Maximum Turbolaser Range?
Posted: 2002-11-03 07:03pm
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]
fit on a table top 60 inches by 60 inches big...[/b]
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Damn. Any indicuation of how accurate it was? I don't want to end up havingIlluminatus Primus wrote:TLs were fired half way across a solar system in Enemy Lines Duology.
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 CDamn. Any indicuation of how accurate it was? I don't want to end up having
to simulate an entire solar system....
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.Illuminatus Primus wrote:TLs were fired half way across a solar system in Enemy Lines Duology.
No shit, what other big cap ships are you talking about? Eclipse, Sovereign?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.
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.MKSheppard wrote:Damn. Any indicuation of how accurate it was? I don't want to end up havingIlluminatus Primus wrote:TLs were fired half way across a solar system in Enemy Lines Duology.
to simulate an entire solar system....
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.MKSheppard wrote:No shit, what other big cap ships are you talking about? Eclipse, Sovereign?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.
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.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.
It hit a worldship.MKSheppard wrote:Damn. Any indicuation of how accurate it was? I don't want to end up havingIlluminatus Primus wrote:TLs were fired half way across a solar system in Enemy Lines Duology.
to simulate an entire solar system....
That it did, from beyond the outermost planets.Sea Skimmer wrote:That depends on if the ship that fired was beyond the outer most planets
MKSheppard wrote:Damn. Any indicuation of how accurate it was? I don't want to end up havingIlluminatus Primus wrote:TLs were fired half way across a solar system in Enemy Lines Duology.
to simulate an entire solar system....
I want to make it about 1 light minute, to allow manuervering to happen,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
LOL, i'm open to suggestions, Halving it to 30 light seconds x 30 light secondsTyphonis 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
Or even to only 50,000 km per hex....that would give usMKSheppard wrote: LOL, i'm open to suggestions, Halving it to 30 light seconds x 30 light seconds
gives us 150,000km hexes
Acceleration ratesSoulman wrote:Are you going to give ships top speeds or have acceleration rates?
Good, with the computer to handle bookeeping it shouldn't bog the game down... How complex will the damage models be?MKSheppard wrote:Acceleration ratesSoulman wrote:Are you going to give ships top speeds or have acceleration rates?![]()
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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.
I'm still deciding on that.....Soulman wrote: Good, with the computer to handle bookeeping it shouldn't bog the game down... How complex will the damage models be?