Author Topic: Collosal Blunder...or not?  (Read 13045 times)

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Offline Setekh

  • Jar of Clay
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    • Hard Light Productions
Collosal Blunder...or not?
Wow, this one's an oldie, but worth rediscussion  

A homing meson would be quite expensive - a reactor would have to be fit on it to power the engine, as well as guidance systems - and a malfunction in the reactor core might just blow the whole damn thing.

On that note, if a homing meson were produced, it would naturally require a plethora of escort ships, which would be in perilous danger, as they will have to be 3 clicks away when it blows. That alone would make it very dangerous. On that note, a similar effect could probably be produced by a decommisioned cruiser (can anyone say 'Fenris' or 'Aten'?) loaded with explosives. It would also mean a new chassis would not have to be developed.

However, meson bombs have so far only been used in destroying jump nodes (or attempting to - the first Knossos and the nodes leading to Capella). In this light, very precise conditions will be needed for it, and hence its probably not worth sticking an engine onto it to propel it to ground zero. And for anti-capship attacks, it is probably just as effective and much less dangerous for friendly craft to use the money and instead have several wings of bombers attack with Cyclops and Helios warheads, which prove highly lethal.
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Ace

  • Truth of Babel
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    • http://www.lordofrigel.com
Collosal Blunder...or not?
I'm surprised we haven't got a 'node blocker' in FS2 yet, a la the IW1 intro. That would be pretty neat.

I Already got that covered  

As for Meson based weaponry, the alliance more then likely constructed a decent allotment of them at the same time as the Nereid and Bastion were being prepared for their missions.

Now command would clearly classify the data, but I'd assume that a good stockpile was created.

After all: "Why have one when you can have two for twice the price!"  

------------------
Ace
Staff member FreeSpace Watch
 http://freespace.volitionwatch.com/
Ace
Self-plagiarism is style.
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Offline Nico

  • Venom
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Collosal Blunder...or not?
to blockade a node, I suggest you put hundreds of nukes around it. If it's shivan: Kaboom!!! should be enough to wipe a whole fleet out without damaging the node (just move them away enough)
SCREW CANON!

 

Offline Setekh

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Collosal Blunder...or not?
Hundreds of nukes? I suppose so, but once one went off it would trigger all the others - and in addition, Harbingers are made up of 3 salted fission bombs plus one fusion. And you need a fair few of those suckers to take down a destroyer.

But the catch is, once one ship goes through and triggers off a few, it will basically trigger off the rest, right? And the residual shockwave probably will not last long enough to take out another ship that comes in afterwards. So they'd have to be constantly replaced and positioned, and that would take time, lots of effort and money too.

However if you did have lots of spare warheads lying around, why not?  
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Nico

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Collosal Blunder...or not?
 
Quote
Originally posted by Setekh:
Hundreds of nukes? I suppose so, but once one went off it would trigger all the others - and in addition, Harbingers are made up of 3 salted fission bombs plus one fusion. And you need a fair few of those suckers to take down a destroyer.

But the catch is, once one ship goes through and triggers off a few, it will basically trigger off the rest, right? And the residual shockwave probably will not last long enough to take out another ship that comes in afterwards. So they'd have to be constantly replaced and positioned, and that would take time, lots of effort and money too.

However if you did have lots of spare warheads lying around, why not?  

Nah, it would be remote controlled. the nukes are blown up when all the fleet enters the "mine field".
Plus when you shoot a bomb, the one next to it don't blow up because of the shockwave (always found that lame but...)
SCREW CANON!

 

Offline Setekh

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    • Hard Light Productions
Collosal Blunder...or not?
Ah yes, that makes more sense (I thought they were proximity-type mines before). And they don't explode upon the shockwave? Oh well, I guess it would probably be like that in game. That's odd, because the player can get killed by being too close to their warhead when it explodes (can anyone say 'dive bombing'!).  
- Eddie Kent Woo, Setekh, Steak (of Steaks), AWACS. Seriously, just pick one.
HARD LIGHT PRODUCTIONS, now V3.0. Bringing Modders Together since January 2001.
THE HARD LIGHT ARRAY. Always makes you say wow.

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
Collosal Blunder...or not?
 
Quote
Originally posted by Setekh:
Ah yes, that makes more sense (I thought they were proximity-type mines before). And they don't explode upon the shockwave? Oh well, I guess it would probably be like that in game. That's odd, because the player can get killed by being too close to their warhead when it explodes (can anyone say 'dive bombing'!).  

well, ingame they are usually dual fired, and when you shoot one, the other one remains intact, but yeah the player is knocked out.
Bah, anyway, I think my nuke mine field would make pretty fireworks  
SCREW CANON!