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
Main Battery
[] Super-heavy (cost 2)
[] Heavy (cost 1)
[] Heavy Railgun (cost 2)
[] Heavy Energy (cost 1)

[] Medium (cost 0.5)
[] Medium Railgun (cost 1)
[] Medium Energy (cost 0.5)


Secondaries
[] Medium (cost 2)
[] Medium Energy (cost 2)

[] Light (cost 1)
[] Light Energy (cost 1)

I've been thinking about how magnetic weapons and Zentradi particle-lasers seem to have serious inefficiencies compared to standard megaparticle weapons. Magnetic weapons take up twice as many slots as equal-tier weapons and particle-lasers combine low damage with low rate of fire.

Then I realized why they're so inefficient, this shit is brand-spanking new. We've had megaparticle weapons for over a decade while we've had alien tech for not even a year. My best guess is that working out the bugs with these new weapons is going to take research actions that show up every 6-months to a year.
 
Alright I have swapped out the light energy cannons for normal light mega particle cannon. Anyone that has a full plan as a vote please remove it and only leave the plan name.
 
Anyone that has a full plan as a vote please remove it and only leave the plan name.

Done

Hm. Yeah, I'm cool with it. If these were our anti-fighter/MS weapons I'd prefer accuracy to ROF, but as-is it sounds like a better tradeoff in this way.

I'm probably wrong but I envision the Light Weapons category to be equivalent to real life 5-in/6-in dual-purpose guns, theoretically capable of engaging ships and mecha.

The light megaparticle weapon is perfect, it has middle of the road accuracy & rate of fire with high damage compared to the Zentradi weapon's high accuracy but low rate of fire with low damage.
 
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The Light cannons are likely the one that are sized for the older sized ships. They are capable of putting out enough power to hurt smaller ships like destroyers and light cruisers. They would also probably destroy any gunship or boarding ship analogs which is what we want to keep off of us in a fight. Luckily even this ship will be built around a powerful fleet for attack and defense which means it doesn't need to rely on itself to do everything.

So we still have the next ship design to go and as I said earlier I think we should build a Gun Destroyer next. Heavy-hitting, smallish, easier to produce and with the right loadout could be a very good equalizer against the Armada especially with the extreme range the Spinal Rail Gun gives us.
 
Can I ask why you went for an even split on Hangars when 9 times in 10 it's better to have a mobile suit than a fighter?
Because the fighter hangers carry at least double the numbers of units that a large MS hanger does. As well as being better anti-ship weapons platforms than MS. They are faster smaller and can carry weapons far more powerful for anti-ship attacks.
 
Because the fighter hangers carry at least double the numbers of units that a large MS hanger does. As well as being better anti-ship weapons platforms than MS. They are faster smaller and can carry weapons far more powerful for anti-ship attacks.
This... is not supported by any of the (admittedly few) Gundam series I have ever seen. Which in most cases prominently feature battleships losing to axes.
 
This... is not supported by any of the (admittedly few) Gundam series I have ever seen. Which in most cases prominently feature battleships losing to axes.
We went over this. This universe is more real than the shows. That means no super MS or super pilot that can single handily win a war. Warships that aren't made out of paper.

Plus our warships are all several times larger and more powerful than any ship made in any of the Gundam universes.

Our fighters are several times faster than the fastest MS around. They can also carry anti-ship weapons that MS cannot equip or use.
 
A New Ship
[] Class Name: (write in)
[] (image)

Type
[] Battleship (Main Battery slots 6, Secondary slots 7, Auxiliary slots 6)
[] Carrier (Main Battery Slots 0, Secondary slots 7, Auxiliary slots 6, 3 free hanger slots)
[] Assault Carrier (Main Battery Slots 4, Secondary slots 5, Auxiliary slots 5, 2 free hanger slot)
[] Cruiser (Main Battery slots 4, Secondary slots 7, Auxiliary slots 4)
[] Light Cruiser (Main Battery slots 3, Secondary slots 6, Auxiliary slots 6)
[] Destroyer (Main Battery slots 1, Secondary slots 8, Auxiliary slots 3)
[] Gun Destroyer (Main Battery slots 0, Secondary 4, Auxiliary slots 3, Free Spinal Mount)


Main Battery (options can be picked more than once)
[] Spinal Mount (Cost 4 Main 3 Secondary) (One Per Ship)
-[] Ultra-Heavy Railgun
-[] ???
-[] ???
[] Ultra-heavy (cost 3)
[] Super-heavy (cost 2)
[] Heavy (cost 1)
[] Heavy Railgun (cost 2)
[] Heavy Energy (cost 1)
[] Medium (cost 0.5)
[] Medium Railgun (cost 1)
[] Medium Energy (cost 0.5)

Secondaries
[] Medium (cost 2)
[] Medium Energy (cost 2)
[] Light (cost 1)
[] Light Energy (cost 1)
[] Missile (cost 1)
[] Anti-MS guns (cost 1)
[] Anti-Air guns (cost 0.5)

Auxiliary
[] Coms center (cost 2)
[] MS Hanger (cost 2)
[] Large MS Hanger (cost 3)
[] Strike Craft Hanger (Cost 2)
[] Extended Barracks (cost 1)
[] I-field Generator (cost 3)
[] Energy Conversion Armor (cost 2)
[] Minovsky Craft System (cost 2)

(There is a 2 hour minimum on voting)
(Edit: Fixed Battleship stats)
(Edit2:Fixed Carrier and Assault Carrier stats)
 
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So, I'm probably not going to be awake when the vote opens, but...

Looking over just the stuff we've made, and that post may be out of date, we've filled out the Carrier role and Cruiser and below roles. Unless there's consensus we need a redesign of something between the Cruiser and Destroyer slots, I'd say we should look at a Battleship? We need a heavy-duty ship of the line.
 
ok what ships did we need again?

In order of priority I believe it's the Gun Destroyer, Battleship, and Assault Carrier.

[ ] Sample Gun Destroyer (Main Battery slots 0, Secondary 4, Auxiliary slots 3, Free Spinal Mount)
-[] Spinal Mount (Cost Free) (One Per Ship)
--[] Ultra-Heavy Railgun
-[] Anti-MS guns x2 (cost 2)
-[] Anti-Air guns x4 (cost 2)
-[] Extended Barracks (cost 1)
-[] Energy Conversion Armor (cost 2)
 
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So, I'm probably not going to be awake when the vote opens, but...

Looking over just the stuff we've made, and that post may be out of date, we've filled out the Carrier role and Cruiser and below roles. Unless there's consensus we need a redesign of something between the Cruiser and Destroyer slots, I'd say we should look at a Battleship? We need a heavy-duty ship of the line.

We need a gun destroyer a battleship will be the last ship we make most likely after the space elevator is finished so it can be built even larger.
 
We need a gun destroyer a battleship will be the last ship we make most likely after the space elevator is finished so it can be built even larger.
Fair enough.

Hm...I'll throw out a framework at least.

[] Gun Destroyer (Main Battery slots 0, Secondary 4, Auxiliary slots 3, Free Spinal Mount)
-[] Ultra-Heavy Railgun x1 (Spinal)
-[] Anti-MS guns x2 (Secondary)
-[] Anti-Air guns x2 (Secondary)
-[] Light Energy x1 (Secondary)
-[] I-field Generator (Auxiliary)

This thing is a gun with engines. That's the whole point, yeah? So let's just make it survivable. The Light Energy weaponry is for discouraging smaller capships, but most of its non-spinal weapons are for keeping small craft away. Then, it's got an I-Field because to me that seems like a better piece of protection? I could be wrong there.
 
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