Project Knight [Mecha Design Bureau]

So the limited ammo is not something I came up with on my own. It's a concern. I'm also painfully aware of how fast you can burn through 25 rounds.
On the other hand, ammo capacity is not stated as a requirement for any of the potential clients, is it? It is something we can compromise on and still get the sales.

To repeat a question from earlier, how does one actually estimate ammo requirements for mecha? How long do we expect to fight? How frequent are the engagements? Can the crawlers be expected to resupply? How much ammo is carried by tanks of comparable size?
 
[] Plan: Coordinated Fire Support
-[] Central Hull (available size: 5.5)
--[] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
--[] Extra 152mm Ammo (0.5 tons, size 0.5, Central, Rear only)
-[] Frontal Hull (available size: 3.5)
--[] Networked Targeting Computer (0.5 tons, size 0.5, max 1)
-[] Rear Hull (available size: 3.5)
--[] Long-Range Comms Array (1 ton, size 0 - externally mounted)
--[] Radar System (0.5 tons, size 0 - externally mounted)

Alright, let me explain. The way I see it, our mech is destined to play at fire support. It's got a big, long-range gun with a lot of stopping power. The mech equivalent of a sniper or tank. I want our units to link up and coordinate to attack from long-range, where their weaknesses are less pronounced. The Radar, Long Range Comms, and Networked Targeting Computer are designed to give us a formidable and accurate long-range punch (as well as incentivize buying multiples of our unit, so they can work together.) while the Liquid Cooling, Fire Suppression, and ammo are to give us better heat control and endurance in a fight.

Does anyone have any suggestions, comments, complaints, or so on?

I actually like this honestly. The feel of a interlinked machine or a sniper model is really good and synergies with the drones.
 
Our heat is on the borderline for one contract and our tech simplicity is already quite bad. We are trying to sell to second tier states, not to primary powers. Can you please explain why you think these are good sacrifices as I do not understand. Which contracts do you think your plan would help with?

Also you are putting the ammo in the rear, right beside a noteable weakpoint that as at least one client very nervous.
Read the damn entry for the 152mm ammo where it says the rear and central is the only option allowed.

If I switch the locations, are you going to complain about me putting the EWAR in the rear? Or having Main Gun ammo too close to the pilots?

Because all of the options are less than a 1.0 and have basically no effect on the final product because less than 1.0 doesn't roll, as demonstrated by the Weapons update.
It also makes us guaranteed lose out on two contracts and given that a third was by word of QM shaky could easily turn this into a failure of a design. It makes our choice for the double cockpit entirely pointless except in the basest sense of number go up, and frankly if that was your goal we could have gone with a simpler life support single cockpit in an area with no maluses and come out VASTLY more ahead in terms of everything over this.
We have 2 budget to unfuck that problem.

If that's not enough for you, tell me which heat reducers you want me to add. I already did a revision where I added the cooling system.

As for the ammo, do you want me to swap it with the EWAR, or shift some of the EWAR to the front?

I was under the impression people didn't like having important bits in the front because that's what's getting shot at most often
 
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Read the damn entry for the 152mm ammo where it says the rear and central is the only option allowed.

If I switch the locations, are you going to complain about me putting the EWAR in the rear?

Because all of the options are less than a 1.0 and have basically no effect on the final product because less than 1.0 doesn't roll, as demonstrated by the Weapons update.

We have 2 budget to unfuck that problem.

If that's not enough for you, tell me which heat reducers you want me to add. I already did a revision where I added the cooling system.
Yes. Put the EWAR in the rear. It won't explode like the ammo will. I've already suggested putting sensors back there.

And as for the rest, I can see I just can't talk with you. You are far to aggressive for me to want to deal with and so I will focus on talking to other people. Anything I say you are going to take offense to, and then be similarly aggressive. So make the plan you want. Do what you will. I won't bother responding to you again.
 
Power & Cooling Systems:
Definitely grab that liquid cooling system. Beyond that--we're adding armor after this step, so no need for additional heatsinks.

Power cell banks, increased range. Very heavy, though.

A.I. Core would be great...for a high-end mech where we don't care about Tech Simplicity. We're not making that.

Do want to take an EPM suite so we can operate the drones under EWAR, though.

Do we get optics as standard, and how good are those relative to everything else?

Because it does feel like everything else is specialized. Radar lights us up in use, so not great for a gun combatant. Seismic, short range, has to be touching ground or underground. Security mech? Comms array...

...actually pretty great. Can control drones and talk to people through 'conventional' jamming, so presumably only the superpowers have the gear to jam us. And at no additional Tech Simplicity cost? Practically a steal.

EDIT: Actually, there's a thought--can we have a ground drone on a cable that carries the radar emitter? So we set up a good concealed firing position, and move our radodrone some six hundred meters off to the side.

Probably can't deploy it with how our drone rack is set up right now. Ah well.
Definitely want more 152mm ammo. Rest is, eh, take it or leave it.
 
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On the other hand, ammo capacity is not stated as a requirement for any of the potential clients, is it? It is something we can compromise on and still get the sales.

To repeat a question from earlier, how does one actually estimate ammo requirements for mecha? How long do we expect to fight? How frequent are the engagements? Can the crawlers be expected to resupply? How much ammo is carried by tanks of comparable size?
I am basing my estimates on historical armoured vehicles. I really don't feel like digging out all the reference material, but here is one figure. An M1A2 carries 42 rounds. The Leopard 2, Challenger 2, and T-90 all carry about 45 rounds. My plan brings the mech up to 45. This feels like a reasonable place.

Also from playing Battletech I find that you can burn through 25 rounds REALLY fast. Especially when you are going to be carrying rounds that are not good for one target or another.
 
Read the damn entry for the 152mm ammo where it says the rear and central is the only option allowed.

If I switch the locations, are you going to complain about me putting the EWAR in the rear? Or having Main Gun ammo too close to the pilots?

Because all of the options are less than a 1.0 and have basically no effect on the final product because less than 1.0 doesn't roll, as demonstrated by the Weapons update.

We have 2 budget to unfuck that problem.

If that's not enough for you, tell me which heat reducers you want me to add. I already did a revision where I added the cooling system.

As for the ammo, do you want me to swap it with the EWAR, or shift some of the EWAR to the front?

I was under the impression people didn't like having important bits in the front because that's what's getting shot at most often

2 Funding isn't going to make up for the subpar armor, wherein we need to hit 10 tons to be at par, E+ at best Tech simplicity when we need a C- to hit the grade, and are entirely forgoing our mission parameters to be a cheap reasonably effective defender in favor of an Ewar scout mech. Doubly so when we need to also work on Skeletal Agility to even try to hit the Amazon contract, which was the entire reason we took the Double cockpit in the first place, which means even less funding dedicated to fixing the tech simplicity problem.


In effect you're robbing Peter to pay Paul here.
 
Read the damn entry for the 152mm ammo where it says the rear and central is the only option allowed.

If I switch the locations, are you going to complain

We have 2 budget to unfuck that problem.

Why was this not the first thing out of your mouth in the previous comment? All this passive aggressive nonsense about how unhappy you are is getting in the way of meaningful criticism.

Your choice of language is crossing the line into aggressive. Take a breath and chill out - it's just a game and there's no need to get this hostile over it.

Do we get optics as standard, and how good are those relative to everything else?

Yes, of course! A range of optics for each weapon system is assumed as they're both lightweight and important to get value out of the system. There are also going to be a variety of cameras of different types located around the Mech's chassis to compensate for your cockpit's lack of viewport.
 
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2 Funding isn't going to make up for the subpar armor, wherein we need to hit 10 tons to be at par, E+ at best Tech simplicity when we need a C- to hit the grade, and are entirely forgoing our mission parameters to be a cheap reasonably effective defender in favor of an Ewar scout mech. Doubly so when we need to also work on Skeletal Agility to even try to hit the Amazon contract, which was the entire reason we took the Double cockpit in the first place, which means even less funding dedicated to fixing the tech simplicity problem.


In effect you're robbing Peter to pay Paul here.
In an era of drones, missiles, and other such assholery, EWAR is a useful defensive measure. I don't necessarily buy into this following position, but some even say indispensable. Especially since this Mech is explicitly demanded to kill peer opponents reliably.

And don't knock scouting - being able to see the other guy first means you can shoot them first.

Budget doesn't decrease unless an option specifically says it drops budget, unless I'm missing something. Correct me if I'm wrong @Verisaimilitude

Swing back to the plan and take another look, I made some edits. Tell me what you want dropped to hit the 10 tons you've got.

Your choice of language is crossing the line into aggressive. Take a breath and chill out - it's just a game and there's no need to get this hostile over it.
Noted.
 
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Liquid cooling, extra 152 ammo and fire suppression seems to be almost mandatory. 25 rounds of ammo for the only real weapon is just not nearly enough.

Aside from that the long-range comms and networked targeting will probably work together nicely, especially since we're likely going to be playing fire support anyways.

Also from playing Battletech I find that you can burn through 25 rounds REALLY fast. Especially when you are going to be carrying rounds that are not good for one target or another.
Battletech isn't a great example because each round of ammo is actually ten seconds of fire. The 150mm AC/20 on the Hetzer actually fires 10-round bursts for example, so one ton of ammo for that would have 50 shots. Our ballistic weapons are probably a fair bit less advanced than battletech.

In an era of drones, missiles, and other such assholery, EWAR is a useful defensive measure. I don't necessarily buy into this following position, but some even say indispensable. Especially since this Mech is explicitly demanded to kill peer opponents reliably.
This mech doesn't need to stand up against a Type 01 or anything, though. It's targeted towards second-tier powers who just want a mech that's primarily going to see use against pirates and insurgents. Against actual state actors it's mostly just going to sit on the border to deter invasion, and fight defensively if it has to.

EWAR is useful against insurgencies and such, but you probably want dedicated vehicles for that instead of trying to get a mech jockey to do it.
 
Budget doesn't decrease unless an option specifically says it drops budget, unless I'm missing something. Correct me if I'm wrong @Verisaimilitude

I will be very explicit if something is going to affect your funding, since you have very little of that and it's a hugely impactful resource.

EVERYONE said:

The topic of 152mm and how much you need is coming up a lot. Suffice to say I'm not an expert in exactly how much you require either, but real-world comparable MBTs of this weight class which are also single shot will typically carry somewhere between 30-50 rounds of ammo, with a caliber somewhere between 105-130mm. This seems to be able to get them by just fine. Is 25 rounds of 152mm enough? Maybe if you're really well supplied - but if you're already choosing features that lean into pilot endurance, then you should acknowledge that you're not investing in combat endurance unless you add more ammo storage.

Keep in mind that even with advanced optics, most shots fired are going to miss, and the gun won't be fired at just hard targets like tanks, mechs, etc. but might be used for clearing trenches, knocking out obstacles or buildings, deleting hardpoints, and so on. The more ammo you have, the more free the pilot(s) will be to use the gun for a wide variety of purposes, and the less worried about ammo shortages they'll be.

Whatever the reason, though, I did call out in a previous threadmark that the board is concerned that 25 rounds of ammo is not enough - they'd be a lot happier if you increased that.
 
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In an era of drones, missiles, and other such assholery, EWAR is a useful defensive measure. I don't necessarily buy into this following position, but some even say indispensable. Especially since this Mech is explicitly demanded to kill peer opponents reliably.

And don't knock scouting - being able to see the other guy first means you can shoot them first.

Budget doesn't decrease unless an option specifically says it drops budget, unless I'm missing something. Correct me if I'm wrong @Verisaimilitude

Swing back to the plan and take another look, I made some edits. Tell me what you want dropped to hit the 10 tons you've got.


Budget doesn't drop things no. But we with your build need to work on Heat, Armor, Skeletal Agility a bit and need DESPERATELY to work on Tech simplicity. It is highly Unlikely we can get something that raises Tech Simplicity 2 or more full points on funding alone without heavily compromising another facet of our work. As for scouting? We have Networked comms+ Long Range comms+ drones which handles the job adroitly via synergy without torpedoing our tech score.

This isn't an E-war design, its a tank + design and trying to stuff it with E-war is tone deaf to the mission parameters set. Either we get some E-war drones for it to use, or they use a dedicated scout vehicle instead of a brick on legs that's main job is to shoot things.


I get it, you want numbers go up no matter the cost. But this is not a Peak hyper tech mech, it's not a scout, it's a fire support design intended for secondary tier world powers. You are prioritizing the wrong numbers and assuming that we can just spend loads of cash to make up the difference. But as Concord and Sony shows that isn't always the case.
 
[]Plan: Cool System
-[] Central Hull (available size: 5.5)
--[] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[] Cockpit Airlock System (1 ton, size 2 - Central only)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
--[] Networked Targeting Computer (0.5 tons, size 0.5, max 1)
-[] Frontal Hull (available size: 3.5)
--[] Heatsink (0.5 tons, size 1)
--[] Power Cell Bank (1.5 tons, size 1)
--[] EPM Suite (1 ton, size 1, max 1)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
-[] Rear Hull (available size: 3.5)
--[] Heatsink (0.5 tons, size 1)
--[] Power Cell Bank (1.5 tons, size 1)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
--[] Long-Range Comms Array (1 ton, size 0 - externally mounted)


This is my refined plan. I took away most of the fancy systems and placed in a couple more Cell Banks and sprinklers for endurance and safety. I added in the comms array hoping that it may combo with the targeting computer. What do you guys think?
 
Battletech isn't a great example because each round of ammo is actually ten seconds of fire. The 150mm AC/20 on the Hetzer actually fires 10-round bursts for example, so one ton of ammo for that would have 50 shots. Our ballistic weapons are probably a fair bit less advanced than battletech.


This mech doesn't need to stand up against a Type 01 or anything, though. It's targeted towards second-tier powers who just want a mech that's primarily going to see use against pirates and insurgents. Against actual state actors it's mostly just going to sit on the border to deter invasion, and fight defensively if it has to.

EWAR is useful against insurgencies and such, but you probably want dedicated vehicles for that instead of trying to get a mech jockey to do it.
Battletech isn't really a good comparison except in the most abstract - they've never done a full overhaul to make decades of errata and such coherent with itself. So you get some AC20s that are described as burst fire, and some that are described as single big shells.

Your analysis of the overall mission profile is correct, but when ambushes, guerilla warfare, defensive actions, and other forms of "who hits first, wins", an EWAR suite that prevents enemies getring the first shot and helps you get yours is a significant bonus pretty much regardless of factors.

Plus, if comms are a problem, replace our bomb drones with repeater drones and have them serve as comms extensions. Would be nice to have a chain of drones with laser comms serving as relays for line-of-sight communications, as an example.

Unless your dedicated vehicles are armed and armored for frontline fighting when ambushes happen, no - you don't.
 
Liquid cooling, extra 152 ammo and fire suppression seems to be almost mandatory. 25 rounds of ammo for the only real weapon is just not nearly enough.

Aside from that the long-range comms and networked targeting will probably work together nicely, especially since we're likely going to be playing fire support anyways.
What do you think of this combination of my one thoughts and @CuriousRaptor ?

[]Plan Main Gun is primary v2
-[]Front Hull
--[] Heatsink (0.5 tons, size 1)
-[]Central Hull (3.5 tons, 3.5 size)
--[] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
--[] Long-Range Comms Array (1 ton, size 0 - externally mounted)
--[] Extra 152mm Ammo (0.5 tons, size 0.5, Central, Rear only) x2
-[]Rear Hull
--[] Networked Targeting Computer (0.5 tons, size 0.5, max 1)

This is my refined plan. I took away most of the fancy systems and placed in a couple more Cell Banks and sprinklers for endurance and safety. I added in the comms array hoping that it may combo with the targeting computer. What do you guys think?
You are using 10 tons. That brings us BELOW the minimum armour threshold mentioned. You are putting all kinds of fancy toys into the mech at the expense of it's ability to do it's primary job. Engage equal tonnage armoured vehicles. I feel this would be a disaster of a plan.
 
You are using 10 tons. That brings us BELOW the minimum armour threshold mentioned. You are putting all kinds of fancy toys into the mech at the expense of it's ability to do it's primary job. Engage equal tonnage armoured vehicles. I feel this would be a disaster of a plan.
Would you be a little more helpful than that? I took out all the fancy toys! Do you mean the cell banks?

A defensive mech that can't communicate is a pretty useless one.
 
[]Plan: Cool System
-[] Central Hull (available size: 5.5)
--[] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[] Cockpit Airlock System (1 ton, size 2 - Central only)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
--[] Networked Targeting Computer (0.5 tons, size 0.5, max 1)
-[] Frontal Hull (available size: 3.5)
--[] Heatsink (0.5 tons, size 1)
--[] Power Cell Bank (1.5 tons, size 1)
--[] EPM Suite (1 ton, size 1, max 1)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
-[] Rear Hull (available size: 3.5)
--[] Heatsink (0.5 tons, size 1)
--[] Power Cell Bank (1.5 tons, size 1)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
--[] Long-Range Comms Array (1 ton, size 0 - externally mounted)


This is my refined plan. I took away most of the fancy systems and placed in a couple more Cell Banks and sprinklers for endurance and safety. I added in the comms array hoping that it may combo with the targeting computer. What do you guys think?
Given how much Power Cells weigh, and how this design needs 10 tons of armor, sadly I'd recommend you cut those, as well as the fire suppression to anything other than the center. Airlock likewise doesn't really help the design all that much at current. If this had more room and tonnage leftover we'd ahve more to play with but as it stands we don't so we can't.


What do you think of this combination of my one thoughts and @CuriousRaptor ?

[]Plan Main Gun is primary v2
-[]Front Hull
--[] Heatsink (0.5 tons, size 1)
-[]Central Hull (3.5 tons, 3.5 size)
--[] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
--[] Long-Range Comms Array (1 ton, size 0 - externally mounted)
--[] Extra 152mm Ammo (0.5 tons, size 0.5, Central, Rear only) x2
-[]Rear Hull
--[] Networked Targeting Computer (0.5 tons, size 0.5, max 1)
Maybe put the Long-range comms on the back too? Components close together might get synergies. But overall looks good.


Would you be a little more helpful than that? I took out all the fancy toys! Do you mean the cell banks?

A defensive mech that can't communicate is a pretty useless one.
Long Range Comms prevent jamming. But yeah, the Cell banks, which I want, are just too heavy atm to actually be worthwhile if we want to hit our design goals to get these bad boys to sell to other polities. You need to limit your design to 4.5 Tons unless you want to compromise armor.
 
There is not a single item in this entire update that IMPROVES Tech Simplicity, and the only option in my plan that REDUCES it doesn't even reduce it because it's less than 1.0 value and less than 1.0 doesn't roll.

You're not getting the Tech Simplicity boost you want this turn no matter what you vote for because nothing boosts it, and my plan isn't actually losing any.

Do you have any suggestions for what I should drop that reaches the 10 tons you want?
 
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Maybe put the Long-range comms on the back too? Components close together might get synergies. But overall looks good.
50/50 there. @Verisaimilitude is there any significant difference with moving where the comm system is between the center and back?

Would you be a little more helpful than that? I took out all the fancy toys! Do you mean the cell banks?

A defensive mech that can't communicate is a pretty useless one.
You have 3 tons of extra range, an airlock that isn't needed for most customer because we are mostly selling to people on Earth, an EWAR system that while nice, is also expensive, and a ton of extra fire suppression.

Here is your plan with everything on my plan removed. Those are the fancy toys I was referring to.

[]Plan: Cool System
-[] Central Hull (available size: 5.5)
--[] Cockpit Airlock System (1 ton, size 2 - Central only)
-[] Frontal Hull (available size: 3.5)
--[] Power Cell Bank (1.5 tons, size 1)
--[] EPM Suite (1 ton, size 1, max 1)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
-[] Rear Hull (available size: 3.5)
--[] Heatsink (0.5 tons, size 1)
--[] Power Cell Bank (1.5 tons, size 1)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)

This is a combat vehicle, not a support vehicle. We are going to need armour. 10 tons of gear means we won't have enough armour to even make a roll, much less have a chance at selling to the client that asked for it. We don't have the mass budget for "Wouldn't it be nice". We need to focus on making sure our mech can do all the basics well. If this does well, we can offer a later E-WAR fit mech later or something.
 
real-world MBTs of this weight class which are also single shot will typically carry somewhere between 30-50 rounds of ammo, with a caliber somewhere between 105-130mm. This seems to be able to get them by just fine.
Sort of. We have modern day examples of tanks being catastrophic killed frequently because tankers are loading up on extra ammo beyond what can be safely stored and tanks that do carry 30-50 rounds regularly running dry during high-intensity combat. I suspect that the 30-50 shells that modern tanks carry is just the volumetric limit of how many 120mm shells you can safely store in a tank-sized vehicle while still fitting everything else in.

We probably can't fit more than 30-50 shells anyways but 25 is almost definitely not enough.

Battletech isn't really a good comparison except in the most abstract - they've never done a full overhaul to make decades of errata and such coherent with itself. So you get some AC20s that are described as burst fire, and some that are described as single big shells.
A class-20 autocannon is a ballistic weapon that fires 200kg of ammo in 10 seconds with an effective range of 300m. 20mm hypervelocity cannon that fires 12 shells per second? AC/20. 203mm cannon that fires a shell every five seconds? AC/20.

Your analysis of the overall mission profile is correct, but when ambushes, guerilla warfare, defensive actions, and other forms of "who hits first, wins", an EWAR suite that prevents enemies getring the first shot and helps you get yours is a significant bonus pretty much regardless of factors.

Plus, if comms are a problem, replace our bomb drones with repeater drones and have them serve as comms extensions. Would be nice to have a chain of drones with laser comms serving as relays for line-of-sight communications, as an example.

Unless your dedicated vehicles are armed and armored for frontline fighting when ambushes happen, no - you don't.
Why on earth would you ever send a dedicated EWAR suite to the frontlines? Those are wildly expensive, filled with classified technology and information, and have fairly long range to boot. We're not going to be able to fit a particularly good EWAR suite on this thing unless we give up on everything else, so we might as well just put in good networking and more ammo. A radar will also explicitly going to improve our ability to detect enemies, as opposed to ECM which is mainly a defensive too.

If we want something for electronic warfare we'd be much better off designing a mech that carries an AI core and fancy computers and all that instead of shoehorning it into our cheap grunt mech.
 
Got questions to clarify things about the settin befor I vote. Possible also additional equipment for next Mecha. Will post later.
 
There is not a single item in this entire update that IMPROVES Tech Simplicity, and the only option in my plan that REDUCES it doesn't even reduce it because it's less than 1.0 value and less than 1.0 doesn't roll.

You're not getting the Tech Simplicity boost you want this turn no matter what you vote for because nothing boosts it, and my plan isn't actually losing any.

Do you have any suggestions for what I should drop that reaches the 10 tons you want?
What i WANT is for Tech simplicity which is already bad not to nosedive into unmakeable except for the hyperpowers range. You are Saying we can make it up in back end, but I sincerely doubt we have the sheer funding to do that without screwing up the rest of the design terribly if you cram the AI in there.

Furthermore, values less than 1.0 DO roll and can still screw us over very badly, if we roll poorly. And i am very much opposed to putting us in a position where we have 4 different metrics to fix, including one that has always required a fundamental loss in the mech's ability in order to raise being at the lowest point where in we need to pass at minimum 2 if not 3 rolls to get it up to par without murdering our mech as is. We lack the tonnage and ability take an AI now that we chose the more extensive life support option. Full stop. Taking the AI means that the fancy hyper cockpit we put in was entirely useless and waste of tonnage and time. If you wanted the fancy A.I. you best bet was to take a lite life support module, standard seats, and cram it in the front so we have 3 extra tons to play with and a full extra pip of Tech simplicity to get us vastly closer to the Amazon contract goal.
 
[]Plan: Cool System V2
-[] Central Hull (available size: 5.5)
--[] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[] Cockpit Airlock System (1 ton, size 2 - Central only)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
--[] Networked Targeting Computer (0.5 tons, size 0.5, max 1)
-[] Frontal Hull (available size: 3.5)
--[] Heatsink (0.5 tons, size 1)
--[] EPM Suite (1 ton, size 1, max 1)
-[] Rear Hull (available size: 3.5)
--[] Heatsink (0.5 tons, size 1)


There I removed the cell banks, two sprinklers, and the long range comes. Is this better because I am not getting rid of the airlock or the EPM. We need something to protect our drones.
 
[] Plan HAF
-[] Central Hull (available size: 5.5)
--[] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[] Extra 152mm Ammo (0.5 tons, size 0.5, Central, Rear only)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
-[] Frontal Hull (available size: 3.5)
--[] Heatsink (0.5 tons, size 1)
-[] Rear Hull (available size: 3.5)
--[] Heatsink (0.5 tons, size 1)

[] Plan CHAF
-[] Central Hull (available size: 5.5)
--[] Liquid Cooling System (1 ton, size 2, Central only - max 1)
--[] Extra 152mm Ammo (0.5 tons, size 0.5, Central, Rear only)
--[] Auto Fire Suppression System (0.5 tons, size 0.5)
--[] Long-Range Comms Array (1 ton, size 0 - externally mounted)
-[] Frontal Hull (available size: 3.5)
--[] Heatsink (0.5 tons, size 1)
-[] Rear Hull (available size: 3.5)
--[] Heatsink (0.5 tons, size 1)
Here are my revised proposals. Heatsinks, Ammo, Fire suppression, and optionally Comms.

11.5 and 10.5 remaining tonnage, respectively.

This should be enough to boost our Heat Management to Sahel's desire. Then add all the armour for Sagittarius, or leave some off in the hopes it increases Skeletal Agility for Amazon. Nice and simple.

I think we have duly established that the twin cockpit and extended life support were unfortunate choices if one hopes to also put in a lot of subsystems. So there is no need to keep telling each other that.
 
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