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Weapon destroyed result
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garhkal
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PostPosted: Sun Dec 18, 2016 3:15 pm    Post subject: Reply with quote

IIRC part of the firelinking cost, IS making some crossover circuitry, hence the added Cost In making a firelinked gun system.
Quote:
The computer linkage for this operation costs
around 100 credits per weapon.


So that right there indicates there is some linkage between them.. Perhaps the destroyed result sends a massive power spike down the list to other weapons in the link.
BUT it could also depend on the type of link.. A twin turret where both lasers are linked vs two wing tip lazers, firelinked..
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Savar
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PostPosted: Sun Dec 18, 2016 4:57 pm    Post subject: Reply with quote

garhkal wrote:
IIRC part of the firelinking cost, IS making some crossover circuitry, hence the added Cost In making a firelinked gun system.
Quote:
The computer linkage for this operation costs
around 100 credits per weapon.


So that right there indicates there is some linkage between them.. Perhaps the destroyed result sends a massive power spike down the list to other weapons in the link.
BUT it could also depend on the type of link.. A twin turret where both lasers are linked vs two wing tip lazers, firelinked..


Light Damage is one weapon
Heavy Damage is entire linkage linkage feedback or such
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PostPosted: Sun Dec 18, 2016 5:19 pm    Post subject: Reply with quote

Savar wrote:
garhkal wrote:
IIRC part of the firelinking cost, IS making some crossover circuitry, hence the added Cost In making a firelinked gun system.
Quote:
The computer linkage for this operation costs
around 100 credits per weapon.


So that right there indicates there is some linkage between them.. Perhaps the destroyed result sends a massive power spike down the list to other weapons in the link.
BUT it could also depend on the type of link.. A twin turret where both lasers are linked vs two wing tip lazers, firelinked..


Light Damage is one weapon
Heavy Damage is entire linkage linkage feedback or such

^ +1
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CRMcNeill
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PostPosted: Sun Dec 18, 2016 6:28 pm    Post subject: Reply with quote

garhkal wrote:
IIRC part of the firelinking cost, IS making some crossover circuitry, hence the added Cost In making a firelinked gun system.
Quote:
The computer linkage for this operation costs
around 100 credits per weapon.


So that right there indicates there is some linkage between them.. Perhaps the destroyed result sends a massive power spike down the list to other weapons in the link.
BUT it could also depend on the type of link.. A twin turret where both lasers are linked vs two wing tip lazers, firelinked..

Personally, I think Star Wars technology is sufficiently advanced to include the concept of a circuit breaker.

My thinking is more in line with how the weapon is listed on the stat. For instance, the Millennium Falcon has two quad-laser cannon, while the X-Wing has 4 fire-linked laser cannon (which are statistically identical to a single quad-laser). The stat-writers could've said that an X-Wing was equipped with 1 quad-laser, but instead gave it 4 single laser cannon (fire-linked).

As such, IMO, if the ship stat lists # laser cannon, each counts as a separate weapon for damage purposes, regardless of fire-linking. If it lists # of dual, triple or quad-laser cannon, each # counts as a single weapon of that type.

So, for a Lightly Damaged (Weapon) result on the Millennium Falcon, one quad-laser would be out of service, but the same result on an X-Wing would only disable one of the four laser cannon.
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PostPosted: Thu Dec 22, 2016 2:53 pm    Post subject: Reply with quote

+1 again
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garhkal
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PostPosted: Thu Dec 22, 2016 5:29 pm    Post subject: Reply with quote

CRMcNeill wrote:

Personally, I think Star Wars technology is sufficiently advanced to include the concept of a circuit breaker..


Trek's a lot more 'advanced' in some regards to star wars, but they seem to get consoles blowing up all over the place in every movie.
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CRMcNeill
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PostPosted: Thu Dec 22, 2016 5:40 pm    Post subject: Reply with quote

garhkal wrote:
Trek's a lot more 'advanced' in some regards to star wars, but they seem to get consoles blowing up all over the place in every movie.

I fail to see how a special effect applied for dramatic effect in a completely different universe dictates gaming rules in this one.
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garhkal
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PostPosted: Fri Dec 23, 2016 2:54 am    Post subject: Reply with quote

Just pointing out, just cause they MAY seem advanced, that some stuff WE take foregranted, THEY might not have thought of..
Same with "Seatbelts in flight chairs..."
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CRMcNeill
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PostPosted: Fri Dec 23, 2016 7:35 am    Post subject: Reply with quote

garhkal wrote:
Just pointing out, just cause they MAY seem advanced, that some stuff WE take foregranted, THEY might not have thought of..
Same with "Seatbelts in flight chairs..."

Using exploding consoles from a different universe is a very tenuous evidentiary link, especially without knowing the specifics of how badly ships must be damaged in the Trek-verse in order for consoles to explode.

Put simply, a literal translation of the RAW is that, if a craft is listed as having 4 of a specific type of weapon (such as the 4 separate-yet-fire-linked laser cannon on the X-Wing), then the RAW Damage result of 1 weapon damaged or destroyed would apply to only one of those weapons. Conversely, a quartet of closely linked laser cannon (such as the Falcon's 2 Quad-Laser Cannon) would count as a single, four-barreled weapon. The dividing line, IMO, is the # of weapons listed on the ship's stat.
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