Empire: What once was lost OOC
Posts: 2462
  • Posted On: Oct 6 2004 1:10am
Just a couple problems...

It's partially my fault for not supplying the R&D, and partially yours for not asking for it. However, you've essentially done 20 000+ SBD of damage to a single ship over two posts, not to mention whatever hull damage you consider enough to be "severly damaged".

Also, I did state in my last post that my ships were engaging yours at close range, as the rebels did at Endor, to counter your surface guns:


the fleet closed and engaged the enemy, breaking their column and coming on firing at close range. They were near enough now to the Belgardi vessels that, where their surface guns to fire, they would run almost an equal risk of hitting their own vessels as they would hitting the Empire’s ships.

Obviously, I can't say "No you hit your own ships hahaha!", but I do think that this has to be taken into consideration in dealing out damages. At any rate, I do not believe you could get a direct hit on any of my ships with your surface guns - i.e., you can't hit it the way the Hoth canon did in ESB. IMO, anyway.

Also:


With his flagship in the lead, and the rest of the fleet tucked in to evade the fire from the enemy ground defenses, the Empire moved in. Shields were angled and strengthened, almost overlapping to envelope the whole of the flotilla in one protective shell.

Just to note that forward shields are reinforced.

And:


And the Starfury fighters, piloted remotely from the Star Avengers, provided rearguard action, buzzing about the rear of the fleet to intercept enemy fighters. The TIEs held in close, protected from enemy fire and mines by the bulk of the fleet.

It clearly states the SAS are providing rearguard, the TIEs are merely "tucked in" with the rest of the fleet. You seemed to treat them like they had no way of intercepting your fighters...? I'm not arguing much, since they were behind the Zen (at least), but they ARE there...

You've also mostly disregarded any starfighter/missile defences the Zen may have. Specifically, "50 NovaTech LT-22 Quad Laser Cannons w/ fast reflex mounts", and the Phalanx network.

Lastly (I think):


And from amid the chaos an order was heard.

"Prepare to jump to lightspeed."

What, exactly, is happening? Is the Fireburst attempting to jump to lightspeed, independent of the fleet, or is it the beginning of a retreat? Just so I know the general movement of your fleet when I post again...


Here are the stats to the ASD (forgive the designations, it hasn't been updated in some places...)

<TABLE cellSpacing=1 cellPadding=5 width="95%" border=0><TBODY><TR><TD class=m vAlign=top>Craft: Liberty-class Frontline Destroyer


Combat Designation: Heavy Cruiser/Destroyer


Combat Abbreviation: ASD


Mission Profile: Frontline Combat Craft



Scale: Capital-class



Designer: Sovereign Protector Hiram Drayson, LFX Industrial Division of Experimental Research and Development: Space Navy Branch



Chief Scientist: T’bor Casktra



Project Funding: 2.5 trillion credits

-LFX Industrial Experimental Design Fund: 1 trillion credits

-NovaTech Industries Research Grant: 400 billion credits

-Classified Outside Sources (six): 300 billion credits

-Planetary Government Guild Research Grant: 800 billion credits



Build Cost: Undisclosed



Retail Price: Not for Sale



Length: 2400 meters



Shields: 14 160 SBD Primary Shield Strength, 8 280 SBD Backup Shield Strength

NOTE: All deflector shield generators internally fixed unless otherwise stated

-3 NovaTech DP-52 Omni-directional Particle Shield Generations (Primary) (Bow)

-6 NovaTech EP-44 Omni-directional Particle Shield Generations (Primary) (Starboard)

-6 NovaTech EP-44 Omni-directional Particle Shield Generations (Primary) (Port)

-4 NovaTech DP-50 Omni-directional Particle Shield Generations (Primary) (Stern)

-12 NovaTech DP-50 Omni-directional Particle Shield Generations (Primary) (Dorsal)

-12 NovaTech DP-50 Omni-directional Particle Shield Generations (Primary) (Keel)

-3 NovaTech MR-46 Omni-directional Ray Shield Generations (Primary) (Bow)

-6 NovaTech MR-38 Omni-directional Ray Shield Generations (Primary) (Starboard)

-6 NovaTech MR-30 Omni-directional Ray Shield Generations (Primary) (Port)

-4 NovaTech MR-42 Omni-directional Ray Shield Generations (Primary) (Stern)

-12 NovaTech MR-48 Omni-directional Ray Shield Generations (Primary) (Dorsal)

-12 NovaTech MR-48 Omni-directional Ray Shield Generations (Primary) (Keel)

-3 NovaTech DP-52 Omni-directional Particle Shield Generations (Backup) (Bow)

-6 NovaTech EP-44 Omni-directional Particle Shield Generations (Backup) (Starboard)

-6 NovaTech EP-44 Omni-directional Particle Shield Generations (Backup) (Port)

-4 NovaTech DP-50 Omni-directional Particle Shield Generations (Backup) (Stern)

-12 NovaTech DP-50 Omni-directional Particle Shield Generations (Primary) (Dorsal)

-12 NovaTech DP-50 Omni-directional Particle Shield Generations (Primary) (Keel)

-3 NovaTech MR-46 Omni-directional Ray Shield Generations (Backup) (Bow)

-6 NovaTech MR-38 Omni-directional Ray Shield Generations (Backup) (Starboard)

-6 NovaTech MR-30 Omni-directional Ray Shield Generations (Backup) (Port)

-4 NovaTech MR-42 Omni-directional Ray Shield Generations (Backup) (Stern)

-12 NovaTech MR-42 Omni-directional Ray Shield Generations (Backup) (Dorsal)

-12 NovaTech MR-42 Omni-directional Ray Shield Generations (Backup) (Keel)



Hull: 8 571 RU Hull Strength

With the need arising for a front-line capital ships capable of sustaining a large amount of damage and come out of a combat zone intact and with minimal loss of life, the LFX Industrial R&D Department was faced with the task of creating a combat starship armour that would be impenetrable to enemy fire. The Liberty-class Frontline Destroyer’s outer armour shell is a thick layer of molecularly bonded armour combined with an alloy of titanium and platinum that makes the Liberty’s hull at but impregnable. The final hull layer is a coated alloy of Veridium with warps and distorts sensor signals, making long-range targeting of the ASD nearly impossible.



Power Source:

-1 NovaTech ST-34C ‘Supernova’ High-Output Terawatt Fusion Reactor (Primary)

-1 NovaTech ST-12 ‘Dwarf’ Terawatt Fusion Reactor (Secondary)

The Liberty-class vessel is a warship that draws an immense amount of power for her size. The ASD’s power output is almost three times that of an Imperator Mark II Star Destroyer, and designers quickly realized that a powerful power plant was required to fill the behemoth. The NovaTech ST-34C ‘Supernova’ Reactor was specially designed for the warship, based on the plans for the reactor core found aboard the Executor-class Super Star Destroyers. This power plant allows the ASD to maintain a high amount of energy despite her amazing draw. The NovaTech ST-12 was taken from an older Republic-class Star Destroyer and while it does not have the power output to allow the ASD to fight, it can if necessary take the ship to lightspeed.



Engines:

-4 NovaTech DS287 Fusil Thrust Engines (Primary)

-3 NovaTech EC-14 Fusil Thrust Engines (Backup)

The engines of the ASD were specially designed for the new-class starship, equipped with thrust and ion dampeners.



Top Speed: 12 MGLT



Acceleration: 2.5 MGLT/second



Manoeuvrability: 12 DPF



Manoeuvring Thrusters:

-250 NovaTech RT7 Manoeuvring Thrusters

The ASD, while being very heavily armed and armoured, lacks the most in speed and manoeuvrability. While the ship can compete with larger vessels such as the Super Star Destroyer and Viscount Star Defender, smaller vessels are often more than a match in manoeuvrability for the Liberty. 250 RT7 Manoeuvring Thrusters are placed around the hull to help with this problem.



Hyperdrive Systems: Class: x3 (Primary) x12 (Backup)

-3 NovaTech XR42 Modified Hyperdrive Motivators

The hyperdrive system of the ASD was designed to reduce risk of discovery on transit back into realdspace. Normally, a burst of cronau radiation will immediately reveal the presence of a ship emerging from hyperspace. However, the radiation dampeners aboard the ASD reduce this problem enough that chance of detection is reduced to 27% over the 84% of an Imperator Star Destroyer.



Navigation Control:

-2 Interlinked NovaTech XJR-1000 Navigation Computers with unlimited jump vector storage. System automatically cross-references with alternate system and checks for errors before jumping.



Sensor Package

-2 NovaTech Bow-projecting Falcon II sensor arrays (Active) (100 SU)

-2 NovaTech Starboard-projecting Falcon II sensor arrays (Active) (100 SU)

-2 NovaTech Port-projecting Falcon II sensor arrays (Active) (100 SU)

-2 NovaTech Stern-projecting Falcon II sensor arrays (Active) (100 SU)

-3 NovaTech Omni-directional Falcon V Focusing sensor arrays (Focus) (500 SU)

-2 NovaTech Bow-projecting Frontier sensor arrays (Passive) (45 SU)

-2 NovaTech Starboard-projecting Frontier sensor arrays (Passive) (45 SU)

-2 NovaTech Port-projecting Frontier sensor arrays (Passive) (45 SU)

-2 NovaTech Stern-projecting Frontier sensor arrays (Passive) (45 SU)

The sensor and detection systems of the ASD are some of the most powerful ever developed. With a passive sensor system that expands almost as far as a Star Destroyer’s active range, and a focus that can expand up to 500 Space Units, the Liberty can detect ships located almost anywhere across the planetary system (one planet). These scanners are extremely powerful and can, in some cases, even detect cloaked warships at close range (20 SU).



Communications Systems

-1 NovaTech TOP Deep-space Communications Array w/ Holonet Transponder

-6 NovaTech TOP Military Encrypt/Decrypt Encoders w/ live-action capabilities

-4 Line-of-site laser communications transmitter/receivers

-892 Intership Communications Terminals

-Fully instigated Public Address system

-Full personal comlink link-in capabilities

The ASD carries a full military Deep-space com array complete with holonet transponder for live-time transmissions to the capital or any other warship in the fleet. The NovaTech TOP military Encrypt/Decrypt Encoder gives the ship the ability to communicate safely with other vessels without fear of code cracking. The TOP Com Array can transmit from one end of the galaxy to the other without any lag time. The Line-of-site laser communications system also allows the ship to communicate with others of its kind without their signals being rear and intercepted by enemy vessels.



Targeting Systems

-1 NovaTech RP6-20 Military Battle Computer

-250 NovaTech RH5 Independent Targeting Computers

The NovaTech RP6-20 Military Battle Computer has the ability to track up to 1000 capital ships and 100 000 starfighters simultaneously, as well as include up-to-date information on all engaged ships and easy access to records, status, etc.



Armament

-64 NovaTech TH-56 Heavy Turbolaser Batteries

[Fire Arc: Bow: 12 Port: 20 Starboard: 20 Stern: 12 Dorsal: 32 Keel: 32 Rotation: 360° Incline 180°]

-64 NovaTech TH-90 Heavy Turbolasers

[Fire Arc: Bow: 12 Port: 20 Starboard: 20 Stern: 12 Dorsal: 32 Keel: 32 Rotation: 360° Incline: 180°]

-4 Heavy Continuous Beam Anti-Capital Ship Heavy Turbolasers

[Fire Arc: Bow: 0 Port: 2 Starboard: 2 Stern: 0 Dorsal: 2 Keel: 2 Rotation: 270° Incline: 180°]

-8 Medium Continuous Beam Anti-Capital Ship Turbolasers

[Fire Arc: Bow: 0 Port: 4 Starboard: 4 Stern: 0 Dorsal: 4 Keel: 4 Rotation: 270° Incline: 180°]

-50 NovaTech LT-22 Quad Laser Cannons w/ fast reflex mounts

[Fire Arc: Bow: 10 Port: 15 Starboard: 15 Stern: 10 Dorsal: 13 Keel: 12 Rotation: 360° Incline: 180°]

-15 NovaTech QG-47 Heavy Ion Cannon Batteries

[Fire Arc: Bow: 3 Port: 5 Starboard: 5 Stern: 2 Dorsal: 9 Keel: 6 Rotation: 360° Incline: 180°]

-15 NovaTech QG-80 Heavy Ion Cannons

[Fire Arc: Bow: 3 Port: 5 Starboard: 5 Stern: 2 Dorsal: 9 Keel: 6 Rotation: 360° Incline: 180°]

-44 FL-110B Dual Universal Warhead Launchers (fitted for Diamond Boron Missiles)

[Fire Arc: Bow: 11 Port: 11 Starboard: 11 Stern: 11 Dorsal: 22 Keel: 22 Rotation: 110° Incline 110°]

-Phalanx Point Defence Galting Laser Network for anti-missile defence

[Rotation: 180° Incline: 180°]



Internal Defences

The Archangel Star Destroyer is as deadly to enemy starships as it is to enemy soldiers who attempt to board her. In the event of a total disaster, the entire ship can be depressurized in seconds, or this can be down only in select areas. Activation of this method requires dual consent of the Commanding Officer and Captain, or the Captain and Executive Officer. The ship also contains several dozen hidden, drop-down repeating blasters to surprise any enemy boarding parties. These weapons open from hidden ceiling caches and are fired by droid brains (much like the drop-down blaster on the Millenium Falcon). Lastly, as a non-lethal defence, entire sections of the ship are equipped with gravity traps with various stun levels. These defences can pin even full-grown Wookies to the floor until they are shut down.



Fighter Compliment

-12 TIE/rp Raptors on exterior racks for reconnaissance


Hanger Capacity

-12 Lambda-class Transport Shuttles

-24 Docking Collars for cargo and crew transfer



Carried Vehicles

-None



Carried Troops

-600 LFX Industrial Starship Troopers for Shipboard Defence

-1200 YVH War Droids



Weapons


The weapons systems of the Liberty are equipped with state-of-the-art targeting systems and are able to withstand most assaults thrown against them. Equipped with 128 Heavy Turbolasers and 50 Quad Laser Cannons, the Liberty can stand-alone against most combat starships and even combined wings of enemy starfighters. Because of the success in weapons placement, the Liberty can bring at least 50% of its weapons to bare against any one target, and against foes such as a Super Star Destroyer up to 90% of its guns can be trained on a single ship.



Another of the specialties of the Liberty is that each turret bank is equipped with DER (Dedicated Energy Receptors), which route out and target weak spots in enemy shields and hulls. These systems allow the ship to concentrate fire on the weakest portion of an enemy ship and destroy it all the faster.



The ship is also equipped with four Continuous Beam Anti-Capital ship Heavy Turbolasers, which are powerful enough to punch through Star Destroyer amour in a matter of seconds. Due to their immense power drain and rapid overheating, these weapons can only fire for thirty seconds (one post) before having to cool down and recharge (two post downtime).



Phalanx Anti-Missile Point Defence Gatling Laser Network

Design to protect the Liberty from devastating volleys of missiles, such as those that the Rebel Alliance used to such great lengths in the Galactic Civil War to bring down Imperial Star Destroyers, the Phalanx Anti-Missile Point Defence Galting Laser Network, PPDAMGN, or simply Phalanx, is made up some 700 small, turreted light blaster cannons. These weapons are very able to pick out missiles and destroy them from long range. The Phalanx System reduces the percentage of short-range missiles to less than 40%, and long-range attacks to under 10%.



Engines

To increase the ability of the Archangel Star Destroyer to operate unseen when it wishes to do so, the Engines have been equipped with a series of thrust dampeners and cooling units. These systems reduce the ion efflux to negligible levels and eliminate any trace of heat produced by the ion engines from scanners.



Life Support Equipment

The ASD has been equipped with the latest in life-preserving equipment to protect the ship’s crew from harm. The experimental Anti-Depressurization System is the newest piece of equipment placed on the ship by LFX Industrial technicians. This system runs the entire length of the ship’s full, and is designed to prevent drastic depressurization and therefore prevent loss of life. When a hull breach is detected, an emergency atmosphere field will rise in the corridors at the ten-meter intervals on either side of the breach, thus keeping the atmosphere along that corridor intact, save for that ten-meter space. Unlike blast doors, these fields activate automatically and allow ships crew to pass through them (these fields are like those that protect starship hanger bays from space). This system goes further in being able to project a field across the breach, assuming that unit was not damaged in the blast that caused said breach.



Ion/EMP Protection System

Because of the threat presented by enemy Ion weapons and the EMP Pulse Weapon, which is growing steadily in popularity since the introduction of the EMPRESS Defence Station to the LFX Industrial Defence Network, the ASD has been equipped with state-of-the art ion and EMP dispersing technology. The special ulithium wiring absorbs the energy of an ion bolt of EMP blast and flushes it out of the ship through the ship’s own weapons, meaning that when enemy vessels use ion cannons or electromagnetic weapons against the Liberty they are actually powering the ship’s own return fire. This system lowers the chance of a total systems failure after an ion barrage to 27%.



Stealth Package

The ASD was designed to fill a multitude of roles. One of those roles was a stealth attack craft, capable of slipping into a system and inflicting the maximum damage possible. In this, designers did not succeed. The massive power output and size of the Liberty made turning her into an invisible nemesis impossible. However, several of the stealth systems do remain on board.



-The ship is equipped with an outer layer of stealth ‘chameleon’ armour, which is designed to look like a starscape rather than simply a black spot in space. This makes the vessel more difficult to spot with the naked eye than even an all-black warship. This attribute is an activated one, as the chameleon armour requires a power draw to operate correctly.

-As mentioned already, hyperdrive and ion engines have been modified.

-Negative matter deposits line the outer hull to prevent gravitational tracking of the vessel.

-NovaTech XP-32 ‘Illusion’ Unit prevents enemy vessels from achieving an absolute target lock. This means that synchronized enemy fire is greatly reduced, thus causing less damage to the Liberty.



Design Notes

Faced with the ever-growing danger of the galaxy, LFX Industrial designers realized that a new type of combat starship was needed to replace the aging Imperator design and the various other capital starships in service of the Initiative. Roughly based on the hull of the old Dauntless cruiser, the Archangel Star Destroyer is one of the most powerful warships ever designed. Equipped with the latest stealth and sensor capabilities, the Liberty is more than a match for any ship smaller than herself and many that are larger.



Because the ASD is a frontline combat vessel, not a planetary siege warship, it was not necessary for the ship to carry large numbers of soldiers and vehicles. This in turn means that the ship is not required to carry landing shuttles or transports. The lack of these vehicles means that the ASD saves hundreds of square meters of space, which can be put to uses such as enhanced shielding and weapons. As a result, the Liberty is far more powerful than the equivalent vehicle that carries ground troops. Furthermore, due to standard LFX Industrial starfighter tactics of the employing the new Starfury-class Assault Starfighter, the ASD is not required to maintain squadrons of starfighters or room for their pilots and officers, launching bays, or maintenance areas. This lack gives the Liberty a great deal of extra room in which were installed additional shield generators and weapon systems.



Due to the great mass of the Liberty, overall speed is significantly lower than most modern combat starships. While the vessel can, if necessary, sacrifice a great deal of shield power and bring its speed to around 15 MGLT, the normal top speed of the ASD is no more than 12 MGLT. Standard cruising speed is a mere 10 MGLT. However, this was deemed a fair sacrifice considering the awesome abilities of the ASD in combat.



The presence of a single Archangel Star Destroyer in a system is often enough to frighten opposition into full retreat or cause an immediate surrender. When the Initiative Fleet Gathers a group of ASDs together, any who oppose them know that matters are far more serious that anyone could have imagined.



Due to their great cost, in excess of a trillion credits, Archangel Star Destroyers are extremely rare among the Initiative fleet at this time. However, continued research and funding will soon lead to their being incorporated full-time into the LFX Industrial armada.




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Posts: 383
  • Posted On: Oct 6 2004 2:19am

Also, I did state in my last post that my ships were engaging yours at close range, as the rebels did at Endor, to counter your surface guns


I don't understand how coming into a closer range makes it so more difficult for surface guns to target enemy ships. I understand the chance of friendly fire exists, but the distance from the guns to the ships orbiting the planet creates an angle at which no target is really impeeded by being in close proximity to another ship.

A tactic bodyguards often use to hurt long range snipers is to surround their "principle" with tall, large bodyguards, and intermix those men around the target and shield him partially from fire. However, a sniper who shoots from a point high enough of the ground has an angle which completly dissipates this intermixing- because of the angle of the shot.

The surface guns are firing more straight up than laterally, and thus your ships are not shielded by my ships- just close enough that if my shots miss (and I will reflect in my next salvo that occurance happening) my vessels could be struck.


As for the fighters- I didn;t know the Zen had point defense guns.... and in you next post you can suggest the number of HLAF's destroyed by those cannons (during my previous run)- thats perfectly fine.

The entire fleet is not preparing to retreat. The Fireburst may attempt to retreat- but as is stated in my post- the Fireburst has lost communications and couldn't even transmit a retreat order to the rest of the fleet.

Finally, in regard to the ASD:

KDY Advanced Turbolaser.
Strong, has to be charged up over one post and fired in the next. Can destroy large ships in around 3 volleys.


The Archangel is 2400 meters. A large ship, yes, but one being targeted by 2 KDY Advanced Turbolaser arrays, two 1500 meter capital vessels, a few smaller capitals and a wing of fighters.

If you can't seriously damage a ship with that amount of firerpower, I don't know what can.

You spoke about in your previous post about your continous beam turbolasers, who had extra power because they have to charge up. The same is with KDY networks. I thought the damage was fair (although I should have reflected that fact that the HLAFs took fire and damage/were destroyed).
Posts: 5387
  • Posted On: Oct 6 2004 3:08am
I don't know about surface fire + fighters. It just seems like the chances of friendly fire there jump siginfigently.
Posts: 383
  • Posted On: Oct 6 2004 3:12am
There are only 72 fighters..... making one run after the guns had fired their rounds.

I think Drayson was more concearned about capital ships, which i explained in my above post.
Posts: 5387
  • Posted On: Oct 6 2004 3:14am
No, I know.

If they made a run after that's fine. The only issue then is time and if the one run could do that much damage. But ordering fighters to make strafing runs while shooting planetary turbolasers is a little rediculous.
Posts: 383
  • Posted On: Oct 6 2004 11:22am
The runs did not do the majority of the damage.......
Posts: 5387
  • Posted On: Oct 6 2004 4:10pm
Yeah, I know. I know.

The number is high, even taking into consideration the planetary cannons. It's not... omg that's completely insane high... but that ship is definitely not a light cruiser...

Then again, looking at it, how the fuck did that ever get approved?
Posts: 2462
  • Posted On: Oct 6 2004 5:59pm
I don't think your example of a sniper applies, since space allows for movement in three dimensions, instead of only two... true, on the ground a sniper can get above his target... but in space I can move to put something between those two (in your example, that would mean above the target's head). In this case, since your guns are "below" your fleet, and I'm above your fleet, the guns have to fire through your fleet to get to mine. The rebels put the Imperial fleet between them and the Death Star at Endor to prevent it from targetting them; I'm doing the same thing here.



The Archangel is 2400 meters. A large ship, yes, but one being targeted by 2 KDY Advanced Turbolaser arrays, two 1500 meter capital vessels, a few smaller capitals and a wing of fighters.

If you can't seriously damage a ship with that amount of firerpower, I don't know what can.

You spoke about in your previous post about your continous beam turbolasers, who had extra power because they have to charge up. The same is with KDY networks. I thought the damage was fair (although I should have reflected that fact that the HLAFs took fire and damage/were destroyed).

Personally, I think that quote from the rules is invalid. What constitues a "large" ship is debatable, and it issues a blanket statement without regard to the type of ship it's talking about. A lightly shielded, 2000-meter fighter carrier would die a lot faster than a heavily shielded 2000-meter battleship...

Anyway, I was of the belief that the KDY-A's power was generally enough to destroy (or at least cripple) an Imperator Star Destroyer in three volleys. Because when that rule was first put down, ISDs were more or less the standard big capital ship... now R&Ds have changed that, but the rules remains the same.

Assuming that my belief is along the correct lines, an ISD has (I think) 5000 SBD of shield strength. The ASD has roughly 24 0000. And this is the first post in which you've made a cooridinated assault against the ship - obviously your ships have been firing since they came into range, but this is the first real engagement, right?

So you've essentially done 24 000 SBD of shield damages in one, plus some pretty hefty hull damages. That's almost equvilent to stripping the shields of 5 ISDs...

Granted, you are using some heavy guns... using my previous argument, you could say that it's four posts worth of damages (charging and firing guns, and all). But even then, that's 5000 SBD per post. That's an ISD's entire strength, every post.

You have four attacks, really: two KDY-As, a missile volley, and fire from your fleet. Dividing that equally, that means each of those is doing 6000 SBD of damage. Your ratio there means that a single KDY-A could strip shields and severly damage an ISD in one volley.

I think that's overkill, myself.

As to your fighters, I'm not going to push this, but there's also the presence of this on the ASD:


-NovaTech XP-32 ‘Illusion’ Unit prevents enemy vessels from achieving an absolute target lock. This means that synchronized enemy fire is greatly reduced, thus causing less damage to the Liberty.

So your missile volley can hit me (it's a massive target, obviously), though with slightly less effectiveness. Plus the Phalanx and anti-fighter guns present.

I think that's everything... my basic point is that, imo, nothing short of a superlaser is able to do 20 000 SBD of damages in a single firing post. The ASD is not a battle cruiser, it's a battleship. That means it's designed specifically to take fire and survive.

Ahnk: Yes, it's a very powerful ship. Maybe overly so, maybe not... just do keep in mind that it carries virtually no fighters and no ground troops. It's sole purpose is to engage other capital ships.
Posts: 383
  • Posted On: Oct 6 2004 9:23pm
I don't think your example of a sniper applies, since space allows for movement in three dimensions, instead of only two... true, on the ground a sniper can get above his target... but in space I can move to put something between those two (in your example, that would mean above the target's head). In this case, since your guns are "below" your fleet, and I'm above your fleet, the guns have to fire through your fleet to get to mine. The rebels put the Imperial fleet between them and the Death Star at Endor to prevent it from targetting them; I'm doing the same thing here.


No- there is a difference between being "among" and "above" as you stated in your post:

Also, I did state in my last post that my ships were engaging yours at close range, as the rebels did at Endor, to counter your surface guns:


Quote:

the fleet closed and engaged the enemy, breaking their column and coming on firing at close range. They were near enough now to the Belgardi vessels that, where their surface guns to fire, they would run almost an equal risk of hitting their own vessels as they would hitting the Empire’s ships.


I see no note of your ships attacking from above, which is would take major maneuvering and be a crucial part of your attack plan. Simply moving among my ships, as you said you did, makes my previous point valid.

Also:

Personally, I think that quote from the rules is invalid. What constitues a "large" ship is debatable, and it issues a blanket statement without regard to the type of ship it's talking about.


This may be true- but its still in the rules. This is the same idea with the 72 hour rule- a regulation intended for one purpose (aka, preventing people from ingorning posts) that was used in another context. Just as you are entitled to use that rule to take an extra round of combat (which I have not, nor have ever disputed) I am allowed to seriously destroy a "Large Capital ship" in 3 volleys.

Since I have two such units, accompanied by other massed fire, I think the damages are fair.

Of course, in the event of an admin ruling, I'll change my damages. But as I understand things, they seem adequete.
Posts: 2462
  • Posted On: Oct 7 2004 2:13am
Irregardless, the position your planetary guns find themselves in is that which I stated:


where their surface guns to fire, they would run almost an equal risk of hitting their own vessels as they would hitting the Empire’s ships.

It is both physically possible and stated as being so, therefor it is. You didn't move your fleet to compensate for the situation before firing your surface guns. Therefor, the chances of hitting my ships are 50%. Essentially meaning one of your guns missed and hit one of your ships.

I am allowed to seriously destroy a "Large Capital ship" in 3 volleys.

No, you're not. If you read the rules word for word, then you could argue that. But we don't. Reading that rule word for word means that the KDY-A's power is entirely dependant upon the size of the ship attacking it. After all, both the ASD and the Eclipse are "large capital ships" - you're taking that rule word for word means you're obliged to argue that you can destroy an Eclipse in three volleys.

You have to understand that the rules are a guideline, and you still do have to use common sense when fleeting. You've haven't done that - you're taking a misguided rule and using it as a technicality, which pretty much ammounts (imo) to god moding.


Since I have two such units, accompanied by other massed fire, I think the damages are fair.

Okay. So that means in my next post I can destroy half your fleet. Thanks.