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[Space] Building Ships [Defunct]; DT's Guide to the Final Frontier
Tweet Topic Started: Jan 19 2009, 04:02 AM (1,926 Views)
Nuke Feb 25 2009, 04:23 AM Post #21
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Indeed. The Mercury-class battlestars would be quite the force, and I could use the non-canon Excalibur-class super-battleship.
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The Dragon Feb 25 2009, 04:28 AM Post #22
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While we are contemplating, I just finished re-reading a great book (used it for my internet forum tag for years) called "The Dragon Never Sleeps" inwhich the main warships are these large sphereical ships that shread off the damaged zones to reveil a smaller warship underneath (think onion with layers) Not sure how it would work (and wouldn't work for my races's tactics) but though I'd float the idea for anyone else to play arround with.
DT RP: Draki (old nationstates page) - Wiki - News (old news thread) - Image Gallery

Space: Nth'ch (old nationstates page) - Nth'ch images - Bug Ships - Note, Original space race was De Dragon but changed to the Nth'ch to create an insect race.
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Nuke Feb 25 2009, 04:40 AM Post #23
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I don't know how we'd get that to work.
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The Dragon Feb 26 2009, 02:09 AM Post #24
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Neither did I, but as a consept it is rather nifty and unique.
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Nuke Feb 28 2009, 03:04 AM Post #25
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Ah, a new super-heavy weapon: Tricobalt Torpedoes. I had forgotten all about them.
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Trostia Mar 1 2009, 06:00 AM Post #26
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So, thoughts from the Andorian Invasion? Lessons, questions?
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Nuke Mar 1 2009, 06:42 AM Post #27
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Overall I'd say the system we have worked very well.

I wonder, though, if we need some sort of system for stations and turrets.
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Trostia Mar 1 2009, 07:22 AM Post #28
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Kay, I added the option to make stations. Just choose no sub-light engine. Frees up about 15% of space for more weapons, but can't be moved between systems and presents a sitting duck target.
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Nuke Mar 1 2009, 07:28 AM Post #29
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A simple solution. I like it.
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Trostia Mar 1 2009, 08:36 PM Post #30
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version 2.8.

Tables were sorted correctly and the 'ship output' was changed to accomodate the new heavy weapons.

I have also changed some things from fixed values to things that scale with the size of the ship. Namely, shield generators and armor. Not sure I like it ... could make existing ships unfair> What do you think?
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Hawkeye Mar 1 2009, 09:10 PM Post #31
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I see Dropships take up a lot of space but my dropships/gunships, the Raptor, are about 8.6 m in length which is roughtly the size of a fighter. Could we add a light dropship option? You can think of it as the size of a Huey compared to a Blackhawk in current transport helicopter terms if that helps.
Edited by Hawkeye, Mar 1 2009, 09:11 PM.
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Nuke Mar 2 2009, 03:12 AM Post #32
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I've uploaded a new chart. It fixes a couple errors (including a major one with one of the heavy weapons, where the upper-most slot was giving point values for super-heavy weapons rather than heavy weapons). There's some other things I addressed as well:

I don't particularly care for the adjusted armor and shield generator values. They're just way too high. Although more realistic, they eat up a shitload of space (comparison: my redesigned Aegis-class battleship devotes 86 points towards the FTLs, engines, armor, and shields; the v2.8 Aegis devotes 130 points).

I slashed the point values for armor and shields by half (I like the idea over-all, I just think it's way too costly in its current form), and I reduced the cost for heavy weapons by two points. Going back to my above comparison, my Aegis-class would now devote only 110 points to engines, armor, and shields. I think that works better.

I also added a light dropship and a few more weapons I came across, and fixed an error in the description for the battleship back from when I was trying to add a super-battleship.

As for our existing fleets, I for one intend on rebuilding my fleet once the Slaar-Federation War is concluded (Existing ships will receive what I call the "Slaar War Refit").

Come to think of it, we can simply redesign our current fleets to reflect the changes in the chart, and just label them as a refit. That's the simplest solution, I think.

EDIT: Did you change anything for the strike craft? The point values aren't working correctly (fighters are adding 0.75 points to the ship's total rather than 0.25, and light dropships are adding 0.50 instead of 0.25 - the rest are fine).
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Edited by Nuke, Mar 2 2009, 04:03 AM.
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Trostia Mar 2 2009, 10:44 PM Post #33
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FYI, the tables need to be sorted alphabetically, otherwise the VLOOKUP function gets confused for some bloody reason. Thats why you were getting errors there. I've sorted all tables accordingly, so values should be right now.

I think the numbers you chose work best. Most ships wont refit perfectly (but within 1 point for mine, so that's pretty good) as they once were, but on the plus side smaller ships have to pay less for shields and armor.

v3.0 adds a line for Troops/Passengers. Each 1 is worth 0.05 points which seems reasonable to me. A battleship-sized troop transport can carry around 2 or 3 thousand troops depending on what else its carrying.
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Edited by Trostia, Mar 2 2009, 11:39 PM.
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Hawkeye Mar 3 2009, 02:52 AM Post #34
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I'm updating my ship stats now and I'm just wondering if Kinetic Energy Turrets can also double as point-defense batteries (they both, after all, involve creating a screen of explosive ordinance, one's just offensive, the other is defensive).
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Trostia Mar 3 2009, 03:10 AM Post #35
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Depends on how big it is. If it's a light or medium weapon I'd say sure, but anything heavier and it'd be like trying to use a 16'' cannon to swat flies with.
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Nuke Mar 3 2009, 03:17 AM Post #36
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Nice, man.

Starman
 
I'm updating my ship stats now and I'm just wondering if Kinetic Energy Turrets can also double as point-defense batteries (they both, after all, involve creating a screen of explosive ordinance, one's just offensive, the other is defensive).


I'm with Trostia on this one. It works fine for medium weapons (Galactica's turrets and the lighter turrets on the Pegasus have been seen using them), but the heavy kinetic batteries (principally the bow batteries on Pegasus) haven't been seen using explosive fragmentation shells, and appear to only serve as anti-ship weapons.

I know if you look at real history, the Japanese Yamato-class battleships did use an 18.1" shell in the anti-aircraft role. But I think that it would unbalance the RP too much.
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Hawkeye Mar 3 2009, 03:20 AM Post #37
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Nuke
Mar 3 2009, 03:17 AM
I'm with Trostia on this one. It works fine for medium weapons (Galactica's turrets and the lighter turrets on the Pegasus have been seen using them), but the heavy kinetic batteries (principally the bow batteries on Pegasus) haven't been seen using explosive fragmentation shells, and appear to only serve as anti-ship weapons.
Yeah, I'm using MAC guns in place of the heavy forward batteries as you can see though I don't know if they count as Heavy Kinetic Energy Turrets or just Magnetic Accelerator Cannons.

As for the Kinetic Energy Turrets on Galactica, yes, they were used as both anti-ship weapons and to raise a "flak shield" (as I like to call it) around the Galactica.
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Nuke Mar 3 2009, 03:43 AM Post #38
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Starman
Mar 3 2009, 03:20 AM
Nuke
Mar 3 2009, 03:17 AM
I'm with Trostia on this one. It works fine for medium weapons (Galactica's turrets and the lighter turrets on the Pegasus have been seen using them), but the heavy kinetic batteries (principally the bow batteries on Pegasus) haven't been seen using explosive fragmentation shells, and appear to only serve as anti-ship weapons.
Yeah, I'm using MAC guns in place of the heavy forward batteries as you can see though I don't know if they count as Heavy Kinetic Energy Turrets or just Magnetic Accelerator Cannons.

As for the Kinetic Energy Turrets on Galactica, yes, they were used as both anti-ship weapons and to raise a "flak shield" (as I like to call it) around the Galactica.
I imagine that if they're labeled as turrets, then they have to actually be turrets, not the ones that appeared to mounted literally inside the hull of the Pegasus. So I suppose MACs would be the best alternative.
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Nuke May 14 2009, 02:43 AM Post #39
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We haven't toyed with this in a little while, so I thought I'd put together a few modifications to the chart. Attached here is version 3.1 of the Ship Design chart.

Changes/Additions:
  • Marginally reduced the point values for most of the equipment (e.g. weapons)
  • Added a "Special Capabilities" section (which includes provisions for Multi-Vector Assault Mode, starship separation, and planetary landing, all of which are adjusted according to a starship's size)
  • Added a Super-Battleship class, with a point-range of 201-300
  • Added several new weapons (e.g. Rotary Torpedo Turret, Phaser and Pulse Phaser Turrets - the new Trek film appears to showcase two comparable weapon systems -, Magnetometric Guided Charge)
  • Bumped up Hellbore cannons (with their shield-draining qualities) from the medium to the heavy weapons category
  • Added "Advanced Structural Ribbing" as a type of armor (so that Starman can have something close to what is "actually" used on a Colonial battlestar)


I made sure to test it, and everything appears to work correctly.

So, what do you think?
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Edited by Nuke, May 14 2009, 03:06 AM.
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Trostia May 18 2009, 03:32 AM Post #40
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Looks good. So long as I don't have to redesign my ships.
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