Author Topic: Cockpit component and gunboats  (Read 2401 times)

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Offline SteveAlt

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« Reply #45 on: October 10, 2007, 07:07:54 AM »
A couple of notes now I am designing small ships in my current campaign.

I have added new modifiers to fire controls, allowing 1.5x range / 1.5x size and 1.5x tracking speed / 1.5x size, although the fire control itself will also be rounded up to the nearest whole number. This new modifier is because one HS can be important when designing the new small craft and it allows a 3HS system with double range and 1.5x tracking speed, or vice versa.

One issue that concerned me a little regarding the small systems necessary for gunboats/LACs/corvettes (or whatever we end up calling them :)

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline SteveAlt

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« Reply #46 on: October 10, 2007, 07:59:43 AM »
The first actual campaign design using the new rules. I managed to squeeze everything in at 1000 tons to avoid having to use a bridge system. Notable points are the engine, which is a gunboat-mod Ion engine, boosted a little further by +5% power / -10% efficiency. Might have to pay some green taxes on this baby :). The Cross Dome is a new 0.5 HS active sensor (all sensors can now use 0.5 HS size in v2.4). The Kite Screech fire control is 2x tracking speed and 1.5x range for a 3HS system that provided 6400 km/s tracking speed for the 6300 km/s ship (boat?). The laser is a fully capable, fast firing 12cm and I used a new 1 HS reactor (you can also have 0.5 HS reactors). Finally I used 1 small engineering system, 2 small fuel systems and 2 small crew quarters (just kept the crew below 100). It was a lot of fun trying to pack this much capability into such a small package

Code: [Select]
Tarantul class Fast Attack Craft    1000 tons     97 Crew     183 BP      TCS 20  TH 126  EM 0
6300 km/s     Armour 1     Shields 0-0     Sensors 1/0/0/0/0     Damage Control 0-0     PPV 4
Replacement Parts 1    

Sorokin SC88 Ion Drive (1)    Power 126    Efficiency 8.80    Signature 126    Armour 0    Exp 21%
Fuel Capacity 20,000 Litres    Range 9.8 billion km   (18 days at full power)

12cm C4 Near Ultraviolet Laser (1)    Range 72,000km     TS: 6300 km/s     Power 4-4     RM 3    ROF 5        4 4 4 3 2 2 1 0 0 0
Kite Screech (1)    Max Range: 72,000 km   TS: 6400 km/s     86 72 58 44 31 17 3 0 0 0
Gas-Cooled Fast Reactor (1)     Total Power Output 4    Armour 0    Exp 5%

Cross Dome (1)     GPS 75     Range 750k km    Resolution 15

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline Þórgrímr

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« Reply #47 on: October 10, 2007, 09:50:58 AM »
Quote from: "SteveAlt"
The first actual campaign design using the new rules. I managed to squeeze everything in at 1000 tons to avoid having to use a bridge system. Notable points are the engine, which is a gunboat-mod Ion engine, boosted a little further by +5% power / -10% efficiency. Might have to pay some green taxes on this baby :wink:



Cheers,
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
Sic vis pacem, para bellum
If you want peace, prepare for war
 

Offline Brian

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« Reply #48 on: October 10, 2007, 11:22:34 AM »
Quote
One issue that concerned me a little regarding the small systems necessary for gunboats/LACs/corvettes (or whatever we end up calling them ), is that larger ships may use multiples of them to pad damage. For example, you could use 5 GB Fuel storage instead of 1 normal fuel storage to absorb five hits instead of one. To prevent this, the damage allocation system will ignore systems less than one HS in size. This means they can't be hit but they also can't absorb damage and will be lost when the ship is destroyed. This avoids any 'padding' and it makes the small ships a little more vulnerable.


It may still be worth it for something like the fuel systems to have one hull space of fuel that can not be hit.  If you lose fuel in combat then the ship is dead in space.  Having a couple of 1/5 hs would be good

brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Brian

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« Reply #49 on: October 10, 2007, 02:16:13 PM »
Quote from: "Brian"
Quote
One issue that concerned me a little regarding the small systems necessary for gunboats/LACs/corvettes (or whatever we end up calling them ), is that larger ships may use multiples of them to pad damage. For example, you could use 5 GB Fuel storage instead of 1 normal fuel storage to absorb five hits instead of one. To prevent this, the damage allocation system will ignore systems less than one HS in size. This means they can't be hit but they also can't absorb damage and will be lost when the ship is destroyed. This avoids any 'padding' and it makes the small ships a little more vulnerable.

It may still be worth it for something like the fuel systems to have one hull space of fuel that can not be hit.  If you lose fuel in combat then the ship is dead in space.  Having a couple of 1/5 hs would be good

brian


Sorry for the way my post ended there.  My connection at work got severed unexpectedly.

The rest of what I was going to say is that having some systems that are less than a hs available as backup systems is probably a good thing for a warship.  A minimal radar for last ditch point defense and a fuel tank that can't be hit would actually make a ship more survivable.  Neither system would let the ship be considedered combat worthy, but they would let a ship get away without being quite so vulnerable.

Brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Steve Walmsley

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« Reply #50 on: October 13, 2007, 08:02:33 AM »
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Steve Walmsley

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« Reply #51 on: October 13, 2007, 08:03:21 AM »
Quote from: "Brian"
The rest of what I was going to say is that having some systems that are less than a hs available as backup systems is probably a good thing for a warship.  A minimal radar for last ditch point defense and a fuel tank that can't be hit would actually make a ship more survivable.  Neither system would let the ship be considedered combat worthy, but they would let a ship get away without being quite so vulnerable.

Yes, that's a good point.

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Brian

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« Reply #52 on: October 13, 2007, 08:29:33 AM »
Quote from: "Steve Walmsley"
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Pete_Keller

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« Reply #53 on: October 13, 2007, 08:45:36 AM »
Quote from: "Brian"
Quote from: "Steve Walmsley"
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by Pete_Keller »
 

Offline Þórgrímr

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« Reply #54 on: October 13, 2007, 09:20:45 AM »
I would also prefer a new release with the FAC's to. I wanted to test out the concept of them being the new Roman Limitani by placing a the FAC Bays in PDC's and having them patrol within their regions.

Then having the naval version of the Auxilia be the FAC's. Since anybody who could actually survive a tour on a FAC facility, especially in wartime, would deserve Citizenship.  :D



 Cheers,
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Steve Walmsley

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« Reply #55 on: October 17, 2007, 07:48:19 AM »
I was bored yesterday so I finally dove into the shipyard changes. It will be a few days before a new release because I need to test them. I'll make a separate post with the changes

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Pete_Keller

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« Reply #56 on: October 17, 2007, 10:08:31 AM »
Quote from: "Steve Walmsley"
I was bored yesterday so I finally dove into the shipyard changes. It will be a few days before a new release because I need to test them. I'll make a separate post with the changes

Steve


Boo.... Hisss ....... :(

Pete
« Last Edit: December 31, 1969, 06:00:00 PM by Pete_Keller »
 

 

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