Author Topic: First Campaign Version 17  (Read 1445 times)

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Offline Erik Luken

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Re: First Campaign Version 17
« Reply #15 on: February 19, 2016, 07:50:30 AM »
OK, after running the numbers on version 2 that you posted, my build sheet likes your design,  you could drop to 4 Power Plants, and your hull down to 822 ton (since as Erik said, you won't need to run your lasers and FTL drive at the same time,  Also for Erik,  is 2 or more Shield Generators a thing? if so whats the effect on Mitigations, Collapse, Regen & sig?

Yay my math are good!

No. Two shield generators are not a thing :) I suppose I could come up with some techo-babble reason why.
 

Offline boggo2300

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Re: First Campaign Version 17
« Reply #16 on: February 19, 2016, 05:21:20 PM »
That's good I had to manually add the second shield generator since my sheet doesn't allow for it, and It would've been a pain to adjust the sheet to allow for it!  Easy techno babble,  it's impossible to synchronise the emissions of the generators,  so you can only run one at a time,  so technically you could fit 2, but could only use one, though if your first is destroyed you have to cold start the other one,  which is probably not going to help you in battle, so why would you waste tonnage and MCr.

@misora
Personally I think 5 pd turrets is a bit overkill,  I'd drop 2 and add a 4th 25cm laser,  but that's just me.
However thrust 2 for a warship is way slow,  you need to keep in mind thrust isn't just speed in AI it's also manoeuvrability. I'd suggest using the 10 tons you save with the second shield generator (and using some more) to get your speed up to at least 4 (though that's probably the Traveller player in me)
« Last Edit: February 19, 2016, 11:38:31 PM by Erik Luken »
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Offline misora

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Re: First Campaign Version 17
« Reply #17 on: February 20, 2016, 08:49:37 PM »
@boggo2300 OK, I'll take off the second generator and the 2 PD turrets and work on getting its thrust and add that extra 25 CM laser. I'll have it up by tomorrow night.
 

Offline boggo2300

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Re: First Campaign Version 17
« Reply #18 on: February 21, 2016, 03:11:27 AM »
hmmm to @Erik Luken how about Triple Mount hardpoints?  recently re-watched the live action Space Cruiser Yamoto movie, and triple mount turret lasers FTW!!
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Offline misora

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Re: First Campaign Version 17
« Reply #19 on: February 21, 2016, 08:15:16 PM »
Code: [Select]
Elver Picket 1564.5 with structure tons
FTL 1 150 Tons Jump Delay 5 turns, BP cost 15, insertion power: 50
Standard Nuclear Pulse Engine 45 power per 1000 tons per thrust, 625 tons, BP 1200(4+3 max thrust I think)
7 basic Fission Plants, 133 tons, 280 power, 56 BP
Class 2 Sensors, 20 channels, active sig 40, passive sig 10, standard resolution 50M
3 PD 5 CM aperture, MID-Infrared, ROF 1 per turn. power use 9 if all used at once, cost 150 BP, 45 tons
4 25 CM aperture, MID-Infrared, ROF 1 per turn. power use 28 if all used at once, cost 450 BP, 60 tons
1 beta shields, EM protection 3, Thermal protection 7, kinetic protection 5, collapse 45, regen 5, sig 12, cost 15 BP, 10 tons, 4 power needed
Standard Inertial Compensators, power 2x thrust, 20 tons, 75 bp cost

OK, I fixed it up, and I think it looks better this time. I need and want to test it out though.
 

Offline Erik Luken

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Re: First Campaign Version 17
« Reply #20 on: February 21, 2016, 08:30:22 PM »
Code: [Select]
Elver Picket 1564.5 with structure tons
FTL 1 150 Tons Jump Delay 5 turns, BP cost 15, insertion power: 50
Standard Nuclear Pulse Engine 45 power per 1000 tons per thrust, 625 tons, BP 1200(4+3 max thrust I think)
7 basic Fission Plants, 133 tons, 280 power, 56 BP
Class 2 Sensors, 20 channels, active sig 40, passive sig 10, standard resolution 50M
3 PD 5 CM aperture, MID-Infrared, ROF 1 per turn. power use 9 if all used at once, cost 150 BP, 45 tons
4 25 CM aperture, MID-Infrared, ROF 1 per turn. power use 28 if all used at once, cost 450 BP, 60 tons
1 beta shields, EM protection 3, Thermal protection 7, kinetic protection 5, collapse 45, regen 5, sig 12, cost 15 BP, 10 tons, 4 power needed
Standard Inertial Compensators, power 2x thrust, 20 tons, 75 bp cost

You are basically needing 90 power per point of thrust. That will be ~2 thrust while reserving power for firing. You can get 3 if you cease firing.
OK, I fixed it up, and I think it looks better this time. I need and want to test it out though.
 

Offline boggo2300

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Re: First Campaign Version 17
« Reply #21 on: February 21, 2016, 09:02:10 PM »
Yeah,  I achieved 3 & 4 speeds on my low tech boats with Thrust Efficiency tech,  well worth the RP!

It's a real balancing game at low tech,  since you are still using basic fission you basically don't have a lot of wriggle room.  it will make a BIG difference if you can get your tonnage below 1000, as your engines will suddenly only need 45 power per thrust point.

Here is a look at the PacFed survey ship from the community game (not putting a warship here,  OpSec!) which is similar tech to you (though with a different focus on tech's)  this is also built under the v15 rules from memory, so shield numbers will be different.

Code: [Select]
Endeavour Class Science Vessel - 910 Tons, 21,865Mcr. LPV 173
Picket Class, Sig 56m/116m, Structure: 455
Advanced Power Systems B1F, Basic Fission Power Plant, Efficiency 2 (4)
Toshiba Active Electronically Scanned Array, Sensor Class I, Channel I, Signature I, Resolution I
Samsung S1, Alpha Shields Generator   0/15/10, Mitigation:2, Collapse: 25
Prometheus Heavy Industry Type 1a, Basic Nuclear Pulse Engine, with Thrust Efficiency II (Thrust 4)
Hitachi ERT-103b, Prototype Inertial Compensators (Thrust 4)
LG HK-70122x, Science Instruments Class I
Toshiba LRD-312b Extended Range Sensor Suite, Long Range Scanners 0
Hyundai TL4 FTL Drive Class I
Streamlined
Agile
Radiator Rating: 2

This ship generates 5 survey points per day.  This ship requires
50 power to enter FTL; this may be accomplished by shutting down
the N-Space drives.
Crew 80 (5 command, 48 engineering)
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Offline misora

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Re: First Campaign Version 17
« Reply #22 on: February 23, 2016, 04:17:55 PM »
Drew up my starting star system!

Code: [Select]
G-Class Yellow Star
Small Barren Planet, 5000KM, OrgInd 0.1, Mineral Index 4, Low g
Large Terrestrial Planet, OrgInd  5, mineral index 5, no moon, 87% water, 13% land, Very Rugged Terrain, 1.4 ATM


2 planets, I don't know if thats good a G-Class or not, but oh well
 

Offline boggo2300

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Re: First Campaign Version 17
« Reply #23 on: February 23, 2016, 05:21:04 PM »
well our sun is a G (G2V to be precise), so 2 planets is definitely at the low end (while our Solar system is at the upper end)
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Offline Erik Luken

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Re: First Campaign Version 17
« Reply #24 on: February 23, 2016, 05:40:00 PM »
Drew up my starting star system!

Code: [Select]
G-Class Yellow Star
Small Barren Planet, 5000KM, OrgInd 0.1, Mineral Index 4, Low g
Large Terrestrial Planet, OrgInd  5, mineral index 5, no moon, 87% water, 13% land, Very Rugged Terrain, 1.4 ATM


2 planets, I don't know if thats good a G-Class or not, but oh well

What are the values for the mineral categories? Your MI and OI seem a bit low.
 

Offline boggo2300

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Re: First Campaign Version 17
« Reply #25 on: February 23, 2016, 07:38:06 PM »
Thats a good point.  Earth in my Unification game has an OI of 9 and an MI of 10.5
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Offline misora

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Re: First Campaign Version 17
« Reply #26 on: February 23, 2016, 07:39:05 PM »
hmmmm, I'll look at it again, I think I still have the text file.
 

Offline misora

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Re: First Campaign Version 17
« Reply #27 on: February 25, 2016, 11:04:25 AM »
Code: [Select]
G-Class Yellow Star
Small Barren Planet, 5000KM, OrgInd 0.5, Mineral Index 6, Low g
Large Terrestrial Planet, OrgInd  9, mineral index 10, no moon, 87% water, 13% land, Very Rugged Terrain, 1.4 ATM

I looked back at the rolls, and I did indeed do the math wrong, this is far more correct.
 

Offline Erik Luken

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Re: First Campaign Version 17
« Reply #28 on: February 25, 2016, 11:13:09 AM »
Yes. Yes it is.
 

Offline boggo2300

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Re: First Campaign Version 17
« Reply #29 on: February 25, 2016, 03:00:45 PM »
yeah,  now you will actually have an income, and be able to make and research stuff!
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