Posted: 2007-06-21 12:44pm
I hereby reserve an office in your flying towerblock starglider.
Get your fill of sci-fi, science, and mockery of stupid ideas
http://stardestroyer.dyndns-home.com/
The proposal is a disc-shaped station about 120 metres in diameter and 20 metres deep, with the usual 'bunch of eggs in a lattice' construction style (possibly modified by having to use earth components). It will have two fusion generators (not the explosive high-output neutronium reactors my ships use), light shielding and point defence guns (1 pt PD equivalent) sufficient to hold off an attack from a patrol craft (but nothing bigger). It will have two displacers (note that Kiroter'nah displacers are trivially jammable) for landing and extracting personnel and several docking ports. It will also have limited sensors for detecting cloaked vessels in close proximity and snooping on near-earth comm traffic (1 pt EW), plus a conventional explosive self-destruct charges in the sensitive equipment bays, but I will not be declaring those on the blueprints.Hawkwings wrote:As for your embassy, well, what sort of orbit will it be in? How big? What capabilities?
In my last post in the CoN thread one of my characters sent the rough plan and a request for approval/directions to all the earth powers they have a hypernet address for.Because it's going to have to be registered with
- for the purposes of navigation, defense, safety, repair and maintenance (which presumably falls on your own shoulders), and compliance with international treaties for the standardization of Earth-based space stations.

It can be considered Anti-capital, Anti-fighter, or "improved fire control". It needs clarification, not him being told that he can't do stuff like that when clearly it is allowable.GuppyShark wrote:Okay, genius. Tell me where the effect of "Advanced Weaponry" has been defined?
Oh am I? Or could it be you didn't know about specialized points when you made your OOB and assumed they weren't in the game? Because that's what it looks like when you said that he couldn't spend points on better weapons for a ship or better point defense. It was clear to me he meant "Better anti-capital and better anti-fighter" when he said "5 advanced weaponry, 2 advanced point-defense".Oh, that's right. You're just making up rules now.
Well, +speed hasn't been well defined. Is it +STL? +FTL? +anti-interdiction? You might want to pay attention to what I'm writing rather than just making a kneejerk response. But yes, they have been mentioned. Which is why I got confused when you said "Except that you can't have combat 'upgrades'."These others you're listing? +Speed, +Anti-Fighter, whatever? They've been discussed and defined in the thread already.
Listen pal, if you want to have a go of it, we can, but individual bonuses to firepower like +Anti-capital are allowable. The base points, by the by, are effectively a "general combat" boost. Like a 10 point ship is overall better in combat than a 1 point ship.I'd love to know what you think "Advanced Weaponry" is supposed to represent that "+combat" can't.
The points system is just to establish a yardstick of the forces involved.
This is new - so just to clarify, when was this decided, and why was fire-control (in the context if increasing range and accuracy, not damage) decided against?SirNitram wrote:2) Fire Control is not a valid bonus. Anti-cap, or anti-fighter(Or point defense or whatever you care to).
This was something I myself was leaning towards for a while now. There's no particular reason why this can't be represented accurately by a general increase. People have complained often and regularly about the complexity of the rules, so I am going to come down on the simplification fairly reliably, regardless of my thoughts.rhoenix wrote:This is new - so just to clarify, when was this decided, and why was fire-control (in the context if increasing range and accuracy, not damage) decided against?SirNitram wrote:2) Fire Control is not a valid bonus. Anti-cap, or anti-fighter(Or point defense or whatever you care to).
Thank you for the clarification - I'll go tinker with my fleet then, and make another post when finished.SirNitram wrote:This was something I myself was leaning towards for a while now. There's no particular reason why this can't be represented accurately by a general increase. People have complained often and regularly about the complexity of the rules, so I am going to come down on the simplification fairly reliably, regardless of my thoughts.
It's too broad of a bonus to be specialized point expenditure and is really a piece of fluff, not something reflected by specialized points. In game terms it doesn't matter if your 50 point dreadnought uses 5 highly accurate guns or 20 inaccurate ones. Its the 50 point dreadnought's performance that makes it worth 50pts.rhoenix wrote:This is new - so just to clarify, when was this decided, and why was fire-control (in the context if increasing range and accuracy, not damage) decided against.SirNitram wrote:2) Fire Control is not a valid bonus. Anti-cap, or anti-fighter(Or point defense or whatever you care to).
I understand. Between yours, Nitram's, and Hotfoot's explanations, I feel much more satisfied, and even have a few directions with which to redesign my fleet.Imperial Overlord wrote:It hasn't been used in previous games, so its inclusion was pending mod approval. That didn't happen.
No, because I don't see any reason why this can't be represented by the normal generalized points.Darkevilme wrote:Can i buy STL speed for a battleship that packs a brutal close range punch and needs to get close quick to deliver it and turn the enemy fleet to smoking ruin?
Fast battleships are great. You gather a fleet of them and make like hell towards an enemy colony. They detect you incoming and cluster all their defence ships there. Then at the last minute you do a 90 degree turn and head for one of their other colonies. The defending fleet chases you, but too bad, you're faster. You trash their minimally defended colony and run away before the defending fleet turns up.White Haven wrote:Hmm, good thing I'm not playing the SPEI, that totally destroys the entire 'fast battleship' class I had going. There's a big difference between a 30-point ship with 5 or 10 points into GoFast and a 35-40-point ship. The LoT, of course, doesn't care.
Err, I'd kinda like to protest this. FTL speed bonus should be independant of interdiction defeat bonuses. Interdiction is like mud, spinning your wheels faster won't help, you need traction.SirNitram wrote:3) +speed is FTL speed as earlier said, and will be factored into interdiction rulings. STL speed is defined by the size of the ship in points(DD's outrun CA's).
How about they don't do anything to production but I will leave it to player discretion what if any other problems they cause. They're essentially a nuisance effect. However in that case I hope the interdiction minelayers actually work.Imperial Overlord wrote:I'm sorry, but the disquiet anomaly projectors are going to have to go. No messing with production unless you send someone (or someones) there to go fuck it up in person.
Well, if you don't have traction, your FTL drive is useless either way. It's not like there's highways, it's all off-road.InnocentBystander wrote:Err, I'd kinda like to protest this. FTL speed bonus should be independant of interdiction defeat bonuses. Interdiction is like mud, spinning your wheels faster won't help, you need traction.SirNitram wrote:3) +speed is FTL speed as earlier said, and will be factored into interdiction rulings. STL speed is defined by the size of the ship in points(DD's outrun CA's).
*that does not involve multimegaton firepowerSirNitram wrote:Well, if you don't have traction, your FTL drive is useless either way. It's not like there's highways, it's all off-road.InnocentBystander wrote:Err, I'd kinda like to protest this. FTL speed bonus should be independant of interdiction defeat bonuses. Interdiction is like mud, spinning your wheels faster won't help, you need traction.SirNitram wrote:3) +speed is FTL speed as earlier said, and will be factored into interdiction rulings. STL speed is defined by the size of the ship in points(DD's outrun CA's).
+speed would represent more power shunted to the jump drive. That's the only realistic way* you'll defeat interdiction.
Noble Ire specifically spent points on 'anti-interdiction' technobabble. AFAIK he's the only one. Presumably that counts better against interdictors than speed, if it's a valid advantage.SirNitram wrote:+speed would represent more power shunted to the jump drive. That's the only realistic way you'll defeat interdiction.
Yes. EW = Sensors/ECM/ECCM/etc.Hawkwings wrote:Do sensors count in the EW category, or would they be separate?