Okay, so there is no chance of meeting customer requirements while staying at under 25 Cost, even if we didn't have to put shields on the thing.

...Actually, @Jax what happened to the Double Deaths we put on the freighter? Did the company making them go bankrupt or something?
 
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Verpine mass drivers do have the feature of being able to launch pretty much anything you can load into them. So why not make a combination mass driver/torpedo launcher? The big initial impulse of the mass driver would increase range (due to part of the travel energy being provided by the launcher) and time to target (since initial velocity will be higher, which implies less time for evasive maneuvers and counter measures).

It'd give a nice anti-irregular combatant punch (and make for a terrifying commerce raider...) while not being useless when facing anything else.
 
Okay, so there is no chance of meeting customer requirements while staying at under 25 Cost, even if we didn't have to put shields on the thing.

...Actually, @Jax what happened to the Double Deaths we put on the freighter? Did the company making them go bankrupt or something?
Quad Deaths + Mk.1 double turbolasers would cost 6, putting total price at 18 while meeting bare minimum requirements.
 
As you know, military shields frequently shift between ray shielding and deflector shielding to defend against missiles and laser fire alike.
Good point, especially since the Imperial ships after the clone wars used a special system to control the shields which pretty much nullifies the main disadvantage of using ray shielding, at least as long as the system is intact.
 
Quad Deaths + Mk.1 double turbolasers would cost 6, putting total price at 18 while meeting bare minimum requirements.
Yeah, if we were putting one Quad Death on it. We need to have four light laser cannons, which makes the cost 12 if we don't bother with the mass drivers. Bringing us up to 24 Cost before shields. And since the requirements state having two heavy laser emplacements, unless we want play with technicalities that actually would become 28, same if we substitute one of them for the cheaper mass driver. So what we'll have to do is get the +2 advantage option and then burn as much advantage as we can to lower the cost.
 
Yeah, if we were putting one Quad Death on it. We need to have four light laser cannons, which makes the cost 12 if we don't bother with the mass drivers. Bringing us up to 24 Cost before shields. And since the requirements state having two heavy laser emplacements, unless we want play with technicalities that actually would become 28, same if we substitute one of them for the cheaper mass driver. So what we'll have to do is get the +2 advantage option and then burn as much advantage as we can to lower the cost.
Quad Death is 4 lasers cannons though and for light quad barrel is preferred, double for the heavy (which the normal turbolaser is a double fulfills).

Currently I think 2 Quad Death 1 Turbolaser with the Quads top and bottom to give the best coverage against fighters (getting real milenium falcon vibes with the coverage) and the turbo positioned to fire forward. If we knew how much the shields were in terms of cost and compartment (and shields i the only thing left I think) we could see if we can go to 2 Turbos as well.
 
[ ] Verpin Shatter (#)
[ ] Verpin Heavy Shatter (#)
Verpine mass drivers do have the feature of being able to launch pretty much anything you can load into them. So why not make a combination mass driver/torpedo launcher? The big initial impulse of the mass driver would increase range (due to part of the travel energy being provided by the launcher) and time to target (since initial velocity will be higher, which implies less time for evasive maneuvers and counter measures).
If the Verpin mass driver weapons could double as a torpedo launcher, it could actually be a pretty good choice...
 
When I read the part about how a freaking aimbot for an in universe video game was used as a boost to the targeting system I just laughed out loud.🤣🤣🤣
What are you talking about? Vulkan Shipyards stands for quality and not some kind of cheating filth out of the holonet! How dare you!

...Actually, @Jax what happened to the Double Deaths we put on the freighter? Did the company making them go bankrupt or something?
A very good question, indeed! I could swear I had put them on the list but seems like that only happened in my mind.
Right, give me a bit of time and I will edit them in.

Can we not use Ion cannons, missiles, torpedoes? Not to mention stuff like tractor beams?
@Jax how much will shields cost us? Without that we don't know how much room we have with weapons
Special Weapons and other Compartments like shields come in the next part.

So what we'll have to do is get the +2 advantage option and then burn as much advantage as we can to lower the cost.
Correct, after the last parts are added you will get a testing phase, where you can change stats a bit depending on the Advantage you have.

If the Verpin mass driver weapons could double as a torpedo launcher, it could actually be a pretty good choice...
Not something the Verpin offer at the moment.
 
[] Plan: Requirements And Lowest Compartment Space
-[] "Sure, why not. It will be nice to get out, and it's good for the family and the company." (Loss 2 Stress)
-[] Turbolaser (2)
-[] StarMaster X9 (4)

Weapons: +24
Compartments used: 12
Advantage: 8
Flaws: 6
Cost: +12

[] Plan: Optimized Stats
-[] "Sure, why not. It will be nice to get out, and it's good for the family and the company." (Loss 2 Stress)
-[] Turbolaser (2)
-[] Quad-Death (2)

Weapons: +24
Compartments used: 12
Advantage: 12
Flaws: 4
Cost: +12

[] Plan: Mass Driver
-[] "Sure, why not. It will be nice to get out, and it's good for the family and the company." (Loss 2 Stress)
-[] Verpin Heavy Shatter (1)
-[] Quad-Death (4)

Weapons: +27
Compartments used: 13
Advantage: 17
Flaws: 4
Cost: 16
 
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ok so as far as weapons go, they wanted 6 weapons, 4 light laser cannons and 2 heavy laser cannons with Double barrels heavy and quads for the light. but they also want things cheap. So if we go with what they want we'd need 4 Quad-Death which cost 2 each and 2 BlastTech Double Turbolaser Mk.1 at 4 each which would be a total of 16 cost... which would put us at a total cost of 28... which would be putting us near the out budget limit.

Damn can we come back to this stage after we look at shields because I feel like we might need to drop the Quad-Death for the StarMaster X9 just to keep the price down. Also when it comes to conventional weapons vs mass drivers... I honestly don't think we can use Mass Drivers and still hope to get a decent shield because they're MORE expensive than the ordinary weapons.

Honestly I think our best bet here is to go with 4 StarMaster X9s just to try and keep the price down with the 2 BlastTech Double Turbolaser Mk.1 so they at least get the heavy weapons they wanted which would put us at a cost of 24 so we'd have at least 6 cost left to spend on shields. After all they did say they wanted 6 guns but they only said they'd prefer them to be quad and double not that they needed to be. Plus having 6 cost left over should be good enough for us to at least have some choices left for shields so we can decide if we want to go towards our budget max to get some damn good shields, or cheap out a bit to try and keep the price closer to the wanted 25
 
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So to meet minimum requirements we need 1 of each:

[ ] Quad-Death (#)
Name: Zyrinox Quad-Death Laser Weapon
Size: Normal
Weapon: 4
Type: quad laser cannon / turret
Compartment Space: 2
Advantage: 4
Flaw: 1
Cost: 2

[ ] Turbolaser (#)
Name: BlastTech Double Turbolaser Mk.1
Size: Large
Weapon: 8
Type: double turbolaser / turret
Compartment Space: 4
Advantage: 2
Flaw: 1
Cost: 4

That uses 6 compartment and 6 cost. We have 14 compartment and 13 preferred cost, 18 max cost

Special Weapons and other Compartments like shields come in the next part.
Will this require a crew quarters? And can we get the cost and compartment range of shields? Otherwise we can end up with not enough compartment space
 
Will this require a crew quarters? And can we get the cost and compartment range of shields? Otherwise we can end up with not enough compartment space
Your right a corvette requires crew quarters and other necessities in order to function. Void Stalker good catch their we could have potentially messed up their if we weren't careful.
 
Must be armed with at least 4 light laser cannons and 2 heavy laser cannons
What do double and quad barrel weapons count as for these requirements? Are we counting per barrel or per weapon emplacement?
E.g. would Quad-Death (x1) + Turbolaser (x1) meet the required number of weapons, or would we need Quad-Death (x4) + Turbolaser (x2)?

Quad Death is 4 lasers cannons though and for light quad barrel is preferred, double for the heavy (which the normal turbolaser is a double fulfills).

Currently I think 2 Quad Death 1 Turbolaser with the Quads top and bottom to give the best coverage against fighters (getting real milenium falcon vibes with the coverage) and the turbo positioned to fire forward. If we knew how much the shields were in terms of cost and compartment (and shields i the only thing left I think) we could see if we can go to 2 Turbos as well.
2 Quad Death + 2 Turbolaser would put us at 12/14 compartment spaces used. I doubt the remaining 2 compartment spaces would be enough to fit large shields.
 
So to meet minimum requirements we need 1 of each:
I don't think so, one of the requirements was
Must be armed with at least 4 light laser cannons and 2 heavy laser cannons
we need 6 weapons... and honestly the more I look at it the more I think we HAVE to go with the cheapest weapons in both light & heavy just to be able to stay in budget AND to have enough room to actually make sure we can fit everything
 
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...Actually, @Jax what happened to the Double Deaths we put on the freighter? Did the company making them go bankrupt or something?
[ ] Double-Death
Name: Zyrinox Double-Death Laser Weapon
Size: Normal
Weapon: 2
Type: double laser cannon / turret
Advantage: 3
Flaw: 1
Cost: 1

Will this require a crew quarters? And can we get the cost and compartment range of shields? Otherwise we can end up with not enough compartment space
Yes you will need Crew Quarters. However, don't peek at the once for the freighter as you have a different ship class here.

…I just thought of something, how useful would a light mass driver be against heavy fighters like the X-Wing?
Fighters, atleast in my mind, have the same kind of shields as anyother military ship. These are just much weaker, so it can tank maybe two to four shoots.
 
[X] Plan: Requirements And Lowest Compartment Space
-[X] "Sure, why not. It will be nice to get out, and it's good for the family and the company." (Loss 2 Stress)
-[X] Turbolaser (2)
-[X] StarMaster X9 (4)

Weapons: +24
Compartments used: 12
Advantage: 8
Flaws: 6
Cost: +12
Horrible design, leaves 2 compartments for shields and crew quarters (when crew quarters take 2 space by themselves).

Also the choice on starmaster is poor. 4 starmasters is worse than 2 quad deaths:
Starmaster x4
Weapon:8
Compartment: 4
Advantage: 4
Flaw: 4
Cost: 4

Quad-Death x2
Weapon:8
Compartment: 4
Advantage: 8
Flaw: 2
Cost: 4

[X] Plan: Optimized Stats
-[X] "Sure, why not. It will be nice to get out, and it's good for the family and the company." (Loss 2 Stress)
-[X] Turbolaser (2)
-[X] Quad-Death (2)

Weapons: +24
Compartments used: 12
Advantage: 12
Flaws: 4
Cost: +12
So crew quarters are 2 compartment space, which means the 2nd turbo will not fit in the end though given that this and your first plan has the same stats except for more advnatages and fewer flaws with this we can see starmaster is a trap

[X] Plan: Mass Driver
-[X] "Sure, why not. It will be nice to get out, and it's good for the family and the company." (Loss 2 Stress)
-[X] Verpin Heavy Shatter (1)
-[X] Quad-Death (4)

Weapons: +27
Compartments used: 13
Advantage: 17
Flaws: 4
Cost: 16
1 comparmtent leftover? Not enough for crew quarters let alone shields


Your right a corvette requires crew quarters and other necessities in order to function. Void Stalker good catch their we could have potentially messed up their if we weren't careful.
I was looking back at the previous ship design to see if it could give any insight onto space and cost needed for the next step
 
… Im beginning to think rail weapons aren't good for anything but siege crackers now... (Better for orbital bombardments and thats it...)
 
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Must be armed with at least 4 light laser cannons and 2 heavy laser cannons
  1. Double barrels are preferred; quads for the light once
  2. Needs strong Shields (Normal or Large)
  3. Cost shouldn't be over 25 but must stay below 30
You know, I should have asked earlier:

When they say 4 light laser cannons, does 2 double barrels count as 2 or 4 cannons?
 
…I just thought of something, how useful would a light mass driver be against heavy fighters like the X-Wing?
Fighters, atleast in my mind, have the same kind of shields as anyother military ship. These are just much weaker, so it can tank maybe two to four shoots.
Interesting, I was kind of thinking about since space was highly valuable for fighters, that some people might decide to drop the ray shields for more space, especially because of how big of a deal the X-Wing was for having a hyperdrive. 🤷‍♂️
Though depending on how the shield swap is handled, having some light drivers in the point defense could still be a nasty surprise.
 
Also... Now that I think about it... Are the weapons fixed (Got some rotation but not able to fire behind past a 180 degree arc or turreted (360 rotation)? (As fixed arc weapons would take up less room and given the ships extreme manueverability we could get away with scrimping on the rotation mechanisms. It would save on money and space for the corvette.

Tldr: Give weapons but reduce findly rotation mechanisms so cheaper and less big.

@Jax could that work?
 
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[ ] Double-Death
Name: Zyrinox Double-Death Laser Weapon
Size: Normal
Weapon: 2
Type: double laser cannon / turret
Advantage: 3
Flaw: 1
Cost: 1


Yes you will need Crew Quarters. However, don't peek at the once for the freighter as you have a different ship class here.


Fighters, atleast in my mind, have the same kind of shields as anyother military ship. These are just much weaker, so it can tank maybe two to four shoots.
No comparment cost for double death? And without more details the previous ship is the best we have to guestimate crew quarter cost and spae
I don't think so, one of the requirements was

we need 6 weapons... and honestly the more I look at it the more I think we HAVE to go with the cheapest weapons in both light & heavy just to be able to stay in budget AND to have enough room to actually make sure we can fit everything
If you note they prefer quad for light lasers. The quad death is 4 laser cannons which meets the first requirement. The turbolaser is 2 turbolasers which meets the 2nd requirement.

Also... Now that I think about it... Are the weapons fixed (Got some rotation but not able to fire behind past a 240 degree arc or turreted (360 rotation)? (As fixed arc weapons would take up less room and given the ships extreme manueverability we could get away with scrimping on the rotation mechanisms. It would save on money and space for the corvette.

Tldr: Give weapons but reduce findly rotation mechanisms so cheaper and less big.
As all the weapons have turret I would say no, as it is star wars generally does not do fixed weapons outside of fighter scale since having to point a cap ship at an enemy directly is a poor idea.


[X] Plan Leaving Space for Shields and Crew
-[X] Double-Death (4)
-[X] Turbolaser (1)
-[X] "Sure, why not. It will be nice to get out, and it's good for the family and the company." (Loss 2 Stress)

Weapon: 16
Compartment: 8
Advantages: 14
Flaws: 5
Cost: 8

Stats with plan
Vulkan Corvette
Compartment: 6 (Mk. 1 Vulkan Corvette Frame)
Speed: 5 (Vulkan Mk. 1 Corvette Engine)
Maneuverability: 5 (Vulkan Mk. 1 Corvette Engine),( Mk. 1 Vulkan Corvette Bride)
Weapons: 22 ( Mk. 1 Vulkan Corvette Bride)
Special Compartment:
Advantage: 23
Flaw: 7
Cost: 20

We have space for crew (probably 1 space), shields and any special weapons we add. This also gives us 5 cost for min, 10 cost for max to play with.


@Jax for Efficient Production Line: -1 Cost on total Ship cost is this added after the ship is complete or has that already been factored into the ship stats?

Edit- changed from 2 quad to 4 double. Better coverage and adds +4 advantage for +2 flaw compared to 2 quad so ekeing out even more of an advantage edge
 
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