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an aerotech 2 idea
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Vagabond
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PostPosted: 01-Dec-2006 00:10    Post subject: an aerotech 2 idea Reply to topic Reply with quote

would you as game masters out there let a player design an aerofighter with tonnage dedicated to carry 1 or 2 capital scale missiles like a BT Torpedo?

And i mean at 30t for a Barracuda, 40t for a White Shark, and 50t for a Killer Whale.

Yes or No and why?

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PostPosted: 01-Dec-2006 07:55    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

I would, but I would use it like bomb space. Also...you're looking at performance reduction, and the fact that it would only useful in space.

That being said, I think that's a fabulous idea I need to work with a bit. Thanks Vagabond.

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PostPosted: 01-Dec-2006 09:34    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

Probably yes, but it should be something like a Lancaster with the Grand Slam. This would produce something that would require fighter escort, so PCs may have fun with them.

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PostPosted: 01-Dec-2006 12:56    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

Reminds me of BSG fighter tactics, where there's one or two fighters carrying a nuke and a swarm of escorts.

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PostPosted: 01-Dec-2006 17:31    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

I would, it would be something one or more houses would try at least until it became to costly or didn't give much in return.

Though limits like three times the fuel usage would be something I would impose on the fighter carrying the weapon or weapons or something like that.

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Vagabond
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PostPosted: 02-Dec-2006 00:01    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

Quote:

Though limits like three times the fuel usage would be something I would impose on the fighter carrying the weapon or weapons or something like that.



Why if they have the tonnage of the missile already put aside? I could understand a penilty of like -1 cruise mp in atmosphere do to drag since the missile would atleast be in partly exposed.

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PostPosted: 02-Dec-2006 10:13    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

Quote:

On 2006-12-02 00:01, Vagabond wrote:
Quote:

Though limits like three times the fuel usage would be something I would impose on the fighter carrying the weapon or weapons or something like that.



Why if they have the tonnage of the missile already put aside? I could understand a penilty of like -1 cruise mp in atmosphere do to drag since the missile would atleast be in partly exposed.



Game Balance. In BT you need something to offset the advantages or you end up with something akin to the Clan Targ/Pulse Lasers with 0/0 pilots...aka the munchkin wet dream wonder warrior.

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PostPosted: 02-Dec-2006 23:35    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

I am of the opinion that the ship would have movement mods in atmoshere as well as maneuvering mods. But as for other balance...those missles cannot target certain sized targets.

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PostPosted: 03-Dec-2006 13:00    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

Quote:

On 2006-12-02 23:35, Seraph wrote:
But as for other balance...those missles cannot target certain sized targets.



Capital missiles are meant for use against capital ships, right? And you fire them from a launcher that weighs more than the missile itself. Why should a mere fighter be able to carry Capital missiles without a launcher?

At a cost of ~22 million the clanner Scytha has enough pod space for a 40-ton missile. Attack Value 3 isn't much, but if the target is a Warship worth several billion C-bills I might just assign a couple hundred Scythas to missile duty. That should be enough to get through all but the most thick-skinned targets in one salvo.

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PostPosted: 03-Dec-2006 14:24    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

The launching equipment should also have some weight (look at standard one shot launchers)

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PostPosted: 03-Dec-2006 19:24    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

Quote:

On 2006-12-02 10:13, Karagin wrote:
Quote:

On 2006-12-02 00:01, Vagabond wrote:
Quote:

Though limits like three times the fuel usage would be something I would impose on the fighter carrying the weapon or weapons or something like that.



Why if they have the tonnage of the missile already put aside? I could understand a penilty of like -1 cruise mp in atmosphere do to drag since the missile would atleast be in partly exposed.



Game Balance. In BT you need something to offset the advantages or you end up with something akin to the Clan Targ/Pulse Lasers with 0/0 pilots...aka the munchkin wet dream wonder warrior.



and then my question is this: would you consider a one shot weapon that weighs 30, 40, or 50 tons that does only 20, 30, or 40 points of damage and can only be used against a dropship, jumpship, warship, or space station with a range of 50 hexes and a chance of causing a critical hit unbalanced?

I really don't think so. Infact, the only good thing on their is the crit chance.

These are the conditions i placed on my own version: lowered range from captial to standard, removed barracudas ability to target fighters, and add weapon explodes when hit for damage equal to missiles weight.

Does it really need more then that?

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Vagabond
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PostPosted: 03-Dec-2006 19:32    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

Quote:

On 2006-12-03 13:00, Nightmare wrote:

Capital missiles are meant for use against capital ships, right? And you fire them from a launcher that weighs more than the missile itself. Why should a mere fighter be able to carry Capital missiles without a launcher?



But in all honesty, the launcher on a warship is more like a torpedo tub on a sub then a missile launcher on a 'mech. These torpedoes would be more like external bombs then an internal weapon but with the weight already accounted for in the fighters tonnage thus not slowing the fighter down.

Besides, a fighter can carry an air drop version of an Arrow IV if it has 5 tons of bomb space without a launcher.

Quote:

At a cost of ~22 million the clanner Scytha has enough pod space for a 40-ton missile. Attack Value 3 isn't much, but if the target is a Warship worth several billion C-bills I might just assign a couple hundred Scythas to missile duty. That should be enough to get through all but the most thick-skinned targets in one salvo.



First, how likely are you to have a couple of hundred pilots, missiles, and aircraft at a single battle? If you did, the enemy would likely have equal numbers which could be used as interceptors against your torpedo planes. So that means you need another couple hundred pilots and planes for escort.

You'd end up very quickly with a WW2 like Carrier battle, which is were i got the idea in the first place.



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Vagabond
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PostPosted: 03-Dec-2006 19:36    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

Quote:

On 2006-12-03 14:24, Sleeping Dragon wrote:
The launching equipment should also have some weight (look at standard one shot launchers)



I think that we can all agree that with the exception of the Rocket Launcher OS Launchers in BT are a joke and simply stupid.

Besides, as i pointed out in another post, fighters can drop an air version Arrow IV as an external store without the launcher.

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PostPosted: 03-Dec-2006 20:21    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

Quote:

On 2006-12-03 19:32, Vagabond wrote:
Besides, a fighter can carry an air drop version of an Arrow IV if it has 5 tons of bomb space without a launcher.



Arrow IV missiles can be homing, but even the basic type will hit the ground. Space is a bit bigger. A fighter-launched CapMissile should at least be a T-version if it doesn't have a proper launcher.

Quote:

On 2006-12-03 19:32, Vagabond wrote:
You'd end up very quickly with a WW2 like Carrier battle, which is were i got the idea in the first place.



That will drive Warships extinct, except for the carriers. Cost is one thing, but fighters and missiles are also much easier to get. They can be built in smaller factories planetside while big ships need orbital dockyards.

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PostPosted: 03-Dec-2006 21:07    Post subject: RE: an aerotech 2 idea Reply to topic Reply with quote

Really with what you have in mind is more akin to the space battles as written by David Webber and Steve White then what is in Battletech.

Their universe has fighters carrying anti-ship missiles and such that would eat a BT warship for a snack and still look for more. There ships all carry massive anti-ship capital missiles that can home in on the enemy ships and have built in ECM etc...

The BT space set up is more akin to Napoleanoic style battles then anything semi-modren.

So are you trying to add better style to the game or change it completly?

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