| Mica Goldstone | |||||
| This will be implemented over the next few weeks Positions will have a daily allotment of tractor factors. This is the total output for all items generating tractor factors. This will be used to stop positions. As tractor factors count against combat thrust, ships that have their combat speed reduced to zero will be effectively halted (also account for other positions). If a position runs out of tractor factors, it will not stop any more positions on that particular day through the use of tractor mechanisms. This means that a starbase with a gadzillion tractor factors could bring an entire warfleet to a grinding halt, stopping it for battle. A starbase with only a few tractor factors may not even be capable of stopping a single ship. As this could lead some players to develop xlight ships loaded with combat engines in order to exhaust tractor factors we will put some modifiers in. Stress The stress modifier of the firing position and the target position directly modify tractor factors. Therefore firing tractor beams against an xtra light ship is much more effective on a mass per mass ratio than firing them against a heavy hull ship, i.e. an xtralight hull ship packed with combat engines will not soak more tractor factors than a heavy hull ship packed with combat engines. An xtralight hull ship packed with tractor beams will not be more effective at stopping other ships than a heavy hull ship packed with tractor beams. Vague supporting physics While this is a game, we like to use some physics where we can. Tractor beams are more effective against xlight hull ships as the ships as thrust needs to be cut in order to prevent the engines from powering through the rest of the ship. Tractor beams are less effective when fired from an xtra light hull ship as the decking around the tractor tends to give way long before the tractor can be brought up to full power (like trying to lasso a train). | |||||
| Lord Scrimm | |||||
| I don't suppose that adding a negative modifier to an E-Jump attempt by a ship that has been tractored could be added in this overhaul... BTW: How are daily tractor factors going to affect my personal fave weapon - the Grav Cannon? The "vague physics" explanation for these little beasties should be entertaining Cheers and thanks for the Headsup, Rich Fanning aka Lord Lawrence Scrimm CIA Director of Regional Operations | |||||
| Mica Goldstone | |||||
I do not like this idea. Emergency jumps are risky enough.
The tractor factor modifiers are applied in exactly the same manner. The weapons however still do the same damage. Theory is that the tractor factors from gravity cannons is a by-product of the mechanism. It is however such a useful by-product that the weapon is useful despite the low damage it inflicts. | |||||
| Gandolph | |||||
| i dont know if this is the case, but at the end of a battle on day 1, is the tractor beam effect against a position still in effect for day 2 of the battle, or is it reset, I personally think that if on round 4 of the battle on day 1, you have been hit by tractor beams, they should have an effect on round 1 of battle day 2, as in effect you havent left the combat, and as far as im aware, they havent bought in the European working time regulations where we all have to have an 11 hour gap between working/fighting this may already be the case though, im not sure as i havent reviewed the new combat structure in full yet... | |||||
| Kragnost | |||||
| Will this be independant of the number of batteries the starbase (for example in your text) is firing? So if a starbase is configured for a maximum of 5 targets but has sufficient tractor factors to halt a fleet of 20 ships, all 20 ships will be stopped or only 5? In either case, will the tractor factors available be split amongst the available targets (things of the target list) or will on target be stopped, then remaing factors applied to the next target until it is stopped, then move on to the next? An example would be where 2 target ships are available, the starbase has sufficient tractor factors to stop one ship or reduce the combat speed of both by 50% - which way will it work? | |||||
| Andy | |||||
| It seems sensible that the number of batteries should limit the number of targets for tractor beams. You should only aim at what you can hit and destroy. | |||||
| khendon | |||||
| How exactly do tractor beams work; that is, what effect do N tractor beams have on enemy speed? | |||||
| Mica Goldstone | |||||
| The total output from the hitting tractor beams counters the thrust output from the vessel. If this reduces the thrust output to zero or below, the ship is stationary. All dodges/speeds etc are calculated against the modified thrust for the purposes of flee. | |||||
| khendon | |||||
| But I can't see anywhere how much tractor output each tractor beam has - eg, what will the reduction be from ten tractor beams that hit? | |||||
| Dan Reed | |||||
| the respective techmanuals show the output for engines and tractor beams.... Dan | |||||
| khendon | |||||
| Okay, sorry, I was just being dense :-) Thanks. | |||||
| Lord Scrimm | |||||
Just as a quick aside - how does a ship that has been completely stopped by Tractor Beams in combat (0 Combat Speed/Pinned) respond to boarding attempts from another ship? For example, the rules say the following:
Now, is the 4 rounds of space combat against the boarding ship/gp in addition to the existing 4 rounds of space combat already taking place (and keeping the target ship stationary and pinned), or is the targetting spread out amongst all combatants/boarders? The targetting rules seem to indicate that a ship that is pinned will target the ship pinning it in preference to others - does this carry over to boarding attempts? Does a pinned ship need to break the pin before it can retarget an incoming boarding party? Would a ship that is completely stationary and pinned be treated as landed/docked (best case) or completely uninhibited in it's firing arc against the boarder (worst case)? I can see a case with platforms where the 'best case' would not be feasable (making them extremely vulnerable to boarding), however I'm wondering if there is some middle ground that I'm missing here. Cheers, Rich Fanning aka Lord Lawrence Scrimm CIA Intelligence Director | |||||
| ptb | |||||
| Does a ship that is reduced to 0 movement due to tractor beams count as being pinned? As it that it can't leave the area? |