Posted by: TK Thomas
« on: June 29, 2009, 12:49:56 AM »Glad to hear you'll be posting again. Just finished a vacation myself.
Just got back from vacation, and I'm trying to catch up. I expect to do some writing tomorrow, and I'll probably post the results tomorrow evening.
More fiction soon?
Ah, I am getting confused between Steve's and your stories Kurt, as his human's have basically only missiles.
The utility of torpedoes vrs inbounds struck me as likely to be small but on the other hand why not shoot? The worst thing that can happen is you miss and its better to try and fail then to not bother in the first place.
Ah, I am getting confused between Steve's and your stories Kurt, as his human's have basically only missiles. Still going up against those torpedoes at close range will be unfun, I've been on the recieving end of them and they did a lot of damage. And from the one time the plasma carronades were used in PB PD mode they had good chances to hit (even if they missed).
I'm slowly working out how a lot of the fire control, and power allocation stuff works...the joy of a lack of a manual to explain things. I've been inclined to stay with the thermals for the Draak's small ships since making a more effective weapon (higher rate of fire) is worth it.
I also find it confusing that the Teddies have so few survey assets, but on the other hand if they are methodical it makes sense also. I'm methodical but I still build 16 plus replacements DSSVs and the civilians built 3 of their own. What is going to matter I suspect in the end is the relative economies. The Draak for example are closest to say India in your game even though they are at +52 years from the start. The alliance is powerful and fairly high tech from what I can see.
As for the anti-missile bases this strikes me as only common sense since missiles (and asteroids and such) are the only weapons that work through atmosphere (outside of meson beams) then having defences against that seems wise.
Anyway I hope things are well for you and your family, been a while since we chatted, the last time must have been not long after Marvin ticked me off for the last time.
Quote from: "Brian"Dedicated fire control is not needed. The tracking speed is limited by the ship, most ships I design have a fire control speed to match the ship speed. Torpedo's in general do not make good point defense because they are large compared to other beam weapons. Railguns get 4 shots, lasers and mesons only get one, but they are about half the size of torpedo's and can be mounted in turrets. Carronades are like laser, just shorter ranged in general.
As far as the torpedo's go, I have usually found that the largest torpedo that fires every 5 seconds is usually more effective for damage output per ton of weapon. As a example the Dual Fusion torpedo's are 9hs and require 22 energy to charge for 9 damage. Assuming a capaciter 6 that would be 20 seconds. A thermal torpedo is 5hs and requires 5 energy for 2 points of damage every 5 seconds. In 20 seconds the thermal torpedo does 8 points damage at maximum, gets 4 shots so at long range is more likely to do so damage and is about half the space of the dual fusion torpedo. As a side benifit there will be almost twice as many of them that can help with point defense when not shooting at ships.
Brian
I think my comment would have been better phrased as follows: To be effective, they would need to be mounted in turrets (which they can't) and have a fast fire control. Or be small and fast firing. Even then they aren't going to be good, but you are correct, they are likely to be better than nothing. Maybe.
Kurt
Dedicated fire control is not needed. The tracking speed is limited by the ship, most ships I design have a fire control speed to match the ship speed. Torpedo's in general do not make good point defense because they are large compared to other beam weapons. Railguns get 4 shots, lasers and mesons only get one, but they are about half the size of torpedo's and can be mounted in turrets. Carronades are like laser, just shorter ranged in general.
As far as the torpedo's go, I have usually found that the largest torpedo that fires every 5 seconds is usually more effective for damage output per ton of weapon. As a example the Dual Fusion torpedo's are 9hs and require 22 energy to charge for 9 damage. Assuming a capaciter 6 that would be 20 seconds. A thermal torpedo is 5hs and requires 5 energy for 2 points of damage every 5 seconds. In 20 seconds the thermal torpedo does 8 points damage at maximum, gets 4 shots so at long range is more likely to do so damage and is about half the space of the dual fusion torpedo. As a side benifit there will be almost twice as many of them that can help with point defense when not shooting at ships.
Brian
Hi Kurt,
I'm curious how an idea would work in practice. The use of torpedos as area defence. The Draak have the idea of using their torpedos in area mode and their carronades as last ditch point defence should they find themselves under missile attack (they have the Buckler's but I suspect in actual combat their magazines will be too small). Should your aliens need to do so I'd like combat feedback on if it works at all well.
The Alliance may find themselves in a nasty situation if they invest the JP too closely as those torpedos (dual fusion???-that is what the precursers fire) will be nasty. But if the alliance ships start 1-2 million from the jump point, the teddies are dead meat. They have slower shorter ranged ships, only if the alliance vessels run out of missiles are they in trouble (and only in the sense they will have to retire). Otherwise most battles should be fairly one sided unless the alien ships point defence is particularily good. In which case they can push the alliance ships out of the system fairly easy and once that happens the likelyhood of the alliance's missile heavy force surviving a combat transit is minimal. I'd imagine both sides will be needing to do refits and new builds after the first battle but unless the alliance goofs badly I can't see them loosing too many ships (in principle they should not loose any).
Attempting to bag the ship with such short ranged weapons though was problematical at best.
I hope the aliens are at least smart enough to have invested in PD bases for their homeworld/colonies.
Some familiar Ship names and ranks that the Abonai have. I almost expected to see a large feline instead of a Winnie the Pooh with attitude.
It's a classic match of short ranged weapons versus missiles. The Abonai lack of speed will really hurt them there. Still, missiles eventually run out, you just have to survive until they do. But with a substantial speed disadvantage how can they close or pursue? And with no missiles themselves, how good would their anti-missile defences be?
Better have thick armor or shields. Or ECM.