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Galactic Citizen

Supreme Fighter Defence System

The Supreme Fighter Defence System(or SFDS) is used to combat enemy fighters. Specialized proton grenades are placed on bare patches of the ships hull, unactivated, and covered with a thin sheet of durasteel, so that the traps are hidden. Once fighters have gotten close to the ship, a small controlled explosion blows off the sheet of durasteel, and the grenades are sent outwards, in a cloud. The grenades are activated once they are released. The grenades cause 70 SBD damage, or 100 RU. The grenades are placed in pockets of 50, and are placed one pocket every ten meters. In event of a ship being an odd length, you round down. Galactic Coalition fighter pilots memorize the location of the SFDS traps. When following enemy fighters to an SFDS trap, they will be prepared to break at the first sign of the trap going off. As well, they will be prepared to fire above, to port and to starboard of the enemy ships, so that when they break, they will be easy pickings.

Notes:
Each Grenade causes 75 SBD damage or 100 RU damage
1 trap every 10 meters
50 Grenades per trap
Only applicable to ships 100m or over.
All ships 100m or over come with it

Kill ratio for grenades
2 or 3 out of 5(Small fast ships don't have good shields, ships with good shields are usually slow)

20 Days(under 400m)
5 Days(update all current craft)
Total: 25 Days

Comments

#25 4:44am 17/02/04

Fine. R&D Removed.

#24 6:23am 14/02/04

I think Omnae's points are still standing, Jan. This is akin to releasing mines rather than missiles.

#23 3:16am 14/02/04

I hate being rushed.

REJECTED.

...

#22 3:08am 14/02/04

I hate rushing you, but I really want this approved.

#21 10:31am 13/02/04

dunno Gue. Part of me was hoping that you'd pass the damn thing so those points could be qualified in rp. But only part.

#20 2:13am 13/02/04

1.The patches stick out of the hull. So instead of a relatively smooth hull, you have curved bumps. And I have rethought the idea of having 1 every ten meters. It will now be 1 every 25m.

The hull is not effected, this is just put on top of the hull(hence the build time required to add this to ships.

2A
The small controlled explosions send the bombs well clear of the ship, and gives them enough force to clear the hull completely.

B
The explosion is timed so that the trap releases with enough time to send the grenades directly into the path of the ship. If the fighters aren't near the hull, then the explosion starts earlier.

3.
I have changed it to one trap every 25m and not all my ships will be equiped with this. Fighter pilots will not memorize the location, but they will see the bumps, and know that that is where the trap is.

4.
The patch walls are completely destroyed in the controlled explosion.

5.
The controlled explosion sends them away from the hull. with no friction, they wouldn't stop, so they would just end up moving along. I'll add something that if they do not explode within one minute, they deactive.

6.
They aren't active, so they wouldn't explode if hit by a missile.

7.
This is sort of like the idea that Han Solo used in the Corellian Trilogy. He had a bunch of junk(mostly metal junk) and released it from the coneship. The enemy fighters flew right into the metal and were severally damaged. Yes they had shields concentrated to their aft, but the metal junk didn't explode.

#19 8:55am 12/02/04

Thank you Om, for telling Jan everything we've said, maybe he will listen to you...

Id also like to say, if your fighting a force that has no fighters, and your ships are struck by say a missle, you have a pretty good chance of starting a chain reaction that would decimate your whole ship...

#18 8:31am 12/02/04

[quote]
The Supreme Fighter Defence System(or SFDS) is used to combat enemy fighters. Specialized proton grenades are placed on bare patches of the ships hull, unactivated, and covered with a thin sheet of durasteel, so that the traps are hidden.
[/quote]

So every 10 meters on your hull, you have a "patch" of 50 grenades. Given that these grenades cause 100 RU damage they must be pretty large. Therefore the "patches" are large in themselves.


I would expect then that the hulls of the ships that have this system reduce their hull and shield strength by 1/2 (minimum).

[quote]
Once fighters have gotten close to the ship, a small controlled explosion blows off the sheet of durasteel, and the grenades are sent outwards, in a cloud. The grenades are activated once they are released.
[/quote]

The absence of prepulsion systems on the grenades means that they use the force of vacuum to draw them out. Essentially they would drift out giving a fighter (unless the fighter was riding very low or near your hull) a chance to book it across your hull before they can even strike (given they are drifing and a fighter is travelling at something to 70-90 MGLT.

Also, the fact that they drift out of their pocket but seem to activate upon touching vacuum means that if your ship is moving at the time your "trap" is sprung, most of the grenades will fall back onto your own ships, especially if it doesn't clear the "cloud" it creates before maneuvering.

You trap your own ships and with those damages you will probably blow up your own ships.

[quote]
The grenades cause 70 SBD damage, or 100 RU. The grenades are placed in pockets of 50, and are placed one pocket every ten meters. In event of a ship being an odd length, you round down.

Galactic Coalition fighter pilots memorize the location of the SFDS traps.
[/quote]

Memorize? Every ship in the fleet?

Fighter performance will drop.

[quote]
When following enemy fighters to an SFDS trap, they will be prepared to break at the first sign of the trap going off. As well, they will be prepared to fire above, to port and to starboard of the enemy ships, so that when they break, they will be easy pickings.
[/quote]

The speed of the fighter will cause it to clear the area before drifting grenades can even leave their "patch" completely.

If ship is moving, active grenades will strike opposite "patch" wall before clearing area thus greatly damaging the warship.

[quote]
Notes:
Each Grenade causes 75 SBD damage or 100 RU damage
1 trap every 10 meters
50 Grenades per trap
Only applicable to ships 100m or over.
All ships 100m or over come with it

Kill ratio for grenades
2 or 3 out of 5(Small fast ships don't have good shields, ships with good shields are usually slow)

20 Days(under 400m)
5 Days(update all current craft)
Total: 25 Days
[/quote]

There is no prepulsion on the grenades. So they must use vacuum inertia to exit. For maximum dispersal (out of the patch) the grenades would be released before durasteel cover is blown so that vacuum rush can suck most out. However, if released before vacuum rush then grenades become active and will probably explode against patch sidewall given that vacuum rushes are uncontrolled.

If grenades are held for the vacuum rush then once initial vacuum rush is over and open patch "equalizes" there is no more force to draw out grenades. Therefore if released, thus active, the grenades will still drift into patch sidewall (ie: ship's hull).


just my thoughts.

Avatar
#17 3:57am 12/02/04

Irregardless of that, the fact remains.

#16 2:03am 12/02/04

Bump.

#15 12:13am 09/02/04

Numerous canon ships are equiped with cluster bombs. This is just basicly more cluster bombs.

I know certain ships have cluster bombs, or can/have been equiped with them, but I don't how many they got. So I decided to make my own cluster bombs, and put them on certian ships, canon or R&Ded.

Avatar
#14 1:53pm 08/02/04

The entire premise of this system is...

Just wrong.

I know for a fact that in the heat of battle this entire system will be ignored by your own pilots or, if not, will be such a distraction when engaging in defensive fighting that your pilots will be massively hampered as a result of it.

#13 3:40am 07/02/04

I know I can't control it. My pilots will be very careful near my own ships with enemy ships around, and will do their best to NOT fly into the trap, instead they will be concentrating on shooting above and beside the enemy ships(where they will dodge when the trap goes off). Though there is probably a 1-10 chance of them getting caught in the blast, if there are fighters following your fighters.


True there isn't much more room.

How about this.

Any ships equiped with the SFDS can't be equiped with the Elite. And I still need to use the updating chart listed above.

#12 3:03am 07/02/04

By too powerful I mean, too ... scattered. Not controllable. These buggers will blast out and nuke everything in their path, including your own ships and men.

And what I mean by sticking stuff on the hull is, you've got this, and your elite system... there's only so many holes and emplacements that you can put into a hull before your armor rating starts dropping.

#11 2:16am 07/02/04

How much do you want me to reduce damage by?

As for sticking stuff on the hull, this is simply expanding the hull(making it wider) in certain spots. However, going on that, I'd say I'd need extra build times for this.

How about(in a shipyard):

A total length of 1000m-2 days build time
A total length of 2000m-4 days build time
A total length of 3000m-6 days build time

And so on. I said total, so that I can upgrade smaller ships(ie. Defender Gunships), but not spend 2 days upgrading each one.

And only ships 100m and over can use this.

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