Is it just me...

General discussion about anything related to Transcendence.
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Atarlost
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RPC wrote:Leave some variety as in having a pathetically weak DN? That's very uncharacteriatic of you Atarlost. I like the Ranx way too much to leave them hanging around the Outer Realm with a Dreadnought like that. At the levels they're spawning, the Ranx would condend with the Phobos DN and the CSC, which both massively outclass them. Even Ranx fortresses have no defenses, for crying out loud! This leads me to believe that the Ranx are relying too much on their DN's for defense.
Amaiithar:
Letting the single shot do full damage would effectively double the damage a full blast would do.

Here is what I suggest for the Ranx:
Kiloton cannon (omni)
PD and/ or secondary weapon: I want something like the Iocrym Repeller that has momentum to push ships back. That would let the kiloton cannon do its job.
Speed: between Aquila and a Raid Platform.
Everybody on the forums is welcome to pick apart my suggestions so that we get a new and improved Ranx DN.
They aren't pathetic when escorts are taken into account, and aren't weak when you're not fighting them one on one. The minimum range and lack of pushback means they have a different strategy to trivialize them than every single other capital ship in the game. That's a good thing. If you solve their "problem" they will be just another ho hum stand off with a howitzer and blast opponent.

And Amariithynar, lose the persecution complex.
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The minimum range and lack of pushback means they have a different strategy to trivialize them than every single other capital ship in the game.
The strategy used is to sit on top of them, then pull back to avoid the explosion. That destroys the player's suspension of reality because of the fact that it is a capital ship, and as a rule of thumb capital ships, especially those that specialize in long range battles, are not supposed to let anything get close to them.
They aren't pathetic when escorts are taken into account
You mean that the Ranx gunships give support. That is true. However, it does not provide substantial support because the Ranx gunships are not much of a challenge.
This also means that once the Ranx gunships are dead the Dreadnought becomes an easy target.
Now, the what is the survivability of the Ranx gunship? It depends. However, the Ranx gunship's survibability is easily dwarfed by the Dreadnought, meaning that the time support can be provided by the gunships is very small compared to the time a DN is alive.
Now, we can alleviate this by having code that makes the DN call for more Ranx gunships to provide support once the original escort is dead.


I do agree that there should be new strategies to kill ships, it's just that the one used to kill the Ranx Dreadnought is too absurd for a capital ship. This is because all you have to do is get ridiculously close to the Ranx Dreadnought.
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I like the DN how it is. I like how there is a different strategy to beating them than a lot of other ships. That is realistic, because the natural progression is that most ships shoot long range, but are best at short range, so the best strategy is to use long range heavy cannons to kill enemies when they are weaker. All capital ships in the game have a weakness. For the ranx it's short range, for the phobos it's concentrated fire and quick, agile dodging. Most if not all capital ships (and most other ships) have a weakness, if you can find it.
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Amariithynar
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It's not a problem of the strategy- as I've mentioned before, it's a valid tactic that has been used in historical navy battles. However, the fact that it basically turns into a "I shoot this huge kiloton bomb into your face and... it smacks you across the starboard side, doing minimal impact damage that your shields regenerate" situation is not cool. You could even theoretically destroy it with the starting laser if you have half-decent shields by the time you get to DN territory. That should not be possible. It takes heavy munitions to breach a heavy hull, which usually meant a coordinated assault from a number of smaller craft, or a large deployment from a single specialized craft (bomber) with escorts (fighters). Now, while combat has evolved to fit outer space, with hundreds of kilometers passing between larger ships, that doesn't mean they would eliminate point defense weaponry. It's a glaring error that -anyone- can see. Whether that point defense weaponry should be particularily HEAVY is a matter of taste, IMO, but it SHOULD be there.

I mean, if the Ranx are basically miners-turned-fighters (someone has mentioned on these forums that they have some ships equipped with mining lasers, etc) then who is to say that they don't have a heavy concussion cannon that is meant for drilling into larger asteroids- but the basic structure of the tool has been repurposed and amped up to make it fitting to blast apart- or simply blast away- ships that come too close?

I mean, you can fit it thematically, or not, either way the fact that they are too slow to keep up with their escorts, their escorts do not actually stick to the ship (meaning it's easy to drag them away and snipe) and they are effectively useless without their escort in any sort of close-range combat. make them the first capital ship that spawns ships (like if it was a carrier), or that has a fleet of autons it can use at its leisure. I don't really care how, but give it something more than a paltry handful of easily destroyed gunships that don't escort the capital ship properly.
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The reason that they don't have point defense weaponry is because no ship other than the player sits on top of them and shoots away. None. 0. zip. Hence, there is no reason to spend credits on expensive, powerful, yet completely useless equipment, because they don't know the player is using the sitting tactic, they spend weapons for the range that they are most likely to fight at, increasing their survival rate.
It all comes down to economics. They spend their few resources where they are needed, not for a *maybe* necessary weapon system. Same with the player. Would you buy a weapon that does 300 damage, 2 shots per second if the shot barely passed your own ship? No, because most players long range most ships.

As for the miners, I don't recall reading in any primary source (George or the game itself) that the ranx were miners. I know are a powerful empire, and an empire that is completely mining will starve when they flood the market with ore.
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All the colonies , in the theory of the universe Mine to survive: it is not about the Ore: as I once mentioned in another post: Farms are valuable for food, but mining can harvest items like Bacterias and spores , as well as the ore , that farming can not provide for the reproduction of state ( like 100% plastics: but that was developed on a farm , barn work bench to be exact) Ore is not entirely for currency in the Universe as shown by the factories that buy it for making whatever they make: tinkers too.....
of course there is currency / barter going on, ship fuel is not free...but my point is that from ferians to ranx , Ares, commonwealth: mining has to be done , at least in the theory of the game universe for food, materials and trade.

So If I find <OnMining> in a code I normally just skip over it even if the ship is warship because mining is part of survival , from truffles to gold, you got to dig.

BTW: I should talk, I spent 7 hours trying to get the code right to for miners: then another 4 chasing ())()())))))) : i hate that error message.....

AND .....I will soon introduce you to a new kid in town.....Filo Auviq.....he has a demand for a complicated dockscreen design ( for me, I never did anything I was going to let others see before ).if I find all those ))))(())) !!!!!!!!!
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I find it funny that most of you guys tend to belittle the Ranx DN. I got the idea on how to destroy the Sung Dragon Slayer from the screen saver that featured the Ranx Dreadnought. It was a success. SO I SAY HAIL TO THE RANX DREADNOUGHT! :)
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It's not that they are that bad*, it's just that the Ranx DN is too easily killed by ridiculous means. Their weapons aren't designed properly for close quarters combat, so in the end it's just the crippling overspecialization that gets onto my nerves and makes it so that most enemy gunships could do kill it if they were scipted to, as well as the player being able to easily take advantage of that fact. The glaring difference in design also worries me. Ships that the DN has to fight, such as a Deimos, have shown great planning and forethought of the Ares engineers while the guys in charge of making the DN just slapped on a kiloton cannon to a really cool looking hull. I don't want the Ranx to come off shorthanded when it comes to the survivability of their DN's.

*my first mod features the Ranx DN heavily
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shanejfilomena wrote:All the colonies , in the theory of the universe Mine to survive: it is not about the Ore: as I once mentioned in another post: Farms are valuable for food, but mining can harvest items like Bacterias and spores , as well as the ore , that farming can not provide for the reproduction of state ( like 100% plastics: but that was developed on a farm , barn work bench to be exact) Ore is not entirely for currency in the Universe as shown by the factories that buy it for making whatever they make: tinkers too.....
of course there is currency / barter going on, ship fuel is not free...but my point is that from ferians to ranx , Ares, commonwealth: mining has to be done , at least in the theory of the game universe for food, materials and trade.

So If I find <OnMining> in a code I normally just skip over it even if the ship is warship because mining is part of survival , from truffles to gold, you got to dig.

BTW: I should talk, I spent 7 hours trying to get the code right to for miners: then another 4 chasing ())()())))))) : i hate that error message.....

AND .....I will soon introduce you to a new kid in town.....Filo Auviq.....he has a demand for a complicated dockscreen design ( for me, I never did anything I was going to let others see before ).if I find all those ))))(())) !!!!!!!!!
Even so they won't spend their hard earned resource (mined or not) on a weapon that they may have use for some time in the distant and uncertain future. Namely, a point defense system. Most of Transcendence is fought at long range. Therefore, they have long range cannons. Keep them as they are.

Also, people seem to be forgetting that while they are a very cool faction, they are not nearly as powerful as the Ares or Commonwealth, and so their ships will not be the nearly indestructible dreadnoughts available to the Ares and Commonwealth.
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I think mining is important, but do you see it now as a world currency?
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Mining is definitely a more universal currency than crafted goods.

That said; Then explain the Urak who on their cap-type ships (yes, lower tech tree but still they're the closest technologically) have a series of four close range mass drivers? because while most combat does go to long range there are always the small ships that come in close and tear youy apart if you don't have a point defense system. It doesn't need to be a hugely expensive one, nor particularily large in number- Compare the Imperial Star Destroyers for an example. They do have heavier weapons for use against other ships of their size/class, and are primarily a carrier for TIEs, but they always fall back upon the small-ship counter-offense of basic lasers as a point defense system. And it works. Yoou're trying to rationalize an oversight in their ship structure as being because they can't afford it, yet they can afford swarms of gunships? Or tons of fortresses? If they can afford things like that, they can afford a point defense system on their cap ship so that they can deal with swarming ships.

Drako: to answer your question about that weapon: Nope. Nor would I put it on a cap ship. Would I use something that did 15 damage (x2) and fired 3 shots per second, and got two ship's length away? Yeah, I would, but I wouldn't put it on a cap ship (That's basically a Heavy CLAW). Now, if it was a 20 damage (x4)/4 per sec, and had a heavy mass (so pushed the target away quickly) and it fired a capship or two in length? I would definitely give that to a cap ship. It doesn't do a ton of damage, but it gets them out to where the main weaponry can resume bombardment.

To use a real life example: http://www.answers.com/topic/naval-armament (Not the only source, if you want further examples I can provide them) details the difference in weaponry used by modern naval fleets, illustrating that while they may use missiles and heavy cannonade, lighter guns are still used for AA and anti-smallcraft purposes. The entire thought of having only a single massive gun that is basically ineffective at close range is something that no military power would design. It is tactically and strategically foolish and would result in pretty much their obliteration by anyone. If the Dreadnought as it stands is what got them to their current power levels, they should not exist as they are.

you want to have a dead zone or killing field within your weapons' range of attack. if it was meant simply as an artillery piece, then the escort should be heavily buffed to compensate, because as it stands the AI is such that it makes dealing with it a breeze- And if the other factions were player-controlled, I'm quite certain that there would be no more Ranx long ago. The only reason other ships don't take advantage of it is because of the admittedly simple AI written for all AI ships. That doesn't mean that George should spend the time coding in more complex AI (though it'd be nice) but that it gets the job reasonably done so he can work on other things.
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Amariithynar wrote:if the other factions were player-controlled, I'm quite certain that there would be no more Ranx long ago. The only reason other ships don't take advantage of it is because of the admittedly simple AI written for all AI ships.
By the same token if the Ranx were player-controlled there would be no more Ares. Ranx gunships are that powerful massed with dreadnought support. The only reason you can get close to them is that the AI for gunships is really horrible and the AI in general refuses to use long range non-beam weapons to their full utility. Using a minimal maneuvering AI similar to chase the Ranx gunships would provide all the defense Ranx DNs need.

http://www.thefreedictionary.com/dreadnought
dreadnought, dreadnaught [ˈdrɛdˌnɔːt]
n
1. (Military) a battleship armed with heavy guns of uniform calibre
That definition didn't come about because uniform armaments are something no military would use.
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Amariithynar:
The Urak are different. For one thing, they rely heavily on their gunship, not their dreadnought. The Ranx, however, at least in the later systems, rely on their dreadnought. (also, have you noticed how pathetic a urak destroyer is, because it focuses on short range weaponry?) And besides, in the urak part of space there are a lot of minor factions that use light gunships to fight, and the tactics are flyby or chase in most circumstances. In the later game, the tactics are mostly standoff. Different tactics require differently built ships. The sung are terrible at defending, because they can't shoot omnidirectionally, but are unparalleled at that level in attacking. Factions fight differently and thus require different weapons and configurations. The Huari are mostly defensive, so they use heavy cannons that can shoot in any direction, and they are large and good for blocking shots. The ranx use a seek and destroy tactic, so they need heavy, long range cannons. This is what they have. The ranx are very aggressive, and so they have long range cannons to devastate ships before they can come into range. They are very good at the task they are designed to do. You are trying to give them weapons which they weren't designed to have and do not accomplish their task, and then trying to rationalize your decision. The ranx dreadnoughts are effectively artillery. In all artillery design, the focus is on heavy cannons hitting far away, not on protecting itself. They rely on other defenses. The ranx dreadnought uses gunships to protect itself from the light ships that slip through.

According to your logic, because a hornet is pathetic, it should have a class V shield. The fact is, you are attempting to bring a ship that was never meant to devastate the system like a phobos into a position where it is not supposed to be.
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*is sorely tempted to slap on some secondary weapons to the DN in TSB & the Ranx official extension*
mostly what is stopping me is hoping that this will get george's attention about the AI range bug rather than fixing it with stop-gap measures, and the fact that canonically they don't have secondary weapons in the main game (only stopping me in ROE for this one, as opposed to TSB).

... Interestingly I did fix the issue on Resistance dreadnoughts (derived from Rasiermesser cruisers, also new [current corporate cruisers are in all likelyhood taikon-designed hulls]) in the official extension (though they are plagued by their own weapon targeting issues), though the player doesn't attack them anyways.
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Drako Slyith wrote:Amariithynar:
The Urak are different. For one thing, they rely heavily on their gunship, not their dreadnought. The Ranx, however, at least in the later systems, rely on their dreadnought. (also, have you noticed how pathetic a urak destroyer is, because it focuses on short range weaponry?)
yes, the Urak are different. but they are to their systems what the Ranx are to theirs, effectively. Their destroyers usually hover around their bases which DO have offensive capabilities as well as squadrons of tough (defensively for the system level) gunships, meaning that it's actually a risk to take one out early on. The only risk when fighting a Ranx DN is that it catches you blind and eats away your shields entirely- and if you have ANY sort of shield appropriate for the system, you take one hit, then move away. Clean up the escort that ranges WAY too far from the DN, then move in for an easy kill.

Take a look at the Aquila (Thanks to RPC for pointing out the easter egg codes on the opening screen so i could actually see one); It has much better turn rates, speed is much better, and it has two omnidirectional Katana Star Cannons (though each only fires within about a 210 degree arc) which are deadly -at any range-. Yes, the Ranx DN doesn't have to be as good as the Aquila, but at least having the -only- weapon it uses actually be viable if it hits within the prox trigger range still would be nice.
And besides, in the urak part of space there are a lot of minor factions that use light gunships to fight, and the tactics are flyby or chase in most circumstances. In the later game, the tactics are mostly standoff. Different tactics require differently built ships. The sung are terrible at defending, because they can't shoot omnidirectionally, but are unparalleled at that level in attacking. Factions fight differently and thus require different weapons and configurations. The Huari are mostly defensive, so they use heavy cannons that can shoot in any direction, and they are large and good for blocking shots. The ranx use a seek and destroy tactic, so they need heavy, long range cannons. This is what they have. The ranx are very aggressive, and so they have long range cannons to devastate ships before they can come into range.
While I will agree that in the Urak systems there are a lot of lighter craft (freighters, charon Mk II's, Sung Wind slavers) there are also a decent number of heavier forces (Huari, Charon anything-but-Mk-II's, ESPECIALLY any Charon hammerheads or frigates) that the lighter Urak craft help bolster against- and they actually stay relatively close to their stations/accompanying ships. As for the "standoff" that you mentioned, I've found it to be completely the opposite. Rogue Fleet ships, for example, use the same tactics that Centauri and Sung have both used- Swirl around the base until you attack it, then chase far far away until the base is out of radar range (and usually end up dead in that time too). It seems to be that most of the ships follow a basic AI algorithm that is functionally equivilent for every faction but a small handful (And even that could simply be perspective). It makes them too easy.

To cover your other points; The sung are masters at defense. Firstly, their bases are surrounded by defense satellites that are omnidirectional, plus the main station which is also omnidirectional, cobined with a layer of slave coffins suspended in the space between the base and the satellites- insuring that anyone attempting to attack in a rescue/raid would either destroy the slaves themselves or would end up having a lot of them die due to being in the way of the defenses. The only way this is trumped is by a rush in on top of the base with a heavy station damage weapon to blow it up before too many slave coffins are destroyed, then loot one for a quick evacuation, and dispose of the remainder at leisure. This is only maintainable due to the 2D nature of the game, allowing you to simply fly over defenses (realistically it would be far more to scale as a orbiting cloud of coffins and satellites) that would otherwise physically hinder you. Secondly and thirdly, later on you get the quadra-barricades of the Sung Citadel that each have a weapon, which is only 'easily' doable thanks to an exploitable gap between sections; and then the round weird Slavers and the more elongated slaver (can't remember which is the Earth and what the other is called, or if they're both Earth), and the Dragon Slaver; able to disable your weapons and shields and EMP you, etc. etc. etc. while that may seem to translate better to a more offensive play, it really is good at defending what they have while obtaining additional resources at minimal risk.

The Huari, while being big ships relatively easy to hit, have shields that even with a kytyrn blaster are annoyingly powerful and irritating to take down, and their ammo blocks a lot of shots if you don't fire from oblique angles- The first means that you have trouble even damaging their ship, while the second means that you have trouble having your ammunition even lliving to the point it can reach the Hurin. I won't disagree that they aren't defensive, but at the same time they excell at offense; Had a Sung Citadel spring up beside a Fortress, and the lone Hurin destroyed the entire thing and all the Sung reinforcements (there was a gate nearby and they just kept spawning without end). There was no replacement ever called in. Just the one Hurin floating around his fortress, circling lazily like they always do, getting into range of the Sung and then blasting at it full force, swinging backa round and coming back for another round. There were easily half a hundred ship wrecks laying around, not to mention how many ships it must have just utterly destroyed.

The ranx, however, are little more than souped-up Urak. Swap the short range of their mass drivers for longer-reaching Slam and Flenser Cannons, and you basically have the Ranx. their Dn is the only relatively unique ship, with the Kiloton Cannon, and it's only unique in its inability to be effective. Any ships that they stumble upon are of the usual AI behaviour of "get close and circle while firing" which is the only reason it is effective at all- because AI Is Dumb.

They are very good at the task they are designed to do. You are trying to give them weapons which they weren't designed to have and do not accomplish their task, and then trying to rationalize your decision. The ranx dreadnoughts are effectively artillery. In all artillery design, the focus is on heavy cannons hitting far away, not on protecting itself. They rely on other defenses. The ranx dreadnought uses gunships to protect itself from the light ships that slip through.
In all artillery design, where the purpose of the artillery was ONLY to be artillery (ie; mortar launcher, cannonade, modern artillery pieces) then it isnt a ship. however, a look at any cruiser or higher class of military ship shows that while every ship has some form of heavy weaponry (usually in the form of a heavy cannon, emulating the aspect of the ranx' Kiloton Cannon in such) and a smaller fleet of support vessels (the gunships), where they totally divert course is the utter lack of any sort of close-range weaponry that is standard on -any- craft. Even though fighter jet battles are almost always fought with missiles alone, guns are still installed in the case of having a lucky situation. Even though smaller craft can swarm a larger ship, they have AA guns and heavier anti-ship guns for defense against such tactics. This has held true in nearly every naval or space-based naval show, game, or other piece of fiction. The entire reason for such a thing is for if a craft slips through the escort, you don't leave the powerful superdreadnought so weak in its defenses that it is entirely incapable of defeating what amounts to a Nigerian gunboat plinking away at it with its machine guns. If the escort were smarter, or the DN had better defenses, either would make it more satisfactory and encounter. As it stands, they're loot pinatas.
According to your logic, because a hornet is pathetic, it should have a class V shield. The fact is, you are attempting to bring a ship that was never meant to devastate the system like a phobos into a position where it is not supposed to be.
I don't want it able to devestate a system. I want it so that a decent shield on said hornet won't mean that it can utterly annihilate the DN. And no, I'm not saying since it is a pathetic ship the Hornet should have a class V shield- It isn't the major basis for anything's defense; The groups that do use them use them in large numbers with plenty of other ships acting as support. They are more the shock troops of a large army than any real threat- an initial force sent to soften the target. Pretty much like a Sung Wind Slaver; In fact, i'd say the Wind Slaver is little more than an upgraded Hornet.
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