Input on a couple early designs

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Input on a couple early designs

Postby Caplin on Wed 09 Sep 2015 23:54

So I've finally got a game of 3rd R going, thanks to SA, and was wondering if I could have some input on early designs. I think survey ships and freighters are easy enough, so won't bother posting those.

Laser-armed escort:
NELSON class ES 12 Hull TL 1
[2] SSAA(I)HsQsL(Ii) [7]
12 RCP 13 MCP Trg:1 Cost = 107/ 16.1
HTK 10 Sx2 Ax2 Lx1

I wonder if the armor and shields are wasted. Is it worth fitting a second laser in there? I see these guys as darting in quickly while missile-armed destroyers or the like pound the enemy from long range. I wasn't sure about losing a point of speed, but a last full engine couldn't be completely utilized anyway.

The above-mentioned destroyer:
HUNTINGTON class DD 30 Hull TL 1
[3] SSSAAA(BbS)R(I)R(I)R(I)RMg(I)QLh(I)H(I)(I) [7]
30 RCP 20 MCP Trg:1 Cost = 294/ 44.1
HTK 22 Sx3 Ax3 Rx4 Mgx1

I remember reading a tip here that suggested an engine should always be last in the design. Other than that, this is my first missile ship, and I wonder if it could stand to be slower, so the "escorts," above can have some advantage. Is there a benefit to putting multiple kinds of armament on a single platform? My load out is probably just going to be 200 SM for the moment. I figure if 50 turns of sustained fire aren't enough I'm probably dead anyway. :)

More generally, its her any benefit to not stuffing your hull as full as possible? I imagine money could be a problem, of course, but beyond that it seems that empty space is wasteful. I'd be curious if anybody could suggest another reason not to go all out.

Any thoughts would be appreciated. These are ridiculously simple, but I'm sure their's room for improvement somewhere.
Imagination will often carry us to worlds that never were, but without it we go nowhere.
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Re: Input on a couple early designs

Postby nukesnipe on Thu 10 Sep 2015 06:49

Hi,

Sounds like you're on the right path. For me, each ship should have a function that fullfils an over-all fleet strategy. The laser-armed knife fighter supported by the long-ranged weapons platform is a pretty standard mix.

The idea behind having an engine as the last system is so your severely damaged ships can try to escape. Some folks make the last system a beam weapon which forces the enemy to destroy the ship in lieu of capture.

My ES and CT class ships are normally one-trick ponies: either a beam weapon or a long-ranged weapon, but not both. Not enough hull spaces to effectively carry more than one weapon, especially the escorts.

For frigates and larger, I always try to have at least one weapon that doesn't require ammo, regardless of its over-all "purpose" in the fleet. That way, if they run out of ammo they are not helpless. I'd recommend replacing one of your DD's missile launchers with a laser and placing the laser in front of the last engine.

Speed is always good as it affords you maneuverability and gives you the option of controlling the range. There's nothing worse than having a beam-ship trying to close a faster long-ranged weapon ship...
Regards,

Scott Chisholm
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Re: Input on a couple early designs

Postby LordKron on Thu 10 Sep 2015 08:17

Personally, I like the all R DD's. It give good long range punch for the size and with later refits (Z and (XO)) your opening salvo will swamp the defenses of opposing units. The beam armed escorts are ideal picket ships or as a covering force for your survey ships.
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Re: Input on a couple early designs

Postby Caplin on Thu 10 Sep 2015 12:55

I'm glad to know I was on the right track. :)

I'm up to turn 10, have one extrasolar colony and am surveying two transits from home. My military fleet is largely in mothballs—I figure it's a roleplaying thing. The universe is a friendly place, right? ;)

I'm probably not playing anywhere close to optimally, as such things go. I am curious how folks keep track of events turn to turn—do you tend to write things down as they occur? Nothing particularly exciting has happened yet, but I feel like if I don't write things down I'll lose track of where I was.

I'm also finding that with SA it's easy to play mildly out of sequence. I don't think I'm breaking the rules as such, I just feel like things are kind of scattered. How strictly do people tend to stick to the official sequence of play? It seems helpful for games conducted with pen and paper or spreadsheets, but maybe not for something as interactive as a computer program.

No, none of these questions are ship design related, per se, but it's my thread, and SF has contributed to this morning's insomnia. Thank you. ;)
Imagination will often carry us to worlds that never were, but without it we go nowhere.
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Re: Input on a couple early designs

Postby LordKron on Thu 10 Sep 2015 13:37

I haven't played anything beyond tactical level in over 20 years. Most of my campaigns were from 2nd ed (New Empires), so the sequence of play is a bit different. The most important thing is accurate timekeeping. It's vital in shipping resources or getting messages back to your nearest command base. You'll see a bit of that in my fiction, where messages take hours to get from Hermes and Galicia to Europa base, and given the tech level, ships are needed to get messages through Warp Points.
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