Eclipse (Mega Carrier)

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ATN082268
02/25/16 12:44 PM
69.128.58.222

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AeroTech 2 Vessel Technical Readout
* CUSTOM WEAPONS

Class/Model/Name: Eclipse (Mega Carrier)
Tech: Clan / 3075
Vessel Type: WarShip
Rules: Level 3, Custom design
Rules Set: AeroTech2

Mass: 2,500,000 tons
K-F Drive System: (Unknown)
Power Plant: Standard
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Lamellor Ferro-carbide

Armament:
480 Large Pulse Laser
96 Laser AMS*

------------------------------------------------------------------------------
Class/Model/Name: Eclipse (Mega Carrier)
Mass: 2,500,000 tons

Equipment: Mass
Power Plant, Drive & Control: 450,000.00
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Kearny-Fuchida Hyperdrive: Compact (Integrity = 47) 1,131,250.00
Lithium Fusion Battery 25,000.00
Jump Sail (Detachable): (Integrity = 9) 155.00
Structural Integrity: 82 205,000.00
Total Heat Sinks: 5,650 Double 4,657.00
Fuel & Fuel Pumps: 28,191.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 6,250.00
Fire Control Computers: 896.00
Food & Water: (370 days supply) 22,237.50
Hyperpulse Generator: 50.00
Armor Type: Lamellor Ferro-carbide (4,550 total armor pts) 4,092.50

Capital Scale Armor Pts
Location: L / R
Fore: 750
Fore-Left/Right: 800/800
Aft-Left/Right: 750/750
Aft: 700

Cargo:
Bay 1: Fighters (1250) with 4 doors 187,500.00
Small Craft (10) 2,000.00
Fighter/ Small Craft Supplies (1) 50,000.00
Bay 2: Fighters (1250) with 4 doors 187,500.00
Small Craft (10) 2,000.00
Fighter/ Small Craft supplies (1) 50,000.00

DropShip Capacity: 50 Docking Hardpoints 50,000.00
Grav Decks #1 - 12: (225-meter diameter) 1,200.00
Life Boats: 1005 (7 tons each) 7,035.00
Escape Pods: 1005 (7 tons each) 7,035.00

Crew and Passengers:
295 Officers (285 minimum) 2,950.00
1,325 Crew (250 minimum) 9,275.00
100 Gunners (96 minimum) 700.00
15 1st Class Passengers 150.00
100 Marine Battle Armor Troopers/Elementals 700.00
5,100 Bay Personnel 35,700.00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
10 Large Pulse Laser Nose 10(100)10(100)10(100) -- 100 60.00
10 Large Pulse Laser Nose 10(100)10(100)10(100) -- 100 60.00
10 Large Pulse Laser Nose 10(100)10(100)10(100) -- 100 60.00
10 Large Pulse Laser Nose 10(100)10(100)10(100) -- 100 60.00
10 Large Pulse Laser Nose 10(100)10(100)10(100) -- 100 60.00
10 Large Pulse Laser Nose 10(100)10(100)10(100) -- 100 60.00
12 Laser AMS* Nose -- -- -- -- 60 12.00
10 Large Pulse Laser FL/R 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser FL/R 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser FL/R 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser FL/R 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser FL/R 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser FL/R 10(100)10(100)10(100) -- 200 120.00
12 Laser AMS* FL/R -- -- -- -- 120 24.00
10 Large Pulse Laser L/RBS 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser L/RBS 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser L/RBS 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser L/RBS 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser L/RBS 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser L/RBS 10(100)10(100)10(100) -- 200 120.00
12 Laser AMS* L/RBS -- -- -- -- 120 24.00
10 Large Pulse Laser AL/R 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser AL/R 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser AL/R 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser AL/R 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser AL/R 10(100)10(100)10(100) -- 200 120.00
10 Large Pulse Laser AL/R 10(100)10(100)10(100) -- 200 120.00
12 Laser AMS* AL/R -- -- -- -- 120 24.00
10 Large Pulse Laser Aft 10(100)10(100)10(100) -- 100 60.00
10 Large Pulse Laser Aft 10(100)10(100)10(100) -- 100 60.00
10 Large Pulse Laser Aft 10(100)10(100)10(100) -- 100 60.00
10 Large Pulse Laser Aft 10(100)10(100)10(100) -- 100 60.00
10 Large Pulse Laser Aft 10(100)10(100)10(100) -- 100 60.00
10 Large Pulse Laser Aft 10(100)10(100)10(100) -- 100 60.00
12 Laser AMS* Aft -- -- -- -- 60 12.00
1 Lot Spare Parts (1.00%) 25,000.00
1 Large Naval Comm-scanner 500.00
------------------------------------------------------------------------------
TOTALS: Heat: 5,280 2,500,000.00
Tons Left: .00

Calculated Factors:
Total Cost: 129,810,814,304 C-Bills
Battle Value: 181,758
Cost per BV: 714,195.88
Weapon Value: 201,844 (Ratio = 1.11)
Damage Factors: SRV = 4,800; MRV = 4,400; LRV = 2,311; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 1,919,227
(612,892 Structure, 1,164,875 Life Support, 141,460 Weapons)
Support Points (SP) = 1,985,775 (103% of MPV)
BattleForce2: Not applicable
ghostrider
02/25/16 06:00 PM
98.150.102.177

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The siegemaster wasn't enough?

Interesting idea using the lpls for the ship. I would think them odd for a warship with fighters like this, but I guess anti fighter weapons work against normal ships as well.

Now the question I do have is...
Can you honestly launch and use 5000 fighters in a single game?
I would figure it would be days to recover them all if you did launch all of them.

And one question about clan populations.
Is there enough fighter pilots in any one clan to even fill this ship up?
With 50 docking points, are you trying to move an entire clan at one time?

Definitely a space superiority ship. Wonder how well the sds systems would work against one of these with the full fighter complement deployed.

Maybe next design you fit a fighter factory on it.
ATN082268
02/26/16 09:28 AM
69.128.58.222

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<<The siegemaster wasn't enough?>>

No, as you can never have too many 2.5 million ton warships...

<<Interesting idea using the lpls for the ship. I would think them odd for a warship with fighters like this, but I guess anti fighter weapons work against normal ships as well.>>

This carrier's armament was primarily meant for defensive work against small stuff like Fighters and Dropships. Although it can start to take chunks out of warships if they get too close and no better targets are available, the standard scale Pulse Lasers really don't do much damage against them.

<<Now the question I do have is...
Can you honestly launch and use 5000 fighters in a single game?
I would figure it would be days to recover them all if you did launch all of them.>>

This design can normally hold *only* 2500 fighters but I see your point. If you were to use the Eclipse in a scenario where none of the fighters were already launched at the beginning, I'd say it could launch between 160-320 of the fighters before it died or the scenario was over, assuming a scenario lasted between 10-20 rounds. That, of course, doesn't fully reflect its capabilities in the Battletech Universe. And then there is also the matter of the 50 Dropship capability of the design as Dropships would normally be detached before a warship uses thrust.

<<And one question about clan populations.
Is there enough fighter pilots in any one clan to even fill this ship up?
With 50 docking points, are you trying to move an entire clan at one time?>>

I'm not sure if any one Clan has that many Aerospace Fighter pilots but if I were to pick one that might, I'd pick Clan Snow Raven. Being able to move other stuff is kind of a side benefit but definitely useful in situations like a large scale invasion.

<<Definitely a space superiority ship. Wonder how well the sds systems would work against one of these with the full fighter complement deployed.>>

Probably not too well especially if the Eclipse stayed out of the SDS weapon range as it launched its fighters. And capital weapons on a SDS wouldn't do too well against the fighters.

<<Maybe next design you fit a fighter factory on it. >>

Perhaps on a upgrade
Karagin
02/27/16 12:12 AM
61.40.222.5

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So again this ship really doesn't fit the BT universe. IT has more of the Warhammer/Robotech feel to it. Combine this with your other uberships and who would stand against you? Wait, not a single power in the BT universe. So are you using your stuff in an alternate setting?
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Akalabeth
02/28/16 03:44 AM
108.180.183.124

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I suspect the designs are more of an exercise in design than intended to be played in the game.
ATN082268
02/28/16 08:48 AM
69.128.58.222

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Quote:
Akalabeth writes:

I suspect the designs are more of an exercise in design than intended to be played in the game.




I frequently, but not always, use my designs in varying degrees, in my games.
ATN082268
02/28/16 09:04 AM
69.128.58.222

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Quote:
Karagin writes:

So again this ship really doesn't fit the BT universe. IT has more of the Warhammer/Robotech feel to it. Combine this with your other uberships and who would stand against you? Wait, not a single power in the BT universe. So are you using your stuff in an alternate setting?




This is a straw man argument regarding why you think my design(s) don't fit into the Battletech Universe. At a bear minimum, it is a straw man argument because:

1. You assume that all my designs are used and in service at a given time.

2. You assume that all my designs are used by a single power.

I use most of my designs and in a regular setting. If you want to contrive a situation which makes them unusable, fine but it won't have any effect on those who wish to use them.
ghostrider
02/28/16 12:48 PM
98.150.102.177

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Honestly, I could see this being used more to move a clan into a new system and set up shop. With fuel tankers to refuel fighters, you could patrol the entire system with the fighters from the ship, which the game does NOT really deal with. As I said and atn admitted, the numbers of fighters is higher then you could use in a game of it, but this would be more strategic, not tactics.
The ships can contain civilians looking to terraform or colonize the planet, and have support with them. Some modified drop ship like the mining Mule variant would allow them to set up shop just by landing. The biggest issue is growing food. That would take time to do.

Now as for being use in actual game play? I do see it being a bit wasteful due to the over population of the fighters. I do agree 50 drop ships is beyond useful for a clan, though if you are talking about setting up a space based campaign where the people are ship bound in a fleet, then it makes alot more sense.

The siegemaster design could have more fighters by dropping the capital weapons down to the large pulse, so this can be considered oversized.
The main issue I can see with this and the game is the man power to actually use it properly. Even the larger houses would have issues maintaining a full compliment of personnel. As ATN pointed out, my math was off. it is 2500 fighters not 5000. That alone would strip alot of planets of their defensive fighters. Granted, this could be used very strategically, which the game doesn't really take into account. Imagine if alot of the fighters were lams?
ghostrider
02/28/16 06:41 PM
98.150.102.177

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Had a thought that is already in the design. Didn't see the lithium batteries until I double checked after having a whole long suggestion going on.
The thought of dropping off an invasion force on one jump point then jumping out to the other, or even a different system came to mind. This only seems to be done in the novels, but the game could use some rules or guidelines to deal with it. The novels makes it seem that they can do the double jump quickly, and in some cases just about back to back.

It might be interesting to see what drop ships might be assigned to support this ship. I seriously doubt they will all be military ships.
Did you have a plan for this, or was it just to see how many might fit?
Karagin
02/28/16 08:07 PM
61.40.222.5

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Your designs are OVERGUNNED, maxed out at tonnages for what they are being used for and fit no concept that any Inner Sphere or Clan uses. You go for max everything, using only the best of the best, same as you do with your vehicles and mechs. We get it, you like big toys with lots of guns. Meanwhile the rest of the BT universe works with groups and uses a strength to weakness ratio to allow for a flexible fighting force, not all the eggs in a couple of baskets.

I assume nothing, you have yet to show us a design that isn't min/max or when on the rare chance you do, it is after we have point out over and over how insane your designs are cost wise and what they are packing.

Also you dodged the question, are you saying that a Clan(s) or an IS power would actually put the time and money into this? And then be willing to risk it in combat? The Bears didn't risk their mega ship in combat and made sure it had secondary support when they moved it. Again your stuff isn't even fitting that set pattern.

So again I ask is this meant for the main stream BT timeline or an alternate setting in a say Flames Universe or something you came up on your own?
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CrayModerator
02/29/16 06:35 PM
72.189.109.30

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Quote:
Karagin writes:

Your designs are OVERGUNNED, maxed out at tonnages for what they are being used for and fit no concept that any Inner Sphere or Clan uses. You go for max everything, using only the best of the best, same as you do with your vehicles and mechs. We get it, you like big toys with lots of guns. Meanwhile the rest of the BT universe works with groups and uses a strength to weakness ratio to allow for a flexible fighting force, not all the eggs in a couple of baskets.



Karagin, you're getting a bit repetitious with your responses to ATN's designs, sort of like you did about design formatting a while back. Rather than repeatedly confronting ATN on something he's been doing since the 1990s on rec.games.mecha, perhaps you should just avoid his threads.
Mike Miller, Materials Engineer

Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
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