RE: CT fighters
In reply to #6719 CT fighters
In Bundle #540, Archive-Message-Number #6719; [email removed] wrote: #As Lee pointed out, High Guard fighters with a small computer are easy prey #for anything better. In fact, my fighters were at the wrong side of that #equation from his fighters at the beginning of Steve's TCS campaign, before #the Alliance. Agreed, although it really is a cost/benefit equation. I can bring three Ape class fighters to bear for _each_ model 5 computer that your fighters are equipped with, or 5 Apes to your Asp. (Really only 4, but much closer to 5.) In other words, you'll hit one target on an six or better (penetration on a zero or better.) Hits will be scattered on the Surface damage table from 9-19, centered around 14, with fuel hits being the most critical (I'd require a Jump-drive hit to affect the Ape's capacitor, though), so at the very worst an Ape would last three turns (assuming two weapon-2 hits on the fusion gun, and one on the missile.) Note that the TL-15 ape will last substatially longer than the TL-12 variety, but what did you expect?... :) In the mean time, you've got four fusion guns that are'nt going to hit you, ever. Excellent analasyis, and something I noticed quite a while back, but forgot sometime between then and now. I think I'll have to go and re-design most of my small-craft (again...) Did you include the bridge in your designs? I haven't reverse enginerred them, so I'm just wondering... I'd guess that yes you did, because: by the time computers start requiring energy points to maintain, it becomes cheaper/more space efficient to include a bridge in the design. #The Streak Krait is outwardly identical to the Krait, but with the additon of #a TL15 enhanced output maneuver drive and afterburning power #plant--technology that was still in the prototype stage on St. Hilaire when #the game ended. When using afterburners (that is, using the power plant as a #fusion rocket), it could reach 12G acceleration and Agility 12. In practice, #it wouldn't need to go above 10G/agility 10 to be essentially unhittable with #conventional weapons. Actually, _my_ extrapolation of the M-Drive tble shows that M-12 would be available by TL-11. Admittedly, there are only a few data points, and the curve could be just about anything, but my assumption was three-Gs per TL. #Although afterburning craft (there were plans for cruisers and battlecruisers #as well) seem invincible by virtue of their high agility, there are #apparently some weapons that were being developed at the end of the TCS game #that could hit them. What those weapons were exactly remain a mystery. Do tell? I once designed a vessel that was "invulerable" do to it's agility. I wound up compromising on the design, since I wanted it to be able to perform in atmosphere as well as hydrosphere, and I didn't think that pulling 10 Gs underwater was advisable, so I added lots of armor and trimmed the maneuver drive back into the realm of the standard tables. Note that one can still design TL 14 craft that are impervious to "small arms" (anything but a spinal mount, or a nuclear missile.) based on armor factor alone. [All of the above related to CT/HG, and had nothing to do with MT or TNE.] A question for GDW: Why are there arbitrary limits on the range of available drives? Rather than having to extrapolate, I'd really like to see official numbers/ratings posted or in print. (Thanks Loren!) - -- [email removed]