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File: Turn12.png (1.32 MB, 1124x749)
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Cleaning up stray interstellar probes isn't all it's hyped up to be. Three ships have been lost, one retreated, and others were havily damaged (some by flying into rocks). Will the ancient AI defeat the representatives of humanity?
>>
>>1004919
Previous thread: http://suptg.thisisnotatrueending.com/qstarchive/971538

Actions posted in the last thread:

Tempest:
>Turn 3
>Burn 1 at 3
>Aim D4
>Fire Lpl D4 (rolled 1, 8)
>Charge 1 LTL

Gently Recommends:
>Deploy barrage drones
>Charge Laser 1
>Charge Laser 2
>Charge Laser 3

Bellerophon:
>Recharge Shields (AP1)
>Recharge Shields (AP1)
>Foward Thrust 1 (AP3)
>Launch 6 Missiles (AP1) directed at D2 Prediction, Target is D2 (rolled 2, 8, 4, 9, 4, 4)
>>
>>1004937
Scanner reports on the opposition vessels:

Knock-off fighter drone (4 in squadron)
HP 1 | AP 2 | Thrust 4/1 | Size mod -2
Chaingun To hit 6/5 Dmg 1/1 Max hits 3, Direct fire

Ancient probe
HP 26/41 Shields ?/9
Mining laser To hit ? Dmg ? Max hits 9, Direct fire
????????????
>>
[worry]
>>
>>1004919
>Rearm
>Turn 360º
>Moondrift back to the battlefield


[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (48/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
>>1005150
WORRY NOT, CITIZEN!

Captain GENTLY is here to SAVE the day! Or die valiantly while trying!
>>
File: Turn13.png (1.32 MB, 1124x749)
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Good shooting, Captain Barada! We might salvage the situation yet and not lose any more

Sword of Justice, what are you

Sword of Justice, be ca

....

Okay

>Bellerophon: missile launcher was damaged and you didn't repair it! And now it's destroyed completely.
>Sword of Justice: pulse laser #1 destroyed
>D4: destroyed
>>
Rolled 9, 3, 1, 4, 8, 10 = 35 (6d10)

>>1008515
[Albatross class] Tempest
HP 15/21 | AP 6 | Sheilds 4/4 | Thrust 1/3 | Size mod +1
Thresholds 11/9/7/5/3
Systems:
[Priwen Shield Generator]
-shields recharge 2 per action
[Shield emitter 2]
[Shield emitter 2]
Weapons:
-Dual Light Pulse Laser (FPS) To hit 7/6/5 Dmg 4/2/1 Max hits 3 Direct fire
-Quad-mounted Light Turbo-lasers (F) To hit 7/6 Dmg 2/1 Max hits 1 Direct fire, Charge for +2 max hits ) (1/4 Charged)

Burn towards 2
Aim D2
Fire LPl D2
Fire LTL D2
Charge 3 LTL
>>
>>1008530
change burn towards 2 to face towards 2
>>
Rolled 7, 1, 10, 5, 2, 4 = 29 (6d10)

Rolled 16, 1, 18, 2, 10, 2, 12, 2, 9, 3, 10, 20 = 105 (12d20)
>Whuips, wrong kind of dice. Let's try that with d10.

>>1008515
HAH-AH!

We have them RIGHT where we want 'em boys!

Well, we have them right where we want 'em, autonomous drone units Zetas1 to Episilon4.

Man this is more fun when those things are manned.

Well, m'crew! You might not fine fighting folk but I'll take the things I can get! Drones! Crew! Fire everything.

And I do mean everything! EEVEEEERRYTTTHIIIIIIING

Oi! Someone clean these D2 drones off of my six!

>Free Rotate to facing 3
>Aim at Probe
>Fire Charged Light Turbolaser at Prope
>Fire Charged Light Turbolaser at Probe
>Fire Charged Light Turbolaser at Probe

[GR1 Barrage Swarm]
>Free Rotate to 3
>Aim at Probe
>1 AP to fire light turbo lasers x3?
>> Weapon Mount has +1 light turbo laser x3
>> ap 2, swarm of 4, triple light turbolasers? 2 AP / drone? 2 AP in total? 12 turbe lasers?
>TO AVOID CONFUSION - WIDE DRONE ORDER: FIRE EVERYTHING AT THIS PROBE, AIM AND CHARGE IF POSSIBLE.

[Sparrow Class] Not Dying
>HP 13 | AP 4 | Thrust 1/2
Thresholds 7 /4
Systems:
Drone Hangar
-Barrage Drones
Light turbolaser| FORWARD| To hit 7/6 Dmg 2/1 | Max hits 1 | Direct fire, Charge for +2 max hits
Light turbolaser| FORWARD| To hit 7/6 Dmg 2/1 | Max hits 1 | Direct fire, Charge for +2 max hits
Light turbolaser| FORWARD| To hit 7/6 Dmg 2/1 | Max hits 1 | Direct fire, Charge for +2
>>
Rolled 3, 2, 4, 8, 6, 6, 9, 10, 7 = 55 (9d10)

>>1008593
Ah, I've read the manual that came with this crate of semi-autonomous barrage drones I "Liberated" from that space munitions warehouse. Right.

So they have 1 HP, 2 AP, 4 in a [squad] and they "act as one" Therefore, each drone naturally has 2 AP, but they all do the same thing. In a turn, they can all [charge] their turbo laser and [fire], yes? So with the above, they would charge 1 turbo laser and fire the other 2 in a given weapon mount?

That means their standing orders for this turn is then to

>Rotate to 3
>Charge 1 turbo laser
>Fire full weapon mount of 3 turbo lasers, 1 charged + 2 normal.
>With 3 * 4 = 12 turbo lasers, we need to roll another. . . 9 dice? The last 3 from above, 5, 2 & 4 are all [charged], so the first one here will be too, then the others will not.
>Right?
>>
Rolled 3, 10, 10, 10, 3, 9 = 45 (6d10)

>>1008515
that one doesn't look like my ship
>Turn [2]
>Burn 3 times
>Fire 6 missiles at D2

[Swallow class] Romulus
HP 9 | AP 4 | Thrust 1/1
Thresholds 4
Systems:
>[Ukinvasara Missile]
-Launcher 4/6/7 | DMG 1 | max hits 1 | volley of 6 | Seeker
-Magazine x2 (48/48)
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>[Bascinet PD chaingun]
- to hit 6 | DMG 1 | max hits 3 | PD | 360º
>>
>>1009005
>that one doesn't look like my ship
It's optical camouflage. Misdirection.
I'll fix it
>>
File: cRmv3dsv.jpg (42 KB, 400x400)
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Rolled 8, 6, 8, 2, 7, 3 = 34 (6d10)

>>1004919 (OP)
>representatives of humanity
Disgusting.. The Nikto will not stand for being treated as second class citizens within the Alliance!


>>1008515
"Bellerophon entering final stages of withdrawal!"

>Ancile Shield Generator
Recharge Shields (AP1)
>Heavy Gauss Gun (Projectile), Forward Arc
Repair (AP1)
>(Inertial Movement AP0)
>General Damage Control (AP3)
> Mount: 2x Ukonvasara Missile (6/12 Tubes)
Directed at GR(Red BlobThing) Prediction, Target is GR(Red BlobThing)
Launch 6 Missiles (AP1)


[Albatross Class] C-57D Bellerophon
AP:6, HP:4/21, Size Mod +1
Thresholds 11/9/7/5/3
Thrust 1/3AP

- <DAMAGED> Heavy Gauss Gun (Projectile), Forward Arc
Hit: 7/6/4/3, Dmg 5 All Ranges, Max Hits: 1 ,Charge: +2 Hit

-Mount: 1(Des)/2x Light Turbolaser (Direct), Port/Starboard Arcs
Hit: 7/6, Dmg 2/1, Max Hits:1, Charge: +2 Hit

- Mount: 1(1Des)/2x Ukonvasara Missile (12 Tubes,Seeker, 1-12 Launched/Atk)
Hit: 4/6/7, Dmg 1 All Ranges, Max Hits: 1
- Ukonvasara Magazine: 10/48 Missiles

- Ancile Shield Generator (2/Action)

- Shield Emitter 2
>>
>>1011032
Hey, your missile launcher has just been destroyed. You can't use it.
>>
>>1011075
Both batteries? I had two in a mount. The description suggested the damaged one was destroyed.
>>
>>1011096
A mount is considered a single system. It shoots as one, it dies as one.
>>
>>1011105
So I couldn't have fired those missiles last turn then?
>>
>>1011135
Do you have any weapon left?
>>
>>1011135
Your launcher was damaged on turn 12, the same turn you used it.

>>1011156
"Good shooting" referred to your destruction of D5 on turn 12, which basically crippled the enemy.
>>
Fixing typos and such. Reposting in condensed form and adding.


>>1011147
If the damage worked as C&C said it does, then I wouldn't have been able to fire the missiles, since they take damage as a group. See the above conversation.

-----------------------

>>1011154
So someone else shot D4 and I got credit for it?

>>1008515
>Good shooting, Captain Barada! We might salvage the situation yet and not lose any more

-----------------------

>>1011161
Yes but the mount with the two missiles were damaged, so I couldn't fire them as a group since they take damage as a group.
>>
>>1011162
The turns are simultaneous, so to simplify the game model all damage is applied at the end of the turn. So you launched the missiles, then the launcher got disabled. The same way D5 could shoot at you despite being destroyed by you in the same turn.
>>
>>1011161
>>1011162
Okay, so for the results posted and marked Turn 12, this happened:
>>Bellerophon: turbolaser destroyed, missile launcher damaged

For the move entered at that time, I fired 6 missiles from that damaged mount, which went through and got me the kill. It's my understanding that I wouldn't be able to fire a damaged mount since everything in the mount suffers when damaged.
>>
>>1011161
>>1011166
I should clarify that I launched those 6 missiles after the missile battery was damaged and was credited the kills in the results on Turn 13.
>>
>>1011169
If you look at the Turn 13 map, you'll see that Bellerophon hadn't launched any missiles. That's because the launcher was disabled at the moment.

The kills you were credited for are of D5 on turn 12
>>
>>1011172
Okay, well here's the link to the old thread if it still works
>>971538
I'm looking over it right now and I targeted D5 during Turn 11 but it's confusing because I get complemented in Turn 13 for the kill and there was no feedback that I couldn't have launched those missiles in the first place.
At any rate, I know now what to expect from mounts.
>>
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>>1011185
I'm sorry for the confusion.
>>
>>1011191
Not sure if sarcasm
If a friendly ship crosses into the path of an unguided weapon, is there any risk of them getting hit?

>>1011032
>>1008515
Redoing my move since the entire missile mount is unusable.
No viable targets for the light turbo lasers. Excellerating to exit the map.

>Ancile Shield Generator
Recharge Shields (AP1)
>Heavy Gauss Gun (Projectile), Forward Arc
Repair (AP1)
>(Inertial Movement AP0)
>Apply Forward Thrust (AP3)
>General Damage Control (AP1)


[Albatross Class] C-57D Bellerophon
AP:6, HP:4/21, Size Mod +1
Thresholds 11/9/7/5/3
Thrust 1/3AP

- <DAMAGED> Heavy Gauss Gun (Projectile), Forward Arc
Hit: 7/6/4/3, Dmg 5 All Ranges, Max Hits: 1 ,Charge: +2 Hit

-Mount: 1(Des)/2x Light Turbolaser (Direct), Port/Starboard Arcs
Hit: 7/6, Dmg 2/1, Max Hits:1, Charge: +2 Hit

- Mount: 1(1Des)/2x Ukonvasara Missile (12 Tubes,Seeker, 1-12 Launched/Atk)
Hit: 4/6/7, Dmg 1 All Ranges, Max Hits: 1
- Ukonvasara Magazine: 10/48 Missiles

- Ancile Shield Generator (2/Action)

- Shield Emitter 2
>>
>>1011206
>Not sure if sarcasm
Not sarcasm. I should have been clearer AND should have noticed you can't use missiles earlier.

>If a friendly ship crosses into the path of an unguided weapon, is there any risk of them getting hit?
None at all. The hexes are really, really big.
>>
>>1011206
Also your heavy Gauss has been destroyed in Turn 11, so there's nothing to repair.
>>
>>1011211
My bad. I marked it as damaged. I suppose it's moot at this point. I'm just exiting the battlefield since the ship isn't really combat effective anymore.
>>
File: Turn14.png (1002 KB, 1100x882)
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By the stars, these drones are monstrous! Where did you find them, Gently?

Gently?

Oh no.

I still don't have the video proof! DAMN!

>D2 destroyed
>Probe destroyed
>Gently Recommends destroyed
>Barrage drones 3/4 destroyed and lost control

>Victory is ours!
>>
And since this thread is so young and short, let's fill the rest of it with feedback.

I can say right now that the barrage drones are getting the axe.
I'm trying to recall what was the rationale behind their design and I can't. That couldn't be me. I refuse to believe it.
>>
>>1011434
Post the Google doc, doc
>>
>>1011553
Right
https://docs.google.com/document/d/1kIfAEId3VPOG4889bMav1oLWdcYKvHNk7evqrAu6FUI/edit?usp=sharing
>>
>>1011555
Ukonvasara missiles could be useful as anti-missile missiles, and bringing back blast would help, but since right now you can spam as many missiles as you want that might be a bit too spammy, maybe add some sort of collier ship? or a way to lvl up and keep our ship/saving for the next game.
And like always I'd like to see armor modules(like shields but one use), backup engines(for when you overdrive too much) and vernier thrusters (each one lets you turn 1 hex face when moving).
Projectile weapons could use a bonus to their "to hi" at longer ranges, it is already hard enough to land a hit against a moving target, this might be a reason why most of use don't use them (direct fire for short range, projectile for long range, missiles for alpha strike but can be easily countered).
Also is quite frustrating when numbers don't add up, most of the builds I have tried are 2 or 3 credits too expensive (but maybe that is just me)
>>
>>1011555
Kinetics are rubbish. They need either a damage or accuracy buff to be competitive over lasers or missiles since you need to predict exactly the hex you need to hit at the end of turn.

Next, WAY too easy to die.We need about 1.5x the HP to keep this from being CoD in space. (he who shoots first wins). Finally if you are going to make Turns free don't make them utter 180 on a dime, unless they are smaller ships. Make it far too easy for a ship with only front weapons to just adjust each turn and frag anything it sees in range with lasers.
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>>1011697
Projectile weapons right now are mainly a way to make the opponent waste AP on dodging. They could stand a buff though.

>>1012061
Upping HP would make kinetics and missiles even worse. I'll try to just make lasers bigger and more expensive.

For turning, I'm thinking I'll reintroduce the "turning is part of moving rule." Basically, you can turn only as a part of an acceleration action. This rule existed earlier, but I removed it because no one ever seemed to remember it exists.
>>
HAH
NOT DEAD
YET

---

In every game I've liked the idea of kinetic weaponry, but I've never really felt they were all that useful. The amount of spaces a ship you're shooting at could potentially end up in next turn is way too high to predict where they'll be. 1 [move] order and their potential resting spots 1 out of 7 locations, and that's without getting tricky. In ship to ship combat they're basically a non-starter.

I think you have too many system limiters for construction. Credit is a limiter. Capacity is a limiter. Facing is a limiter ( goes with size ). You have lots of options, but none you can really effectively utilize. Try cutting the cost of SHIPS by 25%-40% and see what kind of builds happen then. In the current setup for every game I've been in, credit cost for ship has been the major factor and usually 50-70% of your budget. That leaves very, very little for armor, shields, missiles and PD and so on. That then makes ships feel kinda fragile.

It also means you can't do stuff like "bring lasers and a back up rail gun to force people to move".

Missiles don't feel cost effective? They're essentially too expensive.

Drones in the current iteration explode like paper, but everything explodes like paper, so a drone swarm for the first bit kills stuff very dead. They migh need some fine tuning on cost / weapon allowance.

Movement feels good, but I'd maybe hard-cap rotation as 1 facing per "Rotate" and "Rotate" costing 1 AP for each additional facing. Maybe not. Firing Arcs are not that much of a limiter with free rotational movement to bring them to bear, but in multie unit engagements I can see it mattering a lot more.

I'd like a [Evasion Action!] maneveour. Thrust cost, but don't actually move - instead apply a thrust penalty to things trying to strike you. It might not be that scientifically grounded, but it helps avoid instant death.
>>
>>1018184
Our ships are still fucking paper mache. Which is a major problem since it'd still be a shoot first to win scenario.
>>
>>1018280
>credit cost for ship has been the major factor
This seems fine, because otherwise there's little reason not to just take a cruiser size hull and cram it with gear, and it would be tougher and more heavily armed than anything else and potentially almost as nimble, class depending.

The way it was built was like you had exactly enough money for:
Two fully equipped small ships
One fully equipped medium ship
One large ship with minimal fittings.



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