Looked it over, my only thing is the "single tube reloading' system and 'single use system' It doesn't really account for re-loadable salvo launchers. This one is a for mech use and just an example, but how would we treat this?
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I noticed the tables that were made. I think that's an excellent addition! It reminds me a bit of the point-buy stat system in D&D and it's explained in the same sense.
This said, I have issues with the formating of the page (I do realize it was done in the wee hours of morning, in a 'typing as I think' kind of way). There's an overload of underlining which defeats the point of underlining (which is emphasis of important information). While the examples involve witty tongue-in-cheek reading, they're entertaining only for the first read-through; afterwards they just become a long unweildly read that obsfuscates the point. Overall, I find that the article could gain much by repeating itself less and going for much more concise information.
My belief is that the conversion table is too useful to keep at the bottom of the article. I encourage raising its position in the article and relying more heavily on it to convey the message of how much hardware a vehicle can carry. Then once the base concept is out in the open, start covering exceptions. At the end of the article, list the examples.
I have reservations given the way ordonnance that deliver submunitions is handled. I do agree that the amount of submunition should be equivalent to the missile launched (a Tier 6 missile could deploy eight Tier 3 submunitions).
The multiple-barreled limit to turrets. Weren't we treating that as a rate-of-fire deal? But your article's disclaimer mentions Rate of Fire is not taken into account. Was that to combat multiple-component weapons?
This.... seems to severely limit the single use ordinance capacity of a starship..... I ran one of my future destroyers/light cruisers ( https://wiki.stararmy.com/doku.php?id=wip:k784frommdestroyer ) through this and got the following results.
It is a tier 12 'heavy' starship.
Gun systems use a total of 6 points, now since I tend to use vertical launchers my remaining two points can be expended on 16 equal tier pieces of ordinance.
- Its 'spinal' weapons are a pair of 850mm rigid mount plasma cannons which are Tier 12 Heavy Anti-Starship for 2 points.
- It has four primary twin gun mounts which are 205mm plasma cannons at Tier 11 Medium Anti-Starship for 2 points
- It has two twin gun tertiary mounts which are 105mm plasma cannons at Tier 10 Light Anti-Starship for 1 point.
- Its point defense system consists of sixteen quad 50mm plasma cannons at Tier 8 Medium Anti-Mecha for 1 point
This ship employs three primary launching systems.
Considering devastating anti-ship torpedoes in this setting are smaller then most air to air missiles today (For example the KE-Z1 series is a mere 2.25m long and 500mm wide) the potential loading possibilities on ships due to our size scales (this ship is a hair over 400 meters long, the modern day Arleigh Burke class destroyer is 155m long and can pack up to 96 launch cells in its Mk41 VLS and it can't mount them anywhere due to it being a boat) I think we need to think of a way in how to regulate them in a more fair manner rather then lumping them in with gun systems which effectively have unlimited ammunition in most cases. I believe I'll resuggest putting expendable high fatigue weapon systems (IE missiles and torpedoes) in their own point system separate from the main count of 8.
- The first is an eight tube missile mounting on the quad 50mm point defense system which will employ a light anti-mecha/fighter missile of the SALH or SARH type.
- The second is a common use vertical launch system centered around a 905mm launch cell, each individual launch array has 12 armored covers that protect 16 launch cells each, giving each individual system 192 launch cells. The Project K784 has six launcher arrays for a total of 1,152 launch cells.
- Finally the ship employs a two shot torpedo launch system consisting of two arrays, each array has six armored covers with four torpedo tubes each, each tube can fire twice before needing to be reloaded if using the largest torpedo available (An ICBM sized monster). So if loaded with said large torpedo they have a total of 48 shots before a lengthy reload process.
I don't support putting the missiles on a different level of calculation.
This said, this seems to consideration tied to rate of fire more than anything else. Before Zack comes in with an 'I told you so', we still end up with the same problem: we still don't have any way of regulating rate-of-fire and Arieg's approach rests solely on that. We have no way of equating the value of an alpha strike (fire all missiles) versus sustainability (being able to rely on a weapon throughout the an entire skirmish).
However, focusing on this kind of granularity will end up restricting a lot of ship design freedoms. It's essentially shooting ourselves in the foot. Ideally, we want to stop extreme outliers, not creative differences.
Going the way of Arieg's argument essentially opens the following can of worms: it means that we have a pool for consumables. All consumables. Ammo, shuttles, everything. But then, what happens when we have someone making a carrier, wanting less weapons but more hangar/supply space for his fighters? How are we going to handle the give and take? How are we going to handle the cries of unfair/foulplay that have been implied by people like Zack?
Either you end up fudging the detail, or you end up going too far. We could of course just improve the numerics behind the system to accomodate Arieg.
What does he need for his cruiser?
...on a heavy starship. Tier 12, like Arieg said.
- 8-missile racks per 16 point-defense turret, hitting at least for Light Anti-Mecha. That's 128 one-shot missiles that are Tier 7.
- 1,152 launch cells, each being 900mm wide. They are supposed to each fire a Tier 14 anti-capital torpedo. (WTF)
- And then what seems like normal torpedo launchers, except they fire Tier 15 anti-capital torpedoes.
I am not going to mince words: this is utterly ridiculous.
It pushes on overpowered to an extreme degree. That simply cannot be allowed to happen, and I believe the NTSE would be in its right mind to deny the submission as overpowered.
It is so overpowered and there's not even a way to accomodate that, not on precedent, not on previously built ships. There are starbases less well armed than this.
I believe the best we can do is up the single-shot launchers to a 20 units per same tier at an extreme, which would herald the death of the single-tube torpedo system in revelancy. But even that wouldn't meet Arieg's objective, and it would raise the wall of weapon potency far above what the Plumeria, Eikan and Sharie warships can do (which were the baseline on which the 8-same-tier weapon budget was built).
The only feasible way to move forward to allow what Arieg wants to implement while protecting the revelancy of other creations is to go the route Wes suggested: the limitation is based on weapons fired at one time, not weapons you can carry total. A solution that might accomplish the goal and be inclusive, but not one that can be policed in plots - and therefore, IMO, ineffective.
Syaoran is right on the level that Frostjaeger's implementation favors single-shot missile twice more than mine did.
This said, I do have to give him credit on one thing: this article is pretty bloated.
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