Lot of good your 'vision' did when you couldn't even present an actual solution. Doesn't matter if you can see into the future, if you can't do more than muster a "Don't do that" it means nothing for everyone else.If only someone had seen this problem coming during the DRv3 approval thread!
It also looks like there is 0 chance of getting the rules changed.
So the solution seems to he the Arieg style workaround. We classify Fred's 8 torpedo tubes as a multi-barrel torpedo launcher. Just have the submission read 'Miharu Torpedo System' or some such and give the entire system a single combined Rate of Fire and shared ammunition pool
It is really no different than having twin-linked weapons 40k style. Treat two guns as a single weapon system.
As for probe launchers... I mean just fire them from the torpedo tubes instead. I think the guideline so far is that a weapon has to be treated as firing the most powerful thing it can so if the probe launchers can fire torpedoes they'd count as Tier 12 weapons. If they can't then you don't have to count them as weapons.
Yeah but that section is pretty important. Because even before DRv3 we had people arguing with the NTSE over ships that were considered OP, because the only rule was how much DR you could aim at a single ship at once. But some ships with excessive guns were still a problem, and since there was no rule against them it was difficult for the NTSE to maintain reputation and put down those ships.Yeah, but DRv3 isn't supposed to be dealing with rate-of-fire. Rate of fire should only be a fluff element of the article.
It's that damnable section in DRv3 that pretends to tell you how much you should be packing that's getting in the way. DRv3 was never supposed to be a subject of balance; it was each submission that was supposed to be, under the scrutinery of the NTSE mods.
It's true that we don't exactly have any limitation put for turrets. Each turret so far counts as a weapon, but we have quad and dual turrets on some Star Army ships. In my Miharu-related dilemma above, the fore/aft launchers could be construed as two weapons, each with an increased rate of fire to account for the four tubes. 2sec per tube sounded pretty ridiculous when I was looking at the older KFY ships, but it's not that outlandish when you're dealing with four tubes.
It doesn't diffuse the Arieg situation, though. he has fifty-ish times 8-missile packs that essentially don't have a reload rate. We all know there's stuff like that in the real world so we can't exactly dismiss it. In a way, Arieg's chosen method could even be ascribed to as a superior distribution method. Denying him that under the umbrella of being overpowered could actually be demeaning what could be construed as good engineering.
I actually contemplated the VLS system myself early on my ship design concepts because I thought it might be effective. I saw no reason why the torpedoes couldn't just turn around in midflight to go for thier targets. The reason I dropped it was because if I changed too much stuff around, the Miharu refit wouldn't have looked much like it was in the same ship lineage. That said, there must be a way to give it some merit, while making it stand out from the more common dedicated launcher system that's more common in SARP.
Maybe it's not about the amount you can carry. I mean, any ship with space, like a cargo ship, could physically carry a huge amount of torpedoes. Instead, maybe it's about the amount you can put out at once in battle that matters most.
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I think maybe a way that we can kinda get around this is. Within reason all tubes that fire the same casing(warhead can change) in the same direction could count as a single weapon system for the purposes of DR. That's not too much of a stretch, and you'd likely use all those tubes in the same 'style' any way.
Yeah, but DRv3 isn't supposed to be dealing with rate-of-fire. Rate of fire should only be a fluff element of the article.
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