Cold is the Void OOC Fleet Tracking

Topher

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Just to try and see if this makes life easier for everyone in their visualisation of the fleet action taking place in the post

Starting Points (Note fighters are not shown for clarity - but actions will later be noted on future iterations)

Key:
Red Ships - Pirates
Large Ship - Frigate
Med Ship - Corvette
Small ships - Freighters

Blue Ships - Xornoth Sk'ar
Large Ship - Carrier
Med Ships - Corvettes

Orange Ships - Eisa Nimbus
Med Ship - Exploratory

Egz0UFU.jpg

@Nefieslab @Xorism @Seaburn and Lights
 

Topher

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Yep, will be keeping it up dated, this round is mostly drawn up
 

Nefieslab

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NkWpcT7.jpg


^
Sith Initial movements and attacks

And below? The counter;

ydi6bw0.jpg


Key:
White Lines = Pirate ship movement
White dots = Pirate ship positions at end of DM post
Red lines = Pirate ship firing direction
Yellow dots = Dead ships

Edit: I forgot to add in that the freighters on the top right would then be attacking Eisa's ship from the front
 

Xorism

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Hi guys,

Nefi and I have been discussing the distances involved because this + the tech rules makes ship engagements really funny in a hard kind of way. For example, the tech rules state that laser weapons (which every ship/craft is using except for my corvettes/the frigate and bombers) have a maximum effective range of 1km for capital sized weapons and 500m for non-capital. This means that Eisa's ship will be fighting at the most 500m from the enemy ships.

This means that the enemy corvette will be firing on our corvettes at most likely no further than 1km.

Now what's interesting is that the tech rules state turbolasers having a maximum effective range of 50km but significant damage fall off beyond 10km and accurate fire at 1km. This means of course that our corvettes would have a gigantic advantage against theirs which has not been taken into account yet.

In addition, the speeds involved mean that both sets of capitals would likely close the distance quickly, meaning relatively the distances won't really matter for them as they'll close to 1km within seconds if going at full speed, but they would want to sit around 1km anyway so we'll aim for this.

Both Sith corvettes have 2x dual TL turrets and 2x torpedo tubes and were ordered to fire them both on the enemy corvette. For arguments sake, we could say that the 1km maximum effective range of capital lasers and the 50km maximum effective range of TL would mean that we could begin firing from 50km which is true however the damage would be minimal until we closed to 10km or less. The rules don't state what the best range for laser fire is but I digress.

Being as this is a DM'd thread and not pvp, I am happy to flag most of the specifics and not get too much into it and would only ask that @Nefieslab decide on a fair representation of the firepower when writing it in. The torpedoes themselves are sluggish but hit like a monster if they connect, meanwhile the two ships firing on one would be putting 8x TL shots per salvo between the pair which would do the lords work on the poor corvette despite.

If the map was to scale, the first map would put our ships roughly 1-2km apart anyway, so I think its best if we ignore the scale of the map for now and just say that we've moved into effective ranges (500-1000m) relative to the map positions. If the DM is willing, I would like to argue for the turbolasers to have fire before being at this range, up to his discretion as to how manytimes/accuracyy.

~~~~~~

That aside I want to make some comments on the last post.

1. Frigate wouldn't be hitting much with its lasers at this range
2. Orivah / any laser ships would have reduced damage / low damage until 1km or less
3. Turbolasers would be hitting prior to lasers being in range, depending on how generous DM is feeling
4. Sith left has 24 fighters vs 12 fighters and 6 armed freighters - why aren't these freighters being attacked as per orders which stated to attack all targets.





@Nefieslab @Plebometer @Seaburn and Lights
 

Nefieslab

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As above for the most part but addressing the points;

1) I'll edit out the lasers so that Eisa is only dodging the Turbo fire
2) Aware of this as the agreements and discussion mentioned above. This will be edited tonight
3) See point 2
4) Orders for the Cartel fighters are to intercept the Sith fighters. Although they cannot win the dogfight, I argue that they would be able to force the Sith fighters to engage them first or risk being destroyed by diverting their focus. Naturally they won't be able to hold the Sith fighters for long, hence my note that they will hold the Sith fighters up for 1 round (my post to my post being 1 round) before they can continue onward
 

Seaburn and Lights

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Hey guys. Sorry about not posting. I got hit with a bag of bricks in the form of chemistry homework. I figured that with the rules being 48 hours no post that I’d be skipped. I’m not too worried about that though since my post was simply going to be having the bomber squadrons and fighter squadrons poise themselves around allied ships awaiting opportunity attack.

I have one question though. Am I controlling bombers and fighters or just bombers ?
 

Loco

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I feel like it's worth adding that Turbolasers are fairly slow firing and relatively inaccurate- they are primarily for capital ship to capital ship engagements. Accurate fire means the range at which they are likely to hit whatever they're aiming at. If the target is smaller than the shooter and moving quickly, this obviously makes things even harder. Consider this Star Destoryer trying to gun down the Tantive IV (a corvette):

b67fea53bb8c4560611dec1d53454220.gif


Lots of misses and little damage.

The longer range for turbolasers is primarily for harassing fire in large engagements and for planetary bombardments. Just like personal weaponry, starship guns burn out and do no damage past their max range. For blaster and laser cannons, their Maximum and Effective ranges are the same thing, given the relatively short range.
 

Nefieslab

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Made edits now everyone!

Got the centre taking damage on both sides but nothing battle-ending just yet. The flanks are still to play for

@Plebometer @Xorism @Seaburn and Lights

And iirc you have a bomber wing only Seaburn
 

Topher

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YYSVXUe.jpg


Updated for Xorism's larger ship movements
 

Nefieslab

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@Plebometer @Seaburn and Lights @Xorism

Alright guys - your team has, once again, gone over the 48 mark by my count.

As I'm not trying to be a dick about things, I'm not going to post just yet.

@Seaburn and Lights you have until 10pm GMT today (6pm EST) to reply or the bombers will not move this round either.

Love me for I am merciful >.>
 

Topher

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To double check if the tractor beam is locking onto the corsair, the distance between ships is less than 1km now?
 

Nefieslab

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To double check if the tractor beam is locking onto the corsair, the distance between ships is less than 1km now?

If the distance wasn't approaching 500m, firing your weapons would have been pointless so yes, it's within 1km
 

Seaburn and Lights

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Hold on a second! It said that the last post wasn’t done until yesterday at 3:32. That is NOT 48 hours. I’m confused.
 

Nefieslab

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Hold on a second! It said that the last post wasn’t done until yesterday at 3:32. That is NOT 48 hours. I’m confused.

Each SIDE gets 48 hours in pvp man - I get 48 hours and your three get a combined 48 hours
If it were 48 hours after each post every fight could last weeks
 
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