Star Wars Roleplay: Chaos

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Raziel's WIP starship template update

This has my full support and I'd like to implement it as soon as possible. Once you've made the necessary edits just give me a tag and i'll post it up for the rest of the admin team to look at. Should pass through no problem honestly its a cleaner and friendlier version of what we have now.


The charts are great visuals and the tag to where you obtain the lengths is pretty awesome. [member="Raziel"]
 
[member="Raziel"]

Two minor things I noticed on a last look over:
  • Star Destroyers are traditionally 1600 metres, right?
  • The ISD II at least could have 6 squadrons and 800 capital guns. Now of course it had no defence guns but we should be able to make most canon designs with this.

Which leads me to one final inclusion I think makes sense.
  • If people want to alter the templates somewhat, perhaps we should include a conversion chart for warheads-turbolasers-defenceguns and how they can be exchanged? I mean, it's implied you can do so, so why not set it here in stone so everyone is on the same page?
 
WeaponExamplesValue
CannonLaser, Ion1
TorpedoesProton Torpedo, Concussion Missile2 (One launcher with four missiles)
Heavy ordnanceProton Rocket, Proton Bomb2 (One launcher with with two bombs)


 
Starship Templates
Lengths Applied As Per An Adjusted Anaxes War College System.


According to this system, capital ships were divided into seven main classifications.[1]

[*]Frigates: Ships of roughly 200 - 400 meters length

[*]Cruisers: Ships of roughly 400 - 600 meters length

[*]Heavy Cruisers: Ships of roughly 600 - 1000 meters length

[*]Star Destroyers: Ships of roughly 1000 - 2000 meters length

[*]Battlecruisers: Ships of roughly 2000 - 5000 meters length (small battlecruiser models were classed as "Star Cruisers", to separate them from larger ships of the type, but few recognized this classification as a formal part of the system.)[1]
[*]Dreadnaughts: All ships over 5000 meters length
 
Capital Grade Weapons
Note: this chart is for guidance only.[*]Turbolasers Emplacement[*]Large Emplacement[*]Very large emplacement[*]Heavy Ordnance
 
[member="Valiens Nantaris"]

I've massively simplified the old nonsense into the above. I'm reticent to put anything more complex.

Any complaints of "oh but the old one was 5 for a long range" or "what about a double, repeating homing..." will be summarily ignored :D

I'm going to assume the ISD II as the pinnacle of Imperial Technology had some dev! Otherwise I could push the guns up to 500 and add 2 squadrons to the other one.
 
Helpful Links

Chaos References
Note: These are here for guidance purposes. Hard limits and development guidance is provided in the template itself. The exchange tables are provided to guide you in customising a ship from one of the basic examples to add unique weapon load-outs.
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WeaponExamplesValue
CannonLaser, Ion1
TorpedoesProton Torpedo, Concussion Missile2 (One launcher with four missiles)
Heavy ordnanceProton Rocket, Proton Bomb2 (One launcher with with two bombs)
 
Raziel said:
"what about a double, repeating homing..." will be summarily ignored
Where does that leave technology submissions of repeating weapons? People are still going to be submitting the weapons themselves, whether or not they are actually utilized in starships.
 
Meh, work it out on the sub. Or ask for how how many laser canons of damage output can this do? We can't document and account for all possibilities.

The armament rating is mandatory for a reason.
 
Raziel said:
Meh, work it out on the sub. Or ask for how how many laser canons of damage output can this do? We can't document and account for all possibilities.

I'm sympathetic to simplifying gun tradeoffs, but at the same time, I'm thinking that as a judge, we're going to see a lot of people continue to use old weapons that they've submitted using the old gun tradeoff standards, which I think could cause some confusion.

So how do we deal with that? Do we rerate these older weapons? Deal with them on case-by-case basis, or standardize a response to them?
 
[member="Gir Quee"]

Give me an example use case to work through.

The only minor change here is assault concussion missiles from 8 capital guns to 10.

Old subs get grandfathered.

We need to get out of the mindset of giving a damn about minor details in gun counts and work off the simplified "Armament Rating"

:)
 
Raziel said:
We need to get out of the mindset of giving a damn about minor details in gun counts and work off the simplified "Armament Rating"

That is the beauty of the armament rating system, and I think that orthodox weapons that the average turbolaser or mass driver weapon, it works wonderfully. I'm more concerned that many of the user-submitted weapons come with special effects which I don't think are going to be easily compensated for by the armament rating system. For example, Mandal Hypernautics Jamming Beam Projector.

Normally, the armament rating system would make the exact number of weapons irrelevant. In this case however, the more of these present, the more enemy ships can be jammed.
 

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