.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Transphasic Torpedoes (http://forum.shrapnelgames.com/showthread.php?t=3166)

Atrocities May 24th, 2001 07:10 AM

Transphasic Torpedoes
 
If you watched the final series episode of Star Trek Voyager, then you'll know that these torpedoes are mean mother (four letter word starting with F)

One torpedoe took out a full size borg cube. Now that was impressive.

Any one want to try and Mod this new torpedoe?

Magnum357 May 24th, 2001 09:03 AM

Re: Transphasic Torpedoes
 
UHG!!! No offense, but I'am trying to stay away from the Voyager series as much as possible. I haven't seen an episode since Season 3 of Voyager (because where I live, UPN network isn't offered) so I don't have a clue what the heck is happening on Voyager. But from what I understand, it hasn't been all that good anyway, at least compared to DS9.

dogscoff May 24th, 2001 11:29 AM

Re: Transphasic Torpedoes
 
Just from the subject line i thought this thread would bring up an idea I'v been toying with...

What's to stop modders make more creative use of the damage at range feature? Aftr all thre's nothing to stop you having a weapon which is useless at short rang, but does more and mor damag the further away it got (Something to do with vlocity?) or a seeker that only damages at even rangs (ie damage 1 150 1 140 1 130) I'm sure we sould come up with some good technobabble to explain this, and it would make for some interesting combat strategies...

------------------
"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "

rdouglass May 24th, 2001 03:35 PM

Re: Transphasic Torpedoes
 
New weapons and techs IMO are ALWAYS a welcome addition - (DISCLAIMER) - as long as they don't throw the game balance. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Kadste May 24th, 2001 03:41 PM

Re: Transphasic Torpedoes
 
Just add these weapons to the components.txt file. Make sure they can be used in the AI DesignCreation.txt files. Also for ranged damage, the minimum damage has to be 1.

It's so easy to change the game to suit you needs.

Name := Transphasic Torpedoes
Description := These torpedoes are mean mother (four letter word starting with F)
Pic Num := 69
Tonnage Space Taken := 500
Tonnage Structure := 100
Cost Minerals := 5000
Cost Organics := 0
Cost Radioactives := 10000
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 500
Restrictions := None
General Group := Weapons
Family := 2003
Roman Numeral := 10
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Torpedo Weapons
Tech Level Req 1 := 10
Number of Abilities := 0
Weapon Type := Direct Fire
Weapon Target := Ships\Planets
Weapon Damage At Rng := 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000
Weapon Damage Type := Normal
Weapon Reload Rate := 3
Weapon Display Type := Torp
Weapon Display := 38
Weapon Modifier := 50
Weapon Sound := ZTorp2.WAV
Weapon Family := 4

Name := Capital Ship Missile
Description := Very large missile that has to travel 5 spaces to arm.
Pic Num := 116
Tonnage Space Taken := 50
Tonnage Structure := 50
Cost Minerals := 400
Cost Organics := 0
Cost Radioactives := 300
Vehicle Type := Ship\Base\Sat\WeapPlat
Supply Amount Used := 0
Restrictions := None
General Group := Weapons
Family := 2001
Roman Numeral := 1
Custom Group := 0
Number of Tech Req := 1
Tech Area Req 1 := Missile Weapons
Tech Level Req 1 := 6
Number of Abilities := 0
Weapon Type := Seeking
Weapon Target := Ships\Planets
Weapon Damage At Rng := 1 1 1 1 1 100 100 100 100 100 100 100 100 100 100 100 100 100 100 100
Weapon Damage Type := Normal
Weapon Reload Rate := 2
Weapon Display Type := Seeker
Weapon Display := 1
Weapon Modifier := 1000
Weapon Sound := capshpms.wav
Weapon Family := 201
Weapon Seeker Speed := 5
Weapon Seeker Dmg Res := 100

Suicide Junkie May 24th, 2001 04:18 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>One torpedoe took out a full size borg cube. Now that was impressive.<HR></BLOCKQUOTE>
Sounds more like lame to me. The Borg idea has really been ruined.

Nitram Draw May 24th, 2001 04:19 PM

Re: Transphasic Torpedoes
 
The 1's are necessary at the close range? Maybe that is why my first attempt didn't work. Thanks.

Kadste May 24th, 2001 04:32 PM

Re: Transphasic Torpedoes
 
Nitram,

Yes the 1's are required. If you have a zero damage at any range, the weapon will not work at any range.

dogscoff May 24th, 2001 04:39 PM

Re: Transphasic Torpedoes
 
Name := Molten metal accelerator
Description := An electromagnetically accelerated jet of molten metal which solidifies into an armour piercing spear.

&lt;blah blah blah&gt;

Weapon Damage At Rng := 1 1 1 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0 0 0

&lt;blah blah blah&gt;


Name := Wave nexus device
Description := Two high energy waves are projected towards an enemy. At the points where the waves meet, intense heat damages the target.

&lt;blah blah blah&gt;

Weapon Damage At Rng := 1 1 200 200 1 1 200 200 1 1 200 200 1 1 200 200 0 0 0 0 0

&lt;blah blah blah&gt;


Name := Velocity rockets
Description := ultra-high speed rockets accelerate towards the target. The faster they are travelling on impact, the more damage they do. This weapon is difficult to aim and unlikely to hit (1%) at range 8 or higher

&lt;blah blah blah&gt;

Weapon Damage At Rng := 5 10 20 40 80 160 320 640 640 640 640 640 640 640 640

&lt;blah blah blah&gt;




------------------
"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "

DirectorTsaarx May 24th, 2001 05:45 PM

Re: Transphasic Torpedoes
 
I wonder if the "Optimal Range" strategy is smart enough to deal with these kinds of weapons...

Baron Munchausen May 24th, 2001 06:09 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by DirectorTsaarx:
I wonder if the "Optimal Range" strategy is smart enough to deal with these kinds of weapons...<HR></BLOCKQUOTE>

Yes, it is, actually. I've modded the organic "Plasma Bolt" to do more damage in the mid-range and less at each end. The main race that uses it, the Urak Tal, are quite formidable in combat with it. Their ships stay out away from enemy ships trying to keep them in that max damage range. Since most other ranged weapon do less damage at range and more close up, this makes them uniquely effective in combat.

Baron Munchausen May 24th, 2001 06:11 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by rdouglass:
New weapons and techs IMO are ALWAYS a welcome addition - (DISCLAIMER) - as long as they don't throw the game balance. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif<HR></BLOCKQUOTE>

This is the key. Something as powerful as that "Transphasic Torpedo" is supposed to be ought to be an 'artifact' weapon rather than something easily researchable. And maybe with a 30 turn fire rate, too.

Suicide Junkie May 24th, 2001 06:55 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Yes, it is, actually. I've modded the organic "Plasma Bolt" to do more damage in the mid-range and less at each end. The main race that uses it, the Urak Tal, are quite formidable in combat with it. Their ships stay out away from enemy ships trying to keep them in that max damage range. Since most other ranged weapon do less damage at range and more close up, this makes them uniquely effective in combat.<HR></BLOCKQUOTE>
Cool! Expect a surge in new weapons from the mods! (And hopefull in the standard game)

CheshireKatt May 24th, 2001 08:48 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Quote:

One torpedoe took out a full size borg cube. Now that was impressive.<HR></BLOCKQUOTE>
Sounds more like lame to me. The Borg idea has really been ruined.
I never understood that whole thing. People are pretty down on treknobabble being used to solve problems, but having an enemy that has magical "adaptation" powers is loved? The Borg are incredibly weak and cheesy plot devices that don't even have the benefit of someone even TRYING to explain how they work. If they can magically resist us, we can magically kill 'em off right back, I say.

--Chesh

Atrocities May 24th, 2001 10:09 PM

Re: Transphasic Torpedoes
 
In my own defense.

Yes, one torpedoe did take out a cube, but that torpedeo came from 40 years in the future. Surficide to say, if you took one of our tomahawks back 40 years, and fired it at a ship, it would perty much waste it when compared to that era's conventional weapons.

Besides, the name of the torpedoe sounded cool.

Suicide Junkie May 24th, 2001 10:27 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Yes, one torpedoe did take out a cube, but that torpedeo came from 40 years in the future.<HR></BLOCKQUOTE>
Time travel, eh? I guess I can accept that that would hurt 'em.

Timetravel is being used too often these days. They're gonna have to hire more of those temporal investigators http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.

CheshireKatt May 24th, 2001 10:38 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Timetravel is being used too often these days. They're gonna have to hire more of those temporal investigators http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.<HR></BLOCKQUOTE>

&lt;chuckle&gt; I'm just waiting for the day that ANYTHING timetravel-related in a show DOESN'T cause a paradox. Maybe somebody'll go back, try to change something, and see that it can't be done. Throw in them learning something important along the way so the viewers don't feel gypped, and let the character(s) go home without tearing the timeline to bits. Give those poor temporal cleanup guys some time off. Hehe.

--Chesh

GruelThePurple May 24th, 2001 11:22 PM

Re: Transphasic Torpedoes
 
Isn't there a theory, based in Quantum Physics/Mechanics, that it is possible to time travel via Quantum Foam and that the "Grandfather Effect" is not a concern due to the variableness of multiple time lines and co-existant "times"?

I heard some of this on a Discovery Channel program about time, travel, and power.

While this theory is highly debateable, the current limitations have to do with the sheer amount of energy required to perform such a feat. Apparently, you need more energy that what our Sun currently produces...

Anymuch, I mention this as from one frame of reference, you can travel in time and not mess up the time line you came from.

Real or not, it hurts my head to try to think how it actually works...

Aussie Gamer May 24th, 2001 11:23 PM

Re: Transphasic Torpedoes
 
Holy crap! Way to powerful a weapon.
And I got attacked for my spinal mounted gun that only could be put on a base ship.

Your missile could effectively do 90,000 damage in a combat. Take three turns to get into range.

It completely unbalances the game in my opinion.

Also a missile never misses, so reducing the to hit does not work on them. &lt;velocity missile&gt;

[This message has been edited by Aussie Gamer (edited 24 May 2001).]

Suicide Junkie May 24th, 2001 11:30 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Also a missile never misses, so reducing the to hit does not work on them. &lt;velocity missile&gt;<HR></BLOCKQUOTE>
Hey, he never said they were seekers. The way they were described, I'd see them as direct-fire rocket bullets. The to-hit would naturally decrease unless you have a talisman http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Nitram Draw May 25th, 2001 01:13 AM

Re: Transphasic Torpedoes
 
How about seekers that have to travel a certain number of spaces to arm?
Heavily armored, high damage Ratings and no damage at ranges 1-4.

[This message has been edited by Nitram Draw (edited 24 May 2001).]

CheshireKatt May 25th, 2001 04:22 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by GruelThePurple:
Anymuch, I mention this as from one frame of reference, you can travel in time and not mess up the time line you came from.<HR></BLOCKQUOTE>

That's actually true from several theories. There's two variants of Temporal Causality that take into account "outside influences".

Essentially, every event with any Lasting significance (whether or not you wipe your mouth with a napkin after lunch isn't likely to be one, but whether or not you get hit by a bus on the way home or notice it first could be) causes a fork in the possible resulting timelines.

One variant suggests that the different timelines are created at that instant, but only the one that actually happened is valid after that. An outsider (say, a timetraveler from the future) that may be wiping himself out by doing something would exist UNTIL the fork without him became the active one (because the key event happened), then cease to exist -- the theory accepts this without paradox because the outsider wasn't part of the timeline, and so doesn't cause the "went back in time and erased myself, but then I couldn't have gone back and erased myself, so I'm not erased..." problem.

The other one suggests that multiple timelines actually coexist around every significant event (and so end up branching into a simply MASSIVE tree of possibilities, as all branches can branch infinitely as events of note happen), and so jumping back in time will simply create another timeline at the point of an outsider's entrance, one where an outside force entered the timeline (which is significant enough to make a branch). By punching yourself into a new point in the timeline, you're an external force -- shoot your parents, who cares, you just won't exist in this one. You can still go back to your original timeline (if you can find it). This variant essentially PREVENTS paradox, though it's a little dizzying considering all of the different threads it spawns.

And yah, quantum theory predicts that you'd need somewhere between the amount of energy that our Sun has radiated since it was created until now and the total amount of energy in the universe to push something the size of a person through time.

--Chesh

capnq May 25th, 2001 05:16 PM

Re: Transphasic Torpedoes
 
In Alfred Bester's short story "The Men Who Murdered Mohammed", a mad scientist invents a time machine for the sole purpose of eliminating his unfaithful wife, but after killing her grandfather, when he returns to his own time she's still there. He tries a series of larger and larger interventions, to no apparent effect, save that he becomes progressively less able to interact with anyone or anything. He eventually encounters a second time traveller, who explains what has happened: each timeline is like a strand of spaghetti and unchangeable, and the time travellers have left the "spaghetti" and merged with the "sauce".

------------------
Cap'n Q


The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft

zen. May 25th, 2001 05:19 PM

Re: Transphasic Torpedoes
 
One theory I've heard of relates to the Chaos Theory -- assuming that the universe in general has an increasingly chaotic 'state', if you can align your own 'state' to a previous, more ordered quantum state, you go 'back' in time.

Either that or you're going to just really be messed up. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif I don't recall if I heard that as theory or sci-fi, though. Ah well, me not physicist. http://www.shrapnelgames.com/ubb/ima...ons/tongue.gif

zen

CheshireKatt May 25th, 2001 05:36 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by zenbudo:
One theory I've heard of relates to the Chaos Theory -- assuming that the universe in general has an increasingly chaotic 'state', if you can align your own 'state' to a previous, more ordered quantum state, you go 'back' in time.
<HR></BLOCKQUOTE>

Interesting! Would it simply return you to how you were in that previous state, though? Or would the act of becoming more ordered place you at an earlier point in time due to the reduced level of chaos drawing you back? Would you have to reduce the chaos in an entire region (or the entire universe) to travel backwards?

Hmm...

--Chesh

(Edit: Typos)

[This message has been edited by CheshireKatt (edited 25 May 2001).]

Suicide Junkie May 25th, 2001 05:41 PM

Re: Transphasic Torpedoes
 
Getting back to weapons in SE4, I propose that weapons should be changed from the way they currently work, and be made into an ability.

This would allow a lot more flexibility, and you could mod weapons like never before!
By using multiple "attack" abilities, you could have a components that:
- alternate between damage types at different ranges (eg. phased attack at odd range, normal at even ranges)
- charge up to fire (having 5 weapon abilities that have varying reloads from 1 turn to 5 turns)
- have limited ammo (have 3 missile launch abilities with 30 reload)
- "leak" through shields (90% normal damage, plus a second ability that does 10% shield skipping)
- anything else modders come up with http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

CheshireKatt May 25th, 2001 07:30 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
By using multiple "attack" abilities, you could have a components that:
- alternate between damage types at different ranges (eg. phased attack at odd range, normal at even ranges)
- charge up to fire (having 5 weapon abilities that have varying reloads from 1 turn to 5 turns)
- have limited ammo (have 3 missile launch abilities with 30 reload)
- "leak" through shields (90% normal damage, plus a second ability that does 10% shield skipping)
- anything else modders come up with http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
<HR></BLOCKQUOTE>

That's brilliant! I agree completely -- combine that with giving each one a Min Damage and a Max Damage attribute (make 'em the same if you want weapons like they are now), and you've got massive flexibility.

Now, if we could only affect the accuracy as well WITHIN the weapon (say, another attribute called "Weapon Accuracy Mod", that let us specify adjustments to the accuracy at each range), that'd make for some interesting possibilities.

Remember those missiles that do low damage at close range because they're not armed yet? Give them increased accuracy at long range as a result of being ultra-high-velocity (and maybe a penalty at closer ranges because the aren't as accurate when slower?), and that'd be sweet. But you'd better hope your enemies don't close with you...

--Chesh

Suicide Junkie May 25th, 2001 11:48 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Now, if we could only affect the accuracy as well WITHIN the weapon (say, another attribute called "Weapon Accuracy Mod", that let us specify adjustments to the accuracy at each range), that'd make for some interesting possibilities.<HR></BLOCKQUOTE>

Add an "accuracy at range" line, and you'd be there.

Set it to 90 80 70 60 50... to get what we have now!

DirectorTsaarx May 29th, 2001 03:52 PM

Re: Transphasic Torpedoes
 
Going back to the Chaos Theory post (and relating it to SE4!) - maybe this should be part of the Temporal Tech tree? Add some weapons that increase/decrease entropy, and cause damage? Or maybe a new racial tech based on being able to manipulate entropy... hmmm...

Anyway, a second idea about weapons - what about the ability to "overload" weapons? Star Fleet Battles allowed it, basically you used twice as much energy to increase damage from the weapon, but at reduced range. For SE4, you'd have to increase the amount of supplies used, and probably increase reload time temporarily (just for play balance), in addition to decreased range. Unfortunately, I'm not certain how to implement the ability to select overloaded vs. non-overloaded within a battle. I also think the computer would be hopeless at using this ability (making the AI even less challenging, and strategic combat even less useful).

edit - Hey! I finally made Major!!

[This message has been edited by DirectorTsaarx (edited 29 May 2001).]

zen. May 29th, 2001 09:23 PM

Re: Transphasic Torpedoes
 
Heh...congrats. I think I'm still at 'Scrub' or 'Cannonfodder' or something. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Doesn't the Temporal Shifter try to throw the target around in time?

The weapon overclocking (*grin*) idea is pretty cool, but yah, I'm pretty sure not able to implement for SE4...maybe SE5, though! If it was implemented for SE4, I think the AI would use it all the time... then it would just be another weapon mount.

zen

DirectorTsaarx May 29th, 2001 10:39 PM

Re: Transphasic Torpedoes
 
I think the Temporal Shifter says something about "sending the ship back to the beginning of time". But it's been a while since I read the actual weapon descriptions (even though I usually use Temporal tech).

Anyway, it's probably better to create a new race tech based on chaos/order. Maybe call it the Melnibonean Empire? With Emperor Elric at the lead? We could add weapons that "call upon uncontrollable Chaos Gods to smite the enemies"... http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

zen. May 29th, 2001 10:55 PM

Re: Transphasic Torpedoes
 
heh heh...yah, play balance THAT! http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif I'm just thankful the Wave Motion Gun doesn't actually vaporize -everything- in its path!

Taqwus May 29th, 2001 11:05 PM

Re: Transphasic Torpedoes
 
I'm not sure I *want* my crews/master computers to periodically go beserk, wipe out their comrades-in-arms, and take off for a while...

------------------
-- The thing that goes bump in the night

rdouglass May 30th, 2001 06:16 AM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by DirectorTsaarx:
I think the Temporal Shifter says something about "sending the ship back to the beginning of time"...<HR></BLOCKQUOTE>

I kinda' like to think of it as trying to send parts of the ship back in time. Imagine a 5 meter square random chunk of your ship being transported in time......

EDIT) ..aw gawd, I hate referring to Star Trek, but remember in STNG where the crew blended with the ship... http://www.shrapnelgames.com/ubb/images/icons/blush.gif

[This message has been edited by rdouglass (edited 30 May 2001).]

Magnum357 May 30th, 2001 09:27 AM

Re: Transphasic Torpedoes
 
JEEEEZZZZUSSSS!!!! Now I'm glad I don't watch Voyager where I live anymore. Sounds like to me that they are getting to "God-like" weapons in the show. Now they are getting stuff from the futue. "Oh, lookie here! Found a new fangeled weapon from the future that kicks butt!"... ooooooo how conveinent. Man, too bad Voyager wasn't participating during the dominion war! Would have turned those Gem Hedar Battleships into scrap heap with weapons like that! I'm sorry, but I have to agree with Sucide Junkie on this (LAMO!). I know one thing, I will not put a weapon this powerful in my mode unless it has some validity in science (yes, even some Star Trek Tech can be proved with a science) and this weapon must be balanced in the game. I think all weapons in SE4 should have a weakness (I just don't beleive in the "Ultimate" weapon).

As for the crusie missle idea going back in time say during WWII, I wouldn't be so sure of that. Unless the Cruise missles and a Tactical Nuke, I think some of the Crusiers and Battleships of the day could easily withstand a shot from a conventional cruise missle.

zen. May 30th, 2001 03:12 PM

Re: Transphasic Torpedoes
 
Maybe there should just be a 'Theoretical Weapons' Category that allows certain powerful weapons that have drawbacks or are unstable, reflecting their experimental/prototype nature.

Suicide Junkie May 30th, 2001 04:07 PM

Re: Transphasic Torpedoes
 
Well, if MM gets around to implementing my "explode when destroyed" ability idea, then your unstable experimental weapon could do 500 damage to your own ship if it gets nicked by a meson bLaster http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

zen. May 30th, 2001 07:13 PM

Re: Transphasic Torpedoes
 
Sure, that'll teach them to build easily accessible exhaust ports. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

jc173 May 30th, 2001 11:51 PM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Magnum357:

As for the crusie missle idea going back in time say during WWII, I wouldn't be so sure of that. Unless the Cruise missles and a Tactical Nuke, I think some of the Crusiers and Battleships of the day could easily withstand a shot from a conventional cruise missle.
<HR></BLOCKQUOTE>

I don't know, some of the Russian anti-ship cruise missiles pack some pretty impressive warheads. Although what would probably be more dangerous is a modern homing torpedo.

Baron Munchausen May 31st, 2001 01:23 AM

Re: Transphasic Torpedoes
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Magnum357:
As for the crusie missle idea going back in time say during WWII, I wouldn't be so sure of that. Unless the Cruise missles and a Tactical Nuke, I think some of the Crusiers and Battleships of the day could easily withstand a shot from a conventional cruise missle.<HR></BLOCKQUOTE>

The German V1 was essentially a "Cruise Missile" though a very crude one. It's guidance was based solely on timing. It as designed ('programmed' is hardly the right word for mechanical timing) to simply dive into what was supposed to be its target after flying a fixed amount of time. A variation on ballistics, really.

As for contemporay weapons and older ships, this is really an odd 'blind spot' in peoples thinking. Do you suppose that armor and armor-piercing weapons have stood still for 50 years? Why? Just because weapons are delivered by planes and missiles instead of huge guns? Contemporary weapons would make swiss cheese out of WW II era ships. Did you hear about the bomb they developed during the Gulf War to cut through 100+ feet of soil and concrete to destroy underground bunkers? If they can do that to soil/sand/concrete which is far harder to penetrate than steel, what do you think they could do to a big fat battleship?

That doesn't mean there isn't any armor on modern ships, either. A lot of WW II era munitions would pretty nearly bounce off of a Nimitz class carrier, I suspect. You'd better believe they are armored. It's just that the fashion of bragging about how many inches thick your armored belt is like they used to with battleships has been changed. Now they don't even mention armor, but they've probably got all sorts of layers of metal and kevlar-type protection. Sure, it's better to have good ecm and not be hit at all, but if you are hit you still want at least some armor.

geoschmo May 31st, 2001 01:26 AM

Re: Transphasic Torpedoes
 
Modern laser-guided and computer controlled anti-ship cruise missles with high-explosive (non-nuclear) shaped charges, armor piercing tips, time delayed fuses (don't explode until they are past the armor) would decimate WWII era battleships.

Think about what we did to the Japanese at Laytee Gulf with roughly the same type shells on both sides, but ours were radar targeted. Now imagine much worse damage inflicted, with greater accuracy, by missles launched from a destroyer somewhere in the vicinity of Midway island. It would be no contest.

One air-launched anti-ship missle almost sank a British cruiser at the Falkland islands.

Geo

[This message has been edited by geoschmo (edited 31 May 2001).]


All times are GMT -4. The time now is 02:28 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.