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pelador

Joined: 06 Nov 2002 Posts: 1230 on topic Location: UK

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Posted: Tue, 3. Mar 09, 19:19 Post subject: |
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Deploy EMP Drone
All Drones:
Here is a link to the design spreadsheet in Excel 2007 format.
If you dont have that software here is a link to a free viewer from Microsoft.
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Overview:
With any ship equipped with:
Fight Command Software MKII
Special Command Software
and has the following wares:
EMP Drone
OR
Custom process:
Recon Drone
Ion Disruptor
Ion Mine
Cargo Bay Shielding (Required for MKII)
Other associated requirements:
E-cells to charge the drone
With a ship with the above requirements it can launch an EMP drone to attack a particular ship. To do so go to the fight area of the command console and under special you will find the Special Drones interface the option to Deploy EMP Drone is there. The command orders are as follows:
1. Select ship
2. Select either MKI (1) or MKII (2).
3. Select wether safe (1) or fire and forget (2).
4. Select number of e-cells to charge the drone with (from 500 - 800).
The drone will then attempt to get within a desired range (varies with ship sizes) and then use the e-cells to detonate causing a powefull electromagnetic pulse and ion burst within a 10km radius. Which will not discriminate between freind or foe. The safe mode checks to see any of your own ships are within the blast radius and if found will detonate harmlessly.
The potential of the blast to effect in terms of a % can be calculated as follows:
%Potential = ((K x Ecells) / (R^2)) / S.
K is a constant associated with the energy co-efficient and is 2,500,000.
Ecells is number of e-cells.
R is the radius in metres from EMP burst to target(s).
S is the effected ship(s) shielding in MJ.
A graph and calculations are allready provided in the above design spreadsheet.
The %Potential is then the chance for various systems to be "zapped". These include shields, missiles, installed equipment, installed upgrades and any tech wares. (Note: it doesnt at moment sufficiently discriminate some pre-installed systems). And each individual type is checked to see if it is effected. It also has a similar potential to set shield energy and laser energy to 0, but they will still recharge. Weapons systems seem unaffected by this new experimental weapon as this is due to them being used to rapid changes in fluctuating energy use.
So far the experiments of this tactical weapon has been limited, and findings show that whilst extremely effective against smaller ships. The shielding on vessels that are M7 and above tend to use provide sufficient protection and is extremely unlikley to effect them. M6 are somewhere in between. Boron Scientists are interested in feedback from its use.
This is not a secret weapon, leaks have provided to others the nature of the weapon and as such is frowned upon with its use and any effects to neutral affilications is viewed unfavourable. However, the MKII version can be used to conceal the weapons owner resulting in no associatied loss of influence. The MKII as a result can also be used to attack enemy targets where the MKI would be simply "dealt with" and is the military option.
(Possible Boron Lore/History/flavouring to follow)
Historical link here
_________________ X3TC:V2.1M
Dedicated Assistant Drones (DAD); Pirate Fence; Player Workshops; Convert Passenger to Marine
Last edited by pelador on Sun, 12. Apr 09, 07:01; edited 4 times in total |
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pelador

Joined: 06 Nov 2002 Posts: 1230 on topic Location: UK

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Posted: Tue, 3. Mar 09, 19:21 Post subject: |
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Deploy Jump Drone
All Drones:
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Overview:
With any ship equipped with:
Special Command Software
Navigation Command Software
and has the following wares:
Jump Drone
OR
Custom process:
Freight Drone.
Advanced Satallite
Cartography Chip
The ship can launch a drone that will fly to a chosen sector position and then on reaching its destination will convert to a jump beacon from the drone.
To order a ship that is equipped to do so simply go to the command console of the ship as normal, select special, then you will see a new menu for drones, select this interface and then "Deploy Jump drone.". Its a fairly intuitive process after that. Select sector and position.
The Jump beacon once deployed can be jumped to using the same interface using command Jump to Shortcut beacon.
A ship needs to be equipped with a jumpdrive of course, but the beacons focus allows for a fixed use of energy cells based on ship class:
M1, M2 = 150 e-cells
TL, M7 = 100 e-cells
M6 = 75 e-cells
M4, M5 = 30 e-cells
Others = 50 e-cells
The beacon is one way and isnt included in the automatic jump processes.
You can only have one beacon active at a time, such then when a new one is deployed the old one will shut down and self-destruct.
When jumping, ships arrive in the centre of the sector where the beacon is deployed.
(Possible Lore/History/flavouring to follow)
Historical link here
_________________ X3TC:V2.1M
Dedicated Assistant Drones (DAD); Pirate Fence; Player Workshops; Convert Passenger to Marine
Last edited by pelador on Sun, 12. Apr 09, 07:02; edited 3 times in total |
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pelador

Joined: 06 Nov 2002 Posts: 1230 on topic Location: UK

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semiliterate
Joined: 13 Dec 2008
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Posted: Tue, 3. Mar 09, 20:03 Post subject: |
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i meant, in a specific example:
collect wares on m2
run command
target m5
jump/fly m5 to sector
jump ships to m5
time expires, m5 loses jump beacon properties
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pelador

Joined: 06 Nov 2002 Posts: 1230 on topic Location: UK

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Posted: Tue, 3. Mar 09, 20:09 Post subject: |
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Continued from Jump Drone thread ......
| semiliterate wrote: |
i meant, in a specific example:
collect wares on m2
run command
target m5
jump/fly m5 to sector
jump ships to m5
time expires, m5 loses jump beacon properties |
Novel idea, in theory its possible, as one extra global variable for a temporary ship task should cover it I think. I'll have to think about it a little.
_________________ X3TC:V2.1M
Dedicated Assistant Drones (DAD); Pirate Fence; Player Workshops; Convert Passenger to Marine |
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semiliterate
Joined: 13 Dec 2008
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Posted: Tue, 3. Mar 09, 20:11 Post subject: |
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i mainly thought of it because it saves using either a ware or an extra command slot, the only other alternatives i could see.
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pelador

Joined: 06 Nov 2002 Posts: 1230 on topic Location: UK

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Posted: Tue, 3. Mar 09, 20:35 Post subject: |
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Yeah, it isnt really the technical constraints that are impeding me, it's more the implications of having a mobile jump beacon and what that means in terms of gameplay. Lots of balance considerations to consider perhaps, though as temporary I imagine it reduces impact somewhat.
_________________ X3TC:V2.1M
Dedicated Assistant Drones (DAD); Pirate Fence; Player Workshops; Convert Passenger to Marine |
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semiliterate
Joined: 13 Dec 2008
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Posted: Tue, 3. Mar 09, 20:47 Post subject: |
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i was figuring a short time limit, making it only practical for use in nearby sectors - maybe limit it to m5s too, because their jump range means no deploying on the other side of the universe.
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pelador

Joined: 06 Nov 2002 Posts: 1230 on topic Location: UK

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semiliterate
Joined: 13 Dec 2008
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Posted: Tue, 3. Mar 09, 21:00 Post subject: |
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pffft, justifying it's easy. jumping is a gravitational phenomenon, right? try generating a specialised jump field like this from anything bigger than a navigational beacon or M5 and its own mass causes it to collapse into itself.
the other things, though, are problems.
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K-64

Joined: 27 Nov 2008 Posts: 267 on topic

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Posted: Tue, 3. Mar 09, 21:10 Post subject: |
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It could be put onto larger ships, although the energy that it generates would cause catastrophic damage to the inside of the ship as the projection range would be much larger than in an M5, and the energy consumption would rise would rise exponentially rather than multiplied.
could be an explanation
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pelador

Joined: 06 Nov 2002 Posts: 1230 on topic Location: UK

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Posted: Wed, 4. Mar 09, 15:04 Post subject: |
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Deploy Build/Constructor Drones
All Drones:
"The Argon have struck a partnership with Boron Drone engineers for aid in constructing defence platforms".
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Deploy Build Drone
Overview:
With any ship equipped with:
Special Command Software
and has the following wares:
Build Drone
OR
Custom process:
Freight Drone.
Navigation Satallite (not advanced)
The ship can launch a drone that will fly to a chosen sector position and then on reaching its destination will convert to a navigational beacon from the drone.
To order a ship that is equipped to do so simply go to the command console of the ship as normal, select special, then you will see a new menu for drones, select this interface and then "Deploy Build drone.". Its a fairly intuitive process after that. Select sector and position.
This JUST deploys a hazard warning becon to others as to where you intend to construct your defence platform.
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Deploy Constructor Drones: Orbital Weapons Platform (OWP)
Overview:
With any ship equipped with:
Special Command Software
and has the following wares:
For Small OWP:
Constructor Drones x 4
OR
Custom process:
Freight Drone x 4
Teladianium x 400
Computer Components x 160
Microchips x 56
Quantum Tubes x 40
Adv. Nav Satallites x 40
Construction Equipment x 4 (additional to drone requirements)
Associated needs:
A construction beacon to work on
For Medium OWP double the number of resources required.
For Large OWP quadruple the resources.
Again using the drones interface you will see on the menu a selection for Deploy Small OWP , Medium OWP or Large OWP constructors. So with a ship that has the above requirements met this instructs a team of drones to transport the neccesary resources to the beacon to then convert into a Orbital weapons platform (OWP). You simply need to select the construction beacon.
Important Note: Wether you are using bought wares or a custom process the required number of construction equipment is still required for the process in addition to the drones requirements.
It is constructed with only shielding as equipment (approximatley 500m for SOWP and 1km for MOWP or LOWP vertically above the beacon), but you can transfer shields, weapons, systems and missiles to the OWP like any other ship to ship transfer with a transporter device. The OWP can be given settings just like regular ships. A screen print of the empty OWPs ready for equipping are below:
Small:
Medium:
Large:
The beacon manages the process so as long as you have the right number of freight drones with the required resources in total within them within a range of 1km of the beacon, it will be able to project manage the construction. Useful in case any or all constructor drones are lost. In the case of a complete team being lost you can re-issue a new construction command to the beacon.
Overall this makes the average construction cost of a "naked" SOWP aproximatley 1,850,000 cr, with a cargo requirement in total of about 2,650 units for the custom process. (MOWP x 2, LOWP x 4)
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(Possible Argon Lore/History/flavouring to follow)
_________________ X3TC:V2.1M
Dedicated Assistant Drones (DAD); Pirate Fence; Player Workshops; Convert Passenger to Marine
Last edited by pelador on Sat, 10. Oct 09, 12:24; edited 21 times in total |
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pelador

Joined: 06 Nov 2002 Posts: 1230 on topic Location: UK

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pelador

Joined: 06 Nov 2002 Posts: 1230 on topic Location: UK

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Posted: Wed, 4. Mar 09, 20:17 Post subject: |
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I've just checked an alternative website to check the stats of the SOWP:
http://eng.x3tc.ru/x3_tc_ships/x3-ship.php?c=MTA0OTAyMTE
And looking at its cost I think I may have underpriced it somewhat? Apologies, I was using a spreadsheet that didn't have the cost included and assumed they wouldn't be so expensive. Though the effectiveness of defence platforms (especially OOS) currently may not justify this price.
As a result I may intend to modify the process:
1) Change the resources required to:
Teladianium 400
Microchips 80
Computer Comps. 160
Qauntum tubes 40
Adv. Satallites 40
Freight Drones 4
Including the beacon costs this gives an average cost of 2,171,420 cr and a cargo of 2698.
2) Another option is to include a one time cash payment to make them licensed in owned sectors? But no idea as to how much this should really be.
3) A combination of the above.
Thoughts? Alternatives?
_________________ X3TC:V2.1M
Dedicated Assistant Drones (DAD); Pirate Fence; Player Workshops; Convert Passenger to Marine |
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pelador

Joined: 06 Nov 2002 Posts: 1230 on topic Location: UK

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