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Re: Federation Battlestar
Posted: Thu Apr 22, 2010 2:47 am
by Mark
Unless the Borg lose the ability to adapt, eventually the Battlestar's weapons would become ineffective.
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 3:18 am
by Deepcrush
Adaptation seems to have been over stated. As we saw in First Contact. Even weapons that the Borg have adapted to can harm them if the total amount of fire is greater then the power available to defend against the attack.
Plus warheads are warheads. That many QTs of different settings each will overwhelm the Cube's defenses. It takes a few seconds for the Borg to adapt. By the time they adapt to one QT, 240 more will have hit them.
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 8:52 am
by DarkMoineau
And with just twelve Battlestar, we can match every ennemy ship
How can they called theses ships?
Galactica, Valkyrie, Pegasus, Atlantia, Columbia, etc... ??
And we use a Battlestar group or they fly alone?
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 1:17 pm
by Sonic Glitch
DarkMoineau wrote:
Galactica, Valkyrie, Pegasus, Atlantia, Columbia, etc... ??
"Atlantia, Triton, Solaria, Columbia... The list goes on."
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 3:35 pm
by shran
Mark wrote:Indeed. I'm not completely sure how we'd mount it on a turret either.
i'd suggest putting everything trequired to make it fire into the turret, save for energy feeds and energy source. that way the turret can rotate faster. Also, give it some leeway and extra long cables underneath the turret so it can spin around multiple times and avoid having to turn back evry so often and can more often perform a short spinning circle. Access hatches could then be distributed at several points of the bases, which rotates, so there can be multiple oppurtunities of it getting in.
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 5:52 pm
by kostmayer
How many Starships would it take to bring 960 QT's a minute to bear on a Borg Ship? What was the combined firepower of the Fleet that intercepted the Cube in First Contact.
Just trying to get an idea in my head of how powerful this thing is.
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 6:24 pm
by Reliant121
Well, from what I remember of the attack just after Picard ordered the attack, the Nebula opened up with 4 torpedoes, the
Thunderchild opened up with 3 torpedoes, a Steamrunner let off 3 torpedoes, the
Enterprise let off 3 XII phaser volleys, the
Thunderchild again let off 2/3 type X phaser volleys and a Norway let off a couple of phaser shots. EDIT: I cant believe I forgot the Big-E opening up with 3 quantum torpedoes.
However, its worth noting that the fleet had been stated to have worn out her secondary hull...
They have sustained heavy damage to their secondary hull *etc*
The amount of fire the Typhon fleet had managed to unload into it is unknown.
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 6:56 pm
by Mark
Well, we have 4 forward facing rapid fire torp launchers, so you'd need 4 Soverigns to match the Battlestar in forward torp power.
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 8:49 pm
by Reliant121
If we configure the majority of the phaser arrays/turrets to envelop the ship at all angles (port, starboard, bow, stern + dorsal/ventral) then this thing will be almost impenetrable.
Is it possible to have a turret mounted torpedo launcher...Just to give all round torpedo coverage?
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 8:51 pm
by Captain Seafort
Yep. DS9's turrets were combined phaser/PT mounts.
I recommend, however, that we teach the gunners how to shoot straight. That PT release is a complete waste of ammo.
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 8:55 pm
by Reliant121
Of course. If we can have a few of these turret blisters along the hull, we've got cover over any smaller strike craft and any big bos.
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 8:57 pm
by Mark
I think the key point is gunners (plural) SF has this annoying habit of having one officer trying to fire all the ship/stations weapons all at once. I actually think that a team of six gunners with the tactical officer overseeing them would be more effective considering the sheer amount of firepower we are fielding.
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 8:58 pm
by Captain Seafort
Reliant121 wrote:Of course. If we can have a few of these turret blisters along the hull, we've got cover over any smaller strike craft and any big bos.
Agreed. We'd need to modify the arrangements, however. Hiding the weapons inside the station produced a decent scene when they were deployed, but it also adds complexity to the mount, which is to be avoided at all costs.
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 9:02 pm
by Reliant121
Agreed in concept, however there's the ever fuzzy issue with the whimsical "Warp field dynamics" to keep in mind...Plus having an open raised mount will be quite easy to hit. The pods need to be like armoured turrets used in older warships IMO.
Re: Federation Battlestar
Posted: Thu Apr 22, 2010 9:04 pm
by Captain Seafort
Mark wrote:I think the key point is gunners (plural) SF has this annoying habit of having one officer trying to fire all the ship/stations weapons all at once. I actually think that a team of six gunners with the tactical officer overseeing them would be more effective considering the sheer amount of firepower we are fielding.
I'd go further than that and abandon the dependency on centralised fire control altogether. It's certainly useful, and should be used as the primary means of fire control due to the importance of coordinated action (i.e. avoiding one ship being hit by half a dozen shots and another being ignored), but each turret should also have a local control station in case damage knocks out the centralised control or there are too many targets to deal with. In the latter case, split the sky into sections and have each turret worry about their section of it (with overlaps to avoid anything slipping through the cracks).