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Thread: New Tech

  1. #16
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    Paraphasic Torpedoes

    SU Cost is normal for a torpedo/probe.
    Power cost is 2 more per torpedo in addition to firing cost.

    A paraphasic torpedo is any torpedo (photon or quantum) that is surrounded by a polaron field within the warp bubble. This polaron field forces the target out of warp and the resulting relativistic speeds between torpedo and ship "shoves" a hole through the target's hull, planting the destructive force of the torpedo within the target.

    The target's warp speed is turned into damage based on xd+x where x is the warp at which the target is travelling. This damage is used only to determine shield and hull penetration. Any excess damage is not calculated. The tropedo then explodes for normal amount of damage times 1.1 (a 400 point torpedo thus does 440 points of damage).

  2. #17
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    Originally posted by Captain Taggert: I can see the range being increased, but not the damage. How many SU would you tack on for such an enhancement? I know that ACB already has a cost in Spacedock, but to increase the range should cost an extra SU for the confinement and enhancement systems.
    No SU increase Cptn.; the enhancement is basically an extra effect of the ACB Jacketing. My thinking is that the Annular Confinment Beam, in addition to making phasers warp capable, also lessens "leakage" of the phaser's energy as it travels to the target, resulting in a tighter, more focused energy emission; hence the range and damage is increased.
    The best way to predict the future is to create it.

  3. #18
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    Originally posted by Trinity Zeldis:
    A paraphasic torpedo is any torpedo (photon or quantum) that is surrounded by a polaron field within the warp bubble. This polaron field forces the target out of warp and the resulting relativistic speeds between torpedo and ship "shoves" a hole through the target's hull, planting the destructive force of the torpedo within the target.
    The target's warp speed is turned into damage based on xd+x where x is the warp at which the target is travelling. This damage is used only to determine shield and hull penetration. Any excess damage is not calculated. The tropedo then explodes for normal amount of damage times 1.1 (a 400 point torpedo thus does 440 points of damage).
    Hmmmm...interesting idea...nice way to increase torp damage. I do have a few questions:[list=1][*]I assume the ship is dropped out of warp if hit by one or more of these torps, right?[*]On the formula xd+x, what is d? Dice? If a ship is traveling at warp 8 for example what is the damage?[*]What happens to a ship traveling at sublight if hit by these torpedoes?[*]How would the multifire rules work with these torps?[/list=1]
    The best way to predict the future is to create it.

  4. #19
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    Highway Hoss,

    1) Correct. Also, the ship would have to make the test to bring its warp engines back online as though it were forced out of warp (the rules for this are in Spacedock, but I don't remember where).

    2) d stands for dice. So a ship at warp 8 would have a damage of 8 dice plus 8 points.

    3) Nothing further happens to sublight vessels.

    4) The penetration damage (the xd+x) is rolled once. All the torpedoes get the benefit since it is assumed that they hit simultaneously or nearly so. Thus, if one gets through, the all do. The damage is then x 1.1 the torpedo's normal damage.

    The fourth question made me realize I had to clarify how damage is done. The damage from the rolled dice is applied first to shields, then to armor, then to resistance. Any after that is not calculated. Yes, you are damaging the hulls of the ship, but that damage is already figured into the extra damage done once inside the ship.

    If the shields and armor and resistance are greater than the rolled damage, then the damage is per normal of the torpedoes type (a 400 point torpedo does 400 points, not 440).

  5. #20
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  6. #21
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    Okay, I see your logic in the ACB jacketing. i think that is accpetable then.

    As to ditching the -phasic? I see no problem with one more -phasic something or other. We have transphasic torpedos, and metaphasic shields. The phasic thing is just a qualifier in techno babble. I like it, gives a unity to the weapons and defense system. Three -phasics may be cool, but no more, there are plenty more suffixes out there. just a humble opinion.
    Like anyone is actually reading this.

  7. #22
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    Been a year to the day since anyone lasted posted to this topic. Anyone else have a new system they thought up in that time that they would like to share?

    FUSION BATTERIES

    SU Cost
    : 1 SU per battery
    Power Cost: None

    Many support craft that vessels rely on are too small to utilize the standard power production systems. These support craft must depend upon fusion batteries to provide power for their operation. Each fusion battery occupies 1 SU and generates 2 points of power per round.

    Only small craft, size two or smaller, may use fusion batteries. Fusion batteries are not practical for larger vessels.

    Example: A size two travel pod uses 16 fusion batteries to provide power. This costs 16 SU's, and provides 32 points of power per round.
    Last edited by redwood973; 04-23-2004 at 12:31 PM.
    Steven "redwood973" Wood

    "Man does not fail. He gives up trying."

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