Why is this number of missiles excessive?
There are other ships with similar massive amounts of missiles and DR output...
...and we haven't gotten a guideline on what is acceptable regarding missiles.
I think it
Why is this number of missiles excessive?
There are other ships with similar massive amounts of missiles and DR output, and we haven't gotten a guideline on what is acceptable regarding missiles.
is something to do with the DR 3 mandate. A certain amount of weapons are allowed base s on tier.
We've been over the missile issue, I believe we classified them as ammunition and the launchers the actual weapon systems.
What is the normal number of weapon systems on a ship this size in SARP?
We had a guideline for this previously and it keeps getting taken down.
Since there is no normal number of weapon systems for a ship this size and no guideline for how many weapons you should have no one can really say how many weapons it should have...
...and it's super unfair to people who submit stuff to get judged on a guideline they can measure their stuff against.
The problem is made worse by the NTSE lacking a standard for missiles and other expendable weapons.
Ultimately there are ships above and below this in terms of weapons per unit of size for a variety of reasons.
Need to verify approved/not approved status of all subsystem articles as none of them say if the were approved or not.
[...]
Need clarification on how ONI and Origin are connected.
@FrostJaeger I'm jsut going to start one thing at a time as I bother to look them up. But you're counting weapons wrong. 'Launch Cells' do not equal individual weapons. In the case of the missiles you would count it by lannch arrays, because that's what's limiting the fire capability.What you're doing by counting the launch cells as weapons is like counting each barrel of a gun as a separate weapon. The Indigo specifically denotes that it has 3 Launch Arrays. Even if it has a thousand tubes, if there are only 3 firing systems with limited targeting and firing capability, that's 3 weapons. That would make it not that different from the Plumeria in fire power. Remember the Plumeria has 3 guns(2 types) that are above Tier 12 is power.
And I believe the missile and Origin issues where satisfied.
Frost, do not speak on My or Origin's behalf - you are overstepping your authority. This has my approval.
@FrostJaeger You lowballed everything on that conversion. You know that main canon is likely 14 or 15. The positron canons are also SRD 4, so they'd be Tier 12, not 11. Then it doesn't have Secondary Anti ship turrets it's got SRD 3(Tier 11) Dual Anti Starship Turrets. Then it's got 11 Tier 9 anti mecha guns. Pretty much you got the whole weapon compliment wrong on the Plumeria Frost.
Also hate to double post, but missed this, the Anti Star Ship torpedoes are just as strong as the main cannon possibly. So they are likely Tier 14 or 15, possibly 13, but 14 is the median not 13. [...]
Frost, you presumed to speak on Origin's behalf multiple times in this thread already by making direct mention that my approval was not given.
And that's even after I DIRECTLY responded to you, stating that my approval was very clearly implicit due to my presence and that I was making no complaint.
Yet, you continued to demand, even now, explicit approval.
I've given it - do not speak on Origin's behalf again.
@CadetNewb Frost has nothing to do with this article. I suggest you just put him on ignore.
Plumeria Weapons said:The standard Plumeria-class carries the following weaponry:
- 1 Ke-S3-W3020 Main Weapon Array (SDR 5)
- 2 Ke-S3-W2901 Positron Accelerator Cannons (1 per pylon; SDR 4)
- 4 Heavy Dual Anti-Starship Gun Turrets (SDR 3)
- 11 Heavy Quad Anti-Mecha Cannons (ADR 5/SDR 1)
- 1 KFY Graviton Beam Projector on the ship's ventral stern.
- 2 torpedoes on underbelly hard points (typically Ke-Z1 Series Anti-Starship Torpedoes)
DR conversion said:
- Armor grade weapons with ADR translate into:
- ADR1 is heavy anti-personnel(3)
- ADR2 is light anti-armor(4)
- ADR3 is medium to heavy anti-armor(5~6)
- ADR4 is around light-to-medium anti-mecha (7~8)
- ADR5 is around medium-to-heavy anti-mecha (8~9)
- Ship grade weapons with SDR translate into:
- SDR1 is heavy anti-mecha(9)
- SDR2 is light anti-starship(10)
- SDR3 is medium anti-starship(11)
- SDR4 is heavy anti-starship (12)
- SDR5 is covered anything in anti-capital (13~15)
We had a guideline for the amount of weapons that were acceptable on a ship and you had it removed Fred.
Now there is no way to say how many weapons are acceptable on a ship other than to look at what is already acceptable and this ship falls right in line with other ships like the Sharie in terms of firepower per point of SP.
So watching this, it does look like you're applying personal and highly subjective restrictions for no good reason because that is exactly what you're doing in a sense of an actual guideline.
To be honest, the reason why I originally approved it was because I felt the whole 'this ship is overarmed' thing was overblown. Seriously overblown.
Missiles are a poor man's weapon, and pale in comparison to directed energy weapons or hyper-velocity cannons. They can be easily intercepted and shot down, and every evasive maneuver a missile makes to avoid said point defense is another moment not trying to close in and blow up the target to begin with.
At the very most, the only paradigm that the Indigo would change, is having ships equip slightly better point defenses in order to completely thwart these.
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