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Idle_Scholar

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Everything posted by Idle_Scholar

  1. Ok, so I take it that the code doesn't say insert a ( wait = time untill escorted ship jumps - time for escort to jump ) Say a jump requires a 180* turn a fighter can turn, jump, arrive and get blasted before its accompanying capital ship can do likewise even with the same jump speed and calc time.
  2. Small question, if you give a unit an escort order and then jump the escorted unit, will the escorts wait untill the escorted unit jumps to jump? EDIT: And what about vice-versa, will a unit wait for it's escorts to be ready?
  3. Well a LCF does 30 damage, and I've assumed that's per shot so if it fires 4 times a cycle thats 120 damage per cycle. A Star Viper has a LC4F, so if it hits with every shot it'll do 480 damage per cycle. Thats about 5/6 a TLB.
  4. I think it'd be quite a good idea to impose some pretty heavy restriciotns on fighters (like very limited fuel). I got curious and messed around in excell trying to work out wether an ISD II could beat it's weight in fighters (Star Vipers) and got this: Initial Fighters No. of Cycles Remaining Fighters 3220 3 3180 2420 4 2360 1820 5 1740 1220 9 1080 620 21 220 And that’s 'No. of cycles until the ISD is vaporised'. This assumes 100% hit accuracy (which I'm sure isn't true), and based on the same assumptions if the fighters have to fly from the ISD's maximum range they will lose 670 of their number. But if you fight an ISD II with its cost in fighters (First column + 670) even having to close the range the fighters blast it to pieces in three shots. OK so an ISD II is wasting most of its fire in overkill but even a Lancer (special anti-fighter frigate) which does just enough damage to oneshot Star Vipers and has 80 shots a cycle will die to a single combined shot from its cost in Star Vipers. The result of that particular matchup depends on weather the fighters start out of range and who gets their hits in first but in principle fighters are just as mobile, do more damage, are faster and more combat effective than the majority of capital ships. My other big assumption here is that speed = m per cycle, but that only affects the numbers lost on approach, which a good inital jump could remove entirely.

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