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General FreeSpace => FreeSpace Discussion => Topic started by: foolfromhell on May 19, 2008, 07:45:34 pm

Title: Beam Weapons... what's the point?
Post by: foolfromhell on May 19, 2008, 07:45:34 pm
Frankly, today, we have nukes that have radii of many miles.

A Destroyer full of Helios bombs launched at high trajectory would be many times stronger than a Destroyer armed with Beams.

Against fighters, Kaysers or Maxim/Circe combos would be more effective. Before shield technology, kinetic weapons like earlier versions of the Maxim would have been much more effective. Have you tried arming a Deimos with all Maxims? It can swat any fighter or bomber out there, even if they have shields.

An Orion could hold atleast a few hundred Helios bombs and when launched at high trajectory, could take down the Sathanas.

Plus, the Maxims would be much more effective at shooting down enemy missiles.


Why Beams?? So Ineffective!!
Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 19, 2008, 07:57:50 pm
Frankly, today, we have nukes that have radii of many miles.

A Destroyer full of Helios bombs launched at high trajectory would be many times stronger than a Destroyer armed with Beams.

Against fighters, Kaysers or Maxim/Circe combos would be more effective. Before shield technology, kinetic weapons like earlier versions of the Maxim would have been much more effective. Have you tried arming a Deimos with all Maxims? It can swat any fighter or bomber out there, even if they have shields.

An Orion could hold atleast a few hundred Helios bombs and when launched at high trajectory, could take down the Sathanas.

Plus, the Maxims would be much more effective at shooting down enemy missiles.

Why Beams?? So Ineffective!!

       Nukes depend upon an atmosphere for most of their damage, and are much reduced in space.
       As for why beams? They look cool. Freespace 2 wise, the only thing that hits instantly is a beam weapon. At normal engagment ranges, those helios bombs launched by an Orion will take a long long time to hit the target compared to beam weapons. And a great many of them will get shot down in the process.

        Imagine if the Phoenicia launched a salvo of Helios bombs at the Sathanas? It still would've died horribly. A few bombs would've gotten through, I'm sure, but friendly fighters and flak cannons would've intercepted a bunch of 'em first (not to mention that their explosions should take out nearby bombs).

         An ideal ship in FS2 would probably be big anti-ship beams with nothing but a few AAAf and a bunch of flak cannons backing it up. Flak and beams to shoot down fighters and their bombs, beams to engage other ships. A Flak gun could take down several bombs at once with its splash damage. (see BSG)


          As for Maxims, well the firepower of fighters is always disproportionate to ships to better emphasize the importance of the fighter pilot/player. Try attacking a Ma'at freighter (the yellow/gold Vasudan one), the most annoying gun on there is the Subach HL-7 not the Terran Turrets, even though the Subach as a fighter weapon should be inferior.
Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 19, 2008, 07:59:23 pm
    Hell, a perfect capital ship would be like, develop an AAAf beam with a longer range, then throw morningstars into the other turrets. The morning stars keep fighters away, the AAAf shoot's em down. And both can take out the far-travelling, slow-moving bombs that any of the ships manage to launch.
Title: Re: Beam Weapons... what's the point?
Post by: GTSVA on May 19, 2008, 08:02:59 pm
You want to know why? I'll tell you why....

CUZ IT LOOKS GEWD!!!!!! :hopping:
Title: Re: Beam Weapons... what's the point?
Post by: foolfromhell on May 19, 2008, 08:23:17 pm
Well...

If you have a capital ship, you can have a launching mechanism for the Helios.

Remove the propulsion from the Helios, make it lighter, and make it's propulsion purely ballistic.
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 19, 2008, 08:25:39 pm
My understanding is that Helios torpedoes are expensive, mainly because of their warhead.  They're not just thrown at capships.

And to answer the question:

CUZ IT LOOKS GEWD!!!!!! :hopping:

Title: Re: Beam Weapons... what's the point?
Post by: NGTM-1R on May 19, 2008, 08:30:06 pm
Beams are...

A: Reusable infinitely. A beam may be fired an effectively unlimited number of times. This has manyfold benefits, from the obvious not running out of them in the middle of a fight to being able to fit more of other things in your supply ships that you might need to less paperwork for the poor bastards assigned to keep track of expenditures.
B: Cheap. Helios for example are prohibitively expensive to produce. At, say, 100 million a pop, they start to look less attractive, huh? A beam's per-firing cost is maybe .000001 of that or less.
C: Uninterceptable. There is no defense against a beam cannon. Once it fires you'll take a hit, there's just nothing to be done. Bombs can be intercepted by defensive fire from the target and defending fightercraft wings. It would take a truly impressive Helios saturation attack to overcome the fighter defenses of a juggernaut and inflict telling damage, for example. Even a destroyer with a quarter of its wings in the air will stand a good chance of surviving 50 or so inbound bombs. (Since that would be no less than 24 fighters for an Orion. Even the AI can knock down two or three bombs per defending fighter.)



And yes, I have tried arming a Deimos with Maxims. It's very cutely ineffective because they don't fire at the same speed mounted in a turret.
Title: Re: Beam Weapons... what's the point?
Post by: foolfromhell on May 19, 2008, 08:36:06 pm
Maybe it is more expensive, but when you are staring down the quadruple beam cannons of a Sathanas, those $100million a Helios are very appetizing. Especially when a single Destroyer with them could take down a Sathanas.
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 19, 2008, 08:37:36 pm
Assuming the destroyer was far enough away not to get instantly vaporized by the BFREDZ OF DEATHâ„¢
Title: Re: Beam Weapons... what's the point?
Post by: Shade on May 19, 2008, 08:41:41 pm
And assuming it could get within the 1950m maximum range, then survive for the 7-second lock time.
Title: Re: Beam Weapons... what's the point?
Post by: GTSVA on May 19, 2008, 08:50:34 pm
Lol...Imagine...The GTD Aquitaine slowly jumps in behind with the GVD Memphis and they 'f1r3 +h13r l@zorzzz' and the Sathanas is like "whaaaat?
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 19, 2008, 09:30:51 pm
Kaysers and Maxims are not more effective than a AAAf, I would think. You must remember that the beam will ignore your shields (and can possibly vaporize your fighter in a single volley). Kaysers and maxims are also avoidable. It is practically impossible to dodge AAA beam fire because they hit instantly.

Helios are not more effective than a beam cannon. With Helios you will run in to several problems:
- Limited Ammo and prohibitively high cost (vs. Infinite Ammo and low cost)
- Ludicrously slow projectile speed (vs. instantaneous hit)
- Interceptable and avoidable projectiles (vs. impossible to dodge or intercept)
- Short range of 1950m (vs. long range of 4000+)

You're not going to crawl right up close, wait for seven seconds to get a lock, then proceed to throw several trillion dollars into space and hope it actually does something.
No, you press the big red button labeled "Fire Beam" and get almost guaranteed results.

Yes, launchign the bombs at "high trajectory" would probably negate the range and speed problem, but the bombs would still be interceptable, and limited by ammo and prohibitively high cost.

And beams are one of the few weapons that actually adheres to the laws of physics, for the most part.
Title: Re: Beam Weapons... what's the point?
Post by: haloboy100 on May 19, 2008, 09:41:57 pm
I also think that blob turrets are underrated. I found the brawl with those 2 destroyers in FS1 (I think it was the Bastion/Galetea against some demon destroyer) somehow awesome. I guess I'm happy with watermelons filling the space between 2 destroyers XD
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 19, 2008, 09:50:54 pm
There is something oddly cool about two destroyers slugging it out with blobs.  If only they were a little more powerful ... :sigh:
Title: Re: Beam Weapons... what's the point?
Post by: IceFire on May 19, 2008, 09:58:22 pm
The problem with launching a swarm of Helios bombs from a destroyer is the distance in between.  A bomber can close the gap and deploy the warheads while a destroyer simply cannot and thus large numbers of the launched warheads will be intercepted. Even at higher speeds, which means bigger boosters and thus more "expensive", its still possible to intercept. Why not avoid that altogether and hit the enemy with a weapon that essentially arrives at target instantly.

Plus the beam weapon can be allot more discriminating about targeting...if targeted precisely you can hit the target bang on in a specific spot whereas a large warhead doesn't have the same option.

Lasers have their uses in real life too...or at least the USAF thinks so.  A laser is being developed for the F-35 to be carried on an outboard pylon.
Title: Re: Beam Weapons... what's the point?
Post by: foolfromhell on May 19, 2008, 10:05:39 pm
Kaysers and Maxims are not more effective than a AAAf, I would think. You must remember that the beam will ignore your shields (and can possibly vaporize your fighter in a single volley). Kaysers and maxims are also avoidable. It is practically impossible to dodge AAA beam fire because they hit instantly.

Helios are not more effective than a beam cannon. With Helios you will run in to several problems:
- Limited Ammo and prohibitively high cost (vs. Infinite Ammo and low cost)
- Ludicrously slow projectile speed (vs. instantaneous hit)
- Interceptable and avoidable projectiles (vs. impossible to dodge or intercept)
- Short range of 1950m (vs. long range of 4000+)

You're not going to crawl right up close, wait for seven seconds to get a lock, then proceed to throw several trillion dollars into space and hope it actually does something.
No, you press the big red button labeled "Fire Beam" and get almost guaranteed results.

Yes, launchign the bombs at "high trajectory" would probably negate the range and speed problem, but the bombs would still be interceptable, and limited by ammo and prohibitively high cost.

And beams are one of the few weapons that actually adheres to the laws of physics, for the most part.

Like I said, remove propulsion from the Helios, make it lighter, stick it in a torpedo tube, launch it ballistically. It may not work against Cruisers, but Destroyers and Juggernauts would be easily targetable. They would move atleast 10x the speed they do now, making them MUCH harder to target. Intercept problems wont exist. I doubt you could intercept something moving at the speed of a hornet.

The only problem would be cost, which would be worth it if you save 200 million people on Capella, etc.

Edit: If you launch a few hundred Helios missiles at a Sathanas, it would be destroyed. The US Minuteman ICBM Nuclear Missiles, http://en.wikipedia.org/wiki/LGM-30_Minuteman#Minuteman-III_.28LGM-30G.29, is $7 million. If the Helios is about $5 million as it only needs to traverse a few miles at most, it would be about $500,000,000 to destroy a Sathanas. In contrast, a Nimitz class Aircraft Carrier is $4.5 billion. Compared to $500 million to destroy a Sathanas. And a Sathanas must be atleast 100x harder and costlier to build than a Nimitz.
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 19, 2008, 10:08:14 pm
Blobs have proven their ability to target anything traveling in a straight line efficiently, provided there is enough time to intercept it before it hits its target.

And you can't really consider Capella here, since you would have to build a completely new ship to carry these things :rolleyes:
Title: Re: Beam Weapons... what's the point?
Post by: Polpolion on May 19, 2008, 10:22:02 pm
Kaysers and Maxims are not more effective than a AAAf, I would think. You must remember that the beam will ignore your shields (and can possibly vaporize your fighter in a single volley). Kaysers and maxims are also avoidable. It is practically impossible to dodge AAA beam fire because they hit instantly.

Helios are not more effective than a beam cannon. With Helios you will run in to several problems:
- Limited Ammo and prohibitively high cost (vs. Infinite Ammo and low cost)
- Ludicrously slow projectile speed (vs. instantaneous hit)
- Interceptable and avoidable projectiles (vs. impossible to dodge or intercept)
- Short range of 1950m (vs. long range of 4000+)

You're not going to crawl right up close, wait for seven seconds to get a lock, then proceed to throw several trillion dollars into space and hope it actually does something.
No, you press the big red button labeled "Fire Beam" and get almost guaranteed results.

Yes, launchign the bombs at "high trajectory" would probably negate the range and speed problem, but the bombs would still be interceptable, and limited by ammo and prohibitively high cost.

And beams are one of the few weapons that actually adheres to the laws of physics, for the most part.

Like I said, remove propulsion from the Helios, make it lighter, stick it in a torpedo tube, launch it ballistically. It may not work against Cruisers, but Destroyers and Juggernauts would be easily targetable. They would move atleast 10x the speed they do now, making them MUCH harder to target. Intercept problems wont exist. I doubt you could intercept something moving at the speed of a hornet.

The only problem would be cost, which would be worth it if you save 200 million people on Capella, etc.

Edit: If you launch a few hundred Helios missiles at a Sathanas, it would be destroyed. The US Minuteman ICBM Nuclear Missiles, http://en.wikipedia.org/wiki/LGM-30_Minuteman#Minuteman-III_.28LGM-30G.29, is $7 million. If the Helios is about $5 million as it only needs to traverse a few miles at most, it would be about $500,000,000 to destroy a Sathanas. In contrast, a Nimitz class Aircraft Carrier is $4.5 billion. Compared to $500 million to destroy a Sathanas. And a Sathanas must be atleast 100x harder and costlier to build than a Nimitz.

1) Modern CIWS can intercept missiles moving at... very fast. I'm sure they could easily intercept nuke warheads at that speed. And there's probably some unknown reason that ballistics were totally dropped from the GTA's arsnel.

2) You'd need a heck of a lot of energy to get that up to velocity. More expenses.

3) Your analogy to the Minuteman and Nimitz are fallicous. Not only is the Minuteman a 300 year old (by FS standards) ICBM, but the Nimitz is a 300 year old seaborn aircraft carrier. Does not relate quite as well as you think.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 19, 2008, 10:29:11 pm
A Helios being only $5 Million?
I don't think so. It uses antimatter. Currently, it costs $300 billion per milligram of antimatter. You're going to need a whole lot more to make a Helios. Even if it does get cheaper to make antimatter, its not going to be THAT much cheaper. Its going to cost a whole lot.
It also takes around 150 Helios to kill a Sathanas...

A Helios might cost more than a Fenris... The only time its actually used is when you have to disarm the first Sath.

Assuming that launching a Helios from a tube won't cause the Helios to explode and take out whatever is trying to launch it, blobs could still intercept it. Every bomb that is intercepted is wasted money.

IMHO, its still so much more efficient to just beam things to death.  :P
Title: Re: Beam Weapons... what's the point?
Post by: Herra Tohtori on May 19, 2008, 11:00:24 pm
Advantages of Rays of Death versus physical mediums of destruction (munitions):

-you don't run out of ammo - as long as you have a reactor producing energy and you don't overheat the cannons, you can essentially go on for far longer than physically stored missiles and projectiles could last.

-they are visually more extravagant than projectiles, which in a videogame translates to easier way to coolness

-For the same reasons, saves in storage space and weight, making your ship able to store something more useful like fighters, bombers and their munitions - bombs and missiles do have their uses, but cap ships are very well suited for carrying the big reactors that are required for beams, bombers not so much. A reactor big enough to power beams powerful enough to make a difference in a bomber would make the bomber really big and heavy and good target.

-they are cool

-They seem to have high damage/impulse ratio, meaning they pack a lot of energy while keeping the recoil to the firing ship minimum, reducing structural stress and need for suspension and course correction maneuvers that mass drivers would require for effective use. Yeah, if you fly your fighter or bomber into the beam, you're whacked around, but I suspect that's because the surface of your ship is vaporizing explosively and propelling you around...

-they are cool

-point and shoot interface reduces need for complex firing solution computers (how anyone can miss a cap ship with a BEAM CANNON in FS2 is a mystery to me); the beam seems to transfer energy so fast that on small to medium distances it doesn't need any lead, it hits the point in the crosshairs.

-did I mention they are cool?


Rather, projectile weapons and cap ship missile fights are more difficult to make cool. Don't take me wrong, projectiles are way more realistic and, if used in a capable game engine, are also really cool but practically require some kind of geomod for that to be honest. Or at least somehow better damage modeling than in FS2. Also, that way easily leads to autocannon silliness where ships expel more than their own weight of ammunition in a battle.
Title: Re: Beam Weapons... what's the point?
Post by: General Battuta on May 19, 2008, 11:08:47 pm
Yeah, nukes suck in space, Helios bombs are ammunition-limited and can be intercepted.

If you read up on space warfare you'll find that highly directional, high-speed attacks are the way to go. Beam weapons do that. A beam weapon moves at lightspeed and can't be intercepted. It punches right through shields.

Stop making analogies to current economic systems and prices. You're dealing with a civilization that can mass-produce antimatter. US dollars are a terrible way to measure costs.

How do you plan to kill a Lucifer with Helios bombs, anyway?
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 19, 2008, 11:34:28 pm
You forgot that they are cool ;)
Title: Re: Beam Weapons... what's the point?
Post by: Nuke on May 20, 2008, 12:29:39 am
well if i was gonna make a nuke lobber, first id make it small, like a corvette and very fast. it would attack front on in a charging assault. lobbing inexpensive warheads. i wouldn't use helios, id use harbinger equivalent bombs, nukes. if tipped with a shape charge they can burn their way into the hull allowing the nuke to enter and explode internally, same concept as a bunker buster.

it might even be possible to make a nuclear shape charge, which would focus the blast into the ship. supporting the nuke in a hollow lead shell with mercury filling the void. that mercury would vaporize almost instantaniously and the thickness of the lead casing would be beefy at the rear and light near the tip. so a jet of mercury vapor would burn into the hull microseconds before the shell itself vaporizes. you could imagine the result.

to increase their damage potential, you could fire them out of a coil gun, still using the booster to gain even more velocity. you would also want to fire them rapidly and in large volleys, to overwhelm interceptors and turrets. as for guidance i don't see why the missile can't be as accurate if not more so than a beam. it can make fine corrections en route. i don't see recoil being that much of a problem. a corvette is a massive hulk of metal and order of magnitude more massive than a nuke.

beams are still cool, but i don't see retro weapons as being totally obsolete. it will be some time before they make a laser more powerful than a single 30mm armor piercing shell.
Title: Re: Beam Weapons... what's the point?
Post by: Mars on May 20, 2008, 12:43:48 am
The Fenris's Fusion Mortar is after all more effective than it's SGreen.

 Although if they were destroyable that might not be the case.
Title: Re: Beam Weapons... what's the point?
Post by: jr2 on May 20, 2008, 01:21:00 am
...Anyone think of the fact that if one Helios gets intercepted, its blast could conceivably take out all the other Helios warheads within its blast radius?  ;7  IDK if anyone pointed that out or not; I only skimmed this thread.
Title: Re: Beam Weapons... what's the point?
Post by: Androgeos Exeunt on May 20, 2008, 04:26:40 am
...Anyone think of the fact that if one Helios gets intercepted, its blast could conceivably take out all the other Helios warheads within its blast radius?  ;7  IDK if anyone pointed that out or not; I only skimmed this thread.

That's a really good point...but for a warhead to be able to travel 2 clicks, probably under constant fire, the warhead must be durable enough to withstand shockwaves or light ammunition, but brittle enough to shatter when it's hit hard enough. :blah:
Title: Re: Beam Weapons... what's the point?
Post by: foolfromhell on May 20, 2008, 05:58:22 am
A Helios being only $5 Million?
I don't think so. It uses antimatter. Currently, it costs $300 billion per milligram of antimatter. You're going to need a whole lot more to make a Helios. Even if it does get cheaper to make antimatter, its not going to be THAT much cheaper. Its going to cost a whole lot.
It also takes around 150 Helios to kill a Sathanas...

A Helios might cost more than a Fenris... The only time its actually used is when you have to disarm the first Sath.

Assuming that launching a Helios from a tube won't cause the Helios to explode and take out whatever is trying to launch it, blobs could still intercept it. Every bomb that is intercepted is wasted money.

IMHO, its still so much more efficient to just beam things to death.  :P

Well, then, the Harbinger is a Fission + Fusion bomb, so that wouldnt be quite cheap. I agree with the coolness factor, but still. This is 300 years in the future as you have said. Im sure they could use a coilgun or railgun to accelerate the bomb to high speeds. High enough not to be shot down. And if a fusion bomb today is only $7million, im sure it would be cheaper in 300 years. Especially if it is only required to travel a few kilometers.
Title: Re: Beam Weapons... what's the point?
Post by: Herra Tohtori on May 20, 2008, 06:50:51 am
And if a fusion bomb today is only $7million, im sure it would be cheaper in 300 years. Especially if it is only required to travel a few kilometers.


Why do you assume that things like that get cheaper? :p

Yeah, technology advances as physics does; processes with common materials get cheaper and more effective, and so on. But get this - a car uses essentially same materials as a steam engine that preceded it - mainly, steel (also aluminium and other alloys, plastic, and otherstuffs, but mainly steel). Iron is a relatively abundant resource, and a lot of the availability of technology we take for granted is thanks to this fact... However, only because iron-related things have become a lot more accessible and cheaper in time it's not plausible to assume that all other branches of technology would advance similarly.

There are some materials that will always require a lot of manpower and time and effort to gather in significant quantities. Which means that you need a lot of people or machinery to do the gathering (locating, mining, refining, transportation to production facilities) and that will always cost a lot of money. Even more in FreeSpace context because Earth is out of touch (so to speak) and thus they have lost a significant source of deuterium (Earth's oceans, though undoubtedly other planets have heavy water too), affordable ores (assuming Earth still could support significant amount of mining activity when contact was lost) with relatively friendly conditions for retrieving them - even the worst Chinese coal mines from hell are infinitely easier to manage than mining an asteroid. Other planets may have higher or lower amounts of metals, depending on the star's generation, ie. how many main sequence stars' lifes and supernovas the matter has gone through...

I would point out the distances and necessary energies involved in space travel adding to the cost, if it weren't for the fact that in FreeSpace context people never seem to be very worried about power sources, they have a few odd gas miners in the nebula in one (?) mission, so it doesn't seem to be an issue to them, especially with nodes taking care of any long range intra-system jumps as well as all intersystem jumps.

So... why would making nukes be essentially cheaper in future? They're still going to need same stuffs to make them, unless they change the laws of nature (though in FreeSpace context this is a pretty lulzy argument I must admit) they'll need fissible material, and fusion material (lithium deuteride works, if you can't find tritium...), and all the stuff needed to make an implosion shell (essentially a pretty complex shaped charge composition) for the primary phase of a hydrogen bomb (a fission bomb), and in a correct way that it generates a sufficient x-ray implosion of the secondary (hydrogen) stage of the bomb. If you have wrong kind of stuff between the fission primer and the fusion main stage of the bomb, it can absorb too much of the x-rays and fail to trigger a fusion reaction.

These materials will be all that much more difficult to gather in significant amounts after Earth's resources aren't available. Even after establishing comparative infrastructures at other planets, it's still at best just as costly as now on Earth, or possibly a bit less due to advanced mining processes, but the basic idea is that rare materials will always stay rare, it's just a statistical facts of physics talking.
Title: Re: Beam Weapons... what's the point?
Post by: foolfromhell on May 20, 2008, 08:07:10 am
And if a fusion bomb today is only $7million, im sure it would be cheaper in 300 years. Especially if it is only required to travel a few kilometers.


Why do you assume that things like that get cheaper? :p

Yeah, technology advances as physics does; processes with common materials get cheaper and more effective, and so on. But get this - a car uses essentially same materials as a steam engine that preceded it - mainly, steel (also aluminium and other alloys, plastic, and otherstuffs, but mainly steel). Iron is a relatively abundant resource, and a lot of the availability of technology we take for granted is thanks to this fact... However, only because iron-related things have become a lot more accessible and cheaper in time it's not plausible to assume that all other branches of technology would advance similarly.

There are some materials that will always require a lot of manpower and time and effort to gather in significant quantities. Which means that you need a lot of people or machinery to do the gathering (locating, mining, refining, transportation to production facilities) and that will always cost a lot of money. Even more in FreeSpace context because Earth is out of touch (so to speak) and thus they have lost a significant source of deuterium (Earth's oceans, though undoubtedly other planets have heavy water too), affordable ores (assuming Earth still could support significant amount of mining activity when contact was lost) with relatively friendly conditions for retrieving them - even the worst Chinese coal mines from hell are infinitely easier to manage than mining an asteroid. Other planets may have higher or lower amounts of metals, depending on the star's generation, ie. how many main sequence stars' lifes and supernovas the matter has gone through...

I would point out the distances and necessary energies involved in space travel adding to the cost, if it weren't for the fact that in FreeSpace context people never seem to be very worried about power sources, they have a few odd gas miners in the nebula in one (?) mission, so it doesn't seem to be an issue to them, especially with nodes taking care of any long range intra-system jumps as well as all intersystem jumps.

So... why would making nukes be essentially cheaper in future? They're still going to need same stuffs to make them, unless they change the laws of nature (though in FreeSpace context this is a pretty lulzy argument I must admit) they'll need fissible material, and fusion material (lithium deuteride works, if you can't find tritium...), and all the stuff needed to make an implosion shell (essentially a pretty complex shaped charge composition) for the primary phase of a hydrogen bomb (a fission bomb), and in a correct way that it generates a sufficient x-ray implosion of the secondary (hydrogen) stage of the bomb. If you have wrong kind of stuff between the fission primer and the fusion main stage of the bomb, it can absorb too much of the x-rays and fail to trigger a fusion reaction.

These materials will be all that much more difficult to gather in significant amounts after Earth's resources aren't available. Even after establishing comparative infrastructures at other planets, it's still at best just as costly as now on Earth, or possibly a bit less due to advanced mining processes, but the basic idea is that rare materials will always stay rare, it's just a statistical facts of physics talking.

It would indeed be cheaper.

You only need to lob is 1-2 miles instead of a few thousand.

You dont need propulsion really. You can accelerate it to speeds faster than any blob turrets or fighters can move (The speeds the fighters in FS2 movie are a joke).

You can target them and make them extremely accurate.

Think about it.

Even if the nuke costed the equivalent of $70 million. That would be $10 billion to take out a Collosus. That's quite cheap considering the Collosus would cost ATLEAST a hundred times more to make. And atleast 15 years more. A good tradeoff. The sheer size of these ships is astounding. By your logic, stuff doesnt get cheaper, right? Well, if an Aircraft Carrier, the biggest human ships we have today, are a whopping $4.5 billion, and if the Collosus is over 6 miles long, wouldnt it cost atleast a trillion or more dollars? It can house tens of thousands of people.

I think the tradeoff of a few billion for a Collosus would be worth it. If at $70million per Harbinger, (10x the cost of the Minuteman I postulated), and about 20 would take out an Orion, wouldnt be $1.4 Billion Dollars. Again, the Nimitz is only 0.3KM Long. The Orion is 2.1KM long, that is 7x as long, and would require air supplies, food, jump drives, propulsion, etc.

The tradeoff of weapons worth $1.4Billion for something that costs a dozen times as much is certainly worth it.

Even if you dont have Earth, it is worth it. And, in FS1, they could have used these bombs instead of blob turrets, which are vastly underpowered.
Title: Re: Beam Weapons... what's the point?
Post by: Herra Tohtori on May 20, 2008, 08:40:49 am
Cheaper, more expensive... Dollars are a really bad way to measure price. Money in general is...

Work hours or work years are slightly better. Or other resources. How many years would it take for a single worker to build a nuke, translates roughly to how many workers are needed to build a nuke in a year... or how many in a month. Or week.

How many people are there in GTVA, without Terra and Vasuda Prime? And after the Great War, GTI Rebellion, NTF insurgency and second Shivan Incursion? I'm guessing on scale of hundreds of millions. Possibly somewhere between a billion and two, but I'd say that's stretching it a bit. How many people you need to get the materials (mining, refining, transportation), do maintenance on mining and manufacturing facilities and assemble the warheads (using machinery of course, but still)? The worth of the weapons is at least the living expenses [salaries] of all these people.

Granted, the GTVA seems to be mass producing kiloton grade nuclear warheads (tempests lol) and bigger ones, so they probably do get off somewhat cheaper than on current day... but still, the effort and people involved would still cost a lot. The rarity of the raw materials is still an issue, whereas with space ships you have a lot of practically pure iron asteroids hanging around probably in most solar systems. Getting the reactors and all the systems working, same logic applies - basically the availability of materials is what defines the "price" of a mass produced ship, weapon or other gimmick.

So I'm not saying that things in general won't get cheaper. Remember I used the analogy of abundant resource, iron (steel) being the reason why cars have been able to become so much more available than they used to be?

Of course, you could argue that since GTVA seems to have abundant* amount of nukes and other munitions at their disposal, they must be cheap and they must have abundant resources on making them... but I'm just saying, if we assume that the bombs like Harbinger use similar technology as current day hydrogen warheads, their manufacturing process would be roughly as resource-intensive as in current day. Of course if they use the same magic that moves the ships around, I have no argument against that... :p


And talking about bombs and taking out Colossus or destroyers... the beams are still more cost-effective to use than bombs, as long as you have to use capital ships anyway. Colossus-style ships are just stupid but that's not the point in this discussion... spending 15 years on one warship is simply staggering idiocy in my eyes but as it's mainly a plot device anyway (we don't really see much of Colossus pwning the NTF) I don't really care either.

It goes like this - the enemy [shivans] have cap ships that are difficult to destroy. They can be destroyed with either bombs or beams (grossly simplified but essentially how the matter is). To destroy them with bombs, you need bombers and fighters to protect bombers. To use bombers effectively, you need carriers (destroyers) to haul their ass around. So you end up with cap ships of their own, and we've already established that cap ships using bombs is not as effective, sensible and cool as using beams (space and weight constrictions of hauling ship-to-ship munitions around instead of more bombers that could be used to deliver the munitions more effectively, and beam cannons offer more total firepower since their only ammo limitation seems to be energy from the reactors and heat dissipation speed...) - so the cap ships use beams rather than physical munitions.

As long as the tactics works and the fighters and bombers help keep the cap ship alive, it doesn't take long before using beams becomes more cost effective than using just bombs to destroy things. Of course, the way Command wastes ships that rarely happens, but that's besides the point...
Title: Re: Beam Weapons... what's the point?
Post by: foolfromhell on May 20, 2008, 10:36:39 am
What would take longer to build? A Hecate Destroyer or 150 Nukes? Because the Sathanas ccan take out a Hecate within 30 seconds, with no damage to itself.

The 150 Nukes may cost a lot, but it saves lives, saves ships, is effective, and although costly, prevents extinction. If the first Sathanas was taken out before it jumped to Cappella, The GTVA could have closed all jump points to Epsilon Pegasi and saved Cappella...
Title: Re: Beam Weapons... what's the point?
Post by: Herra Tohtori on May 20, 2008, 10:56:07 am
Eh. Hecate would take longer to build, but hopefully it would also survive a lot longer than 150 bombs. Building 150 bombs per each enemy supercapship is a bit... extensive.

Besides. They need bombers to use the bombs effectively anyway... and to use 150 nukes against a single ship takes a lot of bombers.

Bombers need destroyers or carriers to support them and their escort fighters.

The inevitable existence of destroyers/carries makes them vulnerable to enemy cap ships. Thus they need something to defend themselves with... unless they wnat to trust solely on their fighter and bomber wings, which would be more stupid than Colossus. In this role, FS2 beams are better than bombs and other munitions - they are faster to return fire, do not have ammo limitations, can't be intercepted, and are also more powerful then bombs.

Fast projectile type munitions (either kinetic energy weapons or shaped charge missiles) would only be marginally better in firing speed and reduced sensitivity to interception, but they would still take a lot of space on board capital ships (space that would be better used  and they would eventually run out of them. And that would be terrible.
Title: Re: Beam Weapons... what's the point?
Post by: castor on May 20, 2008, 11:05:18 am
The problem with launching a swarm of Helios bombs from a destroyer is the distance in between.  A bomber can close the gap and deploy the warheads while a destroyer simply cannot and thus large numbers of the launched warheads will be intercepted.
Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 20, 2008, 12:16:49 pm
What would take longer to build? A Hecate Destroyer or 150 Nukes? Because the Sathanas ccan take out a Hecate within 30 seconds, with no damage to itself.

    It helps that the Hecate doesn't return fire.
    In order to talk about the Sathanas fleet though you're talking about 12000 Nukes on, who knows how many bombers, launched from X number of ships. As someone has said the Harbringer is special issue only, it's only apparently in one mission in the campaign. Therefore it's probably pretty rare. And thing's don't get cheaper. The Harbringer is cutting edge tech, just as is almost all military tech. DVD players get cheaper, but the latest military hardware? Don't think so.

Quote
The 150 Nukes may cost a lot, but it saves lives, saves ships, is effective, and although costly, prevents extinction. If the first Sathanas was taken out before it jumped to Cappella, The GTVA could have closed all jump points to Epsilon Pegasi and saved Cappella...

       Eh? Don't think so. Would've been exactly the same outcome as before, except with maybe one or two dead Sathanas. Earlier victory against the Sathanas would have only boosted the confidence/arrogance of the GTVA allowing them to more fully get their butt kicked.


        But basically, if the GTVA starts relying on only bombers and fighters, what's to stop the Shivans doing the same? Then instead of Freespace you get wing commander or something, where it's all about the fighters and the ships are just targets and you win by finding the other guy's carrier first. (no offense to any WC fans, never played it, so that may be inaccurate)

          And then instead of a Sathanas the Shivans send a mega-carrier which launches thousands of bombers carrying tens of thousands of bombs and they go to Capella and every other world and glass it with nuclear fire. The GTVA still looses, they just look a little less pretty while they're doing it.
Title: Re: Beam Weapons... what's the point?
Post by: General Battuta on May 20, 2008, 12:25:07 pm
Foolfromhell, can you please take a breather, read all the points that have been brought up against you, and respond to them, rather than going off on new tangents?

Thanks.

If you need a recap: 1) bombs don't go through Lucifer shields, 2) bombs can be intercepted, and when they do that, they blow up other bombs, 3) destroyers are too slow to get close enough to effectively fire the bombs, 4) bombs run out of ammunition, 5) beams look great.

I know you've suggested that bombs could be fired from a railgun or coilgun. That's certainly a viable alternative to beams. There's nothing to suggest it'd be any more or less powerful, however.

Please stop bringing up cost. Nobody has any idea what kind of industrial base or technology is available, and we certainly don't know how the GTVA economy functions.
Title: Re: Beam Weapons... what's the point?
Post by: Herra Tohtori on May 20, 2008, 12:44:52 pm
Please stop bringing up cost. Nobody has any idea what kind of industrial base or technology is available, and we certainly don't know how the GTVA economy functions.


I brought up cost only as a direct result of inevitable scarcity in the materials used in the nuclear warheads. It's a statistical fact that fissiles and other necessary materials are pretty rare all over the universe (like beryllium, which is not even formed on normal fusion chain on stars... it's used on the nukes' implosion mechanism because as an effective neutron reflector material it reduces the critical mass required for the fission phase to start), and scarce resources generally translate to expensiveness.

But, like said, if the bombs work by magic, then they do. Harbingers were nukes IIRC, but Cyclops and Helios missiles were "unconventional" warheads, which probably means they were something different, and obviously we can't know if the GTVA do have abundancy of the materials and other resources needed to produce them. If so, the price argument is completely irrelevant indeed (not that it mattered much compared to other arguments to begin with, it just got out of proportions a little bit...). ;)
Title: Re: Beam Weapons... what's the point?
Post by: Flipside on May 20, 2008, 12:57:03 pm
Also, an awful lot can happen on a Battlefield in the time it takes a missile to get from A to B. That 'ride-time' is removed with beams, you get insta-hit, which can make all the difference at the right time.
Title: Re: Beam Weapons... what's the point?
Post by: foolfromhell on May 20, 2008, 01:09:46 pm
Foolfromhell, can you please take a breather, read all the points that have been brought up against you, and respond to them, rather than going off on new tangents?

Thanks.

If you need a recap: 1) bombs don't go through Lucifer shields, 2) bombs can be intercepted, and when they do that, they blow up other bombs, 3) destroyers are too slow to get close enough to effectively fire the bombs, 4) bombs run out of ammunition, 5) beams look great.

I know you've suggested that bombs could be fired from a railgun or coilgun. That's certainly a viable alternative to beams. There's nothing to suggest it'd be any more or less powerful, however.

Please stop bringing up cost. Nobody has any idea what kind of industrial base or technology is available, and we certainly don't know how the GTVA economy functions.

1. The Lucifer is also immune to Beams, as far as we know. Also, if the Shivans wanted, they would have used Lucifers and not Sathanii during the Second Incursion. If they did use another Lucifer, the GTVA wouldnt have been able to do anything...

2. When these bombs are going 5-6x the speed of fighters, im pretty sure they cant be hit easily. Fighters have enough trouble hitting me while going on a straight line at 80m/s... These bombs will have been accelerated to atleast 500m/s. Today's missiles go supersonic in an atmosphere. I am sure missiles 300 years in the future could go much faster since there isnt even an atmosphere...

3. At these speeds, even 20km of difference isnt much. If you go at 500m/s, you would reach a target some 6km away in 12 seconds. Barely any time at all.

4. At the sizes of these battleships, they could hold hundreds of bombs. If they do run out, they refuel. Right now, we have seen every Capital ship that gets into a fight come out damaged and requiring much repair. No difference in time really. With 300-400 bombs, you wont exactly run out quickly.

5. Yes, beams do look cool, but efficiency>aesthetics.

6. Yes, I mean railguns/coilguns. Bombers are ineffective. Ursas are damned slow. I suggest Maxims mounted on fast turrets for bomb-defense and railguns or coilguns to accelerate these bombs to uber-high speeds.

Thank you about the cost. I was answering what other people have said.
Title: Re: Beam Weapons... what's the point?
Post by: Herra Tohtori on May 20, 2008, 01:45:49 pm
1. The Lucifer is also immune to Beams, as far as we know. Also, if the Shivans wanted, they would have used Lucifers and not Sathanii during the Second Incursion. If they did use another Lucifer, the GTVA wouldnt have been able to do anything...


Except if beams could hurt it after all. Too little information to use that as an argument either way I'm afraid.


Quote
2. When these bombs are going 5-6x the speed of fighters, im pretty sure they cant be hit easily. Fighters have enough trouble hitting me while going on a straight line at 80m/s... These bombs will have been accelerated to atleast 500m/s. Today's missiles go supersonic in an atmosphere. I am sure missiles 300 years in the future could go much faster since there isnt even an atmosphere...

Yeah, well... Aegis (http://en.wikipedia.org/wiki/Aegis_combat_system#Capabilities) guided present-day missile cruiser would be pretty much safe from such a threat, and I suspect the only reason the FS2 capital ships don't have systems of similar efficiency is because of gameplay reasons. Them Aegis cruisers can destroy ICBM's for frak's sake...

Quote
3. At these speeds, even 20km of difference isnt much. If you go at 500m/s, you would reach a target some 6km away in 12 seconds. Barely any time at all.

Well... for the sake of comparision it's about 600,000 times the time it takes for a beam to hit the target (assuming beams propagate at or near light speed, which may or may not be the case, but it sure at least looks like it).

Also, 12 seconds in combat is actually incredibly long time...

Quote
4. At the sizes of these battleships, they could hold hundreds of bombs. If they do run out, they refuel. Right now, we have seen every Capital ship that gets into a fight come out damaged and requiring much repair. No difference in time really. With 300-400 bombs, you wont exactly run out quickly.

And what exactly would prevent them from taking same amount of damage - or more - if they were using ship-to-ship missiles/projectiles instead of beams?

About the effective firing times... I really can't be bothered to look at the tables to find out what the average damage output of some ships' beam cannons are, so it's kinda hard to calculate how much bombs would need to be launched per minute to match that damage capacity. Someone with more interest could easily calculate it, and I kinda suspect it's surprisingly many, even with Terran ships with relatively slow refire rates compared to shivan beams... so 300-400 beams would probably run out surprisingly fast I reckon.


Quote
5. Yes, beams do look cool, but efficiency>aesthetics.

...except in video games. And I'm still not convinced about cap ship bombs/missiles being more effective than beams.

Quote
6. Yes, I mean railguns/coilguns. Bombers are ineffective. Ursas are damned slow. I suggest Maxims mounted on fast turrets for bomb-defense and railguns or coilguns to accelerate these bombs to uber-high speeds.


For all we know, there might be a reason why the bombs are so slow.

The personal shields used in Dune come to mind as first and foremost example (some technology that stops large high-speed projectiles but lets slower ones penetrate)... Another could be that the sophisticated electric warfare technology prevents effective tracking, guidance and triggering of large scale warheads at higher speeds than we've observed. There could be millions of reasons why the bombs are so slow (gameplay reasons are the most likely, but rationalizations are nice to invent...). Bombers being slow is more related to FS2 game mechanics than anything else - in reality, there's no reason why bombers would have any speed limits, they'd just have limited acceleration compared to fighters. But of course in FS2 game mechanics this isn't the case.

You're kinda contradicting yourself here. You say bombers are ineffective because they are slow in FreeSpace, but you don't think bombs are ineffective because they could be fast (but of course they are slow in FreeSpace). You can't have both halves of the caek. :p
Title: Re: Beam Weapons... what's the point?
Post by: Titan on May 20, 2008, 02:27:38 pm
1. The Lucifer is also immune to Beams, as far as we know. Also, if the Shivans wanted, they would have used Lucifers and not Sathanii during the Second Incursion. If they did use another Lucifer, the GTVA wouldn't have been able to do anything...

2. When these bombs are going 5-6x the speed of fighters, I'm pretty sure they cant be hit easily. Fighters have enough trouble hitting me while going on a straight line at 80m/s... These bombs will have been accelerated to at least 500m/s. Today's missiles go supersonic in an atmosphere. I am sure missiles 300 years in the future could go much faster since there isnt even an atmosphere...

3. At these speeds, even 20km of difference isnt much. If you go at 500m/s, you would reach a target some 6km away in 12 seconds. Barely any time at all.

4. At the sizes of these battleships, they could hold hundreds of bombs. If they do run out, they refuel. Right now, we have seen every Capital ship that gets into a fight come out damaged and requiring much repair. No difference in time really. With 300-400 bombs, you wont exactly run out quickly.

5. Yes, beams do look cool, but efficiency>aesthetics.

6. Yes, I mean railguns/coilguns. Bombers are ineffective. Ursas are damned slow. I suggest Maxims mounted on fast turrets for bomb-defense and railguns or coilguns to accelerate these bombs to uber-high speeds.

Thank you about the cost. I was answering what other people have said.

1) Lucifer can't really be used as an example, due to aforementioned reasons, and that it only appears once... twice counting... OTHER CAMPAIGNS

2 and 3) You're not talking about freespace with that. bombs go just barely faster that the Ursa/boanerges that holds them.

4) not only are the aforementioned problems true, but what if the enemy happens to hit a turret's ammo storage? It would destroy that part of the ship, along with the fact that it would probably destroy any other nearby turret's ammo, which would spread to destroy the whole ship

5) As herra said

6) I don't know really how to respond to that, but i think we'll never be able to do something like that in-game, due to engine limitations. The railguns used in INFA go about the same speed as blobs.

7) how old are you?  :P
Title: Re: Beam Weapons... what's the point?
Post by: foolfromhell on May 20, 2008, 02:46:49 pm
1. The Lucifer is also immune to Beams, as far as we know. Also, if the Shivans wanted, they would have used Lucifers and not Sathanii during the Second Incursion. If they did use another Lucifer, the GTVA wouldn't have been able to do anything...

2. When these bombs are going 5-6x the speed of fighters, I'm pretty sure they cant be hit easily. Fighters have enough trouble hitting me while going on a straight line at 80m/s... These bombs will have been accelerated to at least 500m/s. Today's missiles go supersonic in an atmosphere. I am sure missiles 300 years in the future could go much faster since there isnt even an atmosphere...

3. At these speeds, even 20km of difference isnt much. If you go at 500m/s, you would reach a target some 6km away in 12 seconds. Barely any time at all.

4. At the sizes of these battleships, they could hold hundreds of bombs. If they do run out, they refuel. Right now, we have seen every Capital ship that gets into a fight come out damaged and requiring much repair. No difference in time really. With 300-400 bombs, you wont exactly run out quickly.

5. Yes, beams do look cool, but efficiency>aesthetics.

6. Yes, I mean railguns/coilguns. Bombers are ineffective. Ursas are damned slow. I suggest Maxims mounted on fast turrets for bomb-defense and railguns or coilguns to accelerate these bombs to uber-high speeds.

Thank you about the cost. I was answering what other people have said.

1) Lucifer can't really be used as an example, due to aforementioned reasons, and that it only appears once... twice counting... OTHER CAMPAIGNS

2 and 3) You're not talking about freespace with that. bombs go just barely faster that the Ursa/boanerges that holds them.

4) not only are the aforementioned problems true, but what if the enemy happens to hit a turret's ammo storage? It would destroy that part of the ship, along with the fact that it would probably destroy any other nearby turret's ammo, which would spread to destroy the whole ship

5) As herra said

6) I don't know really how to respond to that, but i think we'll never be able to do something like that in-game, due to engine limitations. The railguns used in INFA go about the same speed as blobs.

7) how old are you?  :P

2. and 3, That's because the bombs are powering themselves. If you launch them from a railgun or coilgun, they can go MUCH faster

6. Railguns today can go over 13,000mph, which is over 5500m/s. Nothing in the FS universe can defend against that.

7. I am 16.
Title: Re: Beam Weapons... what's the point?
Post by: castor on May 20, 2008, 02:50:13 pm
here...
3. At these speeds, even 20km of difference isnt much. If you go at 500m/s, you would reach a target some 6km away in 12 seconds. Barely any time at all.
You need quite a big ship to launch helios sized bombs at 500 m/s. Especially if you plan to launch many at a time.
It will be mosty dumbfiring, and you need to turn the whole ship to aim -- the people at engineering will have their hands full ;)

If you are close up, enemies more agile than you may out turn your aim. If you are farther away, they have time to evade some of your bombs.
Also, when your bombs are incoming from one direction, the enemy can counter the attack easier (compared to bombers) -- turn to face you, possibly having a few maxims situated at the bow?

Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 20, 2008, 03:40:50 pm
7) how old are you?  :P


      I would remind people that in a discussion if you don't agree with someone's position that's cool, but there's no need to make it personal.
Title: Re: Beam Weapons... what's the point?
Post by: Snail on May 20, 2008, 03:44:49 pm
Unless it's someone who really is being an anal jerk (like he starts saying "yeah well you don't matter, do you?")

BTW - I'm not talking about Mob...
Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 20, 2008, 03:52:01 pm
6. Railguns today can go over 13,000mph, which is over 5500m/s. Nothing in the FS universe can defend against that.

     That's not really relevant because Freespace isn't an accurate representation of real-world weaponry. Nothing in FS Universe could defend against that, but then again, nothing HAS to defend against that because no weapons travel that fast. Even the large ship to ship weapons have very slow moving blobs.

      Basically, you're saying "why not do this instead?" But doing that wouldn't fit the universe so that's why it isn't done. The Maxim, is essentially a coilgun or railgun of some kind, but if you check the weapons tables you'll see it doesn't go 5500m/s.


      Btw, with regards to real-world weaponry in space. With relativistic speeds, weapons can go really fast. After a point, you don't really need any sort of explosive because with enough kinetic force you'll produce the same result. See this page for some interesting scientific spaceship related stuff:  http://www.projectrho.com/rocket/index.html (http://www.projectrho.com/rocket/index.html)



       With regards to the Hecate or something using coilgun-launched Helios bombs instead of Beams, well, it would still loose versus the Sathanas. Even if both sides launched their weapons and hit with the same time the Sathanas' guns would still eat the Hecate alive and the take only a little damage in return. Even if the Hecate launched like some salvo of 10 or so helios bombs from several turrets, it would still die a horrible death because the Sathanas will kill anything the GTVA has in one salvo (with the possible exception of the Colossus).
Title: Re: Beam Weapons... what's the point?
Post by: foolfromhell on May 20, 2008, 04:01:01 pm
6. Railguns today can go over 13,000mph, which is over 5500m/s. Nothing in the FS universe can defend against that.

     That's not really relevant because Freespace isn't an accurate representation of real-world weaponry. Nothing in FS Universe could defend against that, but then again, nothing HAS to defend against that because no weapons travel that fast. Even the large ship to ship weapons have very slow moving blobs.

      Basically, you're saying "why not do this instead?" But doing that wouldn't fit the universe so that's why it isn't done. The Maxim, is essentially a coilgun or railgun of some kind, but if you check the weapons tables you'll see it doesn't go 5500m/s.


      Btw, with regards to real-world weaponry in space. With relativistic speeds, weapons can go really fast. After a point, you don't really need any sort of explosive because with enough kinetic force you'll produce the same result. See this page for some interesting scientific spaceship related stuff:  http://www.projectrho.com/rocket/index.html (http://www.projectrho.com/rocket/index.html)



       With regards to the Hecate or something using coilgun-launched Helios bombs instead of Beams, well, it would still loose versus the Sathanas. Even if both sides launched their weapons and hit with the same time the Sathanas' guns would still eat the Hecate alive and the take only a little damage in return. Even if the Hecate launched like some salvo of 10 or so helios bombs from several turrets, it would still die a horrible death because the Sathanas will kill anything the GTVA has in one salvo (with the possible exception of the Colossus).

Yeah. My view of what space combat would look like is lots of smaller ships with kinetic weapons and nuclear weapons. Nukes can obliterate entire fleets and isnt as controversial as using them on Earth. Kinetic weapons would be easier to make than explosives.

It would be something like Battlestar Galactica, except, the ships would be about 20% the size, fighters wouldnt be used, and if fighters were used, only for base defense from stationary platforms. And a lot more nukes would be used and the nukes would be ship-launched and not bomber-launched.
Title: Re: Beam Weapons... what's the point?
Post by: Shade on May 20, 2008, 04:08:02 pm
Nukes are far less effective outside of an atmosphere. Obliterating entire fleets? Not a chance. The reason nukes are so devastating in an atmosphere is that they create a massive shockwave by superheating their surroundings, causing them to expand explosively.

In space, all you get it a whole lot of broad spectrum radiation - Which can be dangerous enough, but considering that even civilian spaceships are already by necessity designed to resist the likes of coronal mass ejections and what have you without danger to their crew, it's nothing much compared to an atmospheric blast.
Title: Re: Beam Weapons... what's the point?
Post by: Ashrak on May 20, 2008, 04:11:10 pm
isnt this discussion kinda futile?


if FS was real, ships would have shields (big ones aswell) and beamcannons would rip through hulls like butter, there would be high speed point defences which would shoot down almost everything.
Title: Re: Beam Weapons... what's the point?
Post by: haloboy100 on May 20, 2008, 06:07:42 pm
isnt this discussion kinda futile?
Everything said under general discussion is pointless.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 20, 2008, 06:12:48 pm
isnt this discussion kinda futile?

Yeah, since this is a fighter sim game and now he's saying to get rid of all fighters.  :wtf:
Title: Re: Beam Weapons... what's the point?
Post by: haloboy100 on May 20, 2008, 06:13:21 pm
Save the whales fighters!
Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 20, 2008, 09:03:21 pm
isnt this discussion kinda futile?

Yeah, since this is a fighter sim game and now he's saying to get rid of all fighters.  :wtf:

       Not to speak for the guy, but . . .
       He's not saying get rid of fighters, he's saying the way he envisions space combat in general is with small capital ships lobbing nukes, and as a consequence of that idea he's applying it in part to freespace and asking "why don't ships lob nukes instead of beams".




Nukes are far less effective outside of an atmosphere. Obliterating entire fleets? Not a chance. The reason nukes are so devastating in an atmosphere is that they create a massive shockwave by superheating their surroundings, causing them to expand explosively.

       Yeah but you could probably still smoke at least one ship with a nuke, or put a severe beatdown on it to be sure. Though one nuke certainly wouldn't have the far reaching consequences of taking out an entire fleet.
Title: Re: Beam Weapons... what's the point?
Post by: Polpolion on May 20, 2008, 09:09:31 pm
1. The Lucifer is also immune to Beams, as far as we know. Also, if the Shivans wanted, they would have used Lucifers and not Sathanii during the Second Incursion. If they did use another Lucifer, the GTVA wouldn't have been able to do anything...

2. When these bombs are going 5-6x the speed of fighters, I'm pretty sure they cant be hit easily. Fighters have enough trouble hitting me while going on a straight line at 80m/s... These bombs will have been accelerated to at least 500m/s. Today's missiles go supersonic in an atmosphere. I am sure missiles 300 years in the future could go much faster since there isnt even an atmosphere...

3. At these speeds, even 20km of difference isnt much. If you go at 500m/s, you would reach a target some 6km away in 12 seconds. Barely any time at all.

4. At the sizes of these battleships, they could hold hundreds of bombs. If they do run out, they refuel. Right now, we have seen every Capital ship that gets into a fight come out damaged and requiring much repair. No difference in time really. With 300-400 bombs, you wont exactly run out quickly.

5. Yes, beams do look cool, but efficiency>aesthetics.

6. Yes, I mean railguns/coilguns. Bombers are ineffective. Ursas are damned slow. I suggest Maxims mounted on fast turrets for bomb-defense and railguns or coilguns to accelerate these bombs to uber-high speeds.

Thank you about the cost. I was answering what other people have said.

1) Lucifer can't really be used as an example, due to aforementioned reasons, and that it only appears once... twice counting... OTHER CAMPAIGNS

2 and 3) You're not talking about freespace with that. bombs go just barely faster that the Ursa/boanerges that holds them.

4) not only are the aforementioned problems true, but what if the enemy happens to hit a turret's ammo storage? It would destroy that part of the ship, along with the fact that it would probably destroy any other nearby turret's ammo, which would spread to destroy the whole ship

5) As herra said

6) I don't know really how to respond to that, but i think we'll never be able to do something like that in-game, due to engine limitations. The railguns used in INFA go about the same speed as blobs.

7) how old are you?  :P

2. and 3, That's because the bombs are powering themselves. If you launch them from a railgun or coilgun, they can go MUCH faster

6. Railguns today can go over 13,000mph, which is over 5500m/s. Nothing in the FS universe can defend against that.

7. I am 16.

2, 3) So now the GTVA can mass produce rail/coilguns and Helios bombs? I can garuntee you that Helios' are extremely expensive. How? They're used once in the entire game. If they were as cheap as capitol ships, then you'd see bombers making Helios runs almost exclusivly.

6) Railguns today are also extremely delicate pieces of machinery. I really doubt that they are fit for any sort of use outside of R&D, much less combat. "Oh, but we'll advance in technology! They'll become better suited for these tasks!" Well so will beam cannons. Pretty much all you have to do to make a beam cannon more powerful is to be able to pump more energy into it, while for a bomb, you need to design an entire new warhead.

7) Interesting. I am 16 as well. However, I fail to see the relevance to the argument at hand.
Title: Re: Beam Weapons... what's the point?
Post by: foolfromhell on May 20, 2008, 10:18:59 pm
I just said I was 16 since someone else asked.
Title: Re: Beam Weapons... what's the point?
Post by: General Battuta on May 20, 2008, 10:27:42 pm
As mentioned above, foolfromhell, nukes don't wipe out entire fleets in space. They might not even wipe out entire ships without a very close detonation.

Actually, most good analyses of what future space combat will look like feature a lot of wishes for precise and powerful beam weapons, because they move at lightspeed. Can't be dodged and can't be intercepted if only because you can't see them coming.

Does that make sense to you? It doesn't mean kinetic weapons and missiles are useless, by any means, but it does mean that energy beams are tactically valuable.

Again: nukes, not so great in space. Follow?
Title: Re: Beam Weapons... what's the point?
Post by: Shadow86 on May 20, 2008, 11:22:53 pm
As the game stands in its original form (just with the weaponry modifications), I'd say Helios are really not a viable choice to be used en masse by capital ships. Unless the vessel were to charge in close enough to deliver most of its payload effectively (which would be suicide since turning away from a collision would be impossible at that point), it'd be a pure waste of money and ordnance. Taking the Helios' speed and the range at which capital ships usually engage, the attacked ship's point-defense systems and fighter escort would have plenty of time to intercept most of the torpedoes, unless an immense amount of them is used.

Beams still remain the best option, given they hit instantly, have far greater range, ammo is not an issue and they're impossible to intercept. I'd rather have twice or thrice the amount of beams on a warship than a comparable payload of Helios torpedoes. I'd assure you the enemy would go down before they even thought of launching their Helios stores.

Of course, if you think of more outlandish scenarios, like the one presented with Helios accelerated and shot at 500 m/s, you could also have rapid-fire, point-defense beam turrets that could fire and cycle through targets at lightning speed, intercepting them no matter their speed (torpedoes travel in a straight line, the environment's often empty space, and light's still pretty fast).
Title: Re: Beam Weapons... what's the point?
Post by: Nuke on May 21, 2008, 01:21:09 am
i like how my post was completely ignored :D
do i have to spell it out for you all?

(http://i213.photobucket.com/albums/cc103/Emperor_of_Nihil/screen0044.jpg)

at 2k a pop theres not much this little corvette cant kill. and should those not be big enough, it can lob a meson torpedo out of one of its coilguns :D
Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 21, 2008, 03:27:29 am
Actually, most good analyses of what future space combat will look like feature a lot of wishes for precise and powerful beam weapons, because they move at lightspeed. Can't be dodged and can't be intercepted if only because you can't see them coming.

Does that make sense to you? It doesn't mean kinetic weapons and missiles are useless, by any means, but it does mean that energy beams are tactically valuable.

     Beam weapons can be dodged in the sense that the firing ship fires at the wrong point if the target was doing fancy manoeuvres. In a game like freespace, that's not going to happen. But in the real world, if a battle took place a few light seconds apart there's a lot more variables. If two ships are say 10 light seconds apart, your ship has to fire at where you think the enemy will be in 10 seconds based upon information that's 10 seconds old. 20 seconds is a long time. If ships were fragile enough it would probably be better to use some sort of matter shotgun to pepper an area and hope for a lucky hit, assuming that nearly any hit will cause major damage.



i like how my post was completely ignored :D
do i have to spell it out for you all?

at 2k a pop theres not much this little corvette cant kill. and should those not be big enough, it can lob a meson torpedo out of one of its coilguns :D

       Hey man your mod looks pretty cool and all, is there any more information available about it? I've seen pretty ships and backgrounds and neat effects, etcetera on youtube videos but don't really know much about it. Is there a story attached, etcetera?
Title: Re: Beam Weapons... what's the point?
Post by: Nuke on May 21, 2008, 06:12:20 am
http://www.game-warden.com/forum/forumdisplay.php?f=43

see the thread that says get nukemod here, its an old version, doesnt have all my scripted features yet, but it does have the ships. as for a campaign, axem is working on one using nukemod as well as other mods.
Title: Re: Beam Weapons... what's the point?
Post by: GTSVA on May 21, 2008, 06:23:36 am
Wow
Title: Re: Beam Weapons... what's the point?
Post by: Shadow86 on May 21, 2008, 10:05:01 am
i like how my post was completely ignored :D
do i have to spell it out for you all?

<snip>

at 2k a pop theres not much this little corvette cant kill. and should those not be big enough, it can lob a meson torpedo out of one of its coilguns :D
Well, if you get into deep modding on the attacker ship and leave the defenders as they were, of course it can kill everything. With just as much effort, you could give the defenders more numerous, stronger beams. It wouldn't be such an easy battle then. :nod:
Title: Re: Beam Weapons... what's the point?
Post by: GTF Hercules on May 21, 2008, 10:10:08 am
Well...

If you have a capital ship, you can have a launching mechanism for the Helios.

Remove the propulsion from the Helios, make it lighter, and make it's propulsion purely ballistic.

Ballistics do not apply in the vaccum of space, if the helios was just tossed at a ship it would travel in a straight line.
And then if you do not have a controlled propultion system the whole thing would probably break from the continued force put on it; no air resistance means ever increasing speed which would probably break the hapless Helios.

Saying you keep the propulsion.  What happens when you are hit by a high intensity laser beam and your ammunition bays are hit?  Even if the warheads don't blow, which is doubtful, the fuel would cause the ship to explode.
One last thing is what happens when you run out of missles?  You'd be pretty screwed.  And can you immagine the fleets of ships having to follow your missle destroyers to keep it supplied, or the down time it would take to resupply?
I can see a compromise, where there are smaller specialized ships designed for firing missles supporting the main force, but I cannot see a total replacement of beams by missles.
It's too expensive and risky for fleets large ships to have all those missles aboard.
Title: Re: Beam Weapons... what's the point?
Post by: Shadow86 on May 21, 2008, 10:40:46 am
Just a little detail. The lack of air resistance also means the Helios would keep flying in a straight line indefinitely, without suffering any damage from the movement itself. If reasonably modern aircraft disintegrate due to flying too fast (SR-71), it's due to the friction between the airframe and the air, not the speed itself.

If the force is too much, the torpedo would break shortly after launch, but the ordnance would be designed to withstand a specific amount of force. Given acceleration would be linear, the torpedo wouldn't break at any point, if properly designed.
Title: Re: Beam Weapons... what's the point?
Post by: Colonol Dekker on May 21, 2008, 11:42:21 am
I'm all for beam weapons. Always have, been always will. But regarding resupply to limited ammo heavy ships. We all coped in wws 1 + 2 the big naval battles etc. Assuming that the big ships are operating well out of port, a small dedicated convoy could extend operational life by a week before resupply. <still prefers :beamz: though>
Title: Re: Beam Weapons... what's the point?
Post by: Herra Tohtori on May 21, 2008, 11:44:17 am
Ballistics is the only thing that applies in space.

It's just that everything in a limited area tends to be affected by the same gravitational acceleration (especially in free space, pun intended, where significant gravitational bodies are far enough to make the gravitation field close to homogenous), which means that the all free trajectories are parabels.

Locally on high orbit, trajectories of high velocity projectiles may look like straight lines, but basically you would just be placing them on a heliocentric orbit (or, if given escape velocity, shoot them out of the system)... they definitely wouldn't be moving in straight lines forever and indefinitely.

Also, it's not directly the friction that rips airplanes to shreds at high velocity. They are designed to withstand the heat generated by air friction; it's the dynamic pressure that will demolish an airplane if it gets into a bad attitude regarding the high velocity airflow. That's what killed Challenger and Columbia, and that one SR-71 whose pilot survived the airplane disintegrating around him at about mach 3... they all lost stability, turned sideways in the airflow and bang, there you go. Challenger due to fuel tank becoming an additional and rather unwanted thruster due to a hole burned into it, Columbia due to previous structural damage making control impossible and possibly by already destroying main flight surface, SR-71 due to inlet unstart causing asymmetric thrust and consequent loss of control.

Regarding acceleration causing damage to the projectiles, you only need to worry about that if you have moving parts in them. Electronics can tolerate pretty high accelerations (especially if wrapped into non-conductive, semi-solid heat tranferring substance that gives support to components - and printed circuit boards and microchips have no problems surviving a cannon firing grade accelerations, as proved by various high tech munitions of present day), mechanics too if properly designed but it gets that much more difficult by every moving part...

If you drop independent propulsion, it's pretty easy to make a warhead that can tolerate the accelerations you're speaking about.

Self-propelled bombs don't make much sense in space to be honest. Propulsion system just reduces the portion of payload from the munitions' total weight, it would be better to use some kind of mass accelerator to get the warheads to the target. Then again, if you're going for kinetic energy weapons only, I guess the only thing defining the winner between a large scale KEW and beams in energy output is the energy efficiency of the process. How much of used energy can be converted into kinetic energy or beams energy? and how much damage each GJ of kinetic energy accomplishes versus each GJ poured into beam cannons?

However the total efficiency of each weapon type is not as easily defined as total damage output per second; assuming that the combat drags on, beam equipped ships become more efficient because they don't need to haul the huge amount of ammunition to assure that it lasts through the fight.
Title: Re: Beam Weapons... what's the point?
Post by: Wanderer on May 21, 2008, 11:52:29 am
Self-propelled bombs don't make much sense in space to be honest. Propulsion system just reduces the portion of payload from the munitions' total weight, it would be better to use some kind of mass accelerator to get the warheads to the target. Then again, if you're going for kinetic energy weapons only, I guess the only thing defining the winner between a large scale KEW and beams in energy output is the energy efficiency of the process. How much of used energy can be converted into kinetic energy or beams energy? and how much damage each GJ of kinetic energy accomplishes versus each GJ poured into beam cannons?
Given that it is most likely impossible to create enegy weapons with ability to maintain beam coherence to infinite distances it would probably break down into beams for close range combat and ballistic weapons further out. Also as distances become greater the accuracy of the ballistic weapons (with their muzzle velocity waaaay below that of the energy weapons by any sense) become more and more inaccurate the homing (ie self-powered) bombs become the best option regardless of their drawbacks.
Title: Re: Beam Weapons... what's the point?
Post by: Colonol Dekker on May 21, 2008, 12:10:03 pm
KEW refire rate is a major factor too, comm lines from tactical down to the individual fire control teams. Then there are reload drills to consider. The beams obviously just dump the old core (after a few hundred or thousand shots) and replace. Missiles would require teams of people employed just to reload each tube or ammo loading system.
Title: Re: Beam Weapons... what's the point?
Post by: NGTM-1R on May 21, 2008, 12:30:34 pm
I'm all for beam weapons. Always have, been always will. But regarding resupply to limited ammo heavy ships. We all coped in wws 1 + 2 the big naval battles etc. Assuming that the big ships are operating well out of port, a small dedicated convoy could extend operational life by a week before resupply. <still prefers :beamz: though>

Fun fact: the outfit of main battery shells for a heavy ship such as a battleship or heavy cruiser tended to be no more than 150 rounds per gun. 105 to 120 was more common. They could get away with that because they had very big guns that fired very slowly. The monster light cruisers the US built (designated light for their 6" guns, but a Brooklyn or Cleveland would have eaten the majority of contemporary heavy cruisers alive in a 1v1) often had as many as 403 rounds per gun due to their impressive firing rates; with only fifteen main battery guns it was not unheard of for a Brooklyn-class ship to pour out over 1100 rounds in under 15 minutes. Most light cruiser designs from other nations tended to have closer to 200-250 rounds per gun. Destroyers varied wildly, from 200 to as many as 500 rounds per gun. The key fact here is that most of these ships had a combat endurance of perhaps one hour at maximum firing rate before they would run out of ammunition.

Today, with modern fully-automatic rapid-fire guns, an outfit of less than 150 rounds is very uncommon, and 250 or 300 rounds is much more likely. Ships using 3" main gun battery can have as many as 1000 rounds for their gun. But at maximum firing rate most modern ships can expend their total supply of gun ammunition in as little as ten minutes, and very rarely more than half an hour.
Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 21, 2008, 03:39:25 pm
Today, with modern fully-automatic rapid-fire guns, an outfit of less than 150 rounds is very uncommon, and 250 or 300 rounds is much more likely. Ships using 3" main gun battery can have as many as 1000 rounds for their gun. But at maximum firing rate most modern ships can expend their total supply of gun ammunition in as little as ten minutes, and very rarely more than half an hour.

       Well that's okay, most people complain about FS battles if they're more than 10 minutes long anyway :P
Title: Re: Beam Weapons... what's the point?
Post by: NGTM-1R on May 21, 2008, 04:02:42 pm
Doesn't leave you much of a margin of error for multiple engagements, though, does it? :P
Title: Re: Beam Weapons... what's the point?
Post by: Nuke on May 21, 2008, 04:45:20 pm
in an fs sense the ragnarok class makes since. the volume of incoming bombs makes interception a very dangerous affair. i put one of theese with 2 wings of maras and 2 wings dragons and a ravana. even with missiles firing at long range and fighters intercepting them, the ravana was dead before it or the ragnarok was in beam range. i coulda tipped the balence if i had ordered a wing to disarm the ragnarok, or sent a wing of bombers after it. its subsystems are fairly weak.

but that said the ragnarok is pretty fast for a warship, and could actually outrun an ursa at default power settings. its best deployed in hit and run attacks against really big ships.

freespace isnt really all that balenced as far as big ships go. blind spots are abundant on all ships. and most capships are capable of destroying a ship one or two classes above it, given the right positioning and no fighters. turret density drops off as the size of the ships increase. freespace is not all that realistic. as far as realism goes a fighter would be obsolete, ships would be big masses of fuel tanks and engines, and while beam cannons would still work in this scenario, your better off using a missile with its own delta v.
Title: Re: Beam Weapons... what's the point?
Post by: GTSVA on May 21, 2008, 06:28:30 pm
I still hate the fact that a Lilith can take on a Terran Destroyer head-on.....most possibly defeat too.... :sigh:
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 21, 2008, 06:29:35 pm
The Lilith is also the smallest cruiser    :lol:
Title: Re: Beam Weapons... what's the point?
Post by: Excalibur on May 21, 2008, 07:34:36 pm
Don't start this in here, there's allready a thread for that....

Anyway, beams are NOT cool, they are hot. ;)

If they were better at moving the cannon while it was firing, they could easily take down anything, with the continuous damage being delt out as the beam allways points at it's target - assuming the 'beamer' is accurate.
Also, beams have the power to burn holes in ships, while the bombs, i.e. canon bombs, which are stupidly unadvanced compared to today's bombs, can't. And beams make nice, colourful glows on ships that aren't always red and yellow like the ones from explosions. And they look cool. Oh, and did I mention they look cool? btw, they look cool.
Title: Re: Beam Weapons... what's the point?
Post by: terran_emperor on May 21, 2008, 10:31:01 pm
Actually Cains are smaller...i think
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 21, 2008, 10:40:42 pm
Compared to a Lilith?  Nope.
Title: Re: Beam Weapons... what's the point?
Post by: IceFire on May 21, 2008, 10:41:08 pm
Cains are the same size.

And yes we already did the Lilith thread.  Not much accomplished there.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 21, 2008, 10:55:20 pm
Thirteen pages of heated discussion :)

Actually, the Lilith is a good example. Can you cram enough Helios onto a Lilith to match the damage its LRed does? I don't think so  :P
Tiny ships blasting huge beams that fire continuously is the way to go.
Title: Re: Beam Weapons... what's the point?
Post by: Stormkeeper on May 22, 2008, 02:02:35 am
Look at it this way.

Beams have limitless ammunition. Its energy after all, drawn from the ship's reactor. This also frees space normally devoted to carry ammo, and eliminates the risk of an ammo explosion. Imagine if a Hecate carrying Helios in the millions suffered an ammo explosion.

Beams deal more damage relative to their size. A beam turret consists, at most, of a firing mechanism, power supply ( the reactor ), amplifying beams and targeting systems. They also guarantee a hit. Nothing stops a beam save a shield, and no capital ship in FS2 has one. 'Cept the Lucifer. And they can be overcharge to deal more damage.

By contrast, launching a Helios to combat worthy speeds would require a torpedo tube, energy to propel the Helios, a feed mechanism. And there is no guarantee of a hit. The Helios can easily be intercepted by flak, CIWS or interceptors, even if you get it up to combat speeds. Although there is something to be said of packing 20 Helios bombs into a single torpedo that splits at a certain distance, so there are that many more projectiles to hunt down. And even then a hit is not guaranteed.

Psychologically, a beam is much scarier. Its bright, deadly, fast, accurate and very much unstoppable. In short, its intimidating. I doubt you would dare to face down a charging beam weapon. The Helios is slow, small, nearly insignificant and very stoppable. Interceptors were designed with hunting bombs in mind, and they excel at this. But there, as far as the FS2 universe is concerned, no counter to beams short of running like hell.

Cost wise, beams are cheaper. You merely pay for the beam system. Done. For bombs, you pay for the delivery system and the bomb itself. As it stands, bombers make far better delivery systems then any you can find in FS2. Bombers are capable of delivering the bomb right in the target's face, and can even defend themselves to an extent.

Pound for pound, bombs DO deal more damage. But, beams can deliver more damage simply because they cannot be stopped, while bombs can.

... If you ask me, the GTVA should design small, maneuverable ships which have a single LGreen and no CIWS, and simply escort them with fighters. Costwise they'll definitely be cheaper than destroyers, and have more potential for damage.

By the way, did anybody actually make a capital class missile/torpedo that hits like a helios but moves like a interceptor ?
Title: Re: Beam Weapons... what's the point?
Post by: MP-Ryan on May 22, 2008, 08:41:53 am
Beams are purely for the effect.  Given the military experiments with railgun weaponry now, I would think that by 2355 a railgun launcher for large-scale munitions in space would be a fairly easy proposal.  Think of a Helios warhead sans propulsion accelerated to speeds in excess of 3000 meters per second in total vaccum.

The weaponry, propulsion, and ship design specifications of FreeSpace have no basis in reality.  You're better to take them as they are (a great fictional universe) than even begin to ask questions which remotely apply in the real world.

Photon beams as weapons?  Doubtful.  Ionizing radiation?  Hell yes.
Title: Re: Beam Weapons... what's the point?
Post by: Androgeos Exeunt on May 22, 2008, 09:02:09 am
Beams are purely for the effect.  Given the military experiments with railgun weaponry now, I would think that by 2355 a railgun launcher for large-scale munitions in space would be a fairly easy proposal.  Think of a Helios warhead sans propulsion accelerated to speeds in excess of 3000 meters per second in total vaccum.

In that case, it's no longer a warhead, it's a gun. :drevil:
Title: Re: Beam Weapons... what's the point?
Post by: Nuke on May 22, 2008, 06:02:32 pm
it would still be a warhead, just a different mode of transportation :D
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 22, 2008, 06:13:46 pm
Beams deal more damage relative to their size. A beam turret consists, at most, of a firing mechanism, power supply ( the reactor ), amplifying beams and targeting systems. They also guarantee a hit. Nothing stops a beam save a shield, and no capital ship in FS2 has one. 'Cept the Lucifer. And they can be overcharge to deal more damage.

Since when did shields do anything to stop beams? The AAAfs seem to chew through my fighter just fine with full shields.
I'd assume that they'd go straight through the Lucifer's shield system as well. Helios on the other hand, can explode point blank and my fighter isn't even scratched. Anti-warship torpedos do nothing against shields, which is why they couldn't just bomb out the Lucifer in realspace or even disarm its cannons.

Yes, that may be purely conjecture, however, that is the behavior that is exhibitied if you give the Lucifer "surface shields".
Tempests do more damage than Helios on shields.
Title: Re: Beam Weapons... what's the point?
Post by: BengalTiger on May 22, 2008, 06:17:05 pm
Another thing that seems to imply shields don't work against beams is the fact the big 'C' was able to stop a Lucy.
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 22, 2008, 06:26:03 pm
Helios on the other hand, can explode point blank and my fighter isn't even scratched. Anti-warship torpedos do nothing against shields

Not true.  The Helios has a 0.02 shield factor, times 6800 damage means that it does 136 shield damage.  I have been killed by a Helios that goes off too close to me.  That kind of damage would do nothing to a Lucifer, however.
Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 22, 2008, 06:28:00 pm
Helios on the other hand, can explode point blank and my fighter isn't even scratched. Anti-warship torpedos do nothing against shields

Not true.  The Helios has a 0.02 shield factor, times 6800 damage means that it does 136 shield damage.  I have been killed by a Helios that goes off too close to me.  That kind of damage would do nothing to a Lucifer, however.

      Detonate Point Blank? Meh.
      I've been HIT by bombs, and I can tell you it hurts. As in, "REALLY DEAD" hurts.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 22, 2008, 07:02:16 pm
Depends on difficulty  :P
136 damage is nothing if you're flying a Seraphim (or Nephilim) on Very Easy with 6400 shield points.  :P It doesn't even sting.

It tends to wash over the shields (as in, apply damage too all quadrants), so it won't even kill a player in a Pegasus on Insane if its shields aren't below 50%...
Title: Re: Beam Weapons... what's the point?
Post by: General Battuta on May 22, 2008, 08:21:29 pm
Another thing that seems to imply shields don't work against beams is the fact the big 'C' was able to stop a Lucy.

Uh...when? That never happened.
Title: Re: Beam Weapons... what's the point?
Post by: Retsof on May 22, 2008, 08:25:26 pm
Another thing that seems to imply shields don't work against beams is the fact the big 'C' was able to stop a Lucy.

Uh...when? That never happened.
Well, it was designed to kill a Lucy, it never actually did.
Title: Re: Beam Weapons... what's the point?
Post by: Androgeos Exeunt on May 23, 2008, 08:54:43 am
Another thing that seems to imply shields don't work against beams is the fact the big 'C' was able to stop a Lucy.

Uh...when? That never happened.
Well, it was designed to kill a Lucy, it never actually did.

Agreed. They probably just simulated the Colossus' beams penetrating the Lucifer's shields.

That brings up a new point; beams do pierce shields. Did the Ancients have beam weapons? If they had, maybe they could've prevented their destruction.
Title: Re: Beam Weapons... what's the point?
Post by: Snail on May 23, 2008, 09:25:16 am
That brings up a new point; beams do pierce shields. Did the Ancients have beam weapons? If they had, maybe they could've prevented their destruction.
Shields aren't everything.
Title: Re: Beam Weapons... what's the point?
Post by: Androgeos Exeunt on May 23, 2008, 09:30:39 am
Shields aren't everything.

Really? Why not? :confused:
Title: Re: Beam Weapons... what's the point?
Post by: Snail on May 23, 2008, 10:07:02 am
Even with beams the GTVA weren't able to defeat the Sathanes, which didn't have shields in the first place.

Assuming the Shivans would have encountered the Ancients again (this time with a larger fleet) they would have been able to crush them regardless of whether or not the Ancients were able to pierce capital ship shielding.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 23, 2008, 05:20:40 pm
Shields aren't everything, but they do count for something.

Also, given that 60-90% of a Shivan fighter/bomber's strength lies in its shields (they have pissweak hulls), a shield peircing weapon is much more effective. Think flak vs AAAf. Which one would you rather face? One flak gun, or One AAAf? The AAAf will kill you in one shot. The flak wouldn't do much if you just shunt more power to shields and equalize regularly.
Title: Re: Beam Weapons... what's the point?
Post by: Snail on May 23, 2008, 05:44:35 pm
I meant capital ship shielding. I do hope the Ancients were able to kill normal shielding through sheer brute force, or it would just be a turkey shoot.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 23, 2008, 05:47:02 pm
If the ancients could stop the Lucifer, they would have collapsed a node.
Then, they would learn how to collapse nodes when they see 80 saths coming.
Title: Re: Beam Weapons... what's the point?
Post by: haloboy100 on May 23, 2008, 06:15:54 pm
Well, they probably wouldn't know that nodes were collapsible. The Terrans only know of it from the destruction of the sol jump node by the Lucifer.
Title: Re: Beam Weapons... what's the point?
Post by: foolfromhell on May 23, 2008, 06:24:02 pm
if I were part of the GTVA leadership, I would keep a couple of meson bombs on standby a few hundred meters from every jump node.

Just in case.
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 23, 2008, 06:29:46 pm
if I were part of the GTVA leadership, I would keep a couple of meson bombs on standby a few hundred meters from every jump node.

Just in case.

1)  I doubt that they have that many meson bombs just sitting around

2)  It takes more than a couple of meson bombs to collapse a node (the Bastion contained a log, IIRC).
Title: Re: Beam Weapons... what's the point?
Post by: haloboy100 on May 23, 2008, 06:31:13 pm
Not to mention the accidental explosion of those bombs could collapse the node if you had enough around it.

To me that seems like a rather stupid tactical decision.
Title: Re: Beam Weapons... what's the point?
Post by: foolfromhell on May 23, 2008, 06:35:47 pm
Well, atleast a few in every system?

And, just thought of something.

If flak turrets are also physical weapons, wont they need rearming?

Same with missiles on the ships?
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 23, 2008, 06:40:21 pm
Yes, but flak rounds are likely small as are most of the missiles used, so they take up a LOT less space than some big modified helios things.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 23, 2008, 06:46:27 pm
Well, they probably wouldn't know that nodes were collapsible. The Terrans only know of it from the destruction of the sol jump node by the Lucifer.

Well, the only way the ancients knew how to kill a Lucifer is in subspace.
So, they take it out there, the node collapses. Then they know that nodes can be collapsed, in the same manner as the Terrans/Vasudans.
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 23, 2008, 06:55:49 pm
But the Ancients wouldn't have figured that out, because by the time they discovered that $hivan $hields don't work in subspace, it was too late (at least that's what seemed to be implied by the cutscene).
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 23, 2008, 07:04:41 pm
Which is why I said IF the ancients could stop the Lucifer.
There. Back where we came from. lol.  :lol:
Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 24, 2008, 12:12:46 am
If the ancients could stop the Lucifer, they would have collapsed a node.
Then, they would learn how to collapse nodes when they see 80 saths coming.

         They did collapse a node.
         The Knossos was turned off wasn't it? It was just turned off a little too late evidently.
Title: Re: Beam Weapons... what's the point?
Post by: haloboy100 on May 24, 2008, 12:17:06 am
Where does it say the ancients collapsed a node?
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 24, 2008, 12:18:29 am
Turning off a Knossos doesn't collapse the node.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 24, 2008, 12:50:46 am
The node will collapse itself...given time.
If they turned off the Knossos when they first saw the Shivans, that may have worked...however, Shivans have the ability to go through unstable nodes with no ill effect. (Well, at least the FS1 Shivans).
Title: Re: Beam Weapons... what's the point?
Post by: karajorma on May 24, 2008, 01:34:21 am
Assuming it was the Ancients who turned off the Knossos of course.... :)

The Shivans presumably understand the tech too and might have had their own reasons for turning it off. We know that they can get into GTVA space by some other route anyway.
Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 24, 2008, 02:50:02 am
Assuming it was the Ancients who turned off the Knossos of course.... :)

The Shivans presumably understand the tech too and might have had their own reasons for turning it off. We know that they can get into GTVA space by some other route anyway.


         Well, that idea adheres to my own theory that the Lucifer fleet was trapped on the wrong side of the Knossos when the Ancients deactivated it when they tried to consolidate their losses and isolate themselves from endless tide of Shivans driving them back. But unfortunately for the ancients, they still couldn't stop them. Why else would the Shivans have disappeared for so long? Only to return when the Knossos was reactivated and the figurative gate to hell opened anew.

         As such the Lucifer didn't come into GTVA space via another route, it was simply in the neighbourhood having been trapped here for so long. Hence the lack of beams, etcetera on most of the ships save the flagship.


         Unforunately, that idea kinda screws up my own campaign idea and I haven't been able to rework the ending without being a repeat of the old :(
Title: Re: Beam Weapons... what's the point?
Post by: Mongoose on May 24, 2008, 03:04:28 am
2)  It takes more than a couple of meson bombs to collapse a node (the Bastion contained a log, IIRC).
Wow...I'm never running through the woods again.
Title: Re: Beam Weapons... what's the point?
Post by: Stormkeeper on May 24, 2008, 09:04:16 am
         Well, that idea adheres to my own theory that the Lucifer fleet was trapped on the wrong side of the Knossos when the Ancients deactivated it when they tried to consolidate their losses and isolate themselves from endless tide of Shivans driving them back. But unfortunately for the ancients, they still couldn't stop them. Why else would the Shivans have disappeared for so long? Only to return when the Knossos was reactivated and the figurative gate to hell opened anew.

         As such the Lucifer didn't come into GTVA space via another route, it was simply in the neighbourhood having been trapped here for so long. Hence the lack of beams, etcetera on most of the ships save the flagship.

Correct me if I'm wrong, the Lucy fleet entered from Ross 128, yes ? But the Knossos portal is at Gamma Draconis, or at least in its vicinity. That's quite a distance. And i doubt that deactivating the Knossos portal would've stopped the Lucy fleet from going home. Shivans can navigate unstable warp points after all. I also doubt that the Knossos Portal is precisely at the chokepoint of the universe. Its more likely that the Lucy fleet was a very old fleet that the Shivans thought would be enough to wipe out Earth, seeing as how flux beam weaponry was exclusive to the Lucifer itself.
Title: Re: Beam Weapons... what's the point?
Post by: GTSVA on May 24, 2008, 09:10:11 am
I was playing Procyon Insurgency and in the first mission...with the Aten...it shoots out like a missle type thing, not a blob....but something...what was it?
Title: Re: Beam Weapons... what's the point?
Post by: Stormkeeper on May 24, 2008, 09:17:35 am
I was playing Procyon Insurgency and in the first mission...with the Aten...it shoots out like a missle type thing, not a blob....but something...what was it?

I think its the missile launcher. The Aten has one iirc. Its equally hopeless at capital combat. I think the thing is called ... Uh. Flux bomb or something.
Title: Re: Beam Weapons... what's the point?
Post by: GTSVA on May 24, 2008, 10:37:28 am
It doesn't look like the missiles that the Fenris or Leviathan shoots....it is yellowish and faster than a blob...
Title: Re: Beam Weapons... what's the point?
Post by: Mobius on May 24, 2008, 10:58:12 am
Correct me if I'm wrong, the Lucy fleet entered from Ross 128, yes ? But the Knossos portal is at Gamma Draconis, or at least in its vicinity. That's quite a distance. And i doubt that deactivating the Knossos portal would've stopped the Lucy fleet from going home. Shivans can navigate unstable warp points after all. I also doubt that the Knossos Portal is precisely at the chokepoint of the universe. Its more likely that the Lucy fleet was a very old fleet that the Shivans thought would be enough to wipe out Earth, seeing as how flux beam weaponry was exclusive to the Lucifer itself.

May I know why you talk as if there's only one Knossos subspace portal? It's just speculation, but...you can't exclude the presence of a Knossos in Ross 128.
Title: Re: Beam Weapons... what's the point?
Post by: haloboy100 on May 24, 2008, 11:05:43 am
I was playing Procyon Insurgency and in the first mission...with the Aten...it shoots out like a missle type thing, not a blob....but something...what was it?

I think its the missile launcher. The Aten has one iirc. Its equally hopeless at capital combat. I think the thing is called ... Uh. Flux bomb or something.

The Vasudan Flux cannon? That's the Vasudan equivalent of the fusion mortar, IIRC.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 24, 2008, 11:16:26 am
That Aten is prolly table-hacked.
Its only supposed to have 2 TT's, 2 Subach, and 2 AAAf's.
Or they may have upgraded blob textures so they look like streaks. Not sure.
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 24, 2008, 12:21:02 pm
It doesn't look like the missiles that the Fenris or Leviathan shoots....it is yellowish and faster than a blob...

PI uses a variety of odd fast large yellow blobs.  Its probably one of them.
Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 24, 2008, 09:05:04 pm
Correct me if I'm wrong, the Lucy fleet entered from Ross 128, yes ? But the Knossos portal is at Gamma Draconis, or at least in its vicinity. That's quite a distance. And i doubt that deactivating the Knossos portal would've stopped the Lucy fleet from going home. Shivans can navigate unstable warp points after all. I also doubt that the Knossos Portal is precisely at the chokepoint of the universe. Its more likely that the Lucy fleet was a very old fleet that the Shivans thought would be enough to wipe out Earth, seeing as how flux beam weaponry was exclusive to the Lucifer itself.

          Just because the Shivans can navigate unstable warp points doesn't mean they can navigate them all.
          I don't think the Knossos is any sort of chokepoint, but maybe its node reaches farther than most.

         As for Ross128, here's the timeline:
         1. Shivans attack ancients
         2. Lucifer fleet emerges from Knossos
         3. Ancients turn off Knossos (or maybe, they turned it off before the Lucifer came through. Hoping it would stop them. But as you said, they can navigate unstable nodes . . . But after a while it became even less stable without the Knossos, such that even the Shivans couldn't navigate it.
         4. Shivans destroy Ancients. Lucifer can't go back through Knossos
         5. Thousands of Years pass; Lucifer wanders around
         6. Terrans and Vasudans start to fight, the Lucifer which is not too far away, comes back to the general area, and is first seen in Ross128.


         Thing about the Knossos is, we don't know where it leads. The Ancients built three Knossos in three consecutive systems. Why? That's a hell of an undertaking just to get to a nearby system. I think rather they stablized nodes which cover vast distances. Because really, such an investment in time and materials has to be worth it.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 24, 2008, 09:21:08 pm
Well, the Knossos portals are fairly self-sufficient.
They work after sitting there for over 8000 years, and the other ones (nebula-binary, binary-???) worked continually for 8000 years with apparently no need for power. Its a good investment...
Title: Re: Beam Weapons... what's the point?
Post by: Akalabeth Angel on May 24, 2008, 09:33:29 pm
Well, the Knossos portals are fairly self-sufficient.
They work after sitting there for over 8000 years, and the other ones (nebula-binary, binary-???) worked continually for 8000 years with apparently no need for power. Its a good investment...

            Yeah but there has to be a reason to build it in the first place. You don't just throw down a Knossos on any old node for fun. Or maybe they did do that, stablize unstable nodes, see where they lead, and if it was worth it they'd keep the Knosso going. But if not they'd move it somewhere else and try a different node until they found one that was worthwhile.
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on May 24, 2008, 09:40:21 pm
I get the idea that the ancients were very expansionistic, and they were probably looking to expand their empire to wherever they could go.  So they used Knossos portals to stabilize nodes.
Title: Re: Beam Weapons... what's the point?
Post by: haloboy100 on May 24, 2008, 09:48:19 pm
Well, the Knossos portals are fairly self-sufficient.
They work after sitting there for over 8000 years, and the other ones (nebula-binary, binary-???) worked continually for 8000 years with apparently no need for power. Its a good investment...
Not that it's an accomplishment that they withstood the test of time. Nothing happens in space. No air, no movement, nothing.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 24, 2008, 10:06:24 pm
True...the NTC Trinity may have just pushed the ring to make it start moving...doesn't even require much of a power source.
Title: Re: Beam Weapons... what's the point?
Post by: haloboy100 on May 24, 2008, 10:14:03 pm
Yeah. The trinity activated the ring.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 24, 2008, 10:16:25 pm
I find it funny how this began as a beam cannon discussion and is now a Knossos/Ancientsdiscussion  :lol:

Oh, by the way, what keeps those otherwise unconnected bits of a Knossos moving in a circular motion ?  :confused:
Title: Re: Beam Weapons... what's the point?
Post by: haloboy100 on May 24, 2008, 10:17:53 pm
Probably artificial gravity or magnetism.

Or maybe something to do with subspace, like how ships get pulled into the blue when they activate their drives.
Title: Re: Beam Weapons... what's the point?
Post by: General Battuta on May 25, 2008, 12:10:00 am
Well, the Knossos portals are fairly self-sufficient.
They work after sitting there for over 8000 years, and the other ones (nebula-binary, binary-???) worked continually for 8000 years with apparently no need for power. Its a good investment...
Not that it's an accomplishment that they withstood the test of time. Nothing happens in space. No air, no movement, nothing.

Except for radiation and constant micrometeorite bombardment...and the gravitational tug of the elements on each other.

Probably artificial gravity or magnetism.

Or maybe something to do with subspace, like how ships get pulled into the blue when they activate their drives.

Or inertia. Why would they stop working?

Maybe they have stabilizing systems of a kind, to compensate for any minor drift.
Title: Re: Beam Weapons... what's the point?
Post by: haloboy100 on May 25, 2008, 12:12:02 am
Or inertia. Why would they stop working?
I was under knowledge that the portal was inactive and shut down (therefore the peices not moving) before the Trinity entered.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 25, 2008, 12:37:40 am
The ancients got it to stop somehow, or the Trinity would have nothing to activate :P
Title: Re: Beam Weapons... what's the point?
Post by: General Battuta on May 25, 2008, 12:41:37 am
Well, are we sure the pieces weren't rotating before the Trinity showed up...? I don't think there was any evidence either way.

I could take it to be either.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 25, 2008, 12:45:09 am
The command briefing states that it stabilizes the jump node using the circular motion of the interlocking rings...so...
Well, we all know how reliable command briefings are.
Title: Re: Beam Weapons... what's the point?
Post by: Stormkeeper on May 25, 2008, 04:40:21 am

Except for radiation and constant micrometeorite bombardment...and the gravitational tug of the elements on each other.


Gravity tug only present if there's a planetary body present. Iirc there were none where any of the Knossos portals are ...

... Wait, that could be a clue on how the Knossos' operate.

Anyone recall if there were any significant planetary bodies where the Knossos were ? Like planets, or the presence of a star ?



... The mods should really split this topic off.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 25, 2008, 11:03:17 am
Its in Gamma Draconis, so there's the Gamma Drac star. It's not too far away either, (as in, its not very small).
Title: Re: Beam Weapons... what's the point?
Post by: Snail on May 25, 2008, 11:30:46 am
There are no planets in Gamma Draconis.
Title: Re: Beam Weapons... what's the point?
Post by: Stormkeeper on May 25, 2008, 11:34:29 am
Its possible that the gravitational pull generated by planets and stars will cause the Knossos portal to deviate. If this is the case then the Knossos portal could work by creating an artificial gravitational field that keeps the pieces in place and rotating.
Title: Re: Beam Weapons... what's the point?
Post by: Snail on May 25, 2008, 11:37:03 am
Its possible that the gravitational pull generated by planets and stars will cause the Knossos portal to deviate. If this is the case then the Knossos portal could work by creating an artificial gravitational field that keeps the pieces in place and rotating.
As I said, there are no planets in GDrax, and having 2 stars would undoubtedly screw stuff up on Knossos 3 if it was using planetary gravity to stay in motion. Plus having a field of ionized gas can't be great either.

I'd say the Knossos uses its own gravity (ormagnetism or something)
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 25, 2008, 11:45:02 am
Or it has a computer and little maneuvering thrusters to correct its course if its off-angle...
Title: Re: Beam Weapons... what's the point?
Post by: haloboy100 on May 25, 2008, 12:20:37 pm
I still think the movement caused by subspace.
Title: Re: Beam Weapons... what's the point?
Post by: General Battuta on May 25, 2008, 01:25:38 pm

Except for radiation and constant micrometeorite bombardment...and the gravitational tug of the elements on each other.


Gravity tug only present if there's a planetary body present. Iirc there were none where any of the Knossos portals are ...

No, because the different elements of the Knossos should pull on each other.
Title: Re: Beam Weapons... what's the point?
Post by: Herra Tohtori on May 25, 2008, 02:38:00 pm
Or inertia. Why would they stop working?


Well they do move on a circular path, which means there is a centripetal force present keeping the pieces from getting onto trajectories tangential to the circle. Since there's nothing physically keeping the parts together, it can't be mechanical tension force, thus it needs to be some other kind of force. Gravitational pull of the parts themselves would not work, Knossos is a four-body system and it would collapse pretty fast if left to it's own devices.

It could be explained by the Knossos creating an artificial gravitational field that causes an acceleration towards the center of the circle. Of course the ships around don't seem to be affected, but that doesn't happen in FreeSpace anyway (and very clearly FreeSpace tech does have gravity generators and most likely antigravity as well) so it might be the case.

Also, invisible massless wires are a very strong possibility. And of course, ultimately the same things makes Knossos rotate that makes the Faustus sensor system spin... :p
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on May 25, 2008, 03:27:15 pm
But doesn't the Faustus solar panel array spin because there's some sort of motor where it attaches to the main body?
Title: Re: Beam Weapons... what's the point?
Post by: Snail on May 25, 2008, 03:29:55 pm
At some places it's not attached IIRC.
Title: Re: Beam Weapons... what's the point?
Post by: General Battuta on May 25, 2008, 03:32:30 pm
Or inertia. Why would they stop working?


Well they do move on a circular path, which means there is a centripetal force present keeping the pieces from getting onto trajectories tangential to the circle. Since there's nothing physically keeping the parts together, it can't be mechanical tension force, thus it needs to be some other kind of force. Gravitational pull of the parts themselves would not work, Knossos is a four-body system and it would collapse pretty fast if left to it's own devices.

It could be explained by the Knossos creating an artificial gravitational field that causes an acceleration towards the center of the circle. Of course the ships around don't seem to be affected, but that doesn't happen in FreeSpace anyway (and very clearly FreeSpace tech does have gravity generators and most likely antigravity as well) so it might be the case.

Also, invisible massless wires are a very strong possibility. And of course, ultimately the same things makes Knossos rotate that makes the Faustus sensor system spin... :p

Um, yes, I know. The fact that I didn't mention the need for some force to keep everything moving in a circle doesn't mean I wasn't aware of it.

The point remains that if you spin a wheel in space it's going to keep spinning at a constant rate until something makes it stop, since angular momentum has to be conserved. Whatever makes the Knossos act like a circle -- well, that's something else entirely.
Title: Re: Beam Weapons... what's the point?
Post by: Mobius on May 25, 2008, 03:39:27 pm
I share Herra's point of view as I also find massless wires something possible.

I'd like to focus your attention on the cb ani showing how the Knossos works...the vortex is on the other side.

I think of it as a spinning top...you're not going to be influenced if you're on the safe side...
Title: Re: Beam Weapons... what's the point?
Post by: Herra Tohtori on May 25, 2008, 03:48:56 pm
But doesn't the Faustus solar panel array spin because there's some sort of motor where it attaches to the main body?

No, it spins because it's a rotating subsystem. :p Which is the same reason the Knossos rotates...

[Read: It's a game. Cool>>physics.]


Battuta: Yeah, I pretty much knew that you know all this rather well... a wheel would keep spinning, but two halves of a wheel wouldn't without something keeping them together.. obviously. I just interpreted the question about what's keeping the parts rotating in the sense that "what is the force that keeps the parts on their circular paths" rather than what's keeping the rotation going... I think I took it for granted that the rotation itself wouldn't need anything particular to keep it going any more than any other space ship of comparative size.

By the way. For all we know, it could've been rotating since it was built. That doesn't necessarily mean that the node-activating/generating mechanism had been activated. Kinda like you can have a car's engine running idle while the transmission doesn't move any torque further through the drivetrain. The NTC Trinity could have just put the gear on, so to speak.
Title: Re: Beam Weapons... what's the point?
Post by: General Battuta on May 25, 2008, 04:14:13 pm
Yes.
Title: Re: Beam Weapons... what's the point?
Post by: Stormkeeper on May 25, 2008, 08:46:16 pm
As I said, there are no planets in GDrax, and having 2 stars would undoubtedly screw stuff up on Knossos 3 if it was using planetary gravity to stay in motion. Plus having a field of ionized gas can't be great either.

I'd say the Knossos uses its own gravity (ormagnetism or something)

Thats ... what I said.
Title: Re: Beam Weapons... what's the point?
Post by: Excalibur on May 26, 2008, 12:35:08 am
There could be invisible tractor beams pulling the thing together, and they are craft specific...
Title: Re: Beam Weapons... what's the point?
Post by: jr2 on May 26, 2008, 01:58:23 am
..Look at the inside of the subspace vortex.  You have to counterrotating fields visible, one inner, one outer.  (Looks freaky, yes.)  The Knossos is also counterrotating.  Hmm.  *shrugs*
Title: Re: Beam Weapons... what's the point?
Post by: Stormkeeper on May 26, 2008, 12:03:15 pm
..Look at the inside of the subspace vortex.  You have to counterrotating fields visible, one inner, one outer.  (Looks freaky, yes.)  The Knossos is also counterrotating.  Hmm.  *shrugs*
Point. A palpable point.
Title: Re: Beam Weapons... what's the point?
Post by: nuone on January 27, 2009, 05:55:15 pm
(Back to the original statement that started this thread) Blueplanet has shown that projectile weapons can be even more effective than beam weaponry. The GTVA uses long range torpedoes that have varying trajectories which cannot be shot down by AAA batteries. Blueplanet: WiH will show earth-ships with railguns and high-speed energy turrets that annihilate GTVA vessels.
Title: Re: Beam Weapons... what's the point?
Post by: Herra Tohtori on January 27, 2009, 06:13:23 pm
And I can make a blob turret that can deal out N amount of damage and trigger a supernova SEXP every time it is fired.

I didn't see that in FreeSpace2 though, but I can do that. :p


Now was there a point to this necrothreadage...?
Title: Re: Beam Weapons... what's the point?
Post by: General Battuta on January 27, 2009, 06:48:41 pm
(Back to the original statement that started this thread) Blueplanet has shown that projectile weapons can be even more effective than beam weaponry. The GTVA uses long range torpedoes that have varying trajectories which cannot be shot down by AAA batteries. Blueplanet: WiH will show earth-ships with railguns and high-speed energy turrets that annihilate GTVA vessels.

Sweet Jesus, the idiocy.

The long range torpedoes can be shot down by AAA batteries, and often are.

WiH's UEF ships are slightly inferior to their GTVA counterparts. They won't be doing any annihilating without a tactical advantage.

And yes, as Herra said, it's a non-canon campaign.
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on January 27, 2009, 07:34:18 pm
:hopping: Just as a general rule, any weapon can be more effective than any other weapon, given how it is set up in the table.  Is there anything else to it? :doubt:
Title: Re: Beam Weapons... what's the point?
Post by: Polpolion on January 27, 2009, 07:49:22 pm
Is it possible that the Ancients put some weird sort of thruster on it?

EDIT: Oh rats, you guys stopped talking about the knossos.
Title: Re: Beam Weapons... what's the point?
Post by: Androgeos Exeunt on January 27, 2009, 10:59:35 pm
Now was there a point to this necrothreadage...?

Well, it is relevant to the topic, so I think "yes".
Title: Re: Beam Weapons... what's the point?
Post by: AlphaOne on January 28, 2009, 01:59:51 am
so in the end this thread has gone really wrong at some point. Beam cannons especially the direct fire ones. Not the slashers can dish out a HUGE amount of damage to the enemy warship. Oh yeah and i have yet to see a torpedo that an move fast enough so as not to be shot down by either flack or aaaf beams or some other laser turret.

What i would love to see is missile turrets intercepting enemy bombers and torpedoes.


Now that would add a whole new dimension to aaaf deffences of a cap ship. I mean have perhaps 3 or 4 such turrets that fire against bombs/torpedoes and enemy fighter craft. couple this with aaaf beams flack and such and you have a most impressive aaaf defence screan.
Title: Re: Beam Weapons... what's the point?
Post by: SpardaSon21 on January 28, 2009, 04:01:46 am
Beams do have a point.  A very nasty point.  Unfortunately, slash beams drag their points across ships, doing little damage.  Regular beams focus their point on a single part of the enemy hull, allowing them to do lots of damage.  It's a pity because slash beams look cool, but aren't very useful due to low damage.
Title: Re: Beam Weapons... what's the point?
Post by: FreeSpaceFreak on January 28, 2009, 04:20:49 am
Slash beams are IMHO not meant as an anti-hull weapon, but rather as an anti-subsystem weapon. They are splendid in that role.
Title: Re: Beam Weapons... what's the point?
Post by: Commander Zane on January 28, 2009, 06:16:00 am
I do notice ships that get slashed end up weaponless on their side fairly quick...
Title: Re: Beam Weapons... what's the point?
Post by: Scotty on January 28, 2009, 07:56:30 pm
Another advantage over the ballistic reduced-bombs is that the bombs cannot maneuver.  When you launch the er... missile, with the lack of propulsion, the ship has to STOP MOVING or you have to lead it and it NOT CHANGE DIRECTION while it speeds (still slower than a beam) to the target.  Before you point out that beams can maneuver either, the slash beam does, and the beam is direct enough that the enemy ship is just about immobile by comparison.  Along with the aforementioned cost, range (The Colossus opens up at the Sathanas at nearly 10 klicks in that one campaign mission IIRC), and logistics, the beam looks pretty attractive.

Lets take this into the real world again  :P:

In reality, (and here I am talking about space combat, lol) a missile launched from a tube would accelerate as it left the tube, but then, as it goes ballistic, it can no longer maneuver, no longer speed up, and will only detonate if it hits a target (unless you install a proximity fuse, which would be hella expensive, might as well build a fighter).  While the missile is ballistic, it can be easily intercepted by ANYTHING.  even another bomb, if they have time to line it up right.

The beam would hit.  Computers aim those things, not people prone to error.  When it hits, it goes through whatever shields the ship has, and even if they miss, a slash beam will track back onto the target.  For all practical intents and purposes, the bomber delivered self-propelled warhead is more cost-effective, has a higher hit probability and is less likely to be shot down.  Furthermore, the beam is superior over the ship-based warhead because of:  range, ammo, secondary explosions if said ammo is hit, and speed.  The way to negate the lack of maneuverability is to install drives, which is exactly what bombers launch.
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on January 28, 2009, 09:42:56 pm
Who says that people aim normal turrets? :wtf:  And in FS, capships are slow enough that the fact that they are moving barely matters...
Title: Re: Beam Weapons... what's the point?
Post by: eliex on January 28, 2009, 10:04:00 pm
Only destroyers though. Not corvettes or cruisers (excluding Leviathan of course).
A good example is pitting a non-beam Cain up against a gunboat Satis. The Satis moves so quickly that the majority of the Cain's blobs will miss and within 4 minutes, Satis was a 81% and Cain 46%.

Now if the Cain even had just one SRed, things change . . .
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on January 28, 2009, 10:39:33 pm
FS2 blobs are slow though ... and have less damage potential than beams, even for a stationary target.
Title: Re: Beam Weapons... what's the point?
Post by: Charismatic on January 30, 2009, 11:08:14 am
Based off of half of the first post:

Nukes are uni directional. Beams are focused and i think even more destructive. Think of the Sathi killing Vausdan cities. Shoots, recharges, shoots. if you launch warheads, tehy can be intercepted and they are not accurate, as in, Sathi can nuke your back yard if it watned to. Nukes would take out teh whole neighborhood.

Beams are more efficent and better IMHO.
Title: Re: Beam Weapons... what's the point?
Post by: terran_emperor on January 30, 2009, 12:36:29 pm
On the other hand, nukes have their uses.

- use em to mine asteroids, then set em of when the enemy is in range,
- Load a ship with them, then ram it into the target
- Use them in upperatmosphere to trigger EMPs > very devestaing in a computer dependant society
- Infiltrate an enemy ship with one and have it go off, destroying the ship

I take my lessons in interesting uses of nukes from John "Nuke 'em" Sheridan - the man who knows his nukes

Besides, in over 300 years im sure we'd come up with something more powerful that the H-Bomb or Neutron Bomb
Title: Re: Beam Weapons... what's the point?
Post by: ssmit132 on January 30, 2009, 07:42:43 pm
Meson bomb.
Title: Re: Beam Weapons... what's the point?
Post by: AlphaOne on January 30, 2009, 07:44:24 pm
Too big for tactical use! Make me a meson bomb that can be carryed by a bommber and il take it and nuke the sath in about 5 or 6 blows.
Title: Re: Beam Weapons... what's the point?
Post by: General Battuta on January 30, 2009, 07:48:16 pm
On the other hand, nukes have their uses.

- use em to mine asteroids, then set em of when the enemy is in range,
- Load a ship with them, then ram it into the target
- Use them in upperatmosphere to trigger EMPs > very devestaing in a computer dependant society
- Infiltrate an enemy ship with one and have it go off, destroying the ship

I take my lessons in interesting uses of nukes from John "Nuke 'em" Sheridan - the man who knows his nukes

Besides, in over 300 years im sure we'd come up with something more powerful that the H-Bomb or Neutron Bomb

Don't forget that Freespace bombs are either nuclear or more-than-nuclear.
Title: Re: Beam Weapons... what's the point?
Post by: ssmit132 on January 30, 2009, 07:59:32 pm
Hence my point: Meson bombs. :p
Title: Re: Beam Weapons... what's the point?
Post by: terran_emperor on January 30, 2009, 08:14:40 pm
Well, im still going call Meson bombs nukes even if they arent actually nukes.

 "Meson 'em" just doesnt sound right.

Besides with a meson bomb, you could desguise it AS an asteroid.

And the next bomb down the rung from the Meson Bomb is IMHO the Harbinger - designed for planitary bombardment and required a whole new class of bomber to be comstructed for its use in Ship-to-ship warfare. Nothing like that is ever mentioned about the Helios.

Im not sure about the size of the Harbinger, but Harbinger and Helios Warheads - thats the warhead not the full missile - could be tactically deployed.
Title: Re: Beam Weapons... what's the point?
Post by: AlphaOne on January 30, 2009, 09:40:06 pm
Well last time i checked the Helios was even more powerful then the Harbinger.

My fav. is the cyclops .
Title: Re: Beam Weapons... what's the point?
Post by: Commander Zane on January 30, 2009, 09:55:51 pm
Twice as powerful against armor, but only 1/10th as powerful against subsystems in comparison to the Harbinger. :D
Title: Re: Beam Weapons... what's the point?
Post by: Androgeos Exeunt on January 31, 2009, 09:52:04 am
"Meson 'em" just doesnt sound right.

In that case...

Quote from: GTD Sasquatch, Just Another Day: Super Special Edition
Spoiler:
READY THE MESON BOMB!
Title: Re: Beam Weapons... what's the point?
Post by: terran_emperor on January 31, 2009, 09:55:07 am
yes, but "nuke 'em" works better as a nick name than "READY THE MESON BOMB!"
Title: Re: Beam Weapons... what's the point?
Post by: Androgeos Exeunt on January 31, 2009, 10:49:27 am
What about...

Quote from: GVCv Renenet
Spoiler:
Detonation in 5, 4, 3, 2, 1...zero.
Title: Re: Beam Weapons... what's the point?
Post by: GTSVA on January 31, 2009, 11:16:58 am
Imma firin' mah Meson! 0 o
                               {==================================
Title: Re: Beam Weapons... what's the point?
Post by: Charismatic on January 31, 2009, 03:15:59 pm
Besides, in over 300 years im sure we'd come up with something more powerful that the H-Bomb or Neutron Bomb
Meson bomb.
:lol:
Title: Re: Beam Weapons... what's the point?
Post by: Kie99 on January 31, 2009, 04:10:43 pm
On the other hand, nukes have their uses.

- use em to mine asteroids, then set em of when the enemy is in range,
- Load a ship with them, then ram it into the target
- Use them in upperatmosphere to trigger EMPs > very devestaing in a computer dependant society
- Infiltrate an enemy ship with one and have it go off, destroying the ship

I take my lessons in interesting uses of nukes from John "Nuke 'em" Sheridan - the man who knows his nukes

Besides, in over 300 years im sure we'd come up with something more powerful that the H-Bomb or Neutron Bomb

IIRC the Helios is at least 200 times more powerful than the largest bomb ever detonated on Earth as of today.
Title: Re: Beam Weapons... what's the point?
Post by: eliex on January 31, 2009, 05:29:38 pm
And while a bomb 200 times weaker can blow up whole cities the Helios can't even damage a 16m fighter with shielding . . .  :lol:
Title: Re: Beam Weapons... what's the point?
Post by: S-99 on January 31, 2009, 07:43:44 pm
Beams can't be intercepted unlike bombs. I'd still use beams.
Title: Re: Beam Weapons... what's the point?
Post by: Androgeos Exeunt on February 01, 2009, 05:11:00 am
And while a bomb 200 times weaker can blow up whole cities the Helios can't even damage a 16m fighter with shielding . . .  :lol:

Actually, dual Helios can obliterate a Fenris cruiser. When used against a Ulysses...
Title: Re: Beam Weapons... what's the point?
Post by: Scotty on February 01, 2009, 02:47:21 pm
It doesn't kill it.  Beams do.  Yay beams! :D
Title: Re: Beam Weapons... what's the point?
Post by: azile0 on February 01, 2009, 05:09:51 pm
Well, I am all for seeing a "Missile Cruiser" That is primarily an anti-capship, and has a long barrel in the front, and fires torpedoes. After, what is a Railgun from Blue Planet than a missile? It's still a projectile, and creates a good amount of splash. I would love to make a torpedo custom-made for the Missile Cruiser, and implement it. Or is there already something like that?
Title: Re: Beam Weapons... what's the point?
Post by: General Battuta on February 01, 2009, 06:34:59 pm
Well, I am all for seeing a "Missile Cruiser" That is primarily an anti-capship, and has a long barrel in the front, and fires torpedoes. After, what is a Railgun from Blue Planet than a missile? It's still a projectile, and creates a good amount of splash. I would love to make a torpedo custom-made for the Missile Cruiser, and implement it. Or is there already something like that?

A railgun is an unpowered projectile after launch.

Missiles are self-powered projectiles.

As for missile cruisers, check out the Garm. I forget who made it.
Title: Re: Beam Weapons... what's the point?
Post by: Droid803 on February 01, 2009, 07:10:56 pm
Garm was made by ShadowGorrath, textured and converted by Esarai.
It's not purely a missile cruiser though, as it has 2 beam turrets on it as well.
There's the missile cruiser in 158th test data, and I believe there was one made by StratComm as well (Ajax, I think it was).
Title: Re: Beam Weapons... what's the point?
Post by: Kosh on February 09, 2009, 11:57:34 pm
FS2 blobs are slow though ... and have less damage potential than beams, even for a stationary target.


Blobs are only useful against cap ships, bombs, slow bombers, and any pilots stupid enough to fly in a straight line. That's it. Any halfway decent pilot flying something like a dragon or a thoth could very easily dodge them. In FS2 both of them get pwn3d pretty bad by anti-fighter beams.
Title: Re: Beam Weapons... what's the point?
Post by: blowfish on February 10, 2009, 12:12:22 am
My point is that the blobs in FS2 are balanced to be weaker than the beams.  That doesn't mean that all blobs are NECESSARILY weaker than beams.  Trust me, I know :nervous:
Title: Re: Beam Weapons... what's the point?
Post by: S-99 on February 10, 2009, 02:04:04 am
FS2 would have been more fun with longer range and faster moving blobs. There's countless times in missions where i'll see a cap ship dish out death dealing blobs non stop (and it looks ****ing cool) to something like a freighter, corvette, or cruiser that was just a couple of meters out of range of the blobs. Also i find that the blobs move a little too slowly. I wish they moved a little bit faster. Is it just me or do the blobs and projectiles in fs1 move faster than those in fs2? I always remembered the laser battles in fs1 to be more cool to watch as it was sort of star wars like.

It was cool in fs1. You just sit back and watch an enemy fighter fly close to good guys, and out of nowhere there's lots of projectiles on screen zipping around and the enemy got swatted very fast.

I still think beams have their place though. Unlike bombs, beams can't be intercepted, and the idea of the anti-fighter beam was notoriously effective. Beams are also instantaneous long range hits on big ships (unless it's terslashers).
Title: Re: Beam Weapons... what's the point?
Post by: Narvi on February 10, 2009, 03:05:26 am
FS2 would have been more fun with longer range and faster moving blobs. There's countless times in missions where i'll see a cap ship dish out death dealing blobs non stop (and it looks ****ing cool) to something like a freighter, corvette, or cruiser that was just a couple of meters out of range of the blobs. Also i find that the blobs move a little too slowly. I wish they moved a little bit faster. Is it just me or do the blobs and projectiles in fs1 move faster than those in fs2? I always remembered the laser battles in fs1 to be more cool to watch as it was sort of star wars like.

It was cool in fs1. You just sit back and watch an enemy fighter fly close to good guys, and out of nowhere there's lots of projectiles on screen zipping around and the enemy got swatted very fast.

I still think beams have their place though. Unlike bombs, beams can't be intercepted, and the idea of the anti-fighter beam was notoriously effective. Beams are also instantaneous long range hits on big ships (unless it's terslashers).

The blobs don't move slower. You're just moving faster.
Title: Re: Beam Weapons... what's the point?
Post by: nuone on September 25, 2009, 10:45:02 pm
As for me, an implementation of "Halo Universe" MAC cannons would be fascinating. They would provide true planetary defense and a heck of a target to take down, considering its mass could house a plethora of defensive batteries.
Title: Re: Beam Weapons... what's the point?
Post by: stuart133 on September 26, 2009, 06:25:06 am
IMO seeing as how the defense on fighters against anything that is meant for a cap ship is ridiculously high except beams, beams would be my choice.
Title: Re: Beam Weapons... what's the point?
Post by: The E on September 26, 2009, 08:06:10 am
Necro much?
Title: Re: Beam Weapons... what's the point?
Post by: Stormkeeper on September 26, 2009, 09:19:52 am
... What do MAC cannons have to do with beams, anyway?
Title: Re: Beam Weapons... what's the point?
Post by: Getter Robo G on September 26, 2009, 01:45:42 pm
..... If you followed it they were talking about the viability things other than beams, types of pojectiles and whatnot.

Just let it die please.

It's been slow for months and many older threads are getting bumped it seems lately. ;)

Though I will abmit we need more variety like whole classes in stead of just one weapon per.

That's one of my modding ideas for if I ever win the lottery. Like the noob shipbuilder program.

Title: Re: Beam Weapons... what's the point?
Post by: deathfun on September 26, 2009, 04:59:59 pm
I realize that many of these posts are in 08', but I think the best way to take out a Sathanas is this:

Dig a hole a kilometer deep, plant several Helios at the bottom, shoot off and detonate all within seven days
Bruce Willis needs to be on it while it blows
Title: Re: Beam Weapons... what's the point?
Post by: headdie on September 26, 2009, 05:03:10 pm
I realize that many of these posts are in 08', but I think the best way to take out a Sathanas is this:

Dig a hole a kilometer deep, plant several Helios at the bottom, shoot off and detonate all within seven days
Bruce Willis needs to be on it while it blows

oh yer your remote detonation has to fail
Title: Re: Beam Weapons... what's the point?
Post by: Androgeos Exeunt on September 26, 2009, 11:52:22 pm
GAH!

/me fires his SABeam.

(http://nila2w.blu.livefilestore.com/y1pvpXmEUbaxVe4Na9zfk4s9rylkKQDyR4z5n6preKPrYT6LzkhEOijujL_SnW9EHOYIPTgFBHQCXvXR-3EPc-kgw/necroancient.png)
Title: Re: Beam Weapons... what's the point?
Post by: Mongoose on September 27, 2009, 02:29:03 am
Even though I still hate that beam graphic with every fiber of my being, there really isn't much point in resurrecting this only to derail it three posts in.  Locked.