Grand Admiral, First Order Central Command
Punning title aside, this is a question for everyone not just fleeters, because it reflects basic core assumptions about how technology and warfare interact in the Star Wars universe.
Effective Range in a tricky little question in Star Wars, with major continuity problems only exacerbated by The Last Jedi. We tend to work around it here on Chaos by using broad range bands with no exact definition. Depending on your outlook, there can be anywhere from three to five of these. The typical ones used are as follows:
Short/Close - Dogfight range, also used for point defense weapons and most warheads.
Normal/Medium - Turbolaser Range. The standard effective range of capital ship sized weapons without any modifications. So this includes mass drivers, railguns, ion cannons, etc.
Long - The range band dominated by energy torpedoes, HVC's, and other purpose-built weapon systems.
I tend to operate with two other range bands in mind, which bound the extremes.
Melee (Knife-fight range) - I assume short range starts at about half of normal, and still mostly invovles capital-ship scale weapons, but is also where things like laser cannons start seeing use. With that in mind, 'melee' range is where point defense begins to shine, and where fighters engage other fighters.
Extreme - Beyond even long range, the this is interplanetary stuff like hurling rocks at static defenses and the like. Theoretically, any kinetic weapon system (railguns, HVC's, mass drivers) is capable of being used at this range, but the travel time for a shot is so long if the target is capable of any form of maneuver it can probably avoid it.
Anyway, recent events have made me wonder just what sort of ranges people have in mind when considering the above. Even given that Star Wars makes absolutely no effort to be even remotely realistic, I tend to inject a little basic physics into the equation. Canon does not. So the question is thus,for anyone who wants to answer.
What are the rough ranges you assume correlate with the three bands used on Chaos?
Why do you follow that assumption?
Are details like this a barrier to fleeting for you?
This is hardly a mandatory poll, feel free to answer some, all, or none of the above, and/or chime in with commentary, critique, whatthefuckever. I'm curious and plan on writing a blog post about assumptions in fleeting later because there's a hurricane coming and I'm bored. Humor me, if you will.
Effective Range in a tricky little question in Star Wars, with major continuity problems only exacerbated by The Last Jedi. We tend to work around it here on Chaos by using broad range bands with no exact definition. Depending on your outlook, there can be anywhere from three to five of these. The typical ones used are as follows:
Short/Close - Dogfight range, also used for point defense weapons and most warheads.
Normal/Medium - Turbolaser Range. The standard effective range of capital ship sized weapons without any modifications. So this includes mass drivers, railguns, ion cannons, etc.
Long - The range band dominated by energy torpedoes, HVC's, and other purpose-built weapon systems.
I tend to operate with two other range bands in mind, which bound the extremes.
Melee (Knife-fight range) - I assume short range starts at about half of normal, and still mostly invovles capital-ship scale weapons, but is also where things like laser cannons start seeing use. With that in mind, 'melee' range is where point defense begins to shine, and where fighters engage other fighters.
Extreme - Beyond even long range, the this is interplanetary stuff like hurling rocks at static defenses and the like. Theoretically, any kinetic weapon system (railguns, HVC's, mass drivers) is capable of being used at this range, but the travel time for a shot is so long if the target is capable of any form of maneuver it can probably avoid it.
Anyway, recent events have made me wonder just what sort of ranges people have in mind when considering the above. Even given that Star Wars makes absolutely no effort to be even remotely realistic, I tend to inject a little basic physics into the equation. Canon does not. So the question is thus,for anyone who wants to answer.
What are the rough ranges you assume correlate with the three bands used on Chaos?
Why do you follow that assumption?
Are details like this a barrier to fleeting for you?
This is hardly a mandatory poll, feel free to answer some, all, or none of the above, and/or chime in with commentary, critique, whatthefuckever. I'm curious and plan on writing a blog post about assumptions in fleeting later because there's a hurricane coming and I'm bored. Humor me, if you will.