Venus Class Destroyer

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Postby Natalya » Mon Sep 28, 2009 4:46 pm

Ranger S2H wrote:btw: can I assume certain events behind the scenes with "died unexpectedly before"?


No. Because it wasn't anything special.
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Postby Pvt Expendable » Mon Sep 28, 2009 6:21 pm

I still say Natalya nice work

so there =P
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Postby Cpt. Zipps » Mon Sep 28, 2009 9:00 pm

It looks great, really looks like it could hold it's own against some larger ships now.
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Postby warman45 » Wed Sep 30, 2009 7:39 pm

amazing!

just want to point out that no ship is invincible. this ships weakness is most of it's heavy weapons face forward. attacking this from the sides and rear will cause it's weapons to become inefective. particularilly the main heavy cannon that can only fire straight.
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Postby Natalya » Wed Sep 30, 2009 9:28 pm

Excluding the main cannon and the ion cannons, all weapons are turrets and can aim in other directions, including sideways and backwards.
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Postby Dr. Vlad » Wed Sep 30, 2009 9:30 pm

And slantways a thisways and thatways? :P
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Postby Strana » Wed Sep 30, 2009 10:34 pm

to my knoledge only the Xspd has the weaknes that it has a confined firing vector. are there blind spots on a ship yes but they are reltively few, and unless another battleship somehow snuck up behind another one its not really too much of a design worry.

though i was thinking what if we had a warp engine table that basically governed how far and for what skill you could jump ships ie hyperspace. then any oleftover skill could be used for weapons and other actions just a thought
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Postby Pvt Expendable » Wed Sep 30, 2009 10:42 pm

weapon arcs don't matter if you are highly manuverable assuming your foe has the same manuverability it shouldn't mater
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Postby Strana » Wed Sep 30, 2009 11:43 pm

I think im going to have to write up another addendume to the ship rules. movement and warping rules me thinks to make things interesting. don't worry itll be nothing truly complex
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Postby muffinman42 » Thu Oct 01, 2009 10:53 am

hehe, the AC could just pick up Stanas fleet and bash them together.
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Postby warman45 » Thu Oct 01, 2009 3:55 pm

just a few things that should be in the rules (i'm not shure if they already are but what the heck)

-manouverabillity. fighters can turn fast but battleships can't. my idea is to use turnin radius or something. like the turning rules for battlefleet gothic. after x move forward you can turn y.

example: after 10" turn 15 degrees (cw or ccw)

-generators. for ever weapon and engine/shield you need x(squared) bricks of generators. this way you don't have the magival ship that can fly on no power. as well you could have "better" reactor types.

example. fusion/fission drives. normall
Anti-matter drives. generates 2 power per (sqaure) brick
Other dimensional generators. 3 power per

the downside is that the bigger they are the more damage they do when overload (nuclear's only hurt owner's ship. other types hurt everything in radius respectively.
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Postby Natalya » Thu Oct 01, 2009 5:26 pm

Well the ship does have a power generator thing towards the back of it. As for turning, I don't think that's too important. I just say it can only turn a max of 45° per turn because it's so long. But like in a fleet battle like the Caid Sector, turning isn't too important it wouldn't seem.
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Postby Strana » Thu Oct 01, 2009 7:07 pm

i think turning rather should be handled at a 90 degree vector from center paced at inch of movement. ie if your ship is pointed straight at the enemy and you wanted to turn to present broadsides. from the very tip of your ships nose at a 90 angle to your previous heading measure out inches that you want to move the nose too (rough guestimation will due). easy simple. basically what this means that at the [houseruled] max speed of 30" any vessel 30" and over will have a turn rating of 45 degrees or less while a ship under 30" is going to have better then 45 degrees of turning. maybe with a reset at every 45 degrees turned. (so that fast ships can turn a little faster) note by in large turning comes more to play if you have warping rules and more than 2 start points for combative forces

i thought about doing power system requirements but in the end it just hampers the build process.
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Postby Pvt Expendable » Thu Oct 01, 2009 9:43 pm

Say,..... isn't this getting a litlle past the complexity level that we all use and love?

or we could use the d&D 1st edition movement arcs for dragons wuhhheeeee
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Postby Natalya » Fri Oct 02, 2009 6:07 pm

Or we could just fudge everything like me.
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