Speaking of Ship weapons....

EDG said:
So what have we seen in SF that would be a "barbette" or a "bay weapon"?
Perhaps something from the DeathStar in the original SW.

I think HomeWorld might have had similiar...
 
EDG said:
I'm presuming you mean the trench guns, not the planetbuster :)

You mean the multiple spinal mounts - nah! :D

P.S. - I just found this, where the barbette is actually referred to as the part below the rotating turret...
 
BP said:
Infojunky said:
I don't follow this reasoning, Volume usually is not a problem for most ships.

...As you tend to run out of available hardpoints before you run out of tonnage.

...Balance? Explain? ...
Tonnage (on this scale) is not a problem for most Capital ships! However, I'm designing smaller ships and then it becomes 1 barbette versus 1 turret and a stateroom! Or 4 tons of munitions.

So a 400 ton merchant ship that needs some pirate protection would get significantly more firepower with say 4 triple turrets than 4 barbettes and still have 16 more tons of revenue making space...

Ok I see where we are at odds here. I am not suggesting replacing laser turrets with a laser Barbette, I am suggesting adding Laser Barbette as another weapon option.

BP said:
By balance - I simply mean that a Particle Turret is less powerful than a Barbette one which is less than a Bay one, etc. with costs in tonnage and Cr going up. And that a laser barbette shouldn't be more 'powerful' than a Particle Beam Barbette or Bay.

Ah, but see I set the damage of the Laser Barbette at 3d6, while a PA Barbette is 4d6+radiation hit.

I thought about putting the laser at 4d6 but PA in MgT is effected by sand so I feel that it needed more omf in comparison Lasers thus the Laser Barbette is suggested at 3d6.

BP said:
Infojunky said:
Oh..... I am playing some of these out...
Cool! (Curious your experience/opinions on how 'enjoyable' the details of the MGT space combat are - esp. using the Damage/Effect table - love to see a different post or a PM)!

The reduction of dice to hits comes out of the strawman tests I have been doing with the boy, How the dice work via the table is interesting. One of the things that we have discussed is bringing the Effect addition to damage from the personnel combat into ship combat, the general change in how combat works is mounts do an additional hit per weapon.
 
Infojunky said:
Ok I see where we are at odds here. I am not suggesting replacing laser turrets with a laser Barbette, I am suggesting adding Laser Barbette as another weapon option.
Actually the biggest problem (besides being hung up on the MGT Particle Beam Barbette) - is that I confused Beam Laser damage with Pulse Laser damage - so when you say 3d6 for one barbette I was comparing it to 3x 2d6 in a triple turret :oops: (the value from Core - which I knew was amended in HG so I out thought myself).

And looking back - though all HG barbettes are 5 ton, you didn't say yours had to be...

And your extension to Long Range certainly creates a nice balance.

<Most Humble Appologies... bow.. bow..>

The reduction of dice to hits comes out of the strawman tests I have been doing with the boy, How the dice work via the table is interesting. One of the things that we have discussed is bringing the Effect addition to damage from the personnel combat into ship combat, the general change in how combat works is mounts do an additional hit per weapon.
Hmmm... I like the sounds of that. I've been so involved in creating ships I haven't really been able to sit down and run through some combat sims!
 
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