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.

On thing we need to work on Would be reactor tech if we plan that (As ships without a sufficiently powerful reactor wouldnt have the energy generation to run the ship properly (E.g the Venator react had to be designed from scratch. As was the victory class star destroyer reactor (Which was then used as the Prototype for the mainline star destroyers in cannon if memory serves.)

Tldr: If you want a ship of that type it would need a bispoke reactor assembly (As it would have stupid energy requirements)
 
On thing we need to work on Would be reactor tech if we plan that (As ships without a sufficiently powerful reactor wouldnt have the energy generation to run the ship properly (E.g the Venator react had to be designed from scratch. As was the victory class star destroyer reactor (Which was then used as the Prototype for the mainline star destroyers in cannon if memory serves.)

Tldr: If you want a ship of that type it would need a bispoke reactor assembly (As it would have stupid energy requirements)
Well Deltamaster is correct that we need to design the Donnager-class cruiser from the ground up. We should also look into setting up a weapons R&D for the development of mass drivers and rotary blaster cannons. In other news the final weapon design list will leave us a bountiful supply of advantage points to spend on the ship design.
 
Tech WishList
Tech WishList
Last Updated:17/10/2020

To everyone else Pm or Post it below with my account name mentioned (@Deltamaster) and I will include the idea in the list
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Plate shielding (With the shield much more segmented so able to take more fire without giving: Needs miniaturized sheild generators and largely uprated reactors)

Modular designs (Marketable as ship can rapidly be reconfigured for altered operation specks.

Future proofed design (Additional hardpoints for weapons and such as well as higher tolerance power distribution systems with the assumption reactor tech will eventually allow for full loadout usage)- Gives incentive to buy a "Older" Ship as it can still give as good as it takes.

Grav driver tech (Better than railguns as no EMPing round so can launch torpedoes with it)
Railguns if it doesnt pan out.

Non Hyperspace FTL (As it could be marketed for expansion beyond the known hyperspace lanes as a great deal of planets are probably outside these lanes so unsettlable atm)
*Drive ideally must not be affected by flaws of hyperdrives ( Mass shadows)
Currently thought of types:
-Alcubierre drive
-Slipspace drive (Halo)
-Warp Drive* (40k variant but with warp interactions replaced with Cosmic force interactions)
*
would have... Interesting implications if developed... (Either be embraced by Jedi and Sith or decried as Heretical to the force... Best check out first. Also need gellar field generator to function but that involves easily built grav/antigrav tech)

Uprated Engines and inertial dampeners (Gotta Go Fast!)-As fast ships are better than slow ones.

Upgraded Reactor systems (Can fit for energy intensive systems and less issue of running out of power generation for the ship to use)

Artificial Cyber Crystals* (as they can be used to amplify energy generation ludicrously as seen in the deathstar which used Other crystals as part of its primary reactor assembly)- Development of these would amplify ship energy generation exponentially and allow for greatly reduced reactor sizes and more powerful equipment to be fitted.
*best kept under wraps until after order 66 or in the instance the event is derailed the marginalisation of the Jedi (as if the senate backs such technolgy development for the war the Jedi would have to sit down and shut up)

Ion hardening Shields (As currently not good enough in universe)

Upgraded Capacitor Systems (So if the reactor does have to scram the ship isn't dead in the water)

E warfare systems (As Star wars doesnt appear to know what E safety is...)

Anti Lock-on countermeasures (for bomber and figher craft primarily as missiles are as big a part in dogfighting as lasers in SW)

Modernised CIC systems (As the fact this isn't a thing on any modern sw ship is idiotic)

Anti intruder countermeasures/Internal Defence systems (As honestly Why don't ships like SD have automated turret systems or the ability to seal up sections to quarentine intruders... we never see it! (only thing new trilogy got right was that I suspect)

Stealth tech (Expanse Amun Ra style ships!)

Unique Ship types- As current selection is really limited and runs the risk of now standing out.
Current Ideas for conversion:
Amun Ra Stealth Ship-Expanse
Donnager Class Cruiser-Expanse
Viper Mark 3-Battlestar Galactica (Suggested name in Universe is Triple Ion engine Fighter)

Unique Weapon Types:
-Series origin: Halo-Weapon: Archer missile pod-Combat use: anti fighter swarm, unshielded capital ships

Opening of Departments:

-Weapon design Departments
-Engine Design Departments
-Shield System Departments
-Miniaturisation departments
-Increase cost shaving Department size

Rotary blaster/laser turrets- combat usage will be the equivalent of a pulse laser in battle, rapid fire.

Enhanced fire control systems- self explanatory.

Retractable weapon compartments- when not in combat protection from being scrapped off.

Composite Beam laser weapons: Few vehicles use this weapon system. 1 ground vehicle, the LAAT, the Blade Wing, and the Death Star
 
Last edited:
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.🤣🤣🤣

Edit: Terms of armaments we should at least have a mix of weapons to fit the situation. And I have to side with Shen on the Mass Driver topic. The Corvette that we are developing is being design for combat against pirates, we can design a version later that can fight against military class ships later.
these video games are teaching our children how to become effective killers!!!
 
I think the tech wishlist should probably be under informational rather than the normal threadmarks.

Edit: @Jax
1. How much space can shields and crew quarters take up?
2. Does having a single double Turbo laser turret meet the requirement for 2 heavy laser cannons?
 
Last edited:
Non Hyperspace FTL (As it could be marketed for expansion beyond the known hyperspace lanes as a great deal of planets are probably outside these lanes so unsettlable atm)
Currently thought of types:
-Alcubierre drive
-Warp Drive* (40k variant but with warp interactions replaced with Cosmic force interactions)
*
would have... Interesting implications if developed... (Either be embraced by Jedi and Sith or decried as Heretical to the force... Best check out first. Also need gellar field generator to function but that involves easily built grav/antigrav tech)
I think this is a non starter. Hyperdrives are a well developed feild and as long as the routes are properly charted can let you cross the galaxy in days which means nob hyperdrive ftl is gonna be an uphill battle outside of niche uses.

Also early hyperdrives were forced based already. The technology was refined to not need the force since force drives were limited in where they could go.
 
I think the tech wishlist should probably be under informational rather than the normal threadmarks.

Edit: @Jax
1. How much space can shields and crew quarters take up?
2. Does having a single double Turbo laser turret meet the requirement for 2 heavy laser cannons?
I thought I had put it under Information. I will change it tomorrow. Thanks for pointing it out.

1. It depends on different factors. For quarters its the question how comfortable they are. For shields what kind (military/civilian) and how powerfull.

2. No, two seperat weapon placements are meant. I alreday noticed that I wasn't clear enough and will make it better next time.
 
I thought I had put it under Information. I will change it tomorrow. Thanks for pointing it out.

1. It depends on different factors. For quarters its the question how comfortable they are. For shields what kind (military/civilian) and how powerfull.

2. No, two seperat weapon placements are meant. I alreday noticed that I wasn't clear enough and will make it better next time.
Are turbolasers considered heavy lasers? If so the pentagon wars video is very accurate as that would at minimum take up 12 compartment and corvettes only run 15 space and with engines, shields and crew that is not enough room.
 
I think this is a non starter. Hyperdrives are a well developed feild and as long as the routes are properly charted can let you cross the galaxy in days which means nob hyperdrive ftl is gonna be an uphill battle outside of niche uses.

Also early hyperdrives were forced based already. The technology was refined to not need the force since force drives were limited in where they could go.

Depending on which cannon you use there's either a full half the galaxy that's inaccessible by hyperspace lanes (legends) or the unknown regions which are (you could try but good odds of getting splattered for it.)

Not to mention hyperdrives are shit at the whole stealth thing...
 
Last edited:
Depending on which cannon you use there's either a full half the galaxy that's inaccessible by hyperspace lanes (legends) or the unknown regions which is (you could try but good odds of getting splattered for it.)
Going by wookiepedia the main issue is if there is an object in the way the ship in hyperspace, the ship would destroy itself on it. So if we manage an alternative ftl method like slipspace, it would drastically change the strategic landscape because of the ability to take paths that would be suicide for other ships, on top of being immune to interdictors.
 
Going by wookiepedia the main issue is if there is an object in the way the ship in hyperspace, the ship would destroy itself on it. So if we manage an alternative ftl method like slipspace, it would drastically change the strategic landscape because of the ability to take paths that would be suicide for other ships, on top of being immune to interdictors.

Mass shadow I believe (also weapon usable. See Revan's bullshit)
 
Last edited:
1. It depends on different factors. For quarters its the question how comfortable they are. For shields what kind (military/civilian) and how powerfull.

2. No, two seperat weapon placements are meant. I alreday noticed that I wasn't clear enough and will make it better next time.
So, the problem is that we dont have enough compartment space to meet weapon requirements while still being able to have good shields and crew quarters. We could have added more compartment space when making the frame, but we had no way of knowing that we would need 12 compartment space minimum to even meet the weapon requirements. I assume strong shields will take more than 1 compartment space, and that crew quarters will require 1 compartment space. If that assumption is correct, we have no way of meeting the customer requirements.

This doesn't really make sense. As designers, we should have a general idea of how much space each thing would probably need. As such, I have 2 requests:
1. In the future, give a general estimate of how much compartment space each part (engines, cockpit, weapons, etc) would require if we went with the standard option.
2. Give us an option on this vote to expand compartment space so that we can actually meet the design requirements for shields as well as weapons. Something like let us spend 2 stress to convert up to 6 advantage into compartment space at a 2:1 ratio, just like what was available in the threadmark "Finish the Frame!"
 
The only positive note on this topic of size restriction is that our design does not a large crew to operate. Since the Corvette class frigate in the Expanse only needed 12+ crew to operate. So we can get away with not going overboard for crew compartments.
 
Or we automate it with Slave Circuit systems like on the Katana Fleet. Of course we re-brand it under another name.

starwars.fandom.com

Katana fleet

The Katana fleet, also known as the Dark Force by some journalists, was a massive fleet of two hundred Dreadnaught-class heavy cruisers launched by the Galactic Republic during its final years, as a major part of the Galactic Senate’s many grandiose projects. The fleet, however, was lost on its...
starwars.fandom.com

Slave circuit

A slave circuit was a mechanism that allowed for remote control of a vehicle's systems while using a communications device. In technical vernacular, a vehicle that had a slave circuit installed was slave-rigged. For a vehicle that wasn't slave-rigged, the owner, with a computer and a little...
 
Or we automate it with Slave Circuit systems like on the Katana Fleet. Of course we re-brand it under another name.

starwars.fandom.com

Katana fleet

The Katana fleet, also known as the Dark Force by some journalists, was a massive fleet of two hundred Dreadnaught-class heavy cruisers launched by the Galactic Republic during its final years, as a major part of the Galactic Senate’s many grandiose projects. The fleet, however, was lost on its...
starwars.fandom.com

Slave circuit

A slave circuit was a mechanism that allowed for remote control of a vehicle's systems while using a communications device. In technical vernacular, a vehicle that had a slave circuit installed was slave-rigged. For a vehicle that wasn't slave-rigged, the owner, with a computer and a little...
The QM has said that it will be extremely difficult to sell anything with serious automation at the moment.
 
Or we automate it with Slave Circuit systems like on the Katana Fleet. Of course we re-brand it under another name.

starwars.fandom.com

Katana fleet

The Katana fleet, also known as the Dark Force by some journalists, was a massive fleet of two hundred Dreadnaught-class heavy cruisers launched by the Galactic Republic during its final years, as a major part of the Galactic Senate’s many grandiose projects. The fleet, however, was lost on its...
starwars.fandom.com

Slave circuit

A slave circuit was a mechanism that allowed for remote control of a vehicle's systems while using a communications device. In technical vernacular, a vehicle that had a slave circuit installed was slave-rigged. For a vehicle that wasn't slave-rigged, the owner, with a computer and a little...

you ever notice how all those lost super fleets and mega ships are super automated? I suspect there is an in universe reason for that. So i'd steer clear of that kind of drone ship unless its for something that's a glorified cruise missile.
 
Honestly... It's a pity about the droid/automation headaches....

As it would make it so much easier to build ships that don't need a stupid crew size....

That being said. It's not impossible to build automated ships that work (I mean... Most of the separatist ships were heavily automated with only command ships having any living crew, the remaining part that needed crew was then filled in by droids.)

Speaking of automation... How automated is the shipyards we currently hold (can we work on incorporated automated building drones that can work on the ship externals while the internal work is done by dockworkers...)

Would lower build cost and time even further (only need 1 control computer to command enough to double shipyard output)
 
Last edited:
Are turbolasers considered heavy lasers? If so the pentagon wars video is very accurate as that would at minimum take up 12 compartment and corvettes only run 15 space and with engines, shields and crew that is not enough room.
They are considered heavy lasers.

Not to mention hyperdrives are shit at the whole stealth thing...
Why exactly are they shit at the whole stealth thing? The problem comes when you jump in to close to the target like it happen in Episode V. If Ozzel had jumped in at the edge of the system he could have crept up on Echo Base. That's why Vader is so angry.

Will we be able to spend advantages to reduce the compartment requirements for the weapons?
Only if you mod them, that will make them more costly.

So, the problem is that we dont have enough compartment space to meet weapon requirements while still being able to have good shields and crew quarters. We could have added more compartment space when making the frame, but we had no way of knowing that we would need 12 compartment space minimum to even meet the weapon requirements. I assume strong shields will take more than 1 compartment space, and that crew quarters will require 1 compartment space. If that assumption is correct, we have no way of meeting the customer requirements.

This doesn't really make sense. As designers, we should have a general idea of how much space each thing would probably need. As such, I have 2 requests:
1. In the future, give a general estimate of how much compartment space each part (engines, cockpit, weapons, etc) would require if we went with the standard option.
2. Give us an option on this vote to expand compartment space so that we can actually meet the design requirements for shields as well as weapons. Something like let us spend 2 stress to convert up to 6 advantage into compartment space at a 2:1 ratio, just like what was available in the threadmark "Finish the Frame!"
And here you assume that I made a mistake with the weapon requirements. I didn't. I could have written the requirements more clear so you didn't have to guess so much if one turret would satisfy the needs of the customer or you need to. The Compartment Space numbers are correct.

The QM has said that it will be extremely difficult to sell anything with serious automation at the moment.
Automation would be complicated to sell, dorids is still a headache but more likely to be sold. But you also have to remember that a CR90 for example has a minimal crew of 7 people. So, automation has to exist to a certain degree, it is just not trusted to be the main feature. At least that is my read on the situation.
 
Automation would be complicated to sell, dorids is still a headache but more likely to be sold. But you also have to remember that a CR90 for example has a minimal crew of 7 people. So, automation has to exist to a certain degree, it is just not trusted to be the main feature. At least that is my read on the situation.
Actually, they don't need built in food besides storage for it, air scrubbers are standard issue, and the only droid besides cleaning is maybe a medical droid for first aid beyond "prevent person from bleeding out." They totally could run with just six to seven people depending on how much you need a dedicated gunner, which could be done by a droid brain.
 
When we create the second version of the Corvette we should make the frame a large in comparison to the normal size we have right now. My best guess is that we can at least double the compartment size available for use. For right now if we add a torpedo launcher on our first design we would have a balanced design with plenty of advantage points to modify it. The Version 2 Corvette can wait until we have a mass driver design of our own we can place on it.

List of tech needed for gen 2 Corvette.

Rotary blaster/laser turrets: combat usage will be the equivalent of a pulse laser in battle, rapid fire,.
Enhanced fire control systems: self explanatory.
Retractable weapon compartments: when not in combat protection from being scrapped off.
 
Back
Top