Doom Star vs. Death Star

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Death Star vs. Doom Star -- who takes it?

Death Star lays down the Imperial Smackdown on the wannabe!
23
58%
That's one dead Death Star!
17
43%
 
Total votes: 40

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Lord of the Farce
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Post by Lord of the Farce »

The Kernel wrote:We've been through that. It doesn't make sense that they could depopulate a planet completely in one volley yet not destroy the ecosystem at the same time. I'm afraid this is just something we have to accept. It can't really affect firepower estimates since these two facts are mutually exclusive (yet they happen).
But why rule out simple explainations, such as the population living in ecosystem friendly habitates, which doesn't require suspension of disbelief to be pushed asside?
Maybe the antigrav systems of the DS will even just cancel out the field of the blackhole-projector.


:lol: You're kidding right? This is groundless supposition on your part and in no one correspondes with any know facts.
Yet we know (from NJO) that by extending their inertial dampeners outside of their shields, SW ships can negate some of the effects of the singularities created by dovin basals.
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Post by Jadeite »

Sharp-kun wrote:Death Egg slaughters them both :D
Are you talking about the thing from Sonic 2?
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Post by Connor MacLeod »

The Time Warp Facilitator works as it does in the game because the game is turn based (for the most part.) not realtime. I never recall the enemy ever moving at the same time I do, nor firing at the same time I do (or ever being able to.)

In practical terms, what it does is "doubles" the performance of the ship: it can travel twice as far, fire twice as often, etc. ITs sort of like a "Haste" spell ofr warships. You might also consider it "twice" as fast, so it can get off its fire slightly faster (and hence deliver more shot

The downside of this, of course, is that its going to be expending its resources at twice the normal rate to do this.

Of course, we should also point out that some of the more advanced and powerful missiles in the Moo2 universe are based on chemical warheads (including, IIRC, the most powerful.) - this doesn't bode well for their firepower.


Also, their strongest armors are at most an order of magnitude more efficient than titanium. :D
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Post by Connor MacLeod »

About inertial dampers vs Black Hole Generator: not knowing how much gravitational (or other force field) force the device generates, we can't really compare it to ghe Inertila dampers (Its not a black hole, so its clearly not as strong as one.)
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Post by Darth Wong »

MOO2 Doomstar refire rate: the strategic stellar converter can be fired only once per turn, and a MOO2 turn lasts a year. The tactical stellar converter can be fired more often, but is also very weak.

MOO2 Doomstar firepower: the strategic stellar converter is sufficient to crack a planet, but with orders of magnitude less energy than DS1. You'd probably need hundreds of stellar converters at a bare minimum to equal the power of a DS1 superlaser, and perhaps thousands. The tactical stellar converter is so weak that most large vessels can survive a hit from one.

MOO2 Doomstar weapon range: onscreen, all combat occurs at ranges of perhaps ten times planetary diameter at most. Deathstar range is greatly in excess of this. Deathstar gets the first shot.

MOO2 Doomstar propulsion technology: all MOO2 turns take 1 year. Therefore, it takes 1 year to travel from any star system to any other star system. One fleet cannot engage the enemy at two planets in a star system during one turn. Therefore, battles obviously take a long time, maneuvering takes a long time, and their sublight propulsion is just as poor as their FTL propulsion.

MOO2 planetary colonies: the pictures always show enclosed habitats which take up a small tiny of the planet's surface. The ability to wipe out such colonies is nothing to write home about.

Sorry, the MOO2 Doomstar has lots of toys but gets its ass kicked. The Deathstar will fire first, from farther away, and will easily control the time and place of engagement due to its vastly superior propulsion technology. It can get from one end of the galaxy to the other in the time it takes for a MOO2 Doomstar to get from Earth to Mars.
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Post by Col. Crackpot »

IIRC years are divided into segments in moo2. 3475.1 3475.2 etc

drive speed is measured in parsecs/turn. the fastest (hyperthrust) moves at a rate of 10 parsecs/turn. so by extention it would move at a rate of 100 parsecs a year.
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Post by Dooey Jo »

The Kernel wrote:
Dooey Jo wrote: Nuclear bombs = fission. Thermonuclear bombs = fusion. Nuclear bombs have an upper limit of ~500 kt.
I see, so no one calls fusion bombs nuclear weapons for short?
I haven't met anyone who says "nuclear bomb" when they mean fusion bomb. The most commonly used short for fusion bomb is hydrogen bomb, I think. Besides, if they meant thermonuclear missiles, why didn't they write so. It sounds more technobabblish than just nuclear missiles too...
Piss off with that, no spacefaring race is going to lack the ability to build a fusion bomb. :roll:
Perhaps they have the ability, but doesn't use them for some reason. The Inca (or maybe it was the Maya) had the ability to make wheels, but they didn't use them.
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Post by The Kernel »

Darth Wong wrote:MOO2 Doomstar refire rate: the strategic stellar converter can be fired only once per turn, and a MOO2 turn lasts a year. The tactical stellar converter can be fired more often, but is also very weak.
Where are you getting this from? Also, where did you get the idea that tactical combat mode turns are equal to map turns (they aren't)?
MOO2 Doomstar firepower: the strategic stellar converter is sufficient to crack a planet, but with orders of magnitude less energy than DS1. You'd probably need hundreds of stellar converters at a bare minimum to equal the power of a DS1 superlaser, and perhaps thousands. The tactical stellar converter is so weak that most large vessels can survive a hit from one.
A few problems with this logic:

1) Doom Stars can carry multiple Stellar Converters.
2) The Death Star isn't going to be using its main Superlaser due to the Gyro Destabilizers on the Doom Star.
3) We don't know how much punishment the Death Star can absorb.
MOO2 Doomstar weapon range: onscreen, all combat occurs at ranges of perhaps ten times planetary diameter at most. Deathstar range is greatly in excess of this. Deathstar gets the first shot.
Irrelevant given that the Doom Star has the Phase Cloak and can attack at will. Also the Time Warp Facilitator must have SOME effect on initative.
MOO2 Doomstar propulsion technology: all MOO2 turns take 1 year. Therefore, it takes 1 year to travel from any star system to any other star system. One fleet cannot engage the enemy at two planets in a star system during one turn. Therefore, battles obviously take a long time, maneuvering takes a long time, and their sublight propulsion is just as poor as their FTL propulsion.
This is very poorly thought out. First, we don't know that MOO2 turns take a year. Second, the reasoning behind not being able to do multiple engagements is a technical limitation of the game. If people are going to be so quick to throw out the Time Warp Facilitator, then you have to accept that were basing this on a game with certain rules. Since theoretically you can manuver around in tactical mode until our sun burns out, I would say that it is not a good indication of the passage of time.
MOO2 planetary colonies: the pictures always show enclosed habitats which take up a small tiny of the planet's surface. The ability to wipe out such colonies is nothing to write home about.
Then why the heck does having subterranian and aquatic races increase the population carrying capacity of your planets? The cityview is just a representation, nothing more.
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Post by The Kernel »

Lord of the Farce wrote: But why rule out simple explainations, such as the population living in ecosystem friendly habitates, which doesn't require suspension of disbelief to be pushed asside?
What exactly do you mean by this?
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Post by Lord of the Farce »

The Kernel wrote:What exactly do you mean by this?
The Kernel wrote:It doesn't make sense that they could depopulate a planet completely in one volley yet not destroy the ecosystem at the same time. I'm afraid this is just something we have to accept. It can't really affect firepower estimates since these two facts are mutually exclusive (yet they happen).
Unless I am mistaken (and if I am, I apologise), you are saying that it is impossible to get a firepower estimate out of the weapon because it does two things at the same time that you claim to be mutually exclusive, but suspension of disbelief tells us that it did happen. The planetary population residing in centralised and connected habitates (whether they are above ground, under ground, or under the sea) does not require us to push aside suspension of disbelief for the effects of the weapon.
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Post by HRogge »

Col. Crackpot wrote:IIRC years are divided into segments in moo2. 3475.1 3475.2 etc

drive speed is measured in parsecs/turn. the fastest (hyperthrust) moves at a rate of 10 parsecs/turn. so by extention it would move at a rate of 100 parsecs a year.
100 parsec per year...
1 parsec = ~ 3,24 lightyears


100 parsec per year = 324 lightyears per year = 324 times the speed of light.

Even Star Trek is much faster than this !
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Post by Tribun »

We have to see the following points (from a MOO2 veteran):

-The stratigec converter can only fire, when no longer any restistance exists. This means that:
a)the weapon needs so much energy that it would be suicide with dangers around to use it, because they would be a target.
or b)The weapon needs too much time to charge to use it while battle.
-Even a combined 3 converter-shot (the maximum possible) isn't able to crack a class X shield with reinforcements of a doomstar.
-The space, which the converters need is so great, that there is not much space left for other weapons, so the defense capaity is weak.
-The other weapons are MUCH weaker.

Therefore, the Doomstar looses....
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Post by Darth Wong »

The Kernel wrote:
Darth Wong wrote:MOO2 Doomstar refire rate: the strategic stellar converter can be fired only once per turn, and a MOO2 turn lasts a year. The tactical stellar converter can be fired more often, but is also very weak.
Where are you getting this from? Also, where did you get the idea that tactical combat mode turns are equal to map turns (they aren't)?
Strawman fallacy. Read it again. The strategic stellar converter can only be fired once per map turn.
MOO2 Doomstar firepower: the strategic stellar converter is sufficient to crack a planet, but with orders of magnitude less energy than DS1. You'd probably need hundreds of stellar converters at a bare minimum to equal the power of a DS1 superlaser, and perhaps thousands. The tactical stellar converter is so weak that most large vessels can survive a hit from one.
A few problems with this logic:

1) Doom Stars can carry multiple Stellar Converters.
Only a handful, not hundreds or thousands.
2) The Death Star isn't going to be using its main Superlaser due to the Gyro Destabilizers on the Doom Star.
The Death Star outranges the Doom Star to the point that it can engage while the Doom Star is not even on the screen.
3) We don't know how much punishment the Death Star can absorb.
The Death Star can stand roughly 70,000km away from a planet which is exploding with 1E38 joules of KE and not take a scratch. Think about it.
MOO2 Doomstar weapon range: onscreen, all combat occurs at ranges of perhaps ten times planetary diameter at most. Deathstar range is greatly in excess of this. Deathstar gets the first shot.
Irrelevant given that the Doom Star has the Phase Cloak and can attack at will. Also the Time Warp Facilitator must have SOME effect on initative.
Since the Death Star has orders of magnitude greater speed, it can dictate the time and place of battle at will. It has the initiative.
MOO2 Doomstar propulsion technology: all MOO2 turns take 1 year. Therefore, it takes 1 year to travel from any star system to any other star system. One fleet cannot engage the enemy at two planets in a star system during one turn. Therefore, battles obviously take a long time, maneuvering takes a long time, and their sublight propulsion is just as poor as their FTL propulsion.
This is very poorly thought out. First, we don't know that MOO2 turns take a year.
Even if we go by stardates, they take at least a month. That's still pretty pitiful for interplanetary (or even pan-galactic) travel by SW standards.
Second, the reasoning behind not being able to do multiple engagements is a technical limitation of the game. If people are going to be so quick to throw out the Time Warp Facilitator, then you have to accept that were basing this on a game with certain rules.
Bullshit. There is no technical reason why they couldn't give one fleet the option to engage another planet in one star system during the same map turn. Simply pop up the planet selection box after finishing off the first planet.
Since theoretically you can manuver around in tactical mode until our sun burns out, I would say that it is not a good indication of the passage of time.
Tactical mode turns are not the same as map turns, dumb-ass. You pointed this out earlier yourself, when you erroneously believed I had made the same false assertion that you are making now. IIRC, you cannot attack two planets in one star system with the same fleet in one map turn, therefore it takes at least a year (or a month, if you go by the stardates) to go from one planet to another in the same star system. With that kind of pitiful sublight performance, the DoomStar gets its ass kicked.
MOO2 planetary colonies: the pictures always show enclosed habitats which take up a small tiny of the planet's surface. The ability to wipe out such colonies is nothing to write home about.
Then why the heck does having subterranian and aquatic races increase the population carrying capacity of your planets? The cityview is just a representation, nothing more.
A subterranean race can tunnel under the colony structures in order to increase their capacity. As for aquatic races, I don't recall anyone but the subterraneans being able to fit more colonists onto a planet. And since the total number of colonists is pitiful (tens of millions for an entire planet), the point stands.
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Post by Col. Crackpot »

there is nothing in the game, backstory or guide book that says anything about fire modes for stellar converters. There is no strategic mode. there is no tactical mode. there is fire, and not fire.
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Post by HRogge »

Darth Wong wrote:A subterranean race can tunnel under the colony structures in order to increase their capacity. As for aquatic races, I don't recall anyone but the subterraneans being able to fit more colonists onto a planet. And since the total number of colonists is pitiful (tens of millions for an entire planet), the point stands.
You are right, aquatic races only get "better ecosystems", not more population ( they loose their boni when the planet is terraformed to the maximum ).
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Post by The Kernel »

Darth Wong wrote: Strawman fallacy. Read it again. The strategic stellar converter can only be fired once per map turn.
Why would it need to fire more then once per turn? It destroys the planet right? Anyways, I'll conceed that they wouldn't get more than one shot with them. It's not central to my point that the best weapon to use would be the Black Hole Generator.
Only a handful, not hundreds or thousands.
True. But they are more powerful then say an axial superlaser on a Eclipse-class Star Destroyer. Can the Death Star handle that kind of firepower? As I recall, you worked out the calculations for the effect of Alderan's destruction on the Death Star's shields and it came out to a lower limit of something like 100 gigatons right? Do we have any other evidence of higher strength for the Death Star's shields?

The Death Star can stand roughly 70,000km away from a planet which is exploding with 1E38 joules of KE and not take a scratch. Think about it.
Isn't this less then the amount the Stellar Converter? I know its a lower limit; I'm just curious.
Since the Death Star has orders of magnitude greater speed, it can dictate the time and place of battle at will. It has the initiative.
That's a tricky problem. First the Phase Cloak gives the Doom Star stealth capability against MOO2 sensors (which seem to be superior to Imperial sensors given their vastly longer range). I suppose it depends on the scenario (which isn't established in the OP) but assuming the Doom Star isn't protecting anything, they get the initative in any engagement. Their not going to be droping their cloak unless they need to.
Even if we go by stardates, they take at least a month. That's still pretty pitiful for interplanetary (or even pan-galactic) travel by SW standards.
Well with the jump gates they can travel any distance in a single turn as long as their is a gate on the other end.
Bullshit. There is no technical reason why they couldn't give one fleet the option to engage another planet in one star system during the same map turn. Simply pop up the planet selection box after finishing off the first planet.
I see your point, but it still comes down to the fact that as a turn based game, only one action per turn is permited. Think of it this way: in MOO2 you can only issue course corrections (provided you have the technology) to fleets in transit during a turn. Does that mean they are incapable of communication during the time that passes between a turn?
Tactical mode turns are not the same as map turns, dumb-ass. You pointed this out earlier yourself, when you erroneously believed I had made the same false assertion that you are making now. IIRC, you cannot attack two planets in one star system with the same fleet in one map turn, therefore it takes at least a year (or a month, if you go by the stardates) to go from one planet to another in the same star system. With that kind of pitiful sublight performance, the DoomStar gets its ass kicked.
Sorry, I thought you were referring to movements made in combat.
A subterranean race can tunnel under the colony structures in order to increase their capacity. As for aquatic races, I don't recall anyone but the subterraneans being able to fit more colonists onto a planet. And since the total number of colonists is pitiful (tens of millions for an entire planet), the point stands.
That's assuming that the numbers indicate real population instead of population units. I mean, why would a huge planet that is universally habitable and using none of its space for farming NOT be able to support billions (or even trillions) of people?

Anyways, what does all this have to do with my suggestion for using a Black Hole Generator on a Death Star? Can a Death Star survive having a black hole created at its center? Doesn't seem likely.

Aside from one-hit kill weapons, I'll conceed that pound for pound, the Death Star defeats a Doom Star. One thing though, do we know how big a Doom Star actually is? I don't think we can go by the tactical display (since even the smallest ships would be dozens of kilometers long) and the fact that MOO2 civilizations can create dozens or even hundreds of these things with only a few planets suggests that they aren't nearly as big as a Death Star. So in this case, having the planet cracking ability in such a small package certainly isn't bad (although it isn't all that relevent to this particular OP).
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Post by The Kernel »

Tribun wrote:We have to see the following points (from a MOO2 veteran):

-The stratigec converter can only fire, when no longer any restistance exists. This means that:
a)the weapon needs so much energy that it would be suicide with dangers around to use it, because they would be a target.
or b)The weapon needs too much time to charge to use it while battle.
-Even a combined 3 converter-shot (the maximum possible) isn't able to crack a class X shield with reinforcements of a doomstar.
-The space, which the converters need is so great, that there is not much space left for other weapons, so the defense capaity is weak.
-The other weapons are MUCH weaker.

Therefore, the Doomstar looses....
Actually the Stellar Converter is pretty pitiful as far as a space combat weapon in MOO2. The best weapons are the auto-fire disruptors (which can destroy dozens of ships per turn in a Doom Star that has been properly equipped).
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Post by Ender »

The Kernel wrote:
Darth Wong wrote: Strawman fallacy. Read it again. The strategic stellar converter can only be fired once per map turn.
Why would it need to fire more then once per turn? It destroys the planet right? Anyways, I'll conceed that they wouldn't get more than one shot with them. It's not central to my point that the best weapon to use would be the Black Hole Generator.
Which, as pointed out, is easily defeated by the inertial compensator.
Only a handful, not hundreds or thousands.
True. But they are more powerful then say an axial superlaser on a Eclipse-class Star Destroyer.
Provce that, we have no numbers as to the strength of the axial superlaser, though estimate range up to enough to do a one shot BDZ after overwhelming the shields of a planet.
Can the Death Star handle that kind of firepower? As I recall, you worked out the calculations for the effect of Alderan's destruction on the Death Star's shields and it came out to a lower limit of something like 100 gigatons right?
Yes, the destruction of a planet will only hit a close body with 100 Gigatons. Tell me, what is it like to be retarded?
Do we have any other evidence of higher strength for the Death Star's shields?
The evidence is that it survived the destruction of Alderaan
The Death Star can stand roughly 70,000km away from a planet which is exploding with 1E38 joules of KE and not take a scratch. Think about it.
Isn't this less then the amount the Stellar Converter? I know its a lower limit; I'm just curious.[/quote] :roll: :roll: :roll:
NO.
Since the Death Star has orders of magnitude greater speed, it can dictate the time and place of battle at will. It has the initiative.
That's a tricky problem. First the Phase Cloak gives the Doom Star stealth capability against MOO2 sensors (which seem to be superior to Imperial sensors given their vastly longer range).
Prove longer range, Imperial sensors can scan the entire galaxy in an instant (AOTC) and can see through planets (ANH)
I suppose it depends on the scenario (which isn't established in the OP) but assuming the Doom Star isn't protecting anything, they get the initative in any engagement. Their not going to be droping their cloak unless they need to.
You assume cloak means gets to start the engagement, why? If the imperials detect them, they can start.
Even if we go by stardates, they take at least a month. That's still pretty pitiful for interplanetary (or even pan-galactic) travel by SW standards.
Well with the jump gates they can travel any distance in a single turn as long as their is a gate on the other end.[/quote]and that little dependency makes your rebuttal totally irrelevent.
Bullshit. There is no technical reason why they couldn't give one fleet the option to engage another planet in one star system during the same map turn. Simply pop up the planet selection box after finishing off the first planet.
I see your point, but it still comes down to the fact that as a turn based game, only one action per turn is permited. Think of it this way: in MOO2 you can only issue course corrections (provided you have the technology) to fleets in transit during a turn. Does that mean they are incapable of communication during the time that passes between a turn?[/quote]Under SOD, yes. Are you trolling, or just dense?
A subterranean race can tunnel under the colony structures in order to increase their capacity. As for aquatic races, I don't recall anyone but the subterraneans being able to fit more colonists onto a planet. And since the total number of colonists is pitiful (tens of millions for an entire planet), the point stands.
That's assuming that the numbers indicate real population instead of population units. I mean, why would a huge planet that is universally habitable and using none of its space for farming NOT be able to support billions (or even trillions) of people? [/quote]If it is using none of its space for faming, how would it feed them? They can't import food quickly enough with FTL that slow.

Jesus tossing god's salad, how do you survive without such basic thinking skills: well gee, we have all this space, but no way to provide food, so obviously that space is filled with people!
Anyways, what does all this have to do with my suggestion for using a Black Hole Generator on a Death Star? Can a Death Star survive having a black hole created at its center? Doesn't seem likely.
Evidence says otherwise.
Aside from one-hit kill weapons, I'll conceed that pound for pound, the Death Star defeats a Doom Star. One thing though, do we know how big a Doom Star actually is? I don't think we can go by the tactical display (since even the smallest ships would be dozens of kilometers long) and the fact that MOO2 civilizations can create dozens or even hundreds of these things with only a few planets suggests that they aren't nearly as big as a Death Star. So in this case, having the planet cracking ability in such a small package certainly isn't bad (although it isn't all that relevent to this particular OP).
If you know it is irrelevent, why the fuck did you bring it up?
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Post by HRogge »

Col. Crackpot wrote:there is nothing in the game, backstory or guide book that says anything about fire modes for stellar converters. There is no strategic mode. there is no tactical mode. there is fire, and not fire.
A shot during combat at the planet does NOT destroy the planet... a shot in bombardment mode DOES.

so there are TWO modes for the stellar converter, one is the space combat mode ( tactical ) and one is the "anti planet mode" ( strategic )... I think they got the idea from the DS2
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Post by The Kernel »

Ender wrote:Which, as pointed out, is easily defeated by the inertial compensator.
Quote please? Vague claims about an inertial compensator defeating the effects of a black hole don't count.
Provce that, we have no numbers as to the strength of the axial superlaser, though estimate range up to enough to do a one shot BDZ after overwhelming the shields of a planet.
As I recall, the quote on that superlaser was that it could "sear the continents off a planet", but nothing more.
Yes, the destruction of a planet will only hit a close body with 100 Gigatons. Tell me, what is it like to be retarded?
I seem to remember a debate Mike had with someone where he calculated that five 22,000 megaton Dreadnaught missiles would penetrate the Death Star's shields based on the lower limit Alderaan estimates. I might be wrong about this, but I'd like to see a number for the amount of energy the shields would have to absorb at five planetary distances from Alderaan and how that compares to the figures for a Stellar Converter. You making sophistic statements about it doesn't help much.
:roll: :roll: :roll:
NO.
Can you be a little more specific?
Prove longer range, Imperial sensors can scan the entire galaxy in an instant (AOTC) and can see through planets (ANH)
When did we see galactic sensor capability in AOTC?
You assume cloak means gets to start the engagement, why? If the imperials detect them, they can start.
Umm...the Imperials aren't going to be able to detect them. That's what the cloak is for. And I doubt that CGT sensors are going to help you much here (they can barely detect a standard cloaked vessel).
and that little dependency makes your rebuttal totally irrelevent.
Hardly, since we have no idea the conditions of this encounter.
Under SOD, yes. Are you trolling, or just dense?
SOD?
If it is using none of its space for faming, how would it feed them? They can't import food quickly enough with FTL that slow.
Have you even played this game? You can divert farming resources to other planets--in fact you only need a handful to feed your entire empire. Whether or not this is realistic is beside the point.
Evidence says otherwise.
Yes, a vague reference about inertial compensators. Tell me, are Star Wars ships immune to the effects of black holes? Considering the danger posed by them in several of the novels, I think this suggests otherwise.
If you know it is irrelevent, why the fuck did you bring it up?
Because the entire post I was replying to was irrelevent to the point anyways (whether the Black Hole Generator would work or not). We were trying to figure out whether MOO2 tech compares to Imperial tech as a side point.
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Post by HRogge »

The Kernel wrote:Quote please? Vague claims about an inertial compensator defeating the effects of a black hole don't count.
The NR ships used their inertial compensators to block the black hole projections of the Vong...
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Post by The Kernel »

HRogge wrote:
The Kernel wrote:Quote please? Vague claims about an inertial compensator defeating the effects of a black hole don't count.
The NR ships used their inertial compensators to block the black hole projections of the Vong...
Ahh, alright then. Then the Doom Star doesn't win this encounter, although I still wonder whether it was entirely "fair" to begin with. The fact that a single planet can pump out a Doom Star in a single turn suggests that they aren't nearly the size of a Death Star (the space differance between a Doom Star and a Frigate isn't all that great either).
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Post by HRogge »

The Kernel wrote:Ahh, alright then. Then the Doom Star doesn't win this encounter, although I still wonder whether it was entirely "fair" to begin with. The fact that a single planet can pump out a Doom Star in a single turn suggests that they aren't nearly the size of a Death Star (the space differance between a Doom Star and a Frigate isn't all that great either).
It wasn't fair, you are right...

The SW Empire technology is better in terms of energy production, speed, firepower and shields by magnitudes compared to anything MoO2 has. The special "trick weapons" are nice, but they are not enough to equalize this.
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Post by Darth Wong »

The Kernel wrote:
Ender wrote:Which, as pointed out, is easily defeated by the inertial compensator.
Quote please? Vague claims about an inertial compensator defeating the effects of a black hole don't count.
It's not a black hole, moron. Its effects are consistent with some kind of powerful localized spacetime compression, but not with a black hole. And since we've seen similar projections being used without the devastating effects you project, there's no reason to assume that they will be unstoppable here.
I seem to remember a debate Mike had with someone where he calculated that five 22,000 megaton Dreadnaught missiles would penetrate the Death Star's shields based on the lower limit Alderaan estimates.
What drugs have you been smoking?
I might be wrong about this, but I'd like to see a number for the amount of energy the shields would have to absorb at five planetary distances from Alderaan and how that compares to the figures for a Stellar Converter.
Approximately 3E31 J. All kinetic, which is going to be more difficult to ward off than an energy beam. The Alderaan planetary shield withstood approximately 1/10 second of the Death Star's superlaser, giving it the ability to shrug off Doomstar stellar converters easily.

It also means that SW shield technology is vastly more powerful than MOO2 shield technology, since no MOO2 planetary shield can withstand even simple nuclear bombs, never mind a planet-cracker beam.
Umm...the Imperials aren't going to be able to detect them. That's what the cloak is for. And I doubt that CGT sensors are going to help you much here (they can barely detect a standard cloaked vessel).
A phase-cloaked ship would be destroyed by the Death Star superlaser. They are not totally non-interactive with normal space, otherwise phase-cloaked ships would be able to maneuver through neighbouring ships in formation, and they can't. A DS superlaser beam is so fucking powerful that it generates its own goddamned gravity, for fuck's sake. It would rip apart even a phase-cloaked ship.
Because the entire post I was replying to was irrelevent to the point anyways (whether the Black Hole Generator would work or not).
The Black Hole generator is not what you think it is. Space-time compression technology is not alien to the SW universe, nor is it unstoppable. Centrepoint Station moved entire planets around and could set off supernovae from light-years away by compressing stellar cores, for fuck's sake. Makes a MOO2 black hole generator look like a toy, since the MOO2 black hole generator doesn't even take a single hit point off a ship adjacent to the phenomenon.

PS. you are greatly exaggerating the usefulness of the black hole generator. It immobilizes starships but does not keep them from returning fire, and ships with inertial stabilizers, nullifiers, or strong shields can severely limit the damage it does. In some cases, it can do zero damage in a turn.
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Post by Tribun »

The Kernel wrote:

The Death Star can stand roughly 70,000km away from a planet which is exploding with 1E38 joules of KE and not take a scratch. Think about it.
Isn't this less then the amount the Stellar Converter? I know its a lower limit; I'm just curious.
Well, the offical limit for the Death Star Superlaser is:
47,060,000km
Thats far more than the converter, admit it.
Death Star : Doomstar 1:0
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