Forums » Suggestions

KEP gun and other Potential Trident Weapon Systems

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Mar 18, 2006 roguelazer link
Here's a thought I had:

Increase avalon damage to 40,000 per torpedo at ground zero with a damage radius of 700m and logarithmically decreasing damage. Make torpedoes destructable (by fighter weapons, flak cannons, etc), with 50% damage and a 50% damage radius if they're shot down (so if a fighter shoots down a torpedo, the explosion will do 20000 damage at ground 0 and have a shock wave of 350m, making it possible for the fighter to survive the experience).
Mar 18, 2006 Lord Q link
i'd rather see shot down topedos and missiles not do any signifigant amount of damage. but in the case of the avalon, perhaps it should have some effect (i'd say 100m or less radious)
Mar 19, 2006 Cunjo link
Rogue, your idea sounds like a great one, but how would you propose balancing the issue of light fighter vs point defense turret in shooting them down? You can't make it too difficult for a fighter to shoot down, and you can't make it too easy for the point defense turret, since you want them to hit a capship occasionally...

I guess you could just make the PDTs super-weak or highly-inaccurate, but then you still want them to be somewhat effective against fighters at close range.
Mar 19, 2006 Astaroth link
Yeah, thats where Flak cannons would come in
Mar 19, 2006 roguelazer link
Ayuh. Flak cannons. My other idea. :p
Mar 20, 2007 Cunjo link
Thread, I command thee... RISE!
Mar 20, 2007 bojansplash link
We need a *troll missile*. You fire it at your target, it gets in his face and spamms annoying personal messages till your target explodes out of anger & hysteria.
Mar 20, 2007 Zed1985 link
Bojan, I though we already had that in Dr.Lecter, no?

:D

As for somewhat more serious weapons. I think Frigates need more torpedo type of weapons (not only Avalons).

Torpedoes would be slow enough that fighters with a modicrum of sense could avoid them easily, but it would be very accurate against the much slower turning cap ships. (well I guess it would suck against queens too).

Their damage should be quite high but with a relatively small exposion (i.e. a 5m diameter or something, again to make it weak against fighters).

I always wanted to be able to say "Launch The TORPEDOES!!! TUBES 1 and 2!!!"

And once we get enough players using teamspeak will make sense too!
Mar 20, 2007 Cunjo link
Do you realize that queens weigh less than a moth?

I mean, how much sense does THAT make???

"Increase avalon damage to 40,000 per torpedo at ground zero with a damage radius of 700m and logarithmically decreasing damage. Make torpedoes destructable (by fighter weapons, flak cannons, etc), with 50% damage and a 50% damage radius if they're shot down (so if a fighter shoots down a torpedo, the explosion will do 20000 damage at ground 0 and have a shock wave of 350m, making it possible for the fighter to survive the experience)."

Just noticed this post...

Thermonuclear weapons require a very precise detonation sequence to occur in order for them to reach critical mass. The possibility of this taking place if the weapon was damaged enough for premature detonation or destruction is almost negligable. The only thing that would explode in such a case is the primer charge, which would be of such small magnitude it can't even compare. So, if you shot one down, it would go fizzle and maybe pop... but wouldn't do any significant damage unless you were standing right next to it. Think Sunflare.

For the record: I think avalons should do substantially more damage than they do (like true nuclear weapons) and have a realistic blast radius and spread, measured in kilometers... the point is, they should ONLY be available in sufficiently limited supply and equippable only to capital class ships outfitted for the purpose, so their superior firepower would be justified.

Smaller torpedo weapons may be available to heavy bombers and the like, but not avalons. Avalons are for capships and superbussen only.
Mar 21, 2007 Zed1985 link
The thing with kilometer range explosions is that nothing justifies it for the moment. What I mean is that for the moment we don't really need kilometer range explodions because Cappies won't even shoot you at that range. Also you'd have to make death much more of an issue if you allow that, or else I can imagine too many kamikaze runs.
Mar 21, 2007 Cunjo link
"Also you'd have to make death much more of an issue if you allow that, or else I can imagine too many kamikaze runs."

Now that's a real paradox of an idea... if death were more of an issue, wouldn't that make kamakaze runs for the sake of killing a few people more of an issue?

I don't know if you noticed, but queen explosions currently have a blast radius of between 600 and 700m, just short of a kilometer. You could up that to twice the range, and still survive at 500m. I'm not talking completely lethal at such a range, only your total range.

The force of the blast may be 100,000 damage at the epicenter, but at 500m away, it may only be 10,000, and at 1,000m, 1,000, and so-on. Damage would drop off logarithmically the farther you got from the explosion as the force dissipates and a blastwave forms. Perhaps the damage along one particular plane through the epicenter would be twice that as the surrounding sphere in 3-space if we wanted to make it look really cool.
Mar 21, 2007 Zed1985 link
Yeah you got a point, what I was imagining is more like a group of HACs moving to attack an enemy then have a trident jump in and speed towards them as close as possible to maximize the chances of the Avalon hitting, thus killing himself and say 3-4 HACs. I think that it's a decent tactic but it's cost should be high.

Especially since when you say kilometer range like real nukes, I was thinking something of the order of 10 km or so...
Mar 21, 2007 Cunjo link
Big nukes, little nukes... ever play Battletanx Global Assault?
Mar 21, 2007 iry link
Well...
Real nukes in space would likely have a much smaller assured death radius than ones detonated on planets due to lack of atmosphere to superheat/push into any and everything within x kilometers. The flash would probably still be big, but without any matter to react with you'd need to be a a whole lot closer to be harmed.
Mar 21, 2007 Sun Tzu link
Yes but the nuclear radiation is not attenuated at all in space. So there is a huge radius for gamma rays that far exceeds the radius of the blast and thermal effects in atmosphere. I don't know the exact maths but the radiation of a megaton bomb would probably fry all pilots in the same VO sector. That is, all but the Promjocks who are protected by the hundreds plates of their little tanks :)
Mar 21, 2007 Aleksey link
Actually EMP should stop everything
Mar 21, 2007 Zed1985 link
Also a nuke exploding in space has nothing to absord the energy of the explosion. Anyhow
Mar 21, 2007 Cunjo link
well actually, in order for spacefaring vessels to be safe for travel through the universe, they need already be hardened against sometimes prolonged exposure to potentially lethaal radiation. We can assume that a hurst of gamma radiation from a thermonuclear blast would not have very sinificant killing power against anything more spaceworthy than an escape pod.

As for the EM Gamma Cascade effect (EMP wave), you need actual atmosphere to make that happen. It needn't be thick atmosphere, in fact, thinner is better... but while the radiation will procreate endlessly in space, it won't generate a significant EM pulse unless it's interacting with some other matter.
Mar 21, 2007 Lord~spidey link
the light from thermonuclear explosions is pretty damn bright that would damage the surface of a ship heat it up a considerable amount too when i see an Avalon explode i wanna see a bright flash would be cool i have a frame by frame constellation explosion and the first thing that ya see is a very BIGHT flash its abit too short if it lasted longer it would be perfect for a nuke splosions here is the pic
Mar 21, 2007 Lord~spidey link
maybe a bit brighter too