i tried my hand at a carrier today pets were fun but in the end the turn rate killed it for me. my question is would a ship that size really turn that slow? considering that that theirs no resistance in space. in my head at lest i think a ship that size could turn much faster in reality. what are your guys thoughts
This is really a game balance design. Dedicated carriers are support ships, with their pets doing the majority of the damage and fancy space acrobatics. The drawback to having pets is that the ship itself turns slowly.
I think the carrier is shown smaller than actual size, given that it can host 6 fighters or 4 frigates.
In the Trek universe big ships behave like naval vessels do on Earth, so it fits that turn rate would be slow compared to smaller ships.
I don't think the turn rate on the Breen carrier is bad at all, at least if you have a +Turn impulse and 1-2 +Turn engineering consoles like the Fleet Neutronium.
you're still multiplying nothing with an RCS. rcs only really helps on ships with already high turn rate since its a % improvement. best bet is to just only plan on turning when evasive maneuvers is up
i tried my hand at a carrier today pets were fun but in the end the turn rate killed it for me. my question is would a ship that size really turn that slow? considering that that theirs no resistance in space. in my head at lest i think a ship that size could turn much faster in reality. what are your guys thoughts
Reality: physics. You can turn any ship at any rate if you put enough thruster on it. And, if you keep applying thrust, it will continue to accelerate -- there is no max turn rate but at some point it will fly apart from inertial forces.
And in STO: you can turn a carrier like an escort if you *want* to do so. Turn rate is super easy to get in DR. Of course, an escort with the turn tricks will beat the carrier, talking turning it like a more or less stock escort, you can get 20 deg/sec in most carriers with some effort.
i tried my hand at a carrier today pets were fun but in the end the turn rate killed it for me. my question is would a ship that size really turn that slow? considering that that theirs no resistance in space. in my head at lest i think a ship that size could turn much faster in reality. what are your guys thoughts
Much like every time this discussion has come up, I'll say the same thing. They're not solid objects. You apply thrust in one direction, you start to move in the opposite, you want to change again, and again, and again - you don't want to rip your object apart because of the various pressures that you're applying to the object. As is, most things in STO turn way too fast...they'd either sheer, collapse, and at the very least the inertial dampeners would not be able to keep up with it...so the crew would all be meat pancakes dripping down the various walls/ceilings/floors.
It's part of making STO more arcade-like which is more fun for a bunch of folks out there.
seems fine to me. it can be kinda annoying if you normally fly something smaller. went from a bird of prey to voquv, it was kinda jarring.
Which I think is the biggest reason the D'D gets a bad rap. The free one comes after the escort-like Mogai. You go from a heavy escort to the Romulan answer to the GCS, you're going to have problems adjusting.
The bigger the ship, the slower it is. (generally)
As far as realism the conventional wisdom in sci-fi in general is that big ships are going to be slower to turn and accelerate than small ships because they have much higher mass (remember the square-cube law). Impulse drives don't work like the warp drive: page 75 of the TNG TM explains that the impulse engine (on the GCS at least) is a fusion rocket assisted by a weak version of the warp drive, so they are partially reaction thrusters and are thus subject to Newtonian physics.
"Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
— Sabaton, "Great War"
i tried my hand at a carrier today pets were fun but in the end the turn rate killed it for me. my question is would a ship that size really turn that slow? considering that that theirs no resistance in space. in my head at lest i think a ship that size could turn much faster in reality. what are your guys thoughts
realism wise in sto size handicapping turn rate is too high plus 1 on all cruisers and plus 1.5 on carriers big step to realism without going too far or killing the advantage escorts have witch has been overstated as long as ive played star trek canon has allways been if too small for extended high warp speed simply does not have a chance having the ability to stay at warp 9.9 over a day means lots of power generation tarawatts and is the point q became interested
just think the first warpcore for the enterprise d could power the world in 2015 easy
Possible, to turn around you need thrust (and thrust in the opposite direction to stop). Mass times acceleration equals thrust force(newton),your engines can not put not infinite amount of force(newton), so if a ship is big and Heavy it might have low acceleration(thus turning more slowly).
Hast thou not gone against sincerity
Hast thou not felt ashamed of thy words and deeds
Hast thou not lacked vigor
Hast thou exerted all possible efforts
Hast thou not become slothful
i tried my hand at a carrier today pets were fun but in the end the turn rate killed it for me. my question is would a ship that size really turn that slow? considering that that theirs no resistance in space. in my head at lest i think a ship that size could turn much faster in reality. what are your guys thoughts
This is kinda an odd post. The turn rate is ok for a carrier, but "pets were fun". You haven't played a carrier long enough in higher difficulty STF or maybe you don't know what's up? The pets are glaring screwed up right now. Like, all the fighter hangers need a total rebalance.
Like stated above, the fighters do a chunk of the carrier dps; the carrier should support the fighters, but the fighters get wiped out in Advanced/Elite. The carrier shouldn't need to do maneuvers that much.
yeah carrier pets can be fun, they are very hit or miss in the STF's though they just can't seem to avoid explosions.
That said, occasionally when I am re-running a story mission, or helping a lowbie in a mission, I will sit just out of range and send in my swarm. The noise and lightshow often make me chuckle and they will tear npc's a new one with ease.
Now the other side of this is Star Trek magic. There have been several discussions on other star trek fora about how the ships in star trek and their physics don't work. The argument is that ships in star trek would tear themselves apart from shearing forces when they either tried to accelerate, decelerate, or change direction. This would be true with our normal physics as we understand them. There are two technologies, that were added to cancel these complications.
First is the warp field. This is generated by the warp nacelles, with power provided by the warp core (TRIBBLE you romulans). The warp field has the effect of not only providing a solution to the problem of general relativity while providing faster than light speeds, but it can also cancel inertia while it is active.
The second technology is the structural integrity field. This was basically a bunch of forcefields that reinforced the ship's structure. This kept ships from tearing themselves apart during maneuvering (moving) and kept them intact despite damage that would ordinarily rip them apart.
So in the interest of game balance the developers have chosen to path of inertia where big ships are concerned, over the space magic of Treknology.
Comments
This is really a game balance design. Dedicated carriers are support ships, with their pets doing the majority of the damage and fancy space acrobatics. The drawback to having pets is that the ship itself turns slowly.
In the Trek universe big ships behave like naval vessels do on Earth, so it fits that turn rate would be slow compared to smaller ships.
I don't think the turn rate on the Breen carrier is bad at all, at least if you have a +Turn impulse and 1-2 +Turn engineering consoles like the Fleet Neutronium.
if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
you're still multiplying nothing with an RCS. rcs only really helps on ships with already high turn rate since its a % improvement. best bet is to just only plan on turning when evasive maneuvers is up
The bigger the ship, the slower it is. (generally)
Reality: physics. You can turn any ship at any rate if you put enough thruster on it. And, if you keep applying thrust, it will continue to accelerate -- there is no max turn rate but at some point it will fly apart from inertial forces.
And in STO: you can turn a carrier like an escort if you *want* to do so. Turn rate is super easy to get in DR. Of course, an escort with the turn tricks will beat the carrier, talking turning it like a more or less stock escort, you can get 20 deg/sec in most carriers with some effort.
Much like every time this discussion has come up, I'll say the same thing. They're not solid objects. You apply thrust in one direction, you start to move in the opposite, you want to change again, and again, and again - you don't want to rip your object apart because of the various pressures that you're applying to the object. As is, most things in STO turn way too fast...they'd either sheer, collapse, and at the very least the inertial dampeners would not be able to keep up with it...so the crew would all be meat pancakes dripping down the various walls/ceilings/floors.
It's part of making STO more arcade-like which is more fun for a bunch of folks out there.
Which I think is the biggest reason the D'D gets a bad rap. The free one comes after the escort-like Mogai. You go from a heavy escort to the Romulan answer to the GCS, you're going to have problems adjusting.
As far as realism the conventional wisdom in sci-fi in general is that big ships are going to be slower to turn and accelerate than small ships because they have much higher mass (remember the square-cube law). Impulse drives don't work like the warp drive: page 75 of the TNG TM explains that the impulse engine (on the GCS at least) is a fusion rocket assisted by a weak version of the warp drive, so they are partially reaction thrusters and are thus subject to Newtonian physics.
— Sabaton, "Great War"
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realism wise in sto size handicapping turn rate is too high plus 1 on all cruisers and plus 1.5 on carriers big step to realism without going too far or killing the advantage escorts have witch has been overstated as long as ive played star trek canon has allways been if too small for extended high warp speed simply does not have a chance having the ability to stay at warp 9.9 over a day means lots of power generation tarawatts and is the point q became interested
just think the first warpcore for the enterprise d could power the world in 2015 easy
Hast thou not felt ashamed of thy words and deeds
Hast thou not lacked vigor
Hast thou exerted all possible efforts
Hast thou not become slothful
This is kinda an odd post. The turn rate is ok for a carrier, but "pets were fun". You haven't played a carrier long enough in higher difficulty STF or maybe you don't know what's up? The pets are glaring screwed up right now. Like, all the fighter hangers need a total rebalance.
Like stated above, the fighters do a chunk of the carrier dps; the carrier should support the fighters, but the fighters get wiped out in Advanced/Elite. The carrier shouldn't need to do maneuvers that much.
That said, occasionally when I am re-running a story mission, or helping a lowbie in a mission, I will sit just out of range and send in my swarm. The noise and lightshow often make me chuckle and they will tear npc's a new one with ease.
Star Trek = Technomagic (bad stuff happens, Data says something in technobable, engineers wave magic tools, cool stuff happens, cue credits)
The reasoning behind big ships moving slow is just your basic physics. This website has a good explanation.
Now the other side of this is Star Trek magic. There have been several discussions on other star trek fora about how the ships in star trek and their physics don't work. The argument is that ships in star trek would tear themselves apart from shearing forces when they either tried to accelerate, decelerate, or change direction. This would be true with our normal physics as we understand them. There are two technologies, that were added to cancel these complications.
First is the warp field. This is generated by the warp nacelles, with power provided by the warp core (TRIBBLE you romulans). The warp field has the effect of not only providing a solution to the problem of general relativity while providing faster than light speeds, but it can also cancel inertia while it is active.
The second technology is the structural integrity field. This was basically a bunch of forcefields that reinforced the ship's structure. This kept ships from tearing themselves apart during maneuvering (moving) and kept them intact despite damage that would ordinarily rip them apart.
So in the interest of game balance the developers have chosen to path of inertia where big ships are concerned, over the space magic of Treknology.