Star Trek vs Star Wars : If games were canon

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Post by SirNitram »

NecronLord wrote:No, I mean no number of ships are even capable of shooting the thing. Only fighters, and then only those belonging to the rebel alliance are capable of attacking it. and AFAIK there's no federation fighters with torpedoes capable of making the kind of turn needed. (even then they'd need to analyse the designs, which they don't have)

Also, is this explosion a chain reaction, is it as violent as the alderann explosion?
It's just applying a graphed curve to the power notation for the DS2 at maximum firepower(Something like four times the dice of the original DS's max power). So it'd be a DET event. And it's not an alderaan scale blast by my calc's for the object that size. But it is enough to blow up star's alderaan style.
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Post by NecronLord »

No, I meant when a fed battleship blows away a planet.
As to making the turn. No such turn is required. The vent is almost perfectly pointing straight up. Course that means flying in against an ungodly number of TLs, but thats what it takes.
There is almost certainly a particle shield above it, much like the way some chimmenys have a 'hat' on the top to prevent rain coming down. Hence why the rebels had to skim down the trench.

Did I mention it's also invunerable to fighters if the empire has more fighters (regardless of type) out than the opponent?

Even so, the feds don't have the plans from ANH. :)
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Post by SirNitram »

Even worse, if we're using a WEG DS2, it has no such weakness. The only way is to bash down it's shields.. Those that are using 1/4th of it's reactor power.
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Post by NecronLord »

Yah, but the DSes in rebellion always have that glitch. (They figured it was a bad idea to let the computer build an invunerable battle station and use it on players. Too many complaints)
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Post by YT300000 »

Dark Forces: You have the ability to make yourself invulnerable to any and all energy attacks (super shield slider in the options menu). It's not a cheat, because it's in the options menu.

And even if Star Trek ships can destroy planets, they can't hurt Star Wars planets. They can shoot at them all they like, and nothing will happen (XWA, the planets are indestructible, after all, they are just sprites).
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Post by Grand Admiral Thrawn »

SirNitram wrote:Even worse, if we're using a WEG DS2, it has no such weakness. The only way is to bash down it's shields.. Those that are using 1/4th of it's reactor power.

So that's what? Minumun 7e51 Watts for the reactor, so ~2e51W shields? Max is ~4e59W reactor and 1e59 shields!

Using 1 day recharge time.
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Post by SirNitram »

Grand Admiral Thrawn wrote:
SirNitram wrote:Even worse, if we're using a WEG DS2, it has no such weakness. The only way is to bash down it's shields.. Those that are using 1/4th of it's reactor power.

So that's what? 7e51 Watts for the reactor, so ~2e51W shields?
Yes.

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Post by Grand Admiral Thrawn »

Oops, fucked the math.


If the DS used 25% reactor for weapons, it must be able to generate a minimum of 2.76e57 J in one day. That's about 3.1e52 W. Put 25% into shields, and that's ~8e51 W shields minimum.

Using the high end power, 4.2e59W shields.

Of course, didn't some sourses put recharge rate at a few minutes? :twisted:
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Post by SirNitram »

Grand Admiral Thrawn wrote:Oops, fucked the math.


If the DS used 25% reactor for weapons, it must be able to generate a minimum of 2.76e57 J in one day. That's about 3.1e52 W. Put 25% into shields, and that's ~8e51 W shields minimum.

Using the high end power, 4.2e59W shields.

Of course, didn't some sourses put recharge rate at a few minutes? :twisted:
WEG DS2's recharge rate took 20 minutes to charge a full power shot. The capacitors were, however, noted to only be able to manage three full power shots a day.
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Post by Grand Admiral Thrawn »

SirNitram wrote:
WEG DS2's recharge rate took 20 minutes to charge a full power shot. The capacitors were, however, noted to only be able to manage three full power shots a day.

Can you explain? :?
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Post by SirNitram »

Grand Admiral Thrawn wrote:
SirNitram wrote:
WEG DS2's recharge rate took 20 minutes to charge a full power shot. The capacitors were, however, noted to only be able to manage three full power shots a day.

Can you explain? :?
There wasn't an in-universe explanation given for that oddity. I suppose they just need alot of downtime after ~1.8E57 J have passed through them.
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Post by Grand Admiral Thrawn »

SirNitram wrote:
There wasn't an in-universe explanation given for that oddity. I suppose they just need alot of downtime after ~1.8E57 J have passed through them.

If it's that and not to do with the reactor, then it can pump out between 2.3e54-1.2e62W for the reactor, and a quarter of that to shields...
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Post by Connor MacLeod »

Soontir wrote:If we're going to go a little further into Rebellion. It takes ~60+ days to travel from one end of the galaxy to another with a 80/80 hyperdrive and ~4 days from one system to another. How slow is that? :P~JAson
Thats only if you completely ignore the movies iobserved FTL speeds (Falcon from Tatooine to Alderaan, Maul from Coruscant to Tatooine, anything in AOTC if I can remember.)
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Post by Connor MacLeod »

SirNitram wrote:
Grand Admiral Thrawn wrote:Oops, fucked the math.


If the DS used 25% reactor for weapons, it must be able to generate a minimum of 2.76e57 J in one day. That's about 3.1e52 W. Put 25% into shields, and that's ~8e51 W shields minimum.

Using the high end power, 4.2e59W shields.

Of course, didn't some sourses put recharge rate at a few minutes? :twisted:
WEG DS2's recharge rate took 20 minutes to charge a full power shot. The capacitors were, however, noted to only be able to manage three full power shots a day.
The capacitors could be a secondary function.. used to "store" additional energy for "rapid recharging" for limited periods of time. You of course have to charge the capacitors beforehand (not much of a problem), but then you'd have an additional source of power to draw on to supplemenet the regular reactor draw in emergencies (in addition, if the hypermatter reactor shuts down, it would serve as a useful and ready backup energy supply to power the ship.)

There could also be some substantial "energy handling" limits (cooling system limits, power transfer rate limits, etc.) that could dictate the 20 minute timeframe (or explain the 3 full power shots" thing.) Maybe they run out of blaster coolant af ter 3 shots, or the superlaser needs an extended time period to cool off after this (or it may even require maintenance or some such.)

I don't raelly find it all that odd, give the sheer size and complexity of the Death STar
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Post by Enigma »

Grand Admiral Thrawn wrote:Invincible Tie Fighters=OWNAGE!
Same can be said for Bridgecommander.
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Post by Connor MacLeod »

Hey, doesnt TIE Fighter have an Alpha 1 :D
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Post by RogueIce »

Grand Admiral Thrawn wrote:Invincible Tie Fighters=OWNAGE!
Leave us not forget unlimited weapons, and no collisions whatsoever. Yep, they can go inside a ship and blow the thing up.
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Post by Mitth`raw`nuruodo »

Enigma wrote:
Grand Admiral Thrawn wrote:Invincible Tie Fighters=OWNAGE!
Same can be said for Bridgecommander.
But there it's cheating, in Tie Fighter it's a menu option.
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Post by Grand Admiral Thrawn »

Enigma wrote:
Grand Admiral Thrawn wrote:Invincible Tie Fighters=OWNAGE!
Same can be said for Bridgecommander.

It's a set function in TF, not a cheat code.
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Post by Alyeska »

Knock it off people. Invicibility, unlimited ammo, and collisions=off are all cheats and you fucking know it.
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Post by YT300000 »

SW would still win (look at my Death Star post). Reactors a metre in diameter can annihilate planets, and propel the debris to _% the speed of light. (Don't remember the value, IIRC Wong did the calcs.
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Post by Alyeska »

YT300000 wrote:SW would still win (look at my Death Star post). Reactors a metre in diameter can annihilate planets, and propel the debris to _% the speed of light. (Don't remember the value, IIRC Wong did the calcs.
That doesn't necessarily equate a win. Taking the good stuff from both sides puts them at high enough levels I don't think either side could loose per say. Your never going to catch or outrange the ST ships and for their size the ST ships would slaughter SW ships. On the other hand you have insane numbers of SW ships combined with a battlestation that would make Culture take a step back. Then you have the super beings on both sides that are going to make the DS firepower look like a pop-gun.
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Post by YT300000 »

Well, technically, according to my extremely biased, take the best stats from each game figure, everything larger than a Corellian Transport can blow up planets. (DS1 reactor is ~ 1 metre in diameter [SWGB], and can destroy planets. Therefore, any ship with a reactor ~ 1 metre in diameter or more [CORTs, or larger ships] can destroy planets.

It would be a two-sided slaughter, but I think that SW probably could edge out with a win.
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Post by Raoul Duke, Jr. »

evilcat4000 wrote:Bridgecommander being canon would make Star Trek actualy weaker. Weopens have pathetic ranges in that game. And they are very weak. It takes multiple quantum torpedo hits to destroy an asteriod,
There are a few very good canonicity mods out there that change that. Of course, modding doesn't count -- if it did, you'd have Quantum Phasers *drool* ...
Elite Force has some pretty good ground forces. They would be a good match for imperial Stormtroopers.
EF2 ups the ante considerably.
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Post by Raoul Duke, Jr. »

YT300000 wrote:Dark Forces: You have the ability to make yourself invulnerable to any and all energy attacks (super shield slider in the options menu). It's not a cheat, because it's in the options menu.

And even if Star Trek ships can destroy planets, they can't hurt Star Wars planets. They can shoot at them all they like, and nothing will happen (XWA, the planets are indestructible, after all, they are just sprites).
Of course, you get the same occurrence in ST:Bridge Commander. The planets are objects, certainly, but they appear to be utterly noninteractive. Not to mention that their atmospheres are solid. :lol:
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