector.
Posted by: Erik L
« on: February 25, 2016, 06:31:48 PM »

the way I've read it, with thrust 4 & comp 2 your max thrust is 4, but you can travel at speed 6 (safely),  still only accelerating and decelerating at 4, and to keep that speed 6, you aren't constantly using the 4 thrust? as you only coast when you have no engines?  so if you've built your speed to 6 do you need to use all 4 of your thrust to maintain that? or would you be using 1 every 5 turns to stop the slowing?

If that's correct it may be worth re-wording page 8 to Bearing and Vector and reserving the word Thrust for actual application of the engine to change speed and or bearing

It used to be that way. You spent your thrust to maintain speed. There was no inertia. Now you spend your thrust as before for speed changes, but once you've reached a speed, you maintain that speed. You just need to spend extra thrust to accelerate/decelerate. Along with facing changes.

So without IC, your normal, non-penalty speed is 4. With IC 2, you have a speed of 6. Assuming your hull materials allow it. So turn 1 you can go from 0 to 4. Turn 2, you can hit 6 and have 2 thrust left over for additional maneuvers. In the 2 turns, you've moved 10 hexes.

Does that clear things up?
Posted by: boggo2300
« on: February 25, 2016, 06:19:41 PM »

the way I've read it, with thrust 4 & comp 2 your max thrust is 4, but you can travel at speed 6 (safely),  still only accelerating and decelerating at 4, and to keep that speed 6, you aren't constantly using the 4 thrust? as you only coast when you have no engines?  so if you've built your speed to 6 do you need to use all 4 of your thrust to maintain that? or would you be using 1 every 5 turns to stop the slowing?

If that's correct it may be worth re-wording page 8 to Bearing and Vector and reserving the word Thrust for actual application of the engine to change speed and or bearing
Posted by: Erik L
« on: February 25, 2016, 06:15:37 PM »

ok, so thrust 4 and compensator 2 is ok,  and would allow thrust of?

I have to admit I've always struggled with the way thrust and compensators work together, plus I just realised I've been cocking up my designs by paying for the free compensators (of the thrust value of the engines, oops)

Cruising speed of 4 and max speed of 6. Well, technically 9, but at severe penalties. It is also dependent on the hull materials. They limit your speed too.
Posted by: boggo2300
« on: February 25, 2016, 06:01:35 PM »

ok, so thrust 4 and compensator 2 is ok,  and would allow thrust of?

I have to admit I've always struggled with the way thrust and compensators work together, plus I just realised I've been cocking up my designs by paying for the free compensators (of the thrust value of the engines, oops)
Posted by: Erik L
« on: February 25, 2016, 05:52:52 PM »

oh ok,  I misread that then,  so a ship with thrust 3 and Compensators 3 could actually hit thrust 6?

then that makes it easy to do a cruising/flank speed by doing something like having a burnout chance on the Compensators for long term use or something,  ie If you use your compensators for more than 24 hours theres a 5% chance per additional hour of use that they go foom!

Relevant rule section
Quote
Compensation
Ships have a Compensation rating equal to the Thrust of their engines. To exceed this rating, a ship must have Inertial Compensators. The maximum Compensation Rating is equal to 150% of the Thrust of the engines. This value may not exceed the maximum rated thrust for the hull material.

Also check page 16. I had to go digging. I knew it was in there at some point. :)
Posted by: Erik L
« on: February 25, 2016, 05:49:32 PM »

I like that,  though as you considered yourself swap fusion and plasma engines in table 41 and 70,  and maybe put Grav drives as Astrophysics 1/Physics 2  which would slot it development wise between Ion and Fusion?


Maybe instead of Dual, Triple, Quad mounts  a Multiple Mount,  with Power, Tonnage & LP cost +50% and double cost per additional weapon, with each weapon allowing an additional shot.

hmm no thinking that through that's very exploitable.  maybe a sliding scale second weapon is +50% third is +75% fourth is +100% etc that makes it not as efficient to keep piling on the weapons, or possibly leaving the 50% just making it cost more per additional barrel,  like +100 for second, +150 for third, +200 for fourth

I'm thinking of tying Grav drives to Warpspace power. That just leaves ZPT with no associated drive. Most likely the numbers will remain the same, and just the descriptive text will change.

Quote
Dual mounts are standard mounts with increased capacitors and emitters to allow an additional shot per turn. Power and tonnage requirements are increased by 50%, and cost is doubled. Dual Mounts increase the Logistic Point Cost by 50%. Dual mounted weapons may target separate targets with each shot.


That is the dual mount text on page 31. I might reword it to Power and tonnage requirements are increased by 25% per additional mount, and cost is increased by 100% per mount. Each additional mount increase the Logistic Point cost by 50%.