STGOD 4 OOC Thread

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Pablo Sanchez
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Post by Pablo Sanchez »

Thirdfain wrote:Pablo, if you are thinking what I think you nare thinking, Elanie is going to be pissed.
I don't know what you're thinking. But there are things going on that she won't appreciate, naturally.
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Post by SirNitram »

Dahak wrote:Is there still some overseer facilities in orbit one can bombard? Or some ships still working?
No and no. Only the tower stretching from surface to orbit, and the disabled Dreadnoughts remain. Really, it was made for a much lighter attack force than that massive array.
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Post by Thirdfain »

I'd like to post the end of the battle and casualties, I'm expecting about 95% losses for the first 2 waves, and 50% for the next two, and then victory.

Anyone mind this? Essentially, my fast planetary strike force will have taken 20% casualties and will need reinforcements and resupply from home before it will be up to the job of conquering a world.
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Post by Stormbringer »

That's fine, I guess. Though I'm all for just toasting it from orbit.
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Post by Thirdfain »

Oh, these casualty numbers are for actually capturing the place largely intact.
Last edited by Thirdfain on 2004-05-31 10:46pm, edited 1 time in total.
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Post by Stormbringer »

Oh, as an aside to the terms of the contract in my post:

Fabritech is getting 50% of the raw material flat out with the rest being either bought by the PIR or purchased off them by Fabritech.
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Post by consequences »

SirNitram wrote:I imagine it would be too much for people to recignize that using missiles doesn't let you have UBER INSTANT WIN MISSILE SWARM OMG ROXOR. Same as Beowulf, it's very annoying... And the main reason the Overseer's anti-missile defenses are top-notch.
Instant win? I'm thinking added sensor support, additional ECM drones, and the ability to clear away some of an opponent's defensive tech advantage by simply allocating a heavy warhead to anything that's actively emitting. One saturation attack of heavy warheads should pretty much clear away any decoys, and the follow-on volleys would keep the target localised, by preventing any additionally launched platforms from getting to far from the ship before being taken out. This would make it much easier for the main armament to hit the target in question. As in, a properly thought out engagement doctrine, attempting to minimise anticipated enemies strengths.
That, and I really like the visual of a ridiculous missile swarm, regardless of its ultimate practicality, or lack thereof. :)

If your rant was directed elsewhere, then nevermind.


Man, its been a while since I did anything even remotely useful, time to try to change that.
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Post by Thirdfain »

Sharkbait, Frigidmagi, there's a major ground action we need to get to doing. Are either of you going to post, or are you going to ignore this action?
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Post by frigidmagi »

I'm waiting on SharkBait honestly. If I can find him, we'll do it tonight. He was suppose to get up with Hotfoot to edit those post.
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Post by Pablo Sanchez »

On a side note:

Vampire capital ships and destroyers are now being retrofitted with missile tubes, the information to be added to the OOB presently.
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Post by Thirdfain »

Pah. All this missile lunacy... Well, point defense still works wonders, and almost every power has a few dedicated PD platforms.
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Post by Pablo Sanchez »

Thirdfain wrote:Pah. All this missile lunacy... Well, point defense still works wonders, and almost every power has a few dedicated PD platforms.
I'm not jumping on any bandwagon... One of the primary purposes of my adding missiles to the ships is to neutralize the missile-swarm tactic. Lobbing a handful of very large EMP bombs into a large formation of swarming missiles (which happily are too small and cheap to mount any effective shielding) might have an interesting effect on some peoples' battle plans. :wink:
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Post by frigidmagi »

Isn't there ways to cut through EMP jamming? I know that you can harden electronics against it, but that's about all I know.
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Post by Thirdfain »

Damn, am I glad I opted for a less powerful but far more reliable missile system.... Kincaid torps are extremely hard targets even for the best PD, they are large enough to mount excellent protection, and have large warheads- of course, my largest capital ship only fires 8 of em a volley, but most of them will hit every time.
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Post by Pablo Sanchez »

frigidmagi wrote:Isn't there ways to cut through EMP jamming? I know that you can harden electronics against it, but that's about all I know.
EMP isn't jamming, it's just a different type of explosion that zaps electronics specifically.

It's possible to shield things quite effectively from EMP. Unfortunately, providing proper shielding to tens of thousands of missiles and torpedos that can only be used for one volley would be hideously expensive.
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Post by Stormbringer »

frigidmagi wrote:Isn't there ways to cut through EMP jamming? I know that you can harden electronics against it, but that's about all I know.
Yes, you can. And simply using something other than a bunch of cheap missles will go a long way. I personally go with a more expensive but more capable (and less easily destroyed) missle.
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Post by frigidmagi »

I was just wondering if there was any counter to it all besides that.
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Post by frigidmagi »

Also how would it effect fighters, power armor, etc???
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Post by Pablo Sanchez »

Stormbringer wrote:Yes, you can. And simply using something other than a bunch of cheap missles will go a long way. I personally go with a more expensive but more capable (and less easily destroyed) missle.
Yes, the Realm will be using small volleys of missiles that are hardened to resist EMP and limited PD fire, though their primary survivability is intended to be provided by their speed and maneuverability.
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Post by Pablo Sanchez »

frigidmagi wrote:Also how would it effect fighters, power armor, etc???
Fighters would be hardened or even shielded, and hence difficult to effect. Powered armor would probably also be hardened against EMP. It's just that equipping 30,000 missiles with Faraday Cages (or whatever :D) for use in a single volley... it isn't feasible. EMP is very far from a superweapon, it's just a weapon with a specific (and limited) utility.
Last edited by Pablo Sanchez on 2004-05-31 11:14pm, edited 1 time in total.
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Post by consequences »

Pablo Sanchez wrote:
Thirdfain wrote:Pah. All this missile lunacy... Well, point defense still works wonders, and almost every power has a few dedicated PD platforms.
I'm not jumping on any bandwagon... One of the primary purposes of my adding missiles to the ships is to neutralize the missile-swarm tactic. Lobbing a handful of very large EMP bombs into a large formation of swarming missiles (which happily are too small and cheap to mount any effective shielding) might have an interesting effect on some peoples' battle plans. :wink:
Pity about that purely mechanical backup detonator though. :)
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Post by Stormbringer »

frigidmagi wrote:Also how would it effect fighters, power armor, etc???
It'll kill it at the right ranges. And as a note, I've long feilded missles for that purpose.
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Post by frigidmagi »

The UP ships are big for a reason, our missles are to. As the first weapon used in enagment it expected to be able to recoginize friend from foe, manuever against defensive fire and denoate at best range all on it's own.

A 5 km Dreadnought has fewer missle tubes than certain powers destoryers (last I checked).
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Post by Pablo Sanchez »

consequences wrote:Pity about that purely mechanical backup detonator though. :)
Yeah, nice try. Unfortunately they aren't going to hit shit without active guidance, because space is a big place and ships are very very small :roll:
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Post by frigidmagi »

However I have no damn idea how EMP would really effect them as they're based to a dregee on the Honorverse missles.
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