Maximum Turbolaser Range?

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MKSheppard
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Maximum Turbolaser Range?

Post by MKSheppard »

I need to know this for my wargame, so I know how to scale it right to
fit on a table top 60 inches by 60 inches big...[/b]
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Post by Sea Skimmer »

Tens, possobuly hundreds of thousands of kilometers max Effective would seem to be in the thousands though.
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Weaponry Numbers....

Post by MKSheppard »

I think I will go with WEG for basic ship stats, but I will post them here, so that
members can help me turn them into "game numbers" from their D6 system.

My explanation for using WEG is because we have data on a LOT of ships thanks to them, stuff that is in the EU, and besides, trying to count
every individual LTL turret in the brim trenches is enough to drive one
insane...
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Post by Illuminatus Primus »

TLs were fired half way across a solar system in Enemy Lines Duology.
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Post by MKSheppard »

Illuminatus Primus wrote:TLs were fired half way across a solar system in Enemy Lines Duology.
Damn. Any indicuation of how accurate it was? I don't want to end up having
to simulate an entire solar system....
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Post by Mr Bean »

Damn. Any indicuation of how accurate it was? I don't want to end up having
to simulate an entire solar system....
Don't Pick an Easy Number, 5 Light Seconds is 1,500,000 KMs anything beyond 5 Light seconds is going to be damn hard to hit with Weapons moving at C

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Post by Sea Skimmer »

Illuminatus Primus wrote:TLs were fired half way across a solar system in Enemy Lines Duology.
That depends on if the ship that fired was beyond the outer most planets, or just above the plain of the system. Both would be out of the system, but the distances would be massivly differnt.

However the target was a world ship, and those are something like a 100 klicks across, I doubt they could hit a destroyer-sized target at that range. Also, since it was a special operation and the Pipe fighter was not supposed to fire a normal turbolaser pulse, they may have rigged up a giant laser or something for the task. Though that sems somwhat unlikely.


Shep, if your going to go by WEG, then be sure to scale up the Executor's armament to match its real size. Also scale up the other big cap ships by the same factor so they remain the same, relative to the Executor.
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Post by MKSheppard »

Sea Skimmer wrote: Shep, if your going to go by WEG, then be sure to scale up the Executor's armament to match its real size. Also scale up the other big cap ships by the same factor so they remain the same, relative to the Executor.
No shit, what other big cap ships are you talking about? Eclipse, Sovereign?
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Post by Master of Ossus »

MKSheppard wrote:
Illuminatus Primus wrote:TLs were fired half way across a solar system in Enemy Lines Duology.
Damn. Any indicuation of how accurate it was? I don't want to end up having
to simulate an entire solar system....
It's pretty unclear. The thing was accurate enough to fool the Yuuzhan Vong into thinking that it had been fired from lightyears away (it was a ruse), indicating that it could be very precisely aligned. The only real indication of its accuracy, however, was that the weapon was able to hit a non-maneuvering, large target in the same location for several seconds.
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Post by Grand Admiral Thrawn »

Yep. In "Enemy Lines: Rebel Dream" a ship outside the Couracant system hit a multi-km worldship. Blasted a chunk out I believe. But it was made to look a test. So really the only range is if the target can move out of way before the shot hits.
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Post by Sea Skimmer »

MKSheppard wrote:
Sea Skimmer wrote: Shep, if your going to go by WEG, then be sure to scale up the Executor's armament to match its real size. Also scale up the other big cap ships by the same factor so they remain the same, relative to the Executor.
No shit, what other big cap ships are you talking about? Eclipse, Sovereign?
Yeah. Though I wouldn't mind stats being created for some of the Dark Empire cruisers and maybe the star carriers that where with Admiral Giel's formation.
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Post by Sea Skimmer »

Grand Admiral Thrawn wrote:Yep. In "Enemy Lines: Rebel Dream" a ship outside the Couracant system hit a multi-km worldship. Blasted a chunk out I believe. But it was made to look a test. So really the only range is if the target can move out of way before the shot hits.
Damage was relatively minor, and a shield was rapidly swung over the spot to protect the ship. The whole blast may not have hit the same spot; the black hole could have been moved to follow it as it cut across the hull.
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Post by His Divine Shadow »

MKSheppard wrote:
Illuminatus Primus wrote:TLs were fired half way across a solar system in Enemy Lines Duology.
Damn. Any indicuation of how accurate it was? I don't want to end up having
to simulate an entire solar system....
It hit a worldship.
I'd say 1-5 lightseconds for ranges.
The closer one gets also the slower, and therefore tighter bolts one can make to increase wattage, which increases efficency against shields.
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Post by His Divine Shadow »

Sea Skimmer wrote:That depends on if the ship that fired was beyond the outer most planets
That it did, from beyond the outermost planets.
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Post by Soulman »

MKSheppard wrote:
Illuminatus Primus wrote:TLs were fired half way across a solar system in Enemy Lines Duology.
Damn. Any indicuation of how accurate it was? I don't want to end up having
to simulate an entire solar system....


It would be nice to eventually have whole star systems though, and then maybe have a strategic game which ties in with the tactical game. Having multiple fleets commanded by individual players would make for a superb strategic game.
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Post by Mr Bean »

Like I said, Shep make it easy on yourself

Anything over 5 LS is basicly to hard to be worth it based on Shield Recarge rates so limit battle fields to 5 LS or cut it down

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Post by MKSheppard »

Mr Bean wrote:Like I said, Shep make it easy on yourself

Anything over 5 LS is basicly to hard to be worth it based on Shield Recarge rates so limit battle fields to 5 LS or cut it down
I want to make it about 1 light minute, to allow manuervering to happen,
for ships to flee, etc.....with "off map' spots for ships to hide in hyperspace...

So we'll say 18,000,000 km is the length and width of our battlefield.....
giving us 36,000,000 square km to manuever in...

With a 60 by 60 inch playing area, and 1 inch hexes, you'd have
each hex representing 300,000 km of space.....
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Post by Typhonis 1 »

hmm meaning that on the game board the moon will beside the Earth if you do a star fleet battles mod*LMAO* good grief most trek weapons would have a range of 1 hex
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Post by MKSheppard »

Typhonis 1 wrote:hmm meaning that on the game board the moon will beside the Earth if you do a star fleet battles mod*LMAO* good grief most trek weapons would have a range of 1 hex
LOL, i'm open to suggestions, Halving it to 30 light seconds x 30 light seconds
gives us 150,000km hexes
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Post by MKSheppard »

MKSheppard wrote: LOL, i'm open to suggestions, Halving it to 30 light seconds x 30 light seconds
gives us 150,000km hexes
Or even to only 50,000 km per hex....that would give us
3,000,000 km^2 of space or 10 light seconds total space to
manuever in
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Post by Soulman »

Are you going to give ships top speeds or have acceleration rates?
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Post by MKSheppard »

Soulman wrote:Are you going to give ships top speeds or have acceleration rates?
Acceleration rates :twisted: :twisted:

Every ship is going to get x number of engine points every x turns,
and you can use those engine points to speed up, turn etc.....

A ship like the MF would have a HIGH engine point per turn ratio,
along with TIE Fighters, while CapShips would have low engine point
per turn ratios, representing the fact that they can go as fast
as the fighters, it takes a WHILE to get 'em up to speed.
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Post by Soulman »

MKSheppard wrote:
Soulman wrote:Are you going to give ships top speeds or have acceleration rates?
Acceleration rates :twisted: :twisted:

Every ship is going to get x number of engine points every x turns,
and you can use those engine points to speed up, turn etc.....

A ship like the MF would have a HIGH engine point per turn ratio,
along with TIE Fighters, while CapShips would have low engine point
per turn ratios, representing the fact that they can go as fast
as the fighters, it takes a WHILE to get 'em up to speed.
Good, with the computer to handle bookeeping it shouldn't bog the game down... How complex will the damage models be?
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Post by MKSheppard »

Soulman wrote: Good, with the computer to handle bookeeping it shouldn't bog the game down... How complex will the damage models be?
I'm still deciding on that.....


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*Edit fixed post-Bean
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Post by Mr Bean »

*Steps in

How large a Box of Iron?

That of course thats not imeadilty vaporsied is one you might want to start with

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