Author Topic: Ship size and role in the FS universe.  (Read 42375 times)

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Offline aldo_14

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Ship size and role in the FS universe.
Quote
Originally posted by karajorma

As Aldo says those were big beam cannons. In addition to that you've got no proof that the beam cannons on the smaller capships work the same way. Maybe the Colossus was big enough that each cannon could have its own reactor while smaller ships feed off of the main reactors.


That's a good point.  :)    Also the magnitude of the BFGreen on the colossus could make it necessary for safety reasons.... if the action of firing the beam continuously can nearly melt it (the turret), a centralised power source might be simply too dangerous... the power drain could mean any overload or even just the heat generated would be catastrophic.

Possibly worth noting the only other comparable weapons - the Shivan BFRed and flux cannons - were located (in the latter case based upon FS1, not the FS2 intro) on exterior 'arms', where presumably any overload and explosion would be most isolated from the bulk of the ship.

 

Offline TrashMan

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Ship size and role in the FS universe.
Ahem.. I never said bam cannons specificly..I said STUFF... any equpment

The more stuff I remove, the more space I have....

Yes, older eqipment can be replaced by newer, smaller ones, but if I after that remove more eqipment I'll have even more room...
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Ship size and role in the FS universe.
I think people are taking the canon parameters of FS way too serious. The game itself is in total and complete disrespect with the simplest laws of physics, so why should anyone take the ships proportions serious?? Like the main hall of the Galatea...
Ships in space have no weight, so a big ship is just as capable of going fast as any fighter. Then why would a big ship, with engines 100 times bigger and more powerfull, would move slower than a fighter with a pea-shooter for engine?
It is virtually impossible to house 30 wings of fighters in a destroyer hull, and include all the machinery and open spaces needed to make it a real common-sense space-ship. The simple fact is, [V] did it because it was cool, not because it was phisically possible. Wich it wasn´t, may i add.
Or claiming a ship could house 10 huge beam cannons, along with a paraphernalia of other weapons, and not taking up any space... It´s sheer madness.
So bear all this in mind the next time you all start defending FS as the ultimate truth in space warfare. Use common-sense more, and [V] canon less.
No Freespace 3 ?!? Oh, bugger...

 

Offline Hippo

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Ship size and role in the FS universe.
You forgot about inertia... (mass related to acceleration or something... don't recall the formula...)...
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Ship size and role in the FS universe.
Like "a body at rest stays at rest, a body in motion remains in motion"?
No Freespace 3 ?!? Oh, bugger...

 

Offline NGTM-1R

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Ship size and role in the FS universe.
This is a FREESPACE forum. We deal in the reality of FREESPACE.

'Nuff said.
"Load sabot. Target Zaku, direct front!"

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Ship size and role in the FS universe.
Regarding T-V war ships, any rationalisation is difficult.  The GTC is utterly, totally, useless - largely because of the lameness of the Terran Turret.  Thing about it; a GTC can bear maybe 4 TTs on a target, for a GRAND TOTAL of 140 damage a second, if they hit.  Which they WON'T, because they're slow as all ****.   Even if they DO hit, to kill something crap (say 8000), it takes a full minute to destroy the target.  I don't count the mortar because the AI never rolls the ship to bring it to bear ;)

You can't even state that cruisers are for area defence; their weapons are useless against fighters (unless those fighters are attacking it).  It has no ability to assault installations or destroyers.  The only cruisers that are any good are the 'wow we just gave cruisers 40k hp, we rule' cruisers, and they're so dumb it boggles the mind.  ALMOST as bad as the 80k Cv/100k D thing.  Whatever fighters you send to escort a GTC will be MORE EFFECTIVE than the ship they're escorting, which is stupid.  Cruisers are only good for fighting other cruisers, and with ridiculous 8k bombs that role is basically meaningless.

In FS2 time they're useful as AAA units, since those beams are nasty; but simply increasing the velocity of the Terran Turret to 500 makes it actually able to hit ships that aren't flying straight at it.  This makes the ship useful for something pre-beam.

T-V era destroyers are also stupid, with their Heavy Terrans with a LOWER time-average firepower than TTs.  And slower, so they're even LESS likely to hit anything.  I know the game is fighter-biased, but really a five minute table hack makes caps actually able to hit and kill things occasionally without fighter assistance.  But hey, this is the world of Deimos 80k/Colossus 1,000k, so things like scale, or common sense obviously aren't big :)

I mean I like FS and all, but their pre-beam caps are just laughable.  The fleet doesn't make sense; noone knows why cap guns are so lame compared to fighter guns.  No one knows why there are no classes between the bottom-of-the-barrel cruiser and the tech-limit destroyers.  No one knows why cruiser captains don't know about the mortar.  No one knows why the Heavy Turrets, almost cruiser size themselves, do less damage than the dinner-plate sized ports on a cruiser.  Oh well.

 
Ship size and role in the FS universe.
I mean I like FS and all, but their pre-beam caps are just laughable. The fleet doesn't make sense; noone knows why cap guns are so lame compared to fighter guns. No one knows why there are no classes between the bottom-of-the-barrel cruiser and the tech-limit destroyers. No one knows why cruiser captains don't know about the mortar. No one knows why the Heavy Turrets, almost cruiser size themselves, do less damage than the dinner-plate sized ports on a cruiser. Oh well.

       Actually if you compare the Cap Guns to the M-16 Laser I'd say its not really that big of a problem. Go against a Fenris in an Apollo or something without shields with an ML-16 laser for firepower and see how well you fare.
       
        When people say FS1's era sucked, and the fighters were all powerful, the fact is the gameplay in FS1 is vastly different than what we see in the T-V War. Because the main gun, the Avenger, and 60% of the fighters aren't around in the T-V (not to mention SHIELDS).

         Hell even with shields, some of the missions are damn hard. Try taking the Valkyrie into that mission with the Taranis. A couple Satis freighters and an Aten are damned dangerous even to the shielded fighter.

          Now why ship turrets weren't upgraded to something better (other than flak which causes more fear of damage than damage itself) from FS1 to FS2 is beyond me. I imagine it's for the sake of the player, the same way that Shivan fighter weapons do less damage than the terran ones.

 
Ship size and role in the FS universe.
Quote
Originally posted by Akalabeth Angel
       Actually if you compare the Cap Guns to the M-16 Laser I'd say its not really that big of a problem. Go against a Fenris in an Apollo or something without shields with an ML-16 laser for firepower and see how well you fare.
       
        When people say FS1's era sucked, and the fighters were all powerful, the fact is the gameplay in FS1 is vastly different than what we see in the T-V War. Because the main gun, the Avenger, and 60% of the fighters aren't around in the T-V (not to mention SHIELDS).

         Hell even with shields, some of the missions are damn hard. Try taking the Valkyrie into that mission with the Taranis. A couple Satis freighters and an Aten are damned dangerous even to the shielded fighter.

          Now why ship turrets weren't upgraded to something better (other than flak which causes more fear of damage than damage itself) from FS1 to FS2 is beyond me. I imagine it's for the sake of the player, the same way that Shivan fighter weapons do less damage than the terran ones. [/B]


My comments are more directed towards cap-on-cap action; the only possible advantage the cruisers have over a group of Apollos is that it'll hang in battle longer.  I agree to a point vis the TT/M-16, but the ludicrious slowness of the projectiles combined with the slow ROF means an Apollo firelinked has about the SAME output as the Fenris, and that's stupid.  Again, specifically because you'd never send in a Fenris, but an equal amount of resources invested in fighters.  Also, even with all 8 turrets working, would you feel safe on a Fenris under attack by 8 unshielded Apollos?  I wouldn't, even though they've got no bombs, no shields, etc... because I know unless the Apollos fly straight at the Fenris the Fenris will *never* EVER hit them, because of the low velocity of its fire.

I agree with the difficulty of many missions (disabling a Dragon is ridiculous), but I guess I assume the weapons on a lone cruiser should be able to stave off attack from a couple of bombers, which is unlikely.  Actually, in SCP the turrets seem to be alot better at shooting down bombs; in FS2 Their Finest Hour II, Bastion was doing a great job defending itself, and I don't remember it that way from vanilla, back in the day.  Groups of cruisers are indeed effective, even with their FS1 loadouts.

This isn't even getting into the farce with the heavy turret, the poor scaling of weapons with increasing size (since the cruisers actually have the best ratio of size/gun ports), the fact that the AAA demonstrates that [V] changed from 'caps have no credible AAA assets at all' to 'caps pwnzor fighters within 1500m with their lazor b34ms', etc.  An FS2-era Fenris with beams-free is a horrible thing to be near, but an FS1-era Fenris is just a joke.  And even the developers noticed and changed it.

As an aside, even tho most people seem to think its crap I always had problems attacking Cains/Liliths.  Their weapons seemed much better laid out vs frontal or ventral attacks.  Actually, you're probably onto something when you point out the difficult missions; the easy cruiser kills usually come from bombers with the ridiculous 8000-point bombs, not from repeated fighter attack, simply because it takes too long.  So much of it may be merely subjective given game experience, where the constantly respawning bombers always get the cruiser in the end, however lame that is from a story/mission creation perspective.

 

Offline NGTM-1R

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Ship size and role in the FS universe.
Beams represent the first, and so far as I've seen only, effective way to make capships more then fighterbait in a space sim...
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Ship size and role in the FS universe.
Quote
Originally posted by ngtm1r
Beams represent the first, and so far as I've seen only, effective way to make capships more then fighterbait in a space sim...


Stop me if you've heard this before.
...
...
...
Its called 'weapon scaling'.

If there were no 8000pt bombs, and destroyers didn't have the ridiculously low hp of 100k (compare to Deimos for a good laugh), and if the destroyers weren't armed with an extremely low density of extremely ineffective weapons, then it wouldn't be easy.  

I mean, even throwing in decent missile batteries(ie not cluster) would make it easy to die near caps.   But ask yourself; Colossus has what, 60ish turrets?  Is that good?  Does that make sense?  Didn't WW2 battleships have hundreds of light AA guns alone?

Never forget - caps are fighterbait in space sims BECAUSE THE DEVS WANT IT THAT WAY.  Who built capships with flak guns unable to fire from one end of the ship to the other?  Who designed large ships with the lowest overall weapon density?  Who made all their weapons slow firing and low velocity?  THE DEVS!!!!  :)  I've hacked my weapon tables to increase shot velocity (and add impact explosions, because HTT fire just disappearing on impact is lame) and it makes even cruisers able to defend themselves.  Much more satisfying.

 
Ship size and role in the FS universe.
As an aside, even tho most people seem to think its crap I always had problems attacking Cains/Liliths. Their weapons seemed much better laid out vs frontal or ventral attacks. Actually, you're probably onto something when you point out the difficult missions; the easy cruiser kills usually come from bombers with the ridiculous 8000-point bombs, not from repeated fighter attack, simply because it takes too long. So much of it may be merely subjective given game experience, where the constantly respawning bombers always get the cruiser in the end, however lame that is from a story/mission creation perspective.

     The Cain and Lilith are difficult to attack in FS1 for two different reasons. The Cain is difficult because it uses higher velocity fighter weapons which will hit the player a lot. And the Lilith is difficult because it has cluster bombs (though the Clusterbomb is a hell of a lot more dangerous in FS2).


     In my campaign I've introduced a new Terran Turret with slightly higher damage and a higher velocity, but on the whole the player should be able to still dodge it pretty easy :). I'm not going for any drastic changes in gameplay.

 

Offline Zarax

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Ship size and role in the FS universe.
I'd rather replace the smaller turrets with fighter weapons, and pretty much improve the rest... Heck, even putting flak makes a big difference there...
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Offline NGTM-1R

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Ship size and role in the FS universe.
True evil is replacing all Terran Turrets with AAAf. Which I have done. Meet the GTC FighterDoom

Not-quite-true evil is replacing all Terran Turrets with long-range flak and Heavy Terran Turrets with heavy flak.

And partial evil is replacing Terran Turrets with UD-8 Kaysers. Or, for ships with twin banks in their turrets (read that: Zephyrus/Charybdis), UD-8 Kayser/Morningstar and Circe/Maxim combinations. It's pretty funny to me when I see a Zephyrus blowing away a Shivan fighter wing.

Edit: *shakes fist at image tag*
« Last Edit: September 23, 2004, 03:35:44 am by 2191 »
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Offline karajorma

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Ship size and role in the FS universe.
Quote
Originally posted by Swamp_Thing
So bear all this in mind the next time you all start defending FS as the ultimate truth in space warfare. Use common-sense more, and [V] canon less.


Common sense for who though? Let me put it this way. If carriers were feasable wouldn't it be common sense that the GTVA would already have them?

Surely it's common sense that they built carriers found they could arm and armour them with minimal loss of space and the Freespace destroyer class was the result.

Anything else assumes that the Shivans, Terrans AND Vasudans were all too stupid to see that carriers were a good idea. Now surely there must be a more common sense answer than that?
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Offline Woolie Wool

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Ship size and role in the FS universe.
Quote
Originally posted by aldo_14
I prefer FS2 types to the proper naval ones.... 'destroyer' just sounds better than 'cruiser' IMO - as many have pointed out.  Dreadnaught, however, is the best name.  Cos it sounds really ****ing menacing :D


Nah, nothing can beat "battlecruiser".:D

Anyway, I like mods (like the next version of Inferno and my own Starforce mod), where caps can really dish out some hurt. In Starforce, entering weapons range of a corvette or even a heavy cruiser will result in instant death if you don't have backup, as numerous rapid-fire turrets (they have a fire wait of 0.3 and are intended to fire full speed) and VERY powerfuk AAA beams (they'll kill almost any fighter in one or two good hits) rip your ship a few new exhaust nozzles. Hammering on helpless cap ships just doesn't do it for me.
« Last Edit: September 23, 2004, 02:32:59 pm by 1099 »
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

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Offline Flaser

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Ship size and role in the FS universe.
Except a proper battleship :).
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Offline TrashMan

  • T-tower Avenger. srsly.
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Ship size and role in the FS universe.
Quote
Originally posted by Swamp_Thing
I think people are taking the canon parameters of FS way too serious. The game itself is in total and complete disrespect with the simplest laws of physics, so why should anyone take the ships proportions serious?? Like the main hall of the Galatea...
Ships in space have no weight, so a big ship is just as capable of going fast as any fighter. Then why would a big ship, with engines 100 times bigger and more powerfull, would move slower than a fighter with a pea-shooter for engine?
It is virtually impossible to house 30 wings of fighters in a destroyer hull, and include all the machinery and open spaces needed to make it a real common-sense space-ship. The simple fact is, [V] did it because it was cool, not because it was phisically possible. Wich it wasn´t, may i add.
Or claiming a ship could house 10 huge beam cannons, along with a paraphernalia of other weapons, and not taking up any space... It´s sheer madness.
So bear all this in mind the next time you all start defending FS as the ultimate truth in space warfare. Use common-sense more, and [V] canon less.


Well, a 340m long carrier can carry 80 fighters, so I think a 2100m long FS2 destroyer should be able to carry 120..
On all other stuff you are correct..

@Pnakotus - editing turrets is the only way to fix the gross injustice done by [V]... I did mine and the games is far more intense and interesting..

@Woolie Wool - LOL.. I too want to see menacing capships, but I haven't gone quite into that extreeme.
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Offline NGTM-1R

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Ship size and role in the FS universe.
Capships should be difficult to attack...not suicidal.
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Offline aldo_14

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Ship size and role in the FS universe.
Quote
Originally posted by TrashMan


Well, a 340m long carrier can carry 80 fighters


and how exactly do we know that?