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Old January 25th, 2005, 05:10 PM
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I posted this elsewhere but it may be of interest to those of you who don't follow every thread...

Jame's posting of LBB2 designs a few weeks ago got me thinking about warships in the LBB2 paradigm again.
His "dreadnought" carried so many fighters it got me thinking about how combat works between the "big ships" in the LBB2 paradigm. Notice that with multitarget the most fighters you can engage is 4.
So if a 5000t warship launches 80-100 fighters at you, and you haven't got a similar fighter screen available, you are (especially if using the special supplement missile rules) [img]graemlins/toast.gif[/img]

Here is a possible balancing option.

Install more computers to allow turrets to be directed at x targets per computer multi-target4 program running, and one CIC module (4tons, 1MCr, 1 crew required) per additional computer installed

Example, a 2000t destroyer with a model 7 computer and 20 turrets can only engage up to 4 separate targets. To make it more effective versus fighters and the like, the architect opts to install a 16t CIC and 4 model 5 computers (to run target, multi-target 4, predict 4, gunner interact, and return fire). The destroyer may now fire each turret at a separate target.

By the way, does anyone keep track of the extra cost involved with equiping warships with all these computer programs
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Old January 25th, 2005, 05:10 PM
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I posted this elsewhere but it may be of interest to those of you who don't follow every thread...

Jame's posting of LBB2 designs a few weeks ago got me thinking about warships in the LBB2 paradigm again.
His "dreadnought" carried so many fighters it got me thinking about how combat works between the "big ships" in the LBB2 paradigm. Notice that with multitarget the most fighters you can engage is 4.
So if a 5000t warship launches 80-100 fighters at you, and you haven't got a similar fighter screen available, you are (especially if using the special supplement missile rules) [img]graemlins/toast.gif[/img]

Here is a possible balancing option.

Install more computers to allow turrets to be directed at x targets per computer multi-target4 program running, and one CIC module (4tons, 1MCr, 1 crew required) per additional computer installed

Example, a 2000t destroyer with a model 7 computer and 20 turrets can only engage up to 4 separate targets. To make it more effective versus fighters and the like, the architect opts to install a 16t CIC and 4 model 5 computers (to run target, multi-target 4, predict 4, gunner interact, and return fire). The destroyer may now fire each turret at a separate target.

By the way, does anyone keep track of the extra cost involved with equiping warships with all these computer programs
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Old January 25th, 2005, 05:12 PM
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Ship designs to follow...
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Old January 25th, 2005, 05:12 PM
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Ship designs to follow...
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Old January 25th, 2005, 05:18 PM
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Quote:
Originally posted by Sigg Oddra:
...By the way, does anyone keep track of the extra cost involved with equiping warships with all these computer programs
raises hand slowly, all alone,
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Old January 25th, 2005, 05:18 PM
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Quote:
Originally posted by Sigg Oddra:
...By the way, does anyone keep track of the extra cost involved with equiping warships with all these computer programs
raises hand slowly, all alone,
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Old January 25th, 2005, 11:48 PM
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That's an interesting idea, Sigg.

One other way I've handled the LBB2 limit on targets is to put a real "fire control computer" with every turret. A Mod/3 works well enough for laser turrets, having the space to run a good mix of offensive programs and lots of storage to switch out the ones you don't need all the time. Mod/2bis can do the job if you don't mind their relative inflexibility. Mod/2's can handle missile turrets, depending on whether you think missiles can benefit from Predict or Select programs (I don't allow that; I like missiles to be more random, since they're so powerful). Plain old Mod/1s can do the job for sand turrets.

One other advantage to fire control computers is that the ship's main computer is freed from having to run offensive programs and so can be dedicated to defensive software.
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Old January 25th, 2005, 11:48 PM
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That's an interesting idea, Sigg.

One other way I've handled the LBB2 limit on targets is to put a real "fire control computer" with every turret. A Mod/3 works well enough for laser turrets, having the space to run a good mix of offensive programs and lots of storage to switch out the ones you don't need all the time. Mod/2bis can do the job if you don't mind their relative inflexibility. Mod/2's can handle missile turrets, depending on whether you think missiles can benefit from Predict or Select programs (I don't allow that; I like missiles to be more random, since they're so powerful). Plain old Mod/1s can do the job for sand turrets.

One other advantage to fire control computers is that the ship's main computer is freed from having to run offensive programs and so can be dedicated to defensive software.
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Old January 26th, 2005, 08:40 AM
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Quote:
Originally posted by Sigg Oddra:

By the way, does anyone keep track of the extra cost involved with equiping warships with all these computer programs
4 Model/5 computers - 180MCr
4 CIC Units - 4MCr
4 Target Programs - 4 MCr
4 Multi-Target-4 Programs - 12MCr
4 Predict-4 Programs - 32MCr
4 Gunner Interact Programs - 4MCr
4 Return Fire Programs - 2MCr
Total: 238MCr per destroyer
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Old January 26th, 2005, 08:40 AM
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Quote:
Originally posted by Sigg Oddra:

By the way, does anyone keep track of the extra cost involved with equiping warships with all these computer programs
4 Model/5 computers - 180MCr
4 CIC Units - 4MCr
4 Target Programs - 4 MCr
4 Multi-Target-4 Programs - 12MCr
4 Predict-4 Programs - 32MCr
4 Gunner Interact Programs - 4MCr
4 Return Fire Programs - 2MCr
Total: 238MCr per destroyer
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