Re: SDN Worlds 4 Commentary Thread I
Posted: 2010-06-25 12:42pm
The Angmarid's philosophy is essentially "If the nuke doesn't work... Use a bigger nuke."
Get your fill of sci-fi, science, and mockery of stupid ideas
http://stardestroyer.dyndns-home.com/
The Imperium's policy is that the worse comes to worst, glass that corner of the planet.loomer wrote:The Angmarid's philosophy is essentially "If the nuke doesn't work... Use a bigger nuke."
That's... kind of insane, you know.Fingolfin_Noldor wrote:Nuclear weapons can be found in relatively cheap battlefield MLRS rockets.
You aren't thinking big enough, son.Ryan Thunder wrote:That's... kind of insane, you know.Fingolfin_Noldor wrote:Nuclear weapons can be found in relatively cheap battlefield MLRS rockets.
How about the following:Simon_Jester wrote:So I wanted to know: which of these do we visualize our ships as being more like? Are they functionally immune to even the largest modern nukes, resistant to firepower in that range, or highly vulnerable to firepower in that range?...
Argh more rules and numbers, take them away!..bad! evil!Coyote wrote:How about the following:Simon_Jester wrote:So I wanted to know: which of these do we visualize our ships as being more like? Are they functionally immune to even the largest modern nukes, resistant to firepower in that range, or highly vulnerable to firepower in that range?...
Take your ship hull points and divide by 3 & round down.
So, for example, a 100 point ship is divided into three groups of 33.
If you touch off a nuke of 33 MT or less, against a 100-point ship, the ship is functionally immune.
If you touch off a nuke of 34-66 MT or less, the ship is resistant.
But if you get into the 67-99 (or higher) MT, then the ship is highly vulnerable.
If you have a MT range that is greater than the point value of the ship in total, it is obliterated.
Easy-peasy?
What on earth standards would those be? Do you really want all possible warfare to turn into complete destruction of a planetary biosphere? I kind of though this game was going to have sensible non planet cracking firepower here, all the more so since we don't have the ability to shield entire planet surfaces.Fingolfin_Noldor wrote:I would prefer that our ships be somewhat immune to a 50MT weapon, which is pathetic by any standards.
Actually, yeah I can. 1000 year old technology could set a modern ship on fire (big ship killer too), or punch holes in the hull by ramming. Even a 1000A.D. cannon could start damaging the radar and the upper works too.
Can you imagine a 1000 year old technology damaging a modern ship?
Possible sure, in fact the Soviets thought 150 megatons was possible, but as it was the 100 megaton device also weighed as much as the MTOW of an F-35. You could always just stack up 150 million tons of TNT blocks (they've done some pretty big blasts like that to simulate nukes) if you wanted too, but that doesn't mean its a good guide to practical firepower.Never mind that the Soviets proved a 100MT bomb is possible?
Steve, you're right, and I apologize.Steve wrote:Combat value is combat value, period. Otherwise we're going to spend weeks, well into the game, griping and arguing about this shit.
This is more or less what I had in mind. "Sane limits on firepower" implies weapons not much more destructive than modern nuclear weapons- either because they're directed energy weapons with limited blast effect, or because they're blast-effect weapons that aren't much bigger than a nuke.And yes, easy slagging of planets was something I hoped to avoid, through a combination of theater shields for major cities and such (to avoid the whole "missed shots obliterates the world anyway" thing), custom (nobody willingly slags a perfectly good Earth-like world, well, unless they're fucking crazy and don't care for getting their asses kicked), and sane limits on firepower (to avoid the "Oh well, one of my shots hit between two shields and caused an extinction-level event" possibility).
All I wanted was rough guidelines, so I know how to describe the effects of hits on my own ships. No numbers, no stats, just plenty of Doc Smith-derived action.Siege wrote:If the answer is "of course not", as I imagine it will be, then why do you even care whether your main guns inflict megatons or gigatons of damage per shot? It's not going to matter one bit, because in the end it's fleet points that determine the outcome of engagements (for those of us who don't work such things out amongst themselves, that is), and all else is fluff anyway. You could be shooting relativistic fluffy pillows at your opponent for all it'll matter, so please just shut up and write some good fleet battles instead of worrying about dumb and pointless things like the power output of a point defense gun or whatever.
I totally agree. I didn't want anything like Coyote's system, and I definitely don't want rules lawyering. I just wanted a vague poll result along the lines of "so, guys, about how dangerous are nukes to our ships?" to give me a rough internal sense of what my weapons should be capable of to match the galactic norm.Dave wrote:We're talking about ship-to-ship combat, something that's going to be entirely role-played. The Rule of Cool applies more than anything else.
Oh, absolutely. That's a given in space opera settings- any worthwhile combat ship in space is a major threat in a planetary-bombardment role. It's just a question of how major the threat is.Although, with those kinds of numbers, it seems like we could trigger accidental obliterations of towns. ("Oops, the missile missed it's target and the first thing to hit its contact-fuse was the rock right above the McDanube's on the moon. No survivors due to resulting moon-quake.")
What does "somewhat" immune mean, though? Does that mean "fifty megatons going off in direct contact with the hull barely makes a dent?" Or does that mean "The ship can survive such a hit and keep fighting, and it would take many such hits to stop it, just as it takes many punches to stop a human being?"Fingolfin_Noldor wrote:I would prefer that our ships be somewhat immune to a 50MT weapon, which is pathetic by any standards. Can you imagine a 1000 year old technology damaging a modern ship? Never mind that the Soviets proved a 100MT bomb is possible?
Agreed, and I apologize for encouraging the bad man to expose your poor sensitive eyes to that. I should have remembered what physics does to catgirls...Darkevilme wrote:Argh more rules and numbers, take them away!..bad! evil!Coyote wrote:How about the following:Simon_Jester wrote:So I wanted to know: which of these do we visualize our ships as being more like? Are they functionally immune to even the largest modern nukes, resistant to firepower in that range, or highly vulnerable to firepower in that range?...
Take your ship hull points and divide by 3 & round down.
So, for example, a 100 point ship is divided into three groups of 33.
If you touch off a nuke of 33 MT or less, against a 100-point ship, the ship is functionally immune.
If you touch off a nuke of 34-66 MT or less, the ship is resistant.
But if you get into the 67-99 (or higher) MT, then the ship is highly vulnerable.
If you have a MT range that is greater than the point value of the ship in total, it is obliterated.
Easy-peasy?
Yeah, it would, but since we're not doing either...Coyote wrote:Gy-alll', folks, I was just trying to put something up that was simple to keep it from gathering too much momentum.I don't want any more damn numbers either. But in a toss-up between my suggestion and a spreadshit of tonnage to shielding and armor resistance based on molecular density... blah blah blah... my way would be simpler.
The mods should have a numbar, to hit people with if they start trying to do some unnecessary quantification.Steve wrote:Yeah, it would, but since we're not doing either... :)
Don't feel bad, you were trying to help. I'm not going to hit you with Modnir or anything.... 8)
Have you considered yachts? Having diplomats show up in warships may not send the right message, after all.Stas Bush wrote:This is accepted. Works well enough for me.Darkevilme wrote:*snip*
Probably not, unless you get supremely bored one evening.Stas Bush wrote:Ships are cool enough, dimensions and minutiae will come later (if I'd need them at all).
If someone is really obsessed with numbers, he can calculate the force with which the Mod Hammer hits him. Provided his head is still working afterwards.Karmic Knight wrote: The mods should have a numbar, to hit people with if they start trying to do some unnecessary quantification.
RogueIce wrote:Have you considered yachts? Having diplomats show up in warships may not send the right message, after all.
I think the more extraordinary part here is that the Karlack swarm, spacemonsters that are out to EAT the galaxy, have diplomats.DarthShady wrote:RogueIce wrote:Have you considered yachts? Having diplomats show up in warships may not send the right message, after all.
Heh...you should see what my diplomats will be showing up in.
Hey, it pays to be nice to someone, before you eat them.Darkevilme wrote: I think the more extraordinary part here is that the Karlack swarm, spacemonsters that are out to EAT the galaxy, have diplomats.
Works for a lot of 19th century powers. Foreign warships used to put in at each other's ports all the time.RogueIce wrote:Have you considered yachts? Having diplomats show up in warships may not send the right message, after all.
A "scout frigate" may not be much of a warship, but it's still a warship (in theory, anyway).