What exactly is the benefit of a dedicated campus for pilot training? Why cant training just be done by uploading simulator programs to the mobile suits themselves like we see in Ironblooded Orphans?

I don't think we've ever seen that in Gundam UC, just simulator pods. No, you're right but the timeframe is off. Using MS as simulators was a thing in the CCA/Unicorn era, 10+ years from where we are now.

Why do we need training facilities on our warship in the first place when we could grab more mobile suit capacity instead?

It's kind of a tradition in Macross/Robotech, the main characters (regardless wether they're adults or teens) are practically picked up off the street.

Scott Bernard from the third Robotech series was literally born and raised aboard the warships of the Robotech Expeditionary Force.

Alto in Macross Frontier received training as a member of the SMS aboard their mobile HQ, the Macross Quarter.

If that doesn't satisfy you then the Ra Cailum in Char's Counter Attack had simulators aboard so I can assume this shipboard academy is the first step in miniaturizing training and simulator technology.
 
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We saw training combat against computer-generated opponents while piloting MS in Zeta-era, in Evolve OVA.
 
It's kind of a tradition in Macross/Robotech, the main characters (regardless wether they're adults or teens) are practically picked up off the street.
So, not going to be a problem for us since we have MS pilot academies across the inner system?

Then even ignoring that using mobile suits as simulators isnt a thing yet could probably be solved in one turn of research, we have no real reason to include training facilities aboard our flagship. If the greener pilots assigned to our future flagship REALLY need extra training after graduating from flight school, a few cargo crates of paint rounds tucked away somewhere and some flight time around the ship will work just fine.
 
Couldn't find the original so I'm threadmarking a new one with more detail
Mega/Ultra-Particle cannons (Normal)- Medium to Long Range, Medium rate of fire, Medium Accuracy, High Base Damage, Ignores 90% of Armor, Ignores 30% of ECA
Alien Energy Weapons (Energy)- Medium to Long Range, Low rate of fire, High Accuracy, Low to Medium Base Damage, Ignores 30% of Armor, gnores 0% of ECA
Rail Weapons- Effective Range: Low to Medium (Ultra-Heavy Railguns have Extreme Range as their Effective range) Theoretical Range: Infinite, High rate of Fire, Low Accuracy, High to Very High Base Damage, gnores 10% of Armor,
Ignores 75% of ECA, Uses ammo, can use Special Ammo
Missiles: Medium to Very Long Range (Dependent on M-Particle Density), Medium rate of fire, High Accuracy (Dependent on M-Particle Density), Medium to Extreme Base Damage Ignores 0% of Armor, gnores 30% of ECA, Uses ammo, can use Special Ammo
Anti-Air: High rate of fire Low MS Kill chance
Anti-MS: Lower Rate of Fire Higher MS Kill chance
You should probably put this under the information tab instead of a story tab.
 
If we can't into MS training, wouldn't this training center suck? just like all the other ones?
This center isn't going to be open for a year and a half. That means it gets built with all the lessons learned over the course of the nearly 3 years of us learning and developing our doctrine. Right now we have a basic understanding of how to make use of MS that will change and the academy when it is done will allow for a greater advancement.

But, wait for @manofjay to answer my question. There is a reason why I haven't put down a actual vote for my plan I have several versions of the ship and I want more information before I chose one.
 
This center isn't going to be open for a year and a half. That means it gets built with all the lessons learned over the course of the nearly 3 years of us learning and developing our doctrine. Right now we have a basic understanding of how to make use of MS that will change and the academy when it is done will allow for a greater advancement.

Ok, and why would it be better than a bigger one built on a side at the same time? What is the benefit of putting it on our ship?
 
[X] plan Space Battleship Macross
-[X] Class Name: Macross
-[X] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 25, 4 Free Large MS Hangers, 4 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???
-[X] Primary Slots: 10
--[X] Spinal Mount (Cost 4 Main 3 Secondary) (One Per Ship) Free
---[X] ??? (Reaction Cannon)
--[X] Very-heavy (cost 2) x4
--[X] Medium (cost 0.5) x4
-Secondary slots: 15
--[X] Light (cost 1) x5
--[X] Missiles (cost 1) x4
--[X] anti MS (cost 1) x4
--[X] anti air (cost 0.5) x4
-[X] auxiliary slots: 25
--[X] (SDF Unique) Small MS Factory (Cost 10)
--[X] (SDF Unique) Fleet Command Center (Cost 5)
--[X] I-field Generator (cost 3) x2
--[X] MS hanger (cost 2) 2x (in addition to free hangers)

I did not write down the free equipment on this plan

Edit: messed up on auxiliary count
 
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--[X] (SDF Unique) Small MS Factory (Cost 10)
--[X] (SDF Unique) MS Training Grounds and Academy (Cost 5)
--[X] (SDF Unique) Fleet Command Center (Cost 5)
--[X] I-field Generator (cost 3) x2
--[X] Large MS hanger (cost 3) (in addition to free hangers)
--[X] Minovsky Craft System (cost 2)
You are way overbudget on the auxiliary options we have 25 slots you have 31 slots. The plan is illegal.
Ok, and why would it be better than a bigger one built on a side at the same time? What is the benefit of putting it on our ship?
Since we both have different ideas of what the academy is for wait until the QM answeres the question. Like I said last time there is a reason I haven't placed the official vote for design yet. I need his answer so I can put the right version up.
 
It will be, for a time (read: until the dice decide it's not) the best in the system.
And that is all I needed to hear.
Couldn't find the original so I'm threadmarking a new one with more detail

Mega/Ultra-Particle cannons (Normal)- Medium to Long Range, Medium rate of fire, Medium Accuracy, High Base Damage, Ignores 90% of Armor, Ignores 30% of ECA

Alien Energy Weapons (Energy)- Medium to Long Range, Low rate of fire, High Accuracy, Low to Medium Base Damage, Ignores 30% of Armor, gnores 0% of ECA

Rail Weapons- Effective Range: Low to Medium (Ultra-Heavy Railguns have Extreme Range as their Effective range) Theoretical Range: Infinite, High rate of Fire, Low Accuracy, High to Very High Base Damage, gnores 10% of Armor,
Ignores 75% of ECA, Uses ammo, can use Special Ammo

Missiles: Medium to Very Long Range (Dependent on M-Particle Density), Medium rate of fire, High Accuracy (Dependent on M-Particle Density), Medium to Extreme Base Damage Ignores 0% of Armor, gnores 30% of ECA, Uses ammo, can use Special Ammo

Anti-Air: High rate of fire Low MS Kill chance

Anti-MS: Lower Rate of Fire Higher MS Kill chance
Also you might want to put this under information Tab and sperate each one so it isn't just a block of text.

[X] Plan Adventwolf
-[X] Class Name: Macross-Class Fortress Ship
-[X] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 25, 4 Free Large MS Hangers, 4 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???

-[X] Primary Slots: 10
--[X] Spinal Mount (Cost 4 Main 3 Secondary) (One Per Ship) Free
---[X] ??? (Reaction Cannon)
--[X] Ultra-heavy (cost 3) x2
--[X] Heavy (cost 1) x2
--[X] Medium (cost 0.5) x4

-[X] Secondary Slots: 15
--[X] Light (cost 1) x6
--[X] Missile (cost 1) x3
--[X] Anti-MS guns (cost 1) x3
--[X] Anti-Air guns (cost 0.5) x6

-[X] Auxiliary Slots: 25
--[X] Large MS Hanger (cost 3) x4 Free
--[X] Strike Craft Hanger (Cost 2) x4 Free
--[X] Energy Conversion Armor (cost 2) Free
--[X] (SDF Unique) Small MS Factory (Cost 10)
--[X] (SDF Unique) MS Training Grounds and Academy (Cost 5)
--[X] (SDF Unique) Fleet Command Center (Cost 5)
--[X] I-field Generator (cost 3)
--[X] Minovsky Craft System (cost 2)
 
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Given that the training center aids whatever fleet the Macross is in, I'm going to edit my design to include it

[X] plan Space Battleship Macross
-[X] Class Name: Macross
-[X] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 25, 4 Free Large MS Hangers, 4 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???
-[X] Primary Slots: 10
--[X] Spinal Mount (Cost 4 Main 3 Secondary) (One Per Ship) Free
---[X] ??? (Reaction Cannon)
--[X] Very-heavy (cost 2) x4
--[X] Medium (cost 0.5) x4
-Secondary slots: 15
--[X] Light (cost 1) x5
--[X] Missiles (cost 1) x4
--[X] anti-MS (cost 1) x4
--[X] anti-air (cost 0.5) x4
-[X] auxiliary slots: 25
--[X] (SDF Unique) Small MS Factory (Cost 10)
--[X] (SDF Unique) Fleet Command Center (Cost 5)
--[X] (SDF Unique) MS Training Grounds and Academy (Cost 5)
--[X] I-field Generator (cost 3)
--[X] MS hanger (cost 2)
--[X] Large MS Hanger (Free) x4
--[X] Strike Craft Hanger (Free) x4
--[X] Energy Conversion Armor (Free)

This design uses our normal particle beams because our normal beams have better range and accuracy than railguns, as well as better ROF and damage than Energy weapons. I included some missiles to fight really fast targets because missiles have both high damage and high accuracy compared to energy weapons. We are generally going to be outnumbered, which is why there are a large amount of somewhat smaller guns instead of a few large weapons.
 
Well we have three different versions of the ship now. People please review them and make a choice on what you want.

[X] Plan Carrier
-[X] Class Name: Macross
-[X] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 25, 4 Free Large MS Hangers, 4 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???
--[X] Ultra-heavy (cost 3)
--[X] Heavy Railgun (cost 2) x2
--[X] Medium Energy (cost 0.5) x6
--[X] Light Energy (cost 1) x6
--[X] Anti-MS guns (cost 1) x6
--[X] Anti-Air guns (cost 0.5) x6
--[X] Strike Craft Hanger (Cost 2)
--[X] I-field Generator (cost 3) x2
--[X] Minovsky Craft System (cost 2)
--[X] (SDF Unique) MS Training Grounds and Academy (Cost 5)
--[X] (SDF Unique) Fleet Command Center (Cost 5)
--[X] (SDF Unique) MS Sized Hallways (Half) (Cost 5)
[X] Plan Adventwolf
-[X] Class Name: Macross-Class Fortress Ship
-[X] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 25, 4 Free Large MS Hangers, 4 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???

-[X] Primary Slots: 10
--[X] Spinal Mount (Cost 4 Main 3 Secondary) (One Per Ship) Free
---[X] ??? (Reaction Cannon)
--[X] Ultra-heavy (cost 3) x2
--[X] Heavy (cost 1) x2
--[X] Medium (cost 0.5) x4

-[X] Secondary Slots: 15
--[X] Light (cost 1) x6
--[X] Missile (cost 1) x3
--[X] Anti-MS guns (cost 1) x3
--[X] Anti-Air guns (cost 0.5) x6

-[X] Auxiliary Slots: 25
--[X] Large MS Hanger (cost 3) x4 Free
--[X] Strike Craft Hanger (Cost 2) x4 Free
--[X] Energy Conversion Armor (cost 2) Free
--[X] (SDF Unique) Small MS Factory (Cost 10)
--[X] (SDF Unique) MS Training Grounds and Academy (Cost 5)
--[X] (SDF Unique) Fleet Command Center (Cost 5)
--[X] I-field Generator (cost 3)
--[X] Minovsky Craft System (cost 2)
[X] plan Space Battleship Macross
-[X] Class Name: Macross
-[X] SDF: Heavy slots: 10, Secondary: 15, Auxiliary slots 25, 4 Free Large MS Hangers, 4 Free Strike Craft Hangers, Free ECA, Free Spinal Mount: ???
-[X] Primary Slots: 10
--[X] Spinal Mount (Cost 4 Main 3 Secondary) (One Per Ship) Free
---[X] ??? (Reaction Cannon)
--[X] Very-heavy (cost 2) x4
--[X] Medium (cost 0.5) x4
-Secondary slots: 15
--[X] Light (cost 1) x5
--[X] Missiles (cost 1) x4
--[X] anti-MS (cost 1) x4
--[X] anti-air (cost 0.5) x4
-[X] auxiliary slots: 25
--[X] (SDF Unique) Small MS Factory (Cost 10)
--[X] (SDF Unique) Fleet Command Center (Cost 5)
--[X] (SDF Unique) MS Training Grounds and Academy (Cost 5)
--[X] I-field Generator (cost 3)
--[X] MS hanger (cost 2)
--[X] Large MS Hanger (Free) x4
--[X] Strike Craft Hanger (Free) x4
--[X] Energy Conversion Armor (Free)
 
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Honestly the plans look nearly the same? Maybe different weapon loadouts? All of them have the factory, academy, I-field...

[X] Plan Adventwolf

I prefer the class name, and it's a bit better-parsed.
 
Mega/Ultra-Particle cannons (Normal)- Medium to Long Range, Medium rate of fire, Medium Accuracy, High Base Damage, Ignores 90% of Armor, Ignores 30% of ECA

Alien Energy Weapons (Energy)- Medium to Long Range, Low rate of fire, High Accuracy, Low to Medium Base Damage, Ignores 30% of Armor, gnores 0% of ECA
Right so after some thought I am thinking about removing the light energy for regular light cannons. Are you all okay with that?

Sounds like the right call to make Advent.

Zentradi energy weapons' low damage/low armor penetration would be worth the trade off if they came with better rate of fire but they don't.
 
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