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Capricia Weapons R&D - Secondary Line 1.0

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[size=4]Planetary Anti-Aircraft Battery System[/size]


Combat Abbreviation: P-AABS ("PABS")

Mission Profile: Planetary Defense System

Designer/Manufacturer: Commonwealth Ministry of Defense, Natabb District, Capricia


Theory:

If the Conquest of Capricia showed anything to the defenders it was the value of retaining control of the skies. Or at the very least, preventing your enemy from gaining control.

In an effort to stave off attacks from the planet-proper, most worlds employ the big planetary defense guns and world engulfing shielding systems. While such weapons provide planets with a rudimentary form of protection far into space, once overcome, the people's ability to hold a planet begins to slip away from their favor. The Ministry of Defense studies have revealed, under the current model, as long as the big defenses keep a fleet at bay a planet may remain relatively secured.

The Battle of the Line showed the Capricians the folly of putting your trust on the bigger defenses for if an enemy were truly in earnest to take the planet, those defenses would be the first installations targetted, as seen by the example of the Invaders.

Hence, a secondary line of defense armaments must be drawn up and researched. The Anti Aircraft Battery System (like all TRF planetary defense systems) calls for platforms effectively covering all sides of the planet.




Particulars: A platform remains flush with the planetary surface and hidden until scanning system readings are fed into the matrix and the platforms raise the rapid firing batteries. However, should the automation center be overrun, destroyed or separated from the weapons themselves, the platforms can be activated and each gun manned.

The mechanical power of the weapons runs on a separate system from the automated controlling mechanism.

Typically, when on stand-by mode (lowered) a masking system is in place to prevent detection by orbiting enemy warships. Once activated, however, the guns are (naturally) visible.





Fleeting Actions




Positioning:

As with all planetary defense weapon systems at TRF, the weapons are considered facing all sides of the planet. Each "side" of the planet holds five platforms.


Weapon/Damage Particulars:

AA batteries cannot reach past the atmosphere and so orbiting warships are untouchable. Fighters or transports entering atmosphere are fair game.


Automated Weapons Response
Every volley (1 post) of AA Batteries (all 5 platforms per side) reduces all fighter/transport numbers by 25%. A destruction of an individual platform reduces these damage numbers by 5% (ie: If an attacking ship destroyes 2 platforms, the overall damage to fighters is 15% of total number.

Manual/Manned Weapons Response
Every volley (1 post) of AA Batteries (all 5 platforms per side) reduces all fighter/transport numbers by 15%. A destruction of an individual platform reduces these damages by 3%.



The guns cannot be used against troops or weapons deployed onto the surface.



The air superiority acheived by the Yuuzhan Vong during both invasions leaves little doubt as to the necessity and importance of being able to defend inside the atmosphere as well as outside.

Should the Invaders return, it is the War Department's fervent hope that the Second Line Project and affiliates prove effective against and check such aggression.


R&D Time: 15 days
Build Time: 10 days.

Comments

#11 12:06am 07/08/04

Yeah, do that, Omnae.

Oh, and APPROVED... just for the record.

#10 9:37pm 06/08/04

[QUOTE=Omnae]Stuff[/QUOTE]
Ok, fine by me then.

#9 8:14pm 06/08/04

*hoot*

And I'll edit the R&D to include the Build time and R&D time after work.

#8 7:12pm 06/08/04

indeed

#7 6:44pm 06/08/04

Are these approvals then?

#6 6:32pm 06/08/04

I would say 15 days in my opinion.

#5 5:24pm 06/08/04

To be honest, I do not know what the standard is for planetary-wide defense systems seeing that they are not measured in meters as ships.

15 days? 20 days?

I'll live with what you guys suggest.


As for 10 days build time: Thanks! So let it be said, so let it be done.

#4 5:17pm 06/08/04

Id actually reduce it to 10, being that its less effective (in that its actually not effective) against space units, as well as the fact its basically a culmination of many small pieces.

what about R&D time....

#3 5:06pm 06/08/04

[b]Kas:[/b] 5 platforms does not necessarily mean simply 5 guns. If, after a week, an attacker builds, deploys and attacks with say.. 1000 fighters, 5 guns would not be enough (in my mind) to effectively reduce their numbers by 25%.

(1 platform = 100 or so AA batteries or something like that).

So, IC, it can be said there are hundreds laid out, but for OOC Fleet purposes, I have divided them into 5 "platforms" or grids.

So, in your hypothetical situation, you are attacking one side of a planet. Unless you have ground side spies rp'd, the descending fighters will always be subjected to first round (post) of fire from AA guns thus reducing their numbers by 25%.

With the numbers of fighters most have, I do not think it is an unreasonable amount.

However, a thought occurs to me. I would consider damages to amounts less than 100 to be 90%-100%. If 100 or over, the damages will be tallied by percentages. Because, if a single fighter (or 5 or 10) went in, a hundreds of IC guns to strike only 25%? No..no. I will edit this in.


Anyway, returning to the hypothetical: after the first 25% reduction, if your fighters continue the strike against the platforms (5 platforms per side, 5% damage to enemy numbers per platform) and you proceed to realistically destroy all 5 platforms, then the there would be no second volley (assuming you did it in 1 post).

However I would like for a total platform to go down in one post to be set against enemy numbers of at least 100 fighters or more.


The [i]manual[/i] situation is where an enemy bypasses the automation, destroying directly or indirectly the "brain" center or whatnot, the guns can still be manned by people, but it reduces the gun's overall effectiveness (15% per volley damages instead of 25%).



[b]Raktus:[/b] I was going to set the AA battery System at 15 days build time.

#2 2:54pm 06/08/04

I got no problem with it, like an anti-bomber/Fighter/Landing ship defense....

just need build time and all the good stuff

#1 2:04pm 06/08/04

[quote] Every volley (1 post) of AA Batteries (all 5 platforms per side) reduces all fighter/transport numbers by 25%. A destruction of an individual platform reduces these damage numbers by 5% (ie: If an attacking ship destroyes 2 platforms, the overall damage to fighters is 15% of total number.[/quote]

So, hypothetically now, I'm attacking one side of your planet. After sustaining damage I manage to destroy five of these AA guns, yet I'm still sustaining 25% damage per round (15% x 5 guns = 75%)?