Re: Of Darkness and Rocks, Sign up and OOC
Miraculous quick fix?
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Miraculous quick fix?
Miraculous quick fix on a piece of equipment that already violates the Human Development rule? I think that would break Higher Power Restriction.
Ok, I have good idea. If you'd like, delete your post, and I'll write another that doesn't involves us 'suiciding'.
Can do. Saving the prose here.
Davidson counted down the light propagation time on the repeating sequence of bits. Ten minutes... twenty minutes... they would be receiving the first message soon. He radioed Wheeler. "How are the jumpdrive repairs coming along?" he demanded.
"We should be ready in about half an hour," Wheeler replied.
"Understood," Davidson replied. He felt like he was on a knife-edge right now. Dr. Wheeler was one of the chief scientists working on the starship jumpdrive project. The Feynman was one of the ships selected as a test platform. If this boiled over incorrectly, he would be effectively responsible for murdering one of the greatest minds their people had ever produced.
He was in a corner now, though, and when he saw the series of bright flashes, the nearest one just twenty kilometers away, and the large vessel emerging out of nothingness with turrets and fighters, he knew that he had made a mistake trying to hail the other vessel.
It sunk in as the other vessel's turrets began to slew in the Feynman's direction. He had failed. James Wheeler was dead, and his people would abandon the jumpdrive project as unsafe for a period of maybe ten, maybe twenty years. He would never be able to warn his people about the perils of deep space, the flight data recorder would end up in the hands of the enemy. They would show up at his people's front door one day with great battlefleets, and his people would be doomed.
He gritted his teeth as he prepared to give his last order, the one he had been secretly waiting to give for his entire career.
"FIRE EVERYTHING!"
As the enemy warship's railguns and cannons lit up, the Feynman was catapulted backwards from recoil as twenty capital-ship missiles shot out and slammed into the larger ship in the span of less than a second's time. He closed his eyes as the enemy projectiles tore into the main fusion reactor and his ship disintegrated all around him, and his last thought before the darkness claimed him forever was how warm the radiation from all the nuclear explosions felt.
The flight data recorder flew free, drifting in space, until a fighter picked it up in its claws and dragged it back to the barely-intact hulk that used to be a kilometer-long mothership.
The fighters would have launched, but after getting no orders they would have just waited until recalled.
Call Sign: SRNS Apophis
Classification: Broadsword-Class Battle Cruiser
-Specs-
Mass: ~300,000 tons
Length: 516 meters
Width: 62 meters
Height: 52 meters
Maximum Thrust: ~450 kN
Power: 3 Primary Fusion Reactors (output - 1250 MW each), 1 Back-up Fusion Reactor (Max Output - 900 MW)
-Armament-
Broadside:
-24 Mk VII Missile Tubes (Max Range - 102,000 km, Accurate Range - 71,000 km (~1180 seconds of Flight Time @ 60km/s | Fire Rate: ~240 seconds cool-down + ~180 reload = ~420 seconds per missile, sustainable for 3 consecutive salvos before cool-down time begins rapid increase)
-6 Laser Mounts (Eff. Range - 450 km | Fire Rate: 360 seconds, sustainable for 4 consecutive discharges before pylon core begins overheating | Minimum Total Pylon cool-down: 1 discharge - 380 seconds, 2 discharges - 415 seconds, 3 discharges - 475 seconds, 4 discharges - 540 seconds | Rate of Pylon Destabilization after 5th consecutive discharge - 87.9%)
-4 30cm PD (Point Defense) Clusters (Eff. Range - 250 km | Fire Rate: ~50 discharges per second, sustainable for 12 consecutive seconds | Cool-down: 11.5 seconds * # of consecutive seconds of discharge | Rate of Pylon Destabilization after 12th consecutive second - 93.4%)
-2 60cm Spinal PD Clusters (Eff. Range - 360 km | Fire Rate: ~25 discharges per second, sustainable for 20 consecutive seconds | Cool-down: 14.5 seconds * # of consecutive seconds of discharge | Rate of Pylon Destabilization after 20th consecutive second - 96.7%)
-10 CM (Counter Measure) Pods (Eff. Range - 400 km | CMs per pod: 4 | Fire Rate: 90 seconds cool-down + 45 seconds reload = 135 seconds between salvos)
Chase:
-2 Mk VII Missile Tubes
-1 Laser Mount
-5 CM Pods
-5 PD Clusters
Magazine:
-1500 Mk VII Missiles (Mass - 15 tons | Max Speed - 60km/s | Max Flight Time - 1700 seconds @ 60km/s)
-1000 Mk III Counter Measures (Mass - <1 ton | Max Speed 100km/s | Max Flight Time - 5 seconds @ 100km/s)
-10 Electronic Warfare Drones
-Crew and Aux. Craft-
-1118 (48 Officers, 686 Enlisted, 408 Marines)
-46 Escort Fighters
-13 Short Range Bombers
-10 Assault Ships
-7 Personnel Shuttles
-3 Cargo Shuttles
What crazy propulsion technology are you using that can accelerate a 300 kiloton vessel at 5 kilometers per second per second?
Edited
I'm not sure how I didn't notice the 0 in there before, lol
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That's still 138 giganewtons of thrust, though. Not to mention you would be able to accelerate to velocities that would make enemy weaponry completely irrelevant.
To put it in other terms, you're a battlecruiser-sized interceptor.
> Wolves of Fenris wrote:
> And Xeno, I have the main points of the meeting, just gotta write it out. Should be up hopefully tomozers, or the day after.
Eagerly awaits...
I see what you mean, and realized the tech I'm basing those specs on isn't in line with what has been outlined for this RP. I apologize.
How ever, I have attempted to redeem myself and ran some numbers.... Its rather late, and I might have screwed up the math, but I believe I have it right now. For future reference, the back-up reactor isn't factored into the thrust, as it is used mainly for life-support and internal systems in the event that it is brought online. Theoretically it could be used to power the engines.... but I'm past the point of doing that mental math right now.
That looks a lot better, and makes a lot more sense.
I observe that since jump technology has advanced at least to the point where tactical jumps may be made, a lot of combat tactics might rely on disabling an enemy's ability to jump, either by use of interdiction fields (hypertech, but if we have jump drives, shouldn't be too much of a stretch) or by enough brute force or surgical precision to disable an enemy's jump drive before it could be used.
Also I realize that 25 km/s might be a lot for a 60-ton missile in terms of kinetic energy (1.875e13 joules, or 5.2 gigawatt-hours). I think 5 km/s might be more reasonable (750 gigajoules, or 208 megawatt-hours), not to mention more attainable in a launch platform the size of Feynman. The launch capacitors would still take a long time to charge, but for a weapon that must be reloaded at spacedock that might be irrelevant because if you have capacitors for each launch tube then they can just be kept charged indefinitely.
Or power the launch mechanism with explosives.
Jogged some numbers and added effective weapon ranges. For the missiles, the 'accurate' range is the max range that ship-board targeting systems can communicate with the missiles. After that, the missile's rely on their on-board navigation computers, which are vastly inferior to the ship's, so if the target is able to maneuver enough, deploy CMs, etc., the missiles are incredibly more likely to not be able to adjust their flight path, or go after the wrong target.
As for the missiles themselves, I realize that moving a 15-ton missile at 60km/s takes an incredible amount of energy, but that is only if they put them on maximum burn, which is only really useful at extremely long range, to cut down the flight time. It'd be more effective to fire the missiles considerably slower, as that allows the missiles' on-board computers to adjust their own flight paths, thus relying less on the ship's targeting to do everything for them. The more salvos fired before the first can hit the target, the more stress the ship's systems are under, so the slower the missiles, the easier it would get.
My defensive weaponry is scaled as to be more or less able to handle the bulk of what a clone of my ship could throw at it. For most of the weapons, they have a few seconds of firing to cut down incoming missiles that get past the CMs and survive a broadside of the laser mounts. While the laser mounts are offensive weapons, they can be used to stop incoming missiles, although their ability to track a fast moving target is vastly less than that of the PD clusters, thus the chance of actually hitting an incoming missile is slim.
Theoretically, if someone got close enough to the ship, the PD clusters could be used offensively, but they're sort of like AA machine guns on a modern naval vessel; the only thing they'd do to another large ship is mess up the paint. Small craft like fighters/bombers/boarding craft might take some light to medium damage, depending on how many clusters are aimed at them, or if the clusters got a lucky hit on something vulnerable.
The CMs, on the other hand would do even less, other than bump a small craft off course. They contain no explosive ordinance, flight computer, nor engine/thrusters of any kind, only a computer that emits signals meant to confuse and disorient any nearby targeting/flight system by adding illusory copies of the ship for them to lock onto. The broadcast range is incredibly short, and the strength is relatively weak, thus it would have little to no effect on a small craft, and wouldn't even come up as static on a real ship's systems. The only destructive force associated with a CM, is that of the missile which locks onto it, and explodes upon impact, if the missile hits it at all. Due to the small size of the CM, it is much more likely that the missile will fly right past it, and on into empty space.
Wouldn't lasers need to focus on the exact same part of an enemy ship for a long time? Other wise it would just warm up where it touches, and given both ships would be moving around it would very difficult to maintain a focused beam.
With lasers, my aim would be to try and burn the pilots of any fighters and bombers, I would just give them the best targeting computers to do so. But I may be wrong.
I hate my over use of commas'.
With everyone throwing around weapons and stuff I feel outmatched in a science vessel >_>
Then again James Wheeler is some sort of hypercubical genius given that he's one of the lead scientists on the jumpdrive project and fixed a burnt-out one in a matter of hours. Who knows what the guy does in his spare time...
The lasers charge and release pulses of focused energy, which goes where the laser was pointed at the moment of discharge. Due to the fact that once fired, the laser's pulse is on its own, they aren't much use in anything except ship-to-ship engagements of larger vessels. The incredibly short range means that they are a 'knife-fight' weapon. At the range a laser can be used, the missiles fired from the ship (unless launched at ridiculously low velocities) wouldn't have time to arm themselves, and since there's a hell of a lot of heat involved in firing them, arming them before launch is almost a suicide wish.
Warfare, from where my people are coming from, is mainly long-range missile duels between lines of ships, similar to wet navies back in the Victorian/Napoleonic Eras. Lasers are reserved for when one fleet is incapable of continuing the duel and the other comes in to finish the job/board them, or if one side runs out of ammo. Smaller ships generally have as many if not more laser mounts than missile tubes, since they don't have the room to store large ammo magazines.
The use of fighters and bombers is highly limited, they only see large-scale action during assaults on stationary targets like space platforms, or planets/moons. This is because of the range at which ships engage each other is too great for small craft to move through in any reasonable amount of time. Even if they were sent out, the opposing fleet would have plenty of time to see them coming and act accordingly. Some large vessels, Ships-of-the-Line so to speak, have more elaborate PD systems, which can be used against small craft, as at least half of all major fleet engagements end in close-range combat.
For the same reason, Carriers aren't built or deployed in large numbers outside of a ground-side assault. Like troop transports, Carriers are considered soft targets that are useless in a real fight, and thus not considered a threat on their own.
So you're Caldari then?
I've never played EVE :\
In a nutshell, Caldari = missileboats.
Gotta love missile boats. Never played it either, what's it like?
Yeah, missile boats is a pretty accurate description ![]()
EVE is an excellent game, though slow to get into. You can theoretically train into a combat-capable character within a few hours, but developing a really good character takes months if not years, because skill training time increases exponentially and proceeds in real time. There's plenty to do, though; you can become a combat character flying your pick of ships, small or large, or you can become an industrialist like me. You can take a group of friends missioning, hunting in lawless space, or becoming small-time pirates; or you can reach for the stars.
It's a giant sandbox stuffed with hundreds of thousands of psychotic monkeys. Once you figure out all the subtleties and find a good group of pilots, it's a great game.
Either of you ever play any games in the Space Empires series? I have Space Empires IV and I'd like to challenge you guys to a game sometime.
Never heard of that. What kind of game is EVE? Like the one I buy at the shop or do I download it? And how is the gameplay? I'll look it up when I get home, I'm at work now for another 6 hours.
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