So I was thinking about how the Corvette we're going to design is going to be based on the Roci. And the fact that ray shields can't block mass accelerators means that having one mounted is immensely useful.

So, to collate our prospective Corvette's armament in SW equivalents:
- 1 Mass Driver
- 6 (possibly retractable) Quad Laser turrets
- 2 Proton Torpedo launchers

Pretty beefy, for sure. And very expensive. Even without the torps, we're looking at a base Cost of 41 just for armaments.
Unless we build the ship around the length of the Mass Driver like the Aggressor-class Star Destroyer.

It'd also need Ion Cannons for the PDFs to justify it as not violating the Ruusan Reformation laws as a ship for law enforcement & planetary defence.
 
Stick with the ion cannon. Sufficient mass to be a bother that debris shields won't negate will really put a cramp in your acceleration and maneuverability which is kinda a corvette focus. Spending that much power to accelerate something that big is such a waste. Big ion cannon (I'm saying Malevolence caliber or Hoth caliber) can really lay down some hurt. Let it punch above its weight while also being able to handle pirates.
 
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Mass drivers are still in use during this time period, but the only examples of them that we see are in an artillery role in ground warfare. The main guns on the AT-TE, AT-AP and SPHA-M are mass drivers.
Too bad we are not talking about ground use here. We are talking about warship scale mass drivers which are completely outdated and weak unless you build the ships around it completely.
And if I remember correctly the ship can never have both shields on at the same time due to the power drain
No they can and in fact there is a shield that is both of them as in deflector shields. Which is what almost all military craft use.
 
Are you quite sure?

Yes, their shields were directed elsewhere, but then again, those weren't warship grade mass drivers either...
That ship isn't even one that has powerful shields dude not pointed at the incoming fire and the only reason the ship doesn't fall apart on its own is because it needs technology that holds the ship together. Knock out even one of the field generators or damage it and the ship will break. Those are anti-armor weapons in great numbers they are going to cause damage anyways and every weapon was firing only the top gun is a mass driver and even that is coated in a plasma jacket to increase the amount of damage it causes. Look up the information of projectile weapons outside niche functions they have stopped being used a long time ago. They are also a major logistical nightmare to deal with.
 
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I'm voting against any mass driver plan, I don't care if you're making a second Marauder corvette. It's a terrible idea for Star Wars physics and that role (heavy hitting non-energy weapon) is why proton torpedoes and concussion missiles exist, with the added bonus that you can do other better tricks with torps and missiles.

The sort of ship you would target with a mass driver can eat those shots all day. A high-caliber ion cannon, however, would do the trick better.
 
Finish the Weapons & and add Special Compartment
You played with the Corellian whisky in your glass as you stared at the small projection in your palm. It was a model of the weapon system you planned to install. The Zyrinox Double-Death was a good weapon even if the name is just horrible. It had to come from the fact that Zyrinox was a company set in the Outer Rim and mostly sold to, let's say, characters with questionable willingness to stay within the law. The weapon was lawful, you checked three times with the legal department just to be sure. A turreted double-barrel laser cannon would give your ship enough firepower to fight through most ambushes.

Yet, you weren't entirely sure if there was something that could be done to improve the design. It was relatively simple and rugged, ideal for anyone who wanted to play with it or have a weapon that could be repaired quickly. That also meant that you could modify it here on the station with relative ease. The question was, should you do it?

[ ] No, the weapon is good as it is.
[ ] Yes modify the weapon …
-[ ] Add 1 in Weapon for 1 Advantage
-[ ] Remove 1 Flaw for 1 Advantage

You made a final note on your datapad, happy with your decision, and deactivated it together with the projector and leant back. This was finally done, wrapping up the day nicely. You took another sip and sighed, relaxed. You gazed lazily out through your open door into the dark department. Not long ago, this was just a dream for you, but now it had become a reality. Now even the first ship would soon be finished, you thought that you had the right to be a bit smug about all of this. You emptied the glass and stood up, it was time to go to sleep.

As you left your office, you were surprised to notice that you weren't the last one still in the department. At the far end of the department's big meeting room, you saw a single workstation still running, a person hunched over it. You didn't need long to identify the person who sat there: it was Shen. As you approached, he looked up at you, the Duros looking as tired as you felt. He still managed to give you a small smile.

"Hey Boss, I won't be long here, promise! I just wanted to finish a personal side project of mine before calling it a day."

"Shen, I think even Duros need sleep. And if you can't finish whatever it is you're doing in the next five minutes, you won't get enough sleep." You gave him a small smile. "Even someone as devoted as you and who has earned his promotion to junior developer needs rest. So get some sleep."

"I will boss, I promise! And it's just this one simulator run that … wait, what did you say?"

"I said that my newest junior developer needs some rest." You couldn't help but grin when you saw his stunned face. "Tomorrow, we will make it official and you'll get the paperwork, but I just thought I give you a little heads up. You've done some great work here, and I appreciate your commitment. A raise and an official position are what you've earned yourself. Don't be late tomorrow."

"I won't, Boss. Good night."

"Good night, Shen."

Gained new company Trait: Shen, Junior Developer – Get a +1d6 once per project.



"All right." You looked towards the two people in your office. Pinagg and Shen looked right back at you, their datapads before them, ready to give them information or take down some notes of their own. "It's time we finish this project. But we haven't decided how much space we will use for the freight compartment. And how much for the quarters. Your thoughts?"

>>Please Shen, I would like to hear your option first.<<

"Oh, alright then!" Shen took a deep breath and looked down at his datapad. You noted that his hands were shaking slightly, but after he balled them in a fist and relaxed them again, it seemed as if he had calmed himself. "I think our focus should be on the freight compartments. The crew quarters can be kept relatively simple. The same goes for passenger cabins. I know they want some, but it sounds more like an afterthought. Like they have some passengers, but not enough to make it a real focal point."

"Pinagg?"

>>I agree with most of it. The only point where I disagree is about the crew-quarters. I think we shouldn't make them simple. Most likely, the crews will stay on these ships for more than just a few weeks. Especially not on those that will go into private hands, they will basically live on these ships. Give them a few luxuries that are affordable will not cost so much but it will help us sell this ship better.<<

"Okay, good points, both of you. Let's take a look at what we've got."



[ ] Freight Compartment (#)
Name: Freight Compartment
Size: Normal
Compartment Space: -1
Advantage: 0
Flaw: 0
Cost: 1=0.5C

[ ] Crew Bunks Universal (Small)
Name: Crew Bunks Universal Mk. XX
Size: Small
Compartment Space: -1
Advantage: 1
Flaws: 0
Cost: 1

[ ] Crew Quarters Universal (Normal)
Name: Crew Quarters Universal Mk. V
Size: Normal
Compartment Space -2
Advantage: 2
Flaws: 1
Cost: 2

[ ] Passenger Quarters (Small)
Name: Passenger Quarters Universal Mk. XX
Size: Small
Compartment Space: -1
Advantage: 1
Flaws: 0
Cost: 1

[ ] Passenger Quarters (Normal)
Name: Passenger Quarters Universal Mk. V
Size: Normal
Compartment Space: -2
Advantage: 2
Flaws: 1
Cost: 2

[ ] Write-in
If you wish for something else or have a cool idea, post about it and tag me!

Compartment: 12 (Mk. 1 Vulkan Light Freighter Frame), (Mk.1 Light Freighter Cockpit)
Speed: 4 (CEC NovaQuad-D)
Maneuverability: 2 (CEC NovaQuad-D), (Mk.1 Light Freighter Cockpit)
Weapons: 2 (Zyrinox Double-Death Laser Weapon)
Special Compartment:
Advantage: 9
Flaw: 5
Cost: 12
 
So we have 12 Compartments to work with?

[ ] Write-in: Design a modular mounting system that will allow for easy switching between passenger cabins and freight compartments.

Would this work @Jax?
 
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[X] No Guns, Better Cargo and Bunks for rent
-[X] No, the weapon is good as it is.

-[X] Freight Compartment (9)
Name: Freight Compartment
Size: Normal
Compartment Space: -1
Advantage: 0
Flaw: 0
Cost: 1=0.5C

-[X] Crew Quarters Universal (Normal)
Name: Crew Quarters Universal Mk. V
Size: Normal
Compartment Space -2
Advantage: 2
Flaws: 1
Cost: 2

-[X] Passenger Quarters (Small)
Name: Passenger Quarters Universal Mk. XX
Size: Small
Compartment Space: -1
Advantage: 1
Flaws: 0
Cost: 1

These are the most effective use of the 12 points we have. 9 Compartments for cargo will make this light freighter have a higher than average capacity. The Crew and passenger quarters are just enough for what they need simple for passengers and good standards for the crew. The Guns are not a priority if people want to modify them they can do it on their own we don't need the extra costs. With this we have 12 advantages and 6 flaws. That means we have 6 advantages to spend to bring down the cost further where we can during the fix phase.
 
[X] No Guns, Better Cargo and Bunks for rent

@Adventwolf my only question is if we want to have 2 Small passenger cabins. It fits the request a bit better by allowing multiple parties of passengers to be carrier and nets us an extra advantage.
 
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@Jax
Was the low passenger requirement part of the internal documenation we don't see? Because I checked and every mention in thread was that they wanted to transport "goods and passengers" which to me indicates almost equal need.

Is there a purpse to the -1A, -1F modification? It doesn't seem to have a monetary cost attached to it, but I still don't have a clear idea of what that would mean narratively (makes it simpler but less powerful maybe?) or mechanically.
 
[X] Plan No Guns, double crew and passenger
-[X] No, the weapon is good as it is.
-[X] Freight Compartment (8)
Name: Freight Compartment
Size: Normal
Compartment Space: -1
Advantage: 0
Flaw: 0
Cost: 1=0.5C
-[X] Crew Bunks Universal (Small) (2)
Name: Crew Bunks Universal Mk. XX
Size: Small
Compartment Space: -1
Advantage: 1
Flaws: 0
Cost: 1
-[X] Passenger Quarters (Small) (2)
Name: Passenger Quarters Universal Mk. XX
Size: Small
Compartment Space: -1
Advantage: 1
Flaws: 0
Cost: 1

Notably going 2 small crew bunks gives us 2 advantages for 0 flaws at the same cost as normal crew bunks which are 2 advantages and 1 flaw. It also means if something happens to one crew quarter the other is still in use. I am also adding a 2nd small passenger quarters so that you can take two groups of passengers if need be. Of note we are at +4 advantages this will take us to +8 advantages so we can hopefully work some cost magic in the next step.

@Adventwolf you might want to change out the crew from normal to 2 small, it takes the same space and cost but reduces flaw total by 1 while keeping the same advantage total.
 
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@Adventwolf you might want to change out the crew from normal to 2 small, it takes the same space and cost but reduces flaw total by 1 while keeping the same advantage total.
It may not have more cost but it also has bad living conditions for the crew that will be on the ship for very long amounts of time. That is why the normal one was taken because it gives the crew the living conditions for a better outcome we want this thing to sell to many other people as well.

@Adventwolf my only question is if we want to have 2 Small passenger cabins. It fits the request a bit better by allowing multiple parties of passengers to be carrier and nets us an extra advantage.
Passengers are not a priority here this thing is meant for transporting cargo mainly. The one passenger cabin are enough for the small number of people that would be used to transfer alongside cargo.
 
[X] No Guns, Better Cargo and Bunks for rent
-[X] No, the weapon is good as it is.
-[X] Freight Compartment (9)
-[X] Crew Quarters Universal (Normal)
-[X] Passenger Quarters (Small)
 
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So you all are ignoring the advice of our senior advisor that it is important to give the crew proper long term living condtions? How does that make any sense you want people to buy this ship and give it good reviews what are they going to say when they have to live in cheap uncomfortable quarters for years on in? They wouldn't buy it or trade it away for something better.
 
So you all are ignoring the advice of our senior advisor that it is important to give the crew proper long term living condtions? How does that make any sense you want people to buy this ship and give it good reviews what are they going to say when they have to live in cheap uncomfortable quarters for years on in? They wouldn't buy it or trade it away for something better.
Isn't your vote in the lead?
 
Isn't your vote in the lead?
Maybe it is but that doesn't change the fact that people are voting to do the exact opposite of what was advised for a greater cost as doing the proper action for advantages when we already are over the number of disadvantages that would show up as it is. The next phase is about removing disadvantages so that is where the ship will be majorly improved for a better ratio so it isn't needed right now.
 
It may not have more cost but it also has bad living conditions for the crew that will be on the ship for very long amounts of time. That is why the normal one was taken because it gives the crew the living conditions for a better outcome we want this thing to sell to many other people as well.
Citation needed, neither compartment is mentioned how comfortable they are. And in terms of space two small is taking up the space as one large except that instead of one joint room you have two rooms so people can divide by shift, family, or other basis (such as different races preferring/needing different environmental conditions so the quarters can be tuned for two different environments). Like if I was going for 1 small compartment you could make the argument of cramped but 2 small is covering the space for the same number of people.

So you all are ignoring the advice of our senior advisor that it is important to give the crew proper long term living condtions? How does that make any sense you want people to buy this ship and give it good reviews what are they going to say when they have to live in cheap uncomfortable quarters for years on in? They wouldn't buy it or trade it away for something better.
Because as mentioned above living conditions are not mentioned in the living compartments both are called Universal Crew Bunks. And two quarters means if you have a couple in the crew they can take one compartment for privacy and the other two members of the crew can split the other.
 
Citation needed, neither compartment is mentioned how comfortable they are. And in terms of space two small is taking up the space as one large except that instead of one joint room you have two rooms so people can divide by shift, family, or other basis (such as different races preferring/needing different environmental conditions so the quarters can be tuned for two different environments). Like if I was going for 1 small compartment you could make the argument of cramped but 2 small is covering the space for the same number of people.


Because as mentioned above living conditions are not mentioned in the living compartments both are called Universal Crew Bunks. And two quarters means if you have a couple in the crew they can take one compartment for privacy and the other two members of the crew can split the other.
Considering that one is a small a basic living bunk and the other is larger and built for long term habitation there is a major difference. What do you think our Senior designer was talking about when he said don't just us the bare minimum for the crew quarters? Considering that there is only two options available it is very clear which is the bare minimum and which one for a slight cost increase is better for long term living on a ship. And universal means most species can use them dude.

The differnce between the small basic and normal crew quarters would be something like this. A major difference for people that have to spend a long time on these ships. Also it is not just a single room per each dude. It is several rooms per compartment. As that is how they always are done.
 
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[X] Plan No Guns, Normal Crew, and Extra Passenger Comfort.
-[X] No, the weapon is good as it is.
-[X] Freight Compartment (8)
Name: Freight Compartment
Size: Normal
Compartment Space: -1
Advantage: 0
Flaw: 0
Cost: 1=0.5C
-[X] Crew Quarters Universal (Normal)
Name: Crew Quarters Universal Mk. V
Size: Normal
Compartment Space -2
Advantage: 2
Flaws: 1
Cost: 2
-[X] Passenger Quarters (Normal)
Name: Passenger Quarters Universal Mk. V
Size: Normal
Compartment Space: -2
Advantage: 2
Flaws: 1
Cost: 2
 
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