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May 28th, 2003, 01:42 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Should "bLaster bolts" be green for the Empire and red for the Rebels or that's just for TLs?
It will be easier if all could be red.
Projectile weapons could give Slughthrowers (a weakened Version of DUCs) so we have all basic weapon techs filled.
[ May 28, 2003, 00:43: Message edited by: Andres ]
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May 28th, 2003, 02:28 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
For some reason, I imagine bLaster cannon bolts as being yellow-gold.
But the closest thing we see to them in the movies are the bLaster cannon on the AT-ATs, which shoot red bolts, so it would be more rational to make them all red.
Regarding slugthrower cannon, I thought about suggesting them before I decided on bLasters. We are definitely thinking along the same lines ! By all means include them, They would make a very interesting 'pre-tech' addition.
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May 30th, 2003, 08:08 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I've been searching for a little info on lasers and bLasters.
The autobLaster just seems to be just a primitive Version of modern lasers.
Quote:
from The Completely Unofficial Star Wars Encyclopedia
AutobLaster
this ancient weapon was the fore-runner to the bLaster cannon. Like modern bLasters, it produced a high-intensity packet of coherent light which could be shot into a target. Unlike modern weapons, the autobLaster simply let fly with a salvo of bolts that were hard to aim and of relatively low power. (SH)
BLaster
common name given to any hand-held laser weapon. They come in all shapes and sizes, from small holdout weapons to heavy repeating rifles. They most often employ a small power pack consisting of a ionized cryogenic cells. The power packs generate coherent packets of light, much like a ship-mounted laser. They can be set to various power outputs, from stun to vaporation. (SW, SWSB)
Laser
a device which uses a photonic beam generator to combine coherent energy into packets that can be aimed at a target. Upon striking the target, the packets split the target's molecular structure to varying degrees, based on the strength of the packets emitted. The packets can be generated to lightly stun a target or completely vaporize it. (SWSB)
and from The Star Wars Sourcebook, 2nd edition - West End Games
The terms "laser" and "bLaster" are synonymous, except that "bLaster" usually implies a smaller, lighter weapon. Ship mounted lasers and weapons vary greatly in power.
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I'm not fully convinced that bLasters and lasers should come from different techs.
But I found another "obsolete" weapon that could be used instead.
If "pulse energy weapons" give "pulse-waves" we'd have a name coincidence like with torps and missiles.
It's curious that something that sounds more advanced like spatial distortions was actually becoming obsolete during the TOTJ era by the mundane "lasers", and that by the times of the movies was probably considered as primitive as slugthrowers.
Quote:
from Tales of the Jedi Companion - West End Games
The two main types of energy weapons used throughout the galaxy rely on either pulse-waves or lasers. Pulse-wave weapons fire spherical spatial distortions that disperse as they as they are propelled forward.
and from the CUSWE
Pulse-wave BLaster
an ancient weapon, used before energy weapons were commonplace, pulse-wave bLaster created a spatial distortion when fired. This caused severe damage to solid matter, as the wave altered atomic make-up. The wave dissipated as it moved away from the weapon. (E)
Pulse-wave Induction Spine
this ancient weapon resembled a modern bow, but produced a wave of energy when pulled and released. The ancient Krath used these weapons on their war droids, during the attack on the Jedi convocation on Deneba. (EGD)
Pulse-wave Rifle
an ancient weapon, used before energy weapons were commonplace, pulse-wave rifle created a spatial distortion when fired. This caused severe damage to solid matter, as the wave altered atomic make-up. The wave dissipated as it moved away from the weapon. (TOJC)
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May 30th, 2003, 09:45 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Information on ship-mounted bLaster cannon is scarce and conflicting. The first Version of the Z95 was supposed to be armed with 'two triple bLasters', which according to most sources had less range and power than the laser cannon common to later fighters.
The B-Wing is supposed to carry 'two auto-bLasters', among other weapons. I had a hard time finding any info at all on these weapons, but eventually interpreted them to be a weapon with longer range but less damage than fighter-sized lasers (I don't remember how much of this came from my sources and how much was my interpretation, but it explains why an otherwise modern craft would carry an outdated weapon).
I agree with you that bLasters and lasers are the same tech or very similar, maybe we could have BC I with no tech requirements and BC II with Physics I to serve as 'pre-tech' for lasers. Or just forget about them and go with slugthrowers.
Regarding pulse weapons, they sound like they belong to the Early Republic era. We could give them to the Sith and the Republic races, when we get to them.
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Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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May 31st, 2003, 01:50 AM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
I think it's just a matter of brand names, specially when refering to medium sized weapons such as the ones used in fighters and large ground vehicles.
Almost every ship component (or whole ship, or other piece of equipment for that matter) is most times listed including the producer company and model. That makes companies use their imagination when naming them.
Some are just called bLasters evoking the hand weapons the user is likely familiar with and some called lasers evoking the larger capital ship weapons.
The B-wing has somekind of continuous low-power laser used as targetting mechanism. I think the auto-bLasters are the "normal firing" laser weapons.
Yes Z-95 had two sets of three smaller bLaster later replaced by a larger laser cannon each.
Perhaps fighter bLaster/lasers should grow in size with better techs, but we don't have space to have 1/3 kt bLasters and later 1 kt lasers, and 1 kt and 3 kt does not sound consistent with fighter sizes.
You're right, pulse-wave weapons are from the TOTJ era and should be reserved for the Sith, early Old Republic, Tetans, Onderonians (Iziz and beast riders?) ect.
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June 2nd, 2003, 03:32 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
OK, 'auto-bLasters' could be a name for a certain kind or brand of laser weapon. Your explanation makes sense (especially because the terms 'laser' and 'bLaster' are used interchangeably for medium-sized weapons.
Regarding 'triple bLasters', I suggest using bLaster cannon as 'pre-tech' for lasers, with capital ship and fighter-sized Versions. The fighter-sized Versions would be the 'bLaster', 'double bLaster' and 'triple bLaster' (instead of BC I, II and III), all 1 kt in size but with increasing damage.
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Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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June 16th, 2003, 11:41 PM
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Re: Star Wars Mod - II (Sci-Fi Xover Mod)
Andres, how is everything coming along ? There's help available if you want it (but you know that already).
Just a few more thoughts from reading your spreadsheets :
- 'Imperializator' sounds like a temporary name for the Imperial colony module. I suggest we use 'Imperial colonial expedition' instead (unless someone has a better idea).
- Is there any particular reason why you believe the Imperial colonization modules should cost less than SEIV standard and the Rebel modules more ? (just curious about this one).
- As long as we are dealing with pre-defined homeworld types (rock oxygen for all human SW races) we could make the gas and ice colony modules more expensive than rock modules, both for the Empire and the Rebels (although the Rebel ice module could be cheaper than the Imperial Version and only slightly more expensive than the Rebel rock colony module - this IMO is better than making the Rebels an ice-planet race).
- Also... Jimbob suggested we add pirate and nomad race types from the P&N mod. How would you feel about this ? I know the Black Sun would make a great pirate race, but I know nothing about P&N.
__________________
Have you ever had... the sudden feeling... that God is out to GET YOU?
Well, my girl dumped me and I'm stuck with the raftmates from Hell in the middle of the sea and... what was the question again???
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