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Old January 24th, 2003, 01:56 AM
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Default Re: weapon platforms, weight ratios and modding questions

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Originally posted by orev_saara:
I'm in the process of creating my own personal mod, and a thought struck me Last night: Why weapon platforms? They really make no sense. For projectile guns and missile launchers, you have all of that gravity to overcome. Launching a missile out of orbit uses tremendous amounts of fuel. As for energy weapons, you have atmosphere to get through, which would degrade just about anything, espacially those projectile guns. A depleted uranium cannon firing from ground, through atmosphere, and escaping orbit? Ludicrous. Not really impossible, but far costlier than putting a similar launcher in orbit beforehand. The whole concept of planetary weapon platforms is somewhat fanciful, but they can have a huge impact on SE games, especially if you allow any WP range extending mounts. If anything, there should be WP range-decreasing mounts. Maybe someone else already said all of this.
P&N v3.x -- Gravitic Manipulation racial trechnology ... Graviton Flux Cannons.

Weapon-platform only, uses theplanet's own gravitational field as a weapon. Very odd damage-at-range table (lots of damage in a bell-curve pattern ... with a "myopic zone" where no damage is done at all); one normal-mount and one "biggest" mount GFC on a Large WPlat makes for DEAD ships, at extreme ranges.

Quote:
And then I started wondering about fighters too. 20 kt for a fighter? Not sure about that, and probably nothing I can do about it. I'm sure someone has noticed that before.
Remember those are SPACE fighters. 20,000 ton displacement, and probably a crew of twenty to fifty.

"Escorts" are (AFAIK) roughly the size of a modern nuclear aircraft carrier; you MIGHT manage to get an Escort to hold one Fighter bay and one cargo bay, to handle four fighters. Tops.

Modern aircraft carriers handle and launch/recover scores of "fightercraft" as we, today, know them.
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Old January 24th, 2003, 02:08 AM

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Default Re: weapon platforms, weight ratios and modding questions

""Escorts" are (AFAIK) roughly the size of a modern nuclear aircraft carrier; you MIGHT manage to get an Escort to hold one Fighter bay and one cargo bay, to handle four fighters. Tops."

Actually the -fighters- are bigger than most current carriers.

EDIT: or some, rather. Displacement on the Nimitz class of carrier (US nuclear, biggie) is 97,000 tons.

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[ January 24, 2003, 00:09: Message edited by: Phoenix-D ]
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Old January 24th, 2003, 03:06 AM
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Default Re: weapon platforms, weight ratios and modding questions

Mmmmm. A 150kT escort is about the same mass as two supercarriers. Quite large for the first 'proper' ships a race launches into space, if you take the figures literally. It's best not to.

On the other hand, here's a rough comparison:
note: I was looking at making the fighters smaller over Christmas, (by making everything else 10 times larger ) so I did some checking of figures.

SE4 Large carrier 1,200kT
SE4 Large fighter 25kT

American supercarrier 60-80kT
F14 fighter jet 0.03kT (33 tons fully loaded I think)

Current HMS Ark Royal 20kT
Sea Harrier (small fighter?) 0.006kT (unloaded - probably about 10t with fuel and weapons)

The SE4 carrier is 15-20 times bigger than a modern supercarrier, but the SE4 fighter is almost a thousand times bigger than the modern equivalent. This is mostly due to SE4's tardis-like cargo handling.

Again, they're just numbers. If you don't like 'em (I'm more concerned about being able to fire heavy ship weapons at fighters at the moment), change 'em.

The other thing I've discovered is that British tons and tonnes are almost exactly the same mass, but American tons are slightly different.
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Old January 24th, 2003, 03:13 AM
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Default Re: weapon platforms, weight ratios and modding questions

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The other thing I've discovered is that British tons and tonnes are almost exactly the same mass, but American tons are slightly different.
Tons, like pounds, are a measure of Force, not Mass. The Slug is the british system (which only the US uses anymore) unit for Mass.
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Old January 24th, 2003, 06:19 AM
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Default Re: weapon platforms, weight ratios and modding questions

Thank you one and all. I think I'll go and look for the wish list for the next patch/SEV now.
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Old January 24th, 2003, 07:03 AM
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Default Re: weapon platforms, weight ratios and modding questions

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Originally posted by orev_saara:
[QB]I'm in the process of creating my own personal mod, and a thought struck me Last night: Why weapon platforms?
Because it's easier to build a reactor and weapons system on the ground than in space.

Quote:
They really make no sense. For projectile guns and missile launchers, you have all of that gravity to overcome. Launching a missile out of orbit uses tremendous amounts of fuel.
SE4 starts at a technology level at the very least a few centuries removed from us. Planetary launches are a non-issue for every species, and their ships routinely travel at speeds far faster than anything we can manage today. Missiles would have no problems leaving the atmosphere on as much fuel as can drive a ship from Earth to Mercury in a week.

Quote:
As for energy weapons, you have atmosphere to get through, which would degrade just about anything, espacially those projectile guns.
Once again you've misjudged the technology level. Your basic energy weapon in SE4 is capable of killing every single person on Earth today in a single combat. That cannot be more than five days by the timing system used in the game. That's a massive amount of energy, and such a weapon would not be affected a great deal by atmospheres.

[quote]A depleted uranium cannon firing from ground, through atmosphere, and escaping orbit? Ludicrous. Not really impossible, but far costlier than putting a similar launcher in orbit beforehand.

Quote:
The whole concept of planetary weapon platforms is somewhat fanciful, but they can have a huge impact on SE games, especially if you allow any WP range extending mounts. If anything, there should be WP range-decreasing mounts. Maybe someone else already said all of this.
It's a science fiction game with warp points, usable organic based ships, and faster than light travel. I think that weapons mounted on planets are the least fanciful part of the game. Weapon platforms have increased ranges because theyare useless otherwise. Further, planetary weapons have a basis in science fiction, just watch The Empire Strikes Back.
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Old January 24th, 2003, 09:59 PM
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Default Re: weapon platforms, weight ratios and modding questions

Well put, Mr. Grice. I guess weapon platforms bother me because they're actually understandable in terms of modern science. I don't give wormholes any thought at all. I just file them under the necessary evils of an interstellar empire-building game and forget about it. Maybe I should do the same with weapon platforms, but I still don't see the need for them with satellites and bases. Of course, the beauty of SE is that I can just take em out if I don't like em. I might do that.

One Last nitpick: if an energy weapon bLasts out so much juice that atmospheric resistance is not an issue, wouldn't it kill people on the surface, too? I suppose that's really just another engineering problem that might be overcome by advance technology, so I shouldn't worry too much over it... still, can anybody think of a way to mod in planet-based ordnance degrading the planet it's fired from in some way? Ionizing radiation? Heat pollution? Toxic chemicals (love those acid globules)?

I NEED MORE MODDING OPTIONS!!!!

I probably have a little too much free time.
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