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Author Topic: Kinetic mass rounds.  (Read 4178 times)

pieman11321

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Kinetic mass rounds.
« on: September 29, 2012, 09:09:47 AM »

I've recently been reading The lost Fleet series by Jack Campbell and they do a really good job of describing space battle mechanics. I know of course that many of these would be game breaking, but one caught my attention. In the series, the ships use large kinetic rounds to strike targets on land. They can also be used against anything in a fixed orbit around a planet. (so hitting ships with a kinetic round is out).
These BFR (Big *** Rocks) can be fired from a rather large distance. If this were to be implemented in game, i'm sure the firing range would need to be reduced.

Let me know what you think of this idea!
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Gothars

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Re: Kinetic mass rounds.
« Reply #1 on: September 29, 2012, 09:49:13 AM »

I don't get it. You propose a gun that can't hit ships? Ships are all that is in the game atm.
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Catra

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Re: Kinetic mass rounds.
« Reply #2 on: September 29, 2012, 10:08:21 AM »

pretty terrible.

this setting is 40k lite, if anything advanced is destroyed then the imperium faction cannot rebuild it.
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Talkie Toaster

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Re: Kinetic mass rounds.
« Reply #3 on: September 29, 2012, 10:39:22 AM »

pretty terrible.

this setting is 40k lite, if anything advanced is destroyed then the imperium faction cannot rebuild it.
Plus rocks are not free, citizen.
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hydremajor

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Re: Kinetic mass rounds.
« Reply #4 on: September 30, 2012, 01:12:29 AM »

The one thing that DID make loads of sense in this book was the presence of a factory-ship to produce supplies for the fleet it was part of...

Say whatver you want but the bigger a fleet is, the more logistical support it needs, and having a fleet make all the road back to a specialised space station instead of just making what they need off what they can find by themselves is just a straight up *** idea...
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pieman11321

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Re: Kinetic mass rounds.
« Reply #5 on: September 30, 2012, 06:56:19 PM »

I'm suggesting this as a way for orbital bombardment and a way to eliminate "fixed" defences such as space stations in orbit.
The projectiles aren't actual rocks. They're basically giant bullets. The projectile is launched from a set distance. And after a time nails the target. This of course would be useless against ships because ships could dodge it rather easily.
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Gaizokubanou

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Re: Kinetic mass rounds.
« Reply #6 on: October 01, 2012, 04:45:26 AM »

The one thing that DID make loads of sense in this book was the presence of a factory-ship to produce supplies for the fleet it was part of...

Say whatver you want but the bigger a fleet is, the more logistical support it needs, and having a fleet make all the road back to a specialised space station instead of just making what they need off what they can find by themselves is just a straight up *** idea...

But space is largely empty and you won't find much out there to begin with.

For extended exploration some small degree of self sufficiency via production of basic materials (refinery for fuel, most common & basic spare parts production and water/oxygen extractors) would make some sense but otherwise it would be better to just pack more supplies than waste space on tools to make the supplies out of... well, unfinished supplies that needs to be put together.  Unless space traveling tech uses fuel that is readily available throughout the galaxy and can easily be refined on the spot, then having mobile refinery would make sense but that's pretty unlikely imo.

Then again a large fleet for extended exploration makes zero sense to begin with... would rather go with small unmanned drones which saves heaps on cargo since you don't have to feed/shelter anyone, which takes loads of supplies on its own.

pieman11321, there are no "fixed" defenses or objects yet so are you suggesting a way to fight something that needs to be suggested into the game in the first place??? XD
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hydremajor

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Re: Kinetic mass rounds.
« Reply #7 on: October 01, 2012, 10:32:53 AM »

The one thing that DID make loads of sense in this book was the presence of a factory-ship to produce supplies for the fleet it was part of...

Say whatver you want but the bigger a fleet is, the more logistical support it needs, and having a fleet make all the road back to a specialised space station instead of just making what they need off what they can find by themselves is just a straight up *** idea...
But space is largely empty and you won't find much out there to begin with.

For extended exploration some small degree of self sufficiency via production of basic materials (refinery for fuel, most common & basic spare parts production and water/oxygen extractors) would make some sense but otherwise it would be better to just pack more supplies than waste space on tools to make the supplies out of... well, unfinished supplies that needs to be put together.  Unless space traveling tech uses fuel that is readily available throughout the galaxy and can easily be refined on the spot, then having mobile refinery would make sense but that's pretty unlikely imo.

Then again a large fleet for extended exploration makes zero sense to begin with... would rather go with small unmanned drones which saves heaps on cargo since you don't have to feed/shelter anyone, which takes loads of supplies on its own.

then you'd rather loose an entire fleet due to fuel shortage rather than spare the OP to have a ship to PREVENT that scenario ?

In the finished game fuel WILL be needed to jump from sector to sector, hence if you didn't have a ship to produce fuel out of supplies and you run out you're pretty much f*cked.
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Catra

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Re: Kinetic mass rounds.
« Reply #8 on: October 01, 2012, 11:05:31 AM »

The one thing that DID make loads of sense in this book was the presence of a factory-ship to produce supplies for the fleet it was part of...

Say whatver you want but the bigger a fleet is, the more logistical support it needs, and having a fleet make all the road back to a specialised space station instead of just making what they need off what they can find by themselves is just a straight up *** idea...
But space is largely empty and you won't find much out there to begin with.

For extended exploration some small degree of self sufficiency via production of basic materials (refinery for fuel, most common & basic spare parts production and water/oxygen extractors) would make some sense but otherwise it would be better to just pack more supplies than waste space on tools to make the supplies out of... well, unfinished supplies that needs to be put together.  Unless space traveling tech uses fuel that is readily available throughout the galaxy and can easily be refined on the spot, then having mobile refinery would make sense but that's pretty unlikely imo.

Then again a large fleet for extended exploration makes zero sense to begin with... would rather go with small unmanned drones which saves heaps on cargo since you don't have to feed/shelter anyone, which takes loads of supplies on its own.

then you'd rather loose an entire fleet due to fuel shortage rather than spare the OP to have a ship to PREVENT that scenario ?

In the finished game fuel WILL be needed to jump from sector to sector, hence if you didn't have a ship to produce fuel out of supplies and you run out you're pretty much f*cked.

eh, firstly all you're doing is trading fuel for supplies, in which case if you run out you run into the problem either way, so it's not really a preventative measure.

secondly, yes, yes i would. having to actually manage a supply line or wondering if your destination has a fuel/supply depot is far more interesting and thought provoking than having a refinery ship and trivializing 2 aspects of the game and make a line of ships moot.

Quote
I'm suggesting this as a way for orbital bombardment and a way to eliminate "fixed" defences such as space stations in orbit.
The projectiles aren't actual rocks. They're basically giant bullets. The projectile is launched from a set distance. And after a time nails the target. This of course would be useless against ships because ships could dodge it rather easily.

ships can barely shoot eachother at knife range, they are not going to be able to shoot something several millions of kilometers away. that and the domain of man apparently have an issue with super long range weapons, as the tachyon lance only has a mere ~3500 range as opposed to the > 299,792,458 range it could have.
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Gaizokubanou

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Re: Kinetic mass rounds.
« Reply #9 on: October 01, 2012, 05:00:03 PM »

then you'd rather loose an entire fleet due to fuel shortage rather than spare the OP to have a ship to PREVENT that scenario ?

When did I say that it would be a good idea to send out an entire fleet on places where they would run out of fuel before they get to somewhere they can replenish?  That and I was under the impression that your commentary on the book was based on real life space, not Starfarer space (which is still a bit odd since in Starfarer universe sub light travel is basically free as long as your ships can move).

Quote
In the finished game fuel WILL be needed to jump from sector to sector, hence if you didn't have a ship to produce fuel out of supplies and you run out you're pretty much f*cked.

That's assuming that there will be sectors that are completely void since fuel is suppose to only matter for sector to sector movement... and again, your comment looks like it's just talking about space travel in general, not Starfarer because of many things that requires context that simply doesn't exist in Starfarer.

For example, the function of refining raw materials into fuel doesn't even exist yet so such feature would have to added first before even thinking about refinery ships.  Second, there is nothing more basic unit/type of resource than "supplies", so the idea of putting together "supplies" from scraps would mean implementing unit/type of resource that's even more basic.

All of which are fine idea, but that's a whole lot of assumptions to make that all of it would be implemented into the game.  I would rather discuss each of these ideas on their own until something similar is implemented into the game.
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pieman11321

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Re: Kinetic mass rounds.
« Reply #10 on: October 03, 2012, 04:47:27 PM »

Whoa, sorry everyone. Been busy with class.

But i'm basically suggesting this as a feature to implement far into the future.
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