I think 8, unless the trait Pinagg just got applies to all weapons this turn in which case it is more but not sure how much more.

@Jax how many crew bunks are needed for the expected crew?

So right now I am looking at 1 or 2 crew bunks depending on how many are needed and probably Strong Shields. If there is still space Tractor or Light Launcher could fit in.
At least 1 Crew Bunks, additional Crew Bunks means no hot bunking.
 
Found the requirements:
Must be armed with at least 4 light laser cannons and 2 heavy laser cannons
[*]Double barrels are preferred; quads for the light once
[*]Needs strong Shields (Normal or Large)
[*]Cost shouldn't be over 25 but must stay below 30
 
Found the requirements:
Must be armed with at least 4 light laser cannons and 2 heavy laser cannons
[*]Double barrels are preferred; quads for the light once
[*]Needs strong Shields (Normal or Large)
[*]Cost shouldn't be over 25 but must stay below 30
Probably will have to fo with freight then. I want the strongest shields on this one.
How much of those requirements have we fulfilled already?
And how much is it costing?
 
[X] Plan Shields and Crew
-[X] Military Shields (Strong)
-[X] Military Crew Bunks Simple x2

[ ] Plan Shields and Tractor
-[] Military Shields (Strong)
-[] Military Crew Bunks Simple
-[] Tractor Beam

[ ] Plan Shields and Launcher
-[] Military Shields (Strong)
-[] Military Crew Bunks Simple
-[] Launcher (Light)

With first plan:
Compartment: 0 (Mk. 1 Vulkan Corvette Frame), (Zyrinox Double-Death Laser Weapon x4), (BlastTech Double Turbolaser Mk.1 Modified)
Speed: 5 (Vulkan Mk. 1 Corvette Engine)
Maneuverability: 5 (Vulkan Mk. 1 Corvette Engine),( Mk. 1 Vulkan Corvette Bridge)
Weapons: 30 ( Mk. 1 Vulkan Corvette Bride),(Zyrinox Double-Death Laser Weapon x4), (BlastTech Double Turbolaser Mk.1 Modified)
Special Compartment:
Advantage: 30
Flaw: 11
Cost: 28 (Do note that we get a -1 to overall cost from a company trait and have the chance to reduce it from a cost dice I believe)

Tractor- +1 flaw, +2 cost
Launcher- +2 weapons, +1 advantage, +1 flaw, +1 cost

My preferred plans, going with Strong Shields and one simple bunk leaves 2 space so either a 2nd bunk, tractor beam or light launcher. Of those I prefer not having the crew hot bunk so a 2nd crew bunk, plus that gets us a +1 overall advantage and lower cost compared to the other two options. If we can sink some of those large advantage leads into eliminating flaws and reducing costs we should have a solid corvette.
 
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[X] Plan Shields and Crew
-[X] Military Shields (Strong)
-[X] Military Crew Bunks Simple x2

We will add launchers to another ship. With this the majority of requirements are made and we can use the testing and refinement phase next to drop the cost by the needed 3 points to get the final requirement.
 
[X] Plan Shields and Crew
-[X] Military Shields (Strong)
-[X] Military Crew Bunks Simple x2

[ ] Plan Shields and Tractor
-[] Military Shields (Strong)
-[] Military Crew Bunks Simple
-[] Tractor Beam

[ ] Plan Shields and Launcher
-[] Military Shields (Strong)
-[] Military Crew Bunks Simple
-[] Launcher (Light)

With first plan:
Compartment: 0 (Mk. 1 Vulkan Corvette Frame), (Zyrinox Double-Death Laser Weapon x4), (BlastTech Double Turbolaser Mk.1 Modified)
Speed: 5 (Vulkan Mk. 1 Corvette Engine)
Maneuverability: 5 (Vulkan Mk. 1 Corvette Engine),( Mk. 1 Vulkan Corvette Bridge)
Weapons: 30 ( Mk. 1 Vulkan Corvette Bride),(Zyrinox Double-Death Laser Weapon x4), (BlastTech Double Turbolaser Mk.1 Modified)
Special Compartment:
Advantage: 30
Flaw: 11
Cost: 28 (Do note that we get a -1 to overall cost from a company trait and have the chance to reduce it from a cost dice I believe)

Tractor- +1 flaw, +2 cost
Launcher- +2 weapons, +1 advantage, +1 flaw, +1 cost
I forget. Do the quest mechanics mean we can spend 11 Advantage to get rid if the 11 flaws and have 19 advantage to reduce cost and improve other areas? What do the Advantage do if just left there at sale?
 
Probably will have to fo with freight then. I want the strongest shields on this one.
How much of those requirements have we fulfilled already?
And how much is it costing?
Cost we should meet and depending on cost dice and what we can spend extra advantages on we might hit the recommended. Shields we can get, weapons I think we are slightly under unless the turbo modification we did was enough.

I forget. Do the quest mechanics mean we can spend 11 Advantage to get rid if the 11 flaws and have 19 advantage to reduce cost and improve other areas? What do the Advantage do if just left there at sale?
If we have extra advantages leftover it means the design performs better in some small number of ways. As for what we can spend on it tends to vary on which design phase we are on but having more advantages than flaws is where you want to end up at the end.
 
We will likely be able to spend what advantages we have for the shield and bunks to make them a bit cheaper. Probably by getting some more manufacturing of parts done locally or being able to strip out unneeded spare components.
 
[X] Plan Shields and Tractor
-[X] Military Shields (Strong)
-[X] Military Crew Bunks Simple
-[X] Tractor Beam
Cost we should meet and depending on cost dice and what we can spend extra advantages on we might hit the recommended. Shields we can get, weapons I think we are slightly under unless the turbo modification we did was enough.


If we have extra advantages leftover it means the design performs better in some small number of ways. As for what we can spend on it tends to vary on which design phase we are on but having more advantages than flaws is where you want to end up at the end.
Then if we spend 11 Advantage we'll have zero flaws and a maximum of 19 Advantage.
We are going to make alota credits with this ship.
 
[X] Plan Shields and Tractor
-[X] Military Shields (Strong)
-[X] Military Crew Bunks Simple
-[X] Tractor Beam

Then if we spend 11 Advantage we'll have zero flaws and a maximum of 19 Advantage.
We are going to make alota credits with this ship.
Flaws only matter when they out number the advantages. And no it is not a one for one swap here. It will take multiple advantages to remove a flaw at this point. And the tractor beam means that the ship is crowded and hot bunking is needed. That is not something that makes soldiers happy at all. It also increases the cost by a major amount to the point it almost breaks the cost condition. And this one is being we to the ORSF not for sale to everyone else. There is a reason we built the ship as a base that we then create from there custom jobs based on what the client wants.
 
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[X] Plan Shields and Tractor
-[X] Military Shields (Strong)
-[X] Military Crew Bunks Simple
-[X] Tractor Beam
 
[X] Plan Shields and Crew

Fills the requirements of the ship to the minimum, variant models of this ship are going to be very different thanks to Plagg obtaining the company trait that has weapons cost only 50% compartment space. Later models are going to be heavier armed, and with a wider variety of setups.
 
[X] Plan Shields and Launcher
-[X] Military Shields (Strong)
-[X] Military Crew Bunks Simple
-[X] Launcher (Light)

Missiles and torpedoes are just too useful. And for law enforcement purposes, ion torpedoes can be fired from the launchers to disable ships.
 
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[X] Plan Shields and Launcher
-[X] Military Shields (Strong)
-[X] Military Crew Bunks Simple
-[X] Launcher (Light)

Missiles and torpedoes are just too useful. And for law enforcement purposes, ion torpedoes can be fired from the launchers to disable ships.
A single launcher is not useful though. It lacks the numbers to be useful. And this is a combat ship first a police vessel second.
 
[X] Plan Shields and Crew
-[X] Military Shields (Strong)
-[X] Military Crew Bunks Simple x2
Vulcan machine never breaks. Simple small space for each crewer but it's theirs and they aren't sharing.
 
[X] Plan Shields and Crew
-[X] Military Shields (Strong)
-[X] Military Crew Bunks Simple x2

This. A happier crew is a more effective one. We can also add more stuff in future upgrades to the design.
 
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