Maybe specialized missiles with tiny short lived single use shield gens designed to interfere with a ships shields by making them "jump" out around the missile by making the generator think that the missile is part of the ship thus bypassing shields
Maybe specialized missiles with tiny short lived single use shield gens designed to interfere with a ships shields by making them "jump" out around the missile by making the generator think that the missile is part of the ship thus bypassing shields
the issue is that they are expensive for what they do. damage outputs are fairly comparable to turbolasers which are dirt cheap to shoot in comparison.
its an issue of affordability vs flexibility and well affordable wins out.
I mean it could just be a single missile rack and have them be designed to home in on the ships Shield generators you fire like one or two missiles he'll have them be remotely guided so you can have them Dodge a a fire then once the ships Shields are down your switch to turbolaser
Or we figure out how to make some cheap enough to be a viable option
OR OR Look at it this way would rather spend lives or money
Fighter/Bomber pilots are way more expensive than missiles
and in canon it appears that they mostly use bombers and fighters to take down shield gens
We can market the mssiles as a less costly alternative to fighter/bomber runs
After all training pilots is an immensely expensive endeavor
We can callem Shield Crackers or Breaching missiles
I mean it could just be a single missile rack and have them be designed to home in on the ships Shield generators you fire like one or two missiles he'll have them be remotely guided so you can have them Dodge a a fire then once the ships Shields are down your switch to turbolaser
Or we figure out how to make some cheap enough to be a viable option
First of all, the main focus of this quest is ship design. As interesting as this is, weapon design won't be a major part of this quest.
Secondly, as a result of being a shipbuilder, you mostly work with what is available or asked by a customer. And it isn't likely anyone will ask for what you have in mind. The reason for that is the universe itself. Missles aren't that much used because of shields. Any missile that is strong enough to be a danger to shield generators needs to be fairly strong in its payload. They do exist but they are big. Like really big. Any ship meeting your suggestion will be:
a highly specialist ship
fairly under armed given the in-univers context
only interesting bigger navy, currently no such force exists
What I wanna know is why "unmanned piloted drone missile" is only a thing in certain modes of battlefront. Feels like something a ship might do well with. Especially if you can dive in and hit shields that way.
People really, really don't like anything that can be remotely hacked in star wars. A remote controlled missile would very much fit that bill.
At least thats why I would imagine you don't see them outside of that series anyway.
Any long range missile (because for shorter ranges it doesn't need to be remote controlled as it's own sensors are good enough for guidance) would by necessity be fairly large (about the size of a very small Fighter) and thus be a easy target for any of the targets Starfighters.
Not to mention that missiles would require another chain in logistics. Something that most of the people who are liable to buy from us would be interested in doing. Heck even big nations might shy away from it due to just how easy ammo logistics are when you just need Blaster Gas.
Yep! Even IRL (from which some of the proposals are based off), missile sales are a massive deal (geopolitically) and relies on logistics chains. (Seriously, this is one reason getting embargoed by the US is a problem: You lose out on all of the defense products from the US and likely also the EU)
TLDR: Missiles=Modern day missiles in logistics impact
Blaster gas/Tibiana gas= Bullets in logistics impact
One is easier to get than the other
The first decision was an easy one. Shields were an essential part of any warship, mostly light ones that couldn't enjoy the luxury of thick armor plates. That meant that a ship such as your corvette mainly relied on its speed and maneuverability to survive. In that regard, the Vulkan Corvette had already received the best that the market offered. Now you rounded it off with the Koensayr Manufacturing Corvette Protector, a good and robust shield that would protect the corvette from any incoming fire.
When it came to the crew bunks, the decision was much harder. It took you some time to come to the right decision. You found it easier to decide how the crews were to be protected than under what conditions they would live. Considering the shrinking room you worked with, it was a tough question. Only Shen's command about "hard soldiers" helped to make a decision. Simple bunks were chosen, a bit cramped, but at least enough of them that each crewmember had their own bunk so they wouldn't need to share. The officers of the upper ranks had their own rooms even. The situation wasn't perfect, but this ship's primary customers were planned to be local fleets, with the ORSF being the exception. And the crews among the ORSF were made out of sterner stuff than the usual crews of local fleets. They would make it work.
Now that all parts had been put together, it was time for one final decision before the overall tests could start. Time was ticking, and the deadline had come uncomfortably close but not so close that some last-minute modifications couldn't be done.
[ ] Everything is fine as it is.
[ ] Reduce Cost for Advantage on a 1 to 5 base (#)
[ ] Push the Speed stat up for Advantage on a 1 to 5 base (#)
[ ] Get some Compartment for Advantage on a 1 to 3 base (#)
[ ] Write-in, what to use Advantage for, ask me before voting!
A few tips here:
Advantages and Flaws cancel each other out if not used after this post
Generally, having Advantages is good, having Flaws is bad
You can use all Advantages now if you wish
The trait Efficient Production Line will be added to the ship after choosing what you use your Advantages on!
As someone new to the quest, is there a reason to keep Advantages on the completed design rather than leaving enough to cancel out the flaws whilst spending the rest of improvements now?
As someone new to the quest, is there a reason to keep Advantages on the completed design rather than leaving enough to cancel out the flaws whilst spending the rest of improvements now?
As someone new to the quest, is there a reason to keep Advantages on the completed design rather than leaving enough to cancel out the flaws whilst spending the rest of improvements now?
Know buffs to numbers vs unknown buffs to softer factors (or maybe numbers, it's random) They are quantum advantages- what they mean has not collapsed yet.
Looking at the original requirements, I think that we should reduce the Cost down to below 24 to meet the 'Cost shouldn't be over 25' bit. Maybe boost Speed or Compartment a bit.
Something like this to get down to below 25 with Efficient Production Line:
[ ] Reduce Cost for Advantage on a 1 to 5 base (3)
or we could go all the way to make a cheap ship.
@Jax Is it possible to pick a mixture of the improvement option or can we only improve in one area?
Looking at the original requirements, I think that we should reduce the Cost down to below 24 to meet the 'Cost shouldn't be over 25' bit. Maybe boost Speed or Compartment a bit.
Something like this to get down to below 25 with Efficient Production Line:
[ ] Reduce Cost for Advantage on a 1 to 5 base (3)
or we could go all the way to make a cheap ship.
@Jax Is it possible to pick a mixture of the improvement option or can we only improve in one area?
[] Reduce Cost for Advantage on a 1 to 5 base (5)
[] Push the Speed stat up for Advantage on a 1 to 5 base (3)
[] Get some Compartment for Advantage on a 1 to 3 base (2)
I'm not sure what a good ratio of Advantage to Stat is, so I've gone for spending a bunch. Going for maximum cost to try and make a cheap, but good warship while throwing some stuff into Speed for a quicker light warship while freeing up some Compartment space for customers to put something they want for their specific needs which could be more quarters or a tractor beam or maybe another weapon or two. This spends ten Advantage and when the Flaws are taken into account, this leaves the ship with nine Advantage.
[X] Reduce Cost for Advantage on a 1 to 5 base (5)
[X] Push the Speed stat up for Advantage on a 1 to 5 base (3)
[X] Get some Compartment for Advantage on a 1 to 3 base (2)
I'm not sure what a good ratio of Advantage to Stat is, so I've gone for spending a bunch. Going for maximum cost to try and make a cheap, but good warship while throwing some stuff into Speed for a quicker light warship while freeing up some Compartment space for customers to put something they want for their specific needs which could be more quarters or a tractor beam or maybe another weapon or two. This spends ten Advantage and when the Flaws are taken into account, this leaves the ship with nine Advantage.