Launch tubes, by the book rules, have always seemed rather useless to me, especially in CT where you would RECOVER your craft via tubes... shudder.... all you need is a damaged craft blocking your only egress from the hangar deck to ruin a carrier's day. Sounds cool, but quite impractical. Kind of like screen doors on a submarine, to catch the ocean breeze when you are cruising on the surface at night to recharge the ol batteries...
So here's my take on Launch tubes - They are electro-magnetic catapults capable of launching small craft at higher than normal speeds. The craft retain their higher launch velocity, or whatever their thrust rating is, whichever is higher. In the event that their launch speed is higher than their thruster capability they retain the higher speed so long as they continue in the same general direction of their launch (typically towards an enemy). The turn they maneuver to engage any target is when their speed drops to their normal thruster rating.
Launch tubes may come in any size. For every 10m of launch tube installed, a small craft may launch at 2G. The maximum length of a launch tube is 120m, setting the maximum launch velocity at 24G. A launch tube displaces the largest tonnage of small craft launched, +20%, for every section installed. Launch tubes become available at TL10. Launch tubes do not benefit from TL difference for reduced size/cost.
TL-10: Max 8Gs launch velocity, may launch up to 20 small craft/turn, requires 1,500 energy, 50MCr per section
TL-11: Max 10Gs launch velocity, may launch up to 24 small craft/turn, requires 1,800 energy, 60MCr per section
TL-12: Max 12Gs launch velocity, may launch up to 30 small craft/turn, requires 2,000 energy, 70MCr per section
TL-13: Max 16Gs launch velocity, may launch up to 30 small craft/turn, requires 2,300 energy, 80MCr per section
TL-14: Max 20Gs launch velocity, may launch up to 32 small craft/turn, requires 2,600 energy, 90MCr per section
TL-15: Max 24Gs launch velocity, may launch up to 32 small craft/turn, requires 3,000 energy, 100MCr per section
Text needs to be cleaned up and better defined, and probably could stand a little more explanation on how the catapult works. I wasn't sure about putting tonnage limitations in by TL, though that's entirely within reason. And this doesn't at all handle the movement aspect (i.e. newtonian physics). One way to sort of address that would be to allow small craft to ADD their existing thrust ratings to the catapult speeds. Course you'd be making some might fast small craft, at least until they actually had to start fighting.
So here's my take on Launch tubes - They are electro-magnetic catapults capable of launching small craft at higher than normal speeds. The craft retain their higher launch velocity, or whatever their thrust rating is, whichever is higher. In the event that their launch speed is higher than their thruster capability they retain the higher speed so long as they continue in the same general direction of their launch (typically towards an enemy). The turn they maneuver to engage any target is when their speed drops to their normal thruster rating.
Launch tubes may come in any size. For every 10m of launch tube installed, a small craft may launch at 2G. The maximum length of a launch tube is 120m, setting the maximum launch velocity at 24G. A launch tube displaces the largest tonnage of small craft launched, +20%, for every section installed. Launch tubes become available at TL10. Launch tubes do not benefit from TL difference for reduced size/cost.
TL-10: Max 8Gs launch velocity, may launch up to 20 small craft/turn, requires 1,500 energy, 50MCr per section
TL-11: Max 10Gs launch velocity, may launch up to 24 small craft/turn, requires 1,800 energy, 60MCr per section
TL-12: Max 12Gs launch velocity, may launch up to 30 small craft/turn, requires 2,000 energy, 70MCr per section
TL-13: Max 16Gs launch velocity, may launch up to 30 small craft/turn, requires 2,300 energy, 80MCr per section
TL-14: Max 20Gs launch velocity, may launch up to 32 small craft/turn, requires 2,600 energy, 90MCr per section
TL-15: Max 24Gs launch velocity, may launch up to 32 small craft/turn, requires 3,000 energy, 100MCr per section
Text needs to be cleaned up and better defined, and probably could stand a little more explanation on how the catapult works. I wasn't sure about putting tonnage limitations in by TL, though that's entirely within reason. And this doesn't at all handle the movement aspect (i.e. newtonian physics). One way to sort of address that would be to allow small craft to ADD their existing thrust ratings to the catapult speeds. Course you'd be making some might fast small craft, at least until they actually had to start fighting.