Alternate Launch Tube rules

Nerhesi said:
phavoc said:
Hangars DO offer more space, more depth, more width.. .yet they are PENALIZED for it.

I think this is key right here. Yes you are penalized in combat for having a lovely space that you can conduct repairs and walk around in.
I think all your flat-top real world example isnt' taking into account a carrier that is evading fire.

But you know what, lets approach this with a fresh start.

Forget tubes - completely.

a) Having docking spaces be the piss-poor parking lots that they are. Also make sure they are the no-combat launch, takes 2 space combat turns to launch the craft. Repairs to craft are at a -4 due to cramped area.
b) Have hangers remain as is for size and cost, and launch craft in 1-turn. No penalty for combat launches. No penalty to repairing as you have all the space you need. Hangar space can be combined to create a larger hanger with a shared "launching area".
c) Ensure recovery deck is a quicker method of recovery craft. So multiple craft in 1-turn.

Rather than try to create the tube for some added functionality, treat it as an abstraction of this "full hangar" which is twice the size of a craft. On craft floorplans, you can choose to arrange the 2xcraft space worth of "full hangars" in whatever way you want. It can be 20 hangars with a long tube... or it can be 20 hangars arranged near the hull exterior for quick blister like launch.

That would make a launch tube far more reasonable for the tonnage.
 
phavoc said:
Nerhesi said:
phavoc said:
Hangars DO offer more space, more depth, more width.. .yet they are PENALIZED for it.

I think this is key right here. Yes you are penalized in combat for having a lovely space that you can conduct repairs and walk around in.
I think all your flat-top real world example isnt' taking into account a carrier that is evading fire.

But you know what, lets approach this with a fresh start.

Forget tubes - completely.

a) Having docking spaces be the piss-poor parking lots that they are. Also make sure they are the no-combat launch, takes 2 space combat turns to launch the craft. Repairs to craft are at a -4 due to cramped area.
b) Have hangers remain as is for size and cost, and launch craft in 1-turn. No penalty for combat launches. No penalty to repairing as you have all the space you need. Hangar space can be combined to create a larger hanger with a shared "launching area".
c) Ensure recovery deck is a quicker method of recovery craft. So multiple craft in 1-turn.

Rather than try to create the tube for some added functionality, treat it as an abstraction of this "full hangar" which is twice the size of a craft. On craft floorplans, you can choose to arrange the 2xcraft space worth of "full hangars" in whatever way you want. It can be 20 hangars with a long tube... or it can be 20 hangars arranged near the hull exterior for quick blister like launch.

That would make a launch tube far more reasonable for the tonnage.

MATT - get on this before we open this #$%#$ back up! :)
 
Condottiere said:
Tube launched ships have to be configured to fit into the tubes, compared to an actual catapult.

Not always. You could generate a field in the tube, with the small craft in the middle, then accelerate out the entire object. At the end of the tube the small craft would continue with the energy imparted to it by being carried in the field. You could do the same by physically hurling it via a catapult-style device. Either way would provide the exact end result. A field would be easy, as it would conform to the outside of the ship. You'd only need to ensure the small craft dimensions would fit within the tube.
 
Nerhesi said:
phavoc said:
Nerhesi said:
I think this is key right here. Yes you are penalized in combat for having a lovely space that you can conduct repairs and walk around in.
I think all your flat-top real world example isnt' taking into account a carrier that is evading fire.

But you know what, lets approach this with a fresh start.

Forget tubes - completely.

a) Having docking spaces be the piss-poor parking lots that they are. Also make sure they are the no-combat launch, takes 2 space combat turns to launch the craft. Repairs to craft are at a -4 due to cramped area.
b) Have hangers remain as is for size and cost, and launch craft in 1-turn. No penalty for combat launches. No penalty to repairing as you have all the space you need. Hangar space can be combined to create a larger hanger with a shared "launching area".
c) Ensure recovery deck is a quicker method of recovery craft. So multiple craft in 1-turn.

Rather than try to create the tube for some added functionality, treat it as an abstraction of this "full hangar" which is twice the size of a craft. On craft floorplans, you can choose to arrange the 2xcraft space worth of "full hangars" in whatever way you want. It can be 20 hangars with a long tube... or it can be 20 hangars arranged near the hull exterior for quick blister like launch.

That would make a launch tube far more reasonable for the tonnage.

MATT - get on this before we open this #$%#$ back up! :)

I think if we go down this route we need to clearly call out the types of docking mechanisms, and provide some verbiage around each one. An accompanying table could be the quick reference. You could probably do all this in half a page. The more complex versions, such as the hangar, full hangar, and docking bay, should have the most. External clamps and conformal docking bays are pretty self explanatory.
 
New, more efficient launch tubes are in the next update. Take a look (likely this coming Thursday) and we'll open this up again.
 
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