A Lightspeed Fender Bender
Posts: 5711
  • Posted On: Sep 18 2009 2:33am
For once, I agree with Kach.

(Did you just feel hell freeze over?)

The problem, as mentioned earlier, is that George Lucas wasn't trying to win a war against another film maker. And as such the tools he used to tell the story were just that; tools.

We are trying to define an event which, over the course of the films (prequels, cartoons, novels) has been described in various ways, many contrary to one another, because all of these sources were using hyperspace as a literary tool with which to tell a story.

So, I reiterate; leave well enough alone and just post.
Posts: 5387
  • Posted On: Sep 18 2009 2:45am
I still think that given everything you mentioned (avoiding the planet, and avoiding the anomalies, which are created between my fleet and Kach's), what you didn't mention (your orientation, having to avoid my fleet), and what can logically be inferred (starfighter launch, which as Omnae noted, places you in closer proximity to the planet than to my rear), the only logical place for your forces is in No Man's Land, between my fleet and the planet. Your diagrams aside, what you wrote supports this more than any other position.
Posts: 59
  • Posted On: Sep 18 2009 2:57am
Omnae
Some would...others wouldn't (unload enemy warships).


It is not inevitable suicide. It's more risky because it is like crossing the battlefield to get away...but it's possible. Some civies will get caught in the crossfire, others will not.

Especially if you are running and not seeking to engage the enemy, you should be fine...


Thanks Omnae, I just wanted to make sure for when I decide what the Legionnaires are going to do next.

I'll leave you to your discussion :)
Posts: 602
  • Posted On: Sep 18 2009 4:37pm
Actually, Ahnk, I do have a question about the Cree'Ar.

What do you have in the way of fighters? I need a decent idea, because a good chunk of my post will be dealing with the fighter battle.
Posts: 5387
  • Posted On: Sep 18 2009 6:38pm
Depends on where in the battlefield you are.

Outside of the primary positioning of my fleet, you'd be dealing with The Clawcraft and The Incisor, primarily.

The Clawcraft: http://www.therebelfaction.com/forums/showthread.php?t=4586
The Incisor: http://www.therebelfaction.com/forums/showthread.php?t=7726

Both of them are based on Csillan fighter designs, the Clawcraft being based on the Csillan Tie variants, and the Incisor being a principle enhancement of the Clawcraft.

They are both droid fighters. The Clawcraft is 11 meters, the Incisor is 9.

Speed for the Clawcraft is listed as 115 MGLT. Incisor would be slightly faster.

Their principle weapon is a single forward mounted Plasma Disruptor Cannon of the same variety our capital vessels employ. Secondary weapons include Energy Field Disruption Cannons, which are basically capital class ion cannons that fire twice as fast but are half as powerful.

The Clawcraft is unshielded. The Incisor has a shield projected through the Energy Field Disruption Cannons that can negate completely energy weapons, but offers no defense against projectiles, and because of it's projection method, does not protect the direct rear and engine sections of the vessel.

They'd be primarily focused on making strafing runs of your capital ships. If you deployed fighters against them, they would likely attempt to use one fighter to draw you to chase towards your capital ships and bring another about to ambush you. Since all of the battlefield is constantly being scanned and updated through the nexus, they are deadly effective at ambushes as such.

They both travel outside the range of the shield ships because they use their energy field disruption cannons as a considerable part of their weaponry.

Inside the effective range of the shield ships is a different story.

Operating within the effect of the shield ship's projections would be the Tetrahedron and The Attack Sphere.

Both R&Ds are listed under the Light and Color summary listing on this board: http://www.therebelfaction.com/forums/showthread.php?t=6505

The Attack Spheres would be largely inert, simply avoiding any incoming fighters you may have. When a Cruiser from my ranks would break from the shield ships protection to attack your vessels, the Attack Spheres would follow, then stop as it made it's run. Their primary weapon is an Energy Disruption and Shield Matrix Disruption Beam, whose purpose is to drain the shields of a vessel. Without needing to devote energy to their engines, the beam would be effective in draining a capital vessels shields by 7-9% (depending on the size of the vessel and the strength/redundancy of the emitters). About ten Attack Spheres would go, and when the strafing run was over, they would withdraw, or follow another ship on another run. They have no shields and limited armor, hence their propensity to hide.

The Tetrahedron is primarily our anti-capital fighter, and is 14 meters when fully deployed. It's mostly made of collapsible lattice, though, so it is very light and very fast. The Tetrahedrons are mostly looking for Imperial or civilian vessels with complete or noticeable shield failure. Once found, the Tetrahedron would eject it's nexus core, essentially self-destructing since the Nexus core is the command and control center of the vessel, and launching the core for any hull breaches on your ships. Once they were found, the Nexus would attempt to subvert control by using dead crewmembers from the breached sections to form a boarding party. Since I have yet to RP this happening to your fleet, though, it's mostly assumed that Imperial casualties have been from capital fire to disabling locations rather than active Nexus deployment.

I think that covers it, since we wouldn't have defense pods or scorpions in this engagement.
Posts: 194
  • Posted On: Sep 18 2009 7:31pm
may i just say, that i am incredibly glad that I escaped Coruscant when i did before 99.9% of this insurrection happened so i didn't get caught in the middle of it
yay.
Posts: 602
  • Posted On: Sep 18 2009 7:39pm
One further question about the Incisor's shielding. Is this shielding similiar to a Vong dovin basil in that it can be overwhelmed, or is it constant such that no energy weapons get past it?
Posts: 5387
  • Posted On: Sep 18 2009 10:13pm
Smarts has been posting here for like fifteen minutes, so I'll just let him speak his mind before I say anything else.
Posts: 837
  • Posted On: Sep 18 2009 10:21pm
I have one question.

The conclusion reached thus far seems to be that a hyperdrive safety detects the mass shadow (gravity field) of a planet (for example) and forces a reversion to realspace before the related starship runs into the planet.

The implication seems to be that the only threat comes from running into the planet itself, and gravity is just used as a warning mechanism. But if that is the case, then an interdictor is basically useless; it would possess no "real" means of forcing a ship into normalspace. If someone knew it was there, all they would have to do is disengage their safety and jump through it (since there isn't really anything to run into). And then there is the HIMS; its function is to keep a starship in hyperspace for longer than would normally be possible, whenever encountering a gravity field.

If you want an example: in the Corellia Trilogy, the Bakuran ships used their HIMS to travel into the Corellia System while it was under interdiction. One of the ships took substantial damage by remaining in hyperspace for too long, so much so that it had to be towed around by tractor beams and was basically used as cannon fodder later. The ship didn't run into anything: it just passed too deeply into the hyperspace-equivalent of a "gravity field" or "gravity well" or "mass shadow" or whatever you want to call it. It ran out of "hyperspace momentum" and with its safeties disabled, took substantial damage before its modified hyperdrive systems permitted it to revert to realspace.

Think about gravity. The closer you get to an object with a large mass, the greater the force of gravity it exerts on you. The closer you approach a planet's (or interdictor's, or star's, etc) mass shadow in hyperspace, the greater it distorts the "normal" laws of hyperspace travel. As a ship approaches a mass shadow in hyperspace, its safety systems detect the gravity field of the object and force the ship to revert to realspace before approaching too close to the distortion.

But it is the distortion of space-time itself that is the threat to a ship in hyperspace, not the possibility of physically running into whatever object is causing that distortion.

That's why ships can't jump to hyperspace from inside a gravity field. There is no threat of running into anything (assuming you are smart enough to point away from the planet); hyperdrive just doesn't "work" inside a gravity field (which exists - perhaps under different names and with different properties - in both real- and hyper-space).

So, disabling safeties will allow a ship to pass closer to the distortion caused by a planet (for example) than normal, but if the ship passes that "point of no return," it's dead. It doesn't need to crash into a planet, or hit its hyperspace "shadow" (though, depending on how you define "mass shadow," it may be the very thing I'm talking about), it just needs to cross into that "realm" of hyperspatial distortion from which there is no return.


I bring this up because this thread seems to have turned from a simple OOC argument into some kind of precedent-setting "TRF Rules for Hyperspace Travel". I don't know if it even has any bearing on the particular instance that started this discussion.


And . . . there doesn't seem to be a question anywhere in there. Oops.


Edit: There you go, Ahnk.
Posts: 5711
  • Posted On: Sep 18 2009 11:32pm
Smarts is a very good name for you.

Also, I would be very interested to read what Heir might comment on this not just in terms of the Star Wars framework, but in terms of theoretical science regarding faster-then-light travel and the effect of objects, gravity, ect on said FTL travel.