I just want to point out that we build for the military and that we should do what the customer wants and not say: Yes, the customer wants that, but we don't care what the customer says, we build what we want.
Though on the other hand, there is a very real possibility that fitting the guns they want on the ship will mean not enough space for a shield they also want. 🤷♂️
I suggest that as 'compensation' for the 1 less turret that we give you a really good shield.
We have already made good the lack of the quad laser by better target acquisition.
Small issue that I found with all the plans, there requirements state that they want 6 guns in total not 5.
4 lights with a quad turret at least once, and 2 heavy. Any suggestions to rectify this misstep or am I running the numbers wrong.
Small issue that I found with all the plans, there requirements state that they want 6 guns in total not 5.
4 lights with a quad turret at least once, and 2 heavy. Any suggestions to rectify this misstep or am I running the numbers wrong.
You're not wrong, but their 'requirements' are ridiculous. The smallest number of compartments it would cost to do 4 lights and 2 heavy is 12 compartments, and we only have a budget of 14 left.
We still need a shield generator and a crew compartment, and 2 compartments is not enough for both of those, unless we can get small-size versions of them, and then we'd be failing the "Normal or Large shields" requirement.
So given that it's not possible to meet all the requirements, we have to pick a requirement to fail.
The leading plan is to have 1 heavy turret instead of 2.
On the bright side, this should definitely give us enough spare compartments to get a Large shield.
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.
Alright future design plan for a corvette mark 2 design, will have to acquire or start a weapon based R&D program for the possibility of a mass driver/torpedo launcher hybrid. Should make the mark 2s frame large in comparison to the mark 1s normal size. Also what is the planned layout for the weapon systems in general. Cause remember the golden rule "location, location, location."
so a thought, the heavy turbo laser is low key intended to let wolfpacks of these ships hunt military's cruisers and the like right? so what if we don't include the turbo lasers at all, and instead install a torpedo launcher? If we can't use what they told use they want to do the job, use a different tool to do it.
[x] Plan hope we can fit in a photon torpedo launcher
Quad-Death (4)
Name: Zyrinox Quad-Death Laser Weapon
Size: Normal
Weapon: 4(16)
Type: quad laser cannon / turret
Compartment Space: 2(8)
Advantage: 4 (12)
Flaw: 1 (4)
Cost: 2 (8)
so a thought, the heavy turbo laser is low key intended to let wolfpacks of these ships hunt military's cruisers and the like right? so what if we don't include the turbo lasers at all, and instead install a torpedo launcher? If we can't use what they told use they want to do the job, use a different tool to do it.
That....
Could be possible, assuming there is one that could pack a similar punch with less space being used, since we could work around a big cost, but not too little space.
so a thought, the heavy turbo laser is low key intended to let wolfpacks of these ships hunt military's cruisers and the like right? so what if we don't include the turbo lasers at all, and instead install a torpedo launcher? If we can't use what they told use they want to do the job, use a different tool to do it.
[x] Plan hope we can fit in a photon torpedo launcher
Quad-Death (4)
Name: Zyrinox Quad-Death Laser Weapon
Size: Normal
Weapon: 4(16)
Type: quad laser cannon / turret
Compartment Space: 2(8)
Advantage: 4 (12)
Flaw: 1 (4)
Cost: 2 (8)
4 double death+1 turbo laser takes up the same space and has the same stats except +2 advantage and +1 flaw for the 4 double death+1 turbo. So if we can fit a torpedo or missile launcher in the above we can fit it in with the 5 weapon plan. As it is double death should be able to deal with fighters and provide some missile defense while the turbolaser lets it be a threat to other corvettes and in groups can wolfpack bigger ships (though not the really big cap ships).
Weapon: 16
Compartment: 8
Advantages: 14
Flaws: 5
Cost: 8
Alright future design plan for a corvette mark 2 design, will have to acquire or start a weapon based R&D program for the possibility of a mass driver/torpedo launcher hybrid. Should make the mark 2s frame large in comparison to the mark 1s normal size. Also what is the planned layout for the weapon systems in general. Cause remember the golden rule "location, location, location."
What really would have been useful here was a single-barrel Large Turret with a compartment size of 2 or 3.
If you look, for laser cannons the formula is always Weapon = Compartments X 2, so the only thing that determines the total laser Weapon stat is how many compartments you devote to it.
So while it might not have been any more damaging than a single double-barrel Turbolaser turret, we'd have been able to at least meet the requirement of 2 Large Turrets.
so a thought, the heavy turbo laser is low key intended to let wolfpacks of these ships hunt military's cruisers and the like right? so what if we don't include the turbo lasers at all, and instead install a torpedo launcher? If we can't use what they told use they want to do the job, use a different tool to do it.
If the size requirements for a Large shield and a Normal crew compartment is smaller than expected, we can always add a torpedo launcher to the current configuration.
The advantage of having at least one Turbolaser is that it doesn't run out of ammunition like torpedoes do.
4 double death+1 turbo laser takes up the same space and has the same stats except +2 advantage and +1 flaw for the 4 double death+1 turbo. So if we can fit a torpedo or missile launcher in the above we can fit it in with the 5 weapon plan. As it is double death should be able to deal with fighters and provide some missile defense while the turbolaser lets it be a threat to other corvettes and in groups can wolfpack bigger ships (though not the really big cap ships).
Weapon: 16
Compartment: 8
Advantages: 14
Flaws: 5
Cost: 8
I think a torpedo boat would be better for punching up. In general, torpedo's seem to be how small ships hurt larger ones, so I think they would work better than trying to fill the role with the weapons their asking for. Though I admit, its a gamble, since we don't know how torpedoes work. I'm guessing they are compartment efficient but expensive, and we have more cost than we have space right now. The idea of using double deaths rather than quads is not a bad idea though.
The ships meant to fill 3 roles, patrol craft, escort for capitals, wolfpacks against larger ships. None of those roles would be unduly hampered by its heavy weapon having munition concerns. Patrol craft are unlikely to have many fights between chances to resupply, its not using its big guns when its screening a capital against fighters, and I believe the official name for a wolfpack that gets into a prolonged firefight with a capital ship is "debris field". It is something of a limit in that it means a wolfpack that wins its fight won't be able to jump another big ship, but the roles it is intended to fill mostly do not overly benefit from endurance.
anyways, here is a more focused take on my plan where I go for the double deaths rather than the quad deaths.
[x] Plan make sure we can fit in a photon torpedo launcher
Double-Death x4
Name: Zyrinox Double-Death Laser Weapon
Size: Normal
Weapon: 2 (8)
Type: double laser cannon / turret
Compartment Space: 1 (4)
Advantage: 3 (12)
Flaw: 1 (4)
Cost: 1 (4)
Adhoc vote count started by VagrantHero on Sep 22, 2020 at 2:23 PM, finished with 81 posts and 14 votes.
[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)
[X] Plan Just Shy Of Requirements
-[X] Double-Death (3)
-[X] Quad-Death (1)
-[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)
[X] Plan: Double Death + 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] Turbolaser (1)
-[X] Double-Death (2)
-[X] Verpin Shatter (1)
[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)
One thing that I also want to look into is about gravitational tech (we know that star wars tech can generate gravity fields and even localise it to make "antigravity" (Bullshit) bubbles (repulsor lifts)...
Why not see if can be scale up and focused? If we have a sufficiently powerful gravity generation system (for capital grade ships onwards) I hope we can make a alcubierre drive system (which would give a unique selling point as it would allow for non hyperspace lane travel (as you don't have to worry about gravity wells as much and the fragility of a hyperspace envelope to mass shadows as grav drive ignores it).
Also serve as a stealth drive as no hyperspace cronua radiation (which allows for tracking of ships entering,in and exiting hyperspace.
Hell the tech used to predict hyperspace jumps could be used for it (would need a dedicated bank of nav comps but it's workable)
Even if it doesn't work we can use the focusing tech to preempt interdictor class ships and even use it for grav driver tech. Railguns but better cuz not relegated to metallic objects and doesn't fry unshielded tech if you launch it... So can be used for high velocity torpedo launchers.
True... Though do we have any expertise building starfighters (reactor designs and such would have to be tiny as would the engines).
Tldr: do we have any ship bits small enough or would we have to start from scratch.
Also... I wonder if we should sideline the weapon department opening and instead open a miniturisation department (to avoid stuff like this happening again by working on shrinking the tech we have (cuts space usage so we can pack more things in without making these cuts... Also may need to see if we can grow cost cutting department)
[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)
Idea for special component for when we design the Star Wars version of the Donnager-class cruiser.
Frigate hanger system. Contains on average 3-5 Vulkan Frigates inside the hull to deploy at a moments notice. The benefits of this system allows the Frigates to have a mobile dry yard where the crews can easily repair and service their ships when not in port. The second benefit is that it allows for greater force deployment in a pinch. As explained by the YouTube channel Spacedocks the Donnager-class cruiser can hid the fact that it is a small flotilla from others until it is to late to retreat.