Sensors and Hardpoints
Replies:
- #4039 Re: Sensors and Hardpoints by Robert S. Dean
Cynthia points out that it might be more realistic to require that large sensors require hardpoints for mounting. Thus limiting the number of sensors that can be mounted on the hull. Rob and Steve are ready to throw out the hardpoint restrictions. (Sigh!) Well, IMO, I can see there being reasons for both cases. However, I can much more easily justify there being hardpoint restrictions for weapons than I can for sensors. *Some* of the turret weapons have recoil. Fusion/Plasma weapons, and to a lesser extent sandcasters and missile racks. (In my games the missile racks use a grav ejector system to throw the missile clear of the ship before the engine ignites) Similar arguments don't exist to limit the number of sensor type hardpoints. The sensors (IMO) are going to be split up into small units spread over the entire available area of the hull. Ok, I don't know how big an antenni an interstellar range EMS scanner is gonna be, but I would think that the hull of a 100 tonner could handle it. For the moment lemme stick to A-EMS ok? IMO, A-EMS is going to have a series of small emmitters spread out over the hull like a large phased array radar. The emmiters and collectors all spread out over the whole surface. This is consistant with the damage tables in starship combat. You don't knock out sensor arrays with surface damage hits. Why? Because they're *all over* the hull. You hit one emmitter, and there are n minus one others still working just fine. Passive sensors work just the same. Spread out the area and it works better. Now neutrino sensors are gonna be programmed to ignore the emmissions of the fusion plant that is built to power it, right? I do not see why a densiometer could not similarly be programmed to ignore the grav field of the ship that it resides in. Therefore I don't see the necessity for mounting them on booms. While I can see the advantage of their being specific mounts (the booms) for sensors. I don't see that there is going to be a great increase in surface area for the booms. I don't think that it's going to be all that big an increase. For instance, a passive EMS substellar could be mounted either on a 500 ton ship using hardpoints or a 100 ton ship using a boom. A boom that expands to that size is gonna have to be *huge*, much larger than 135Kl. It will also cause problems with fire control for ship's weapons. You have a *huge* antenni next to the hull and it will act to restrict the firing arc of your weapons rather severely I would think. Now while that big a boom is gonna be a big thing in terms of radar cross section, it isn't going to add to the Objsize as it is now computed. Objsize is related to the ships mass only. I think the only time it gets brought in is in densiometer scans, not Radar and A-EMS. Ok, philosophy time! The following is my opinion on modifications to be made to Trav. *I* think that the technolgy depicted in Trav falls short of where things would actually be. The difference bettween TL 15 and TL 8 is not the equivalent difference bettween TL 8 and TL 1. Nope! No way! There is also the argument that looking at the performance of the technology and downgrading it is going to devalidate all the work that was done before. Thus, all the ships that have been designed are now totally useless. A scout ship can no longer mount decent sensors *and* weapons? No way! Sorry! I won't agree to that one. All the ships we have would have to be thrown out the window. Furthermore, since GDW isn't likey to adopt a modification like that, all the designs they come out with in the future will be incompatible. As a designer I may be prolific, but I'm not THAT prolific. So, I will tend to disagree with notions that downgrade the performance of systems in the game. If a system is more efficient than it might be in real life, I will be suspicious, but I will still tend to use it. (fusion rockets) But, if said system is less efficent than it should be I will change it. (Nulcear fission) BTW, Steve, on agility: check out the archives. Rob Dean and I came up with a couple arguments on it that (to us) make sence) Essentually, our definition came back from high guard calculations and Rob's thrust based maneuver calculations. The upshot of it was that a ship will have an agility equivalent to the max acceleration of it's engines in G's. By diverting power from the engines to weapons you decrease the acceleration you're pulling. Scott (2G) Kellogg "Here come the LOBSTERS!" - A. Sayle