Gremlin Clas Merchant Cruiser

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Karagin
08/06/02 12:46 PM
63.173.170.126

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Okay the ship below is more of merchant ship acting as a warship...it's not going to go blasting away with any ship bigger then it and anything that has weapons it will normally stay away from. BUT ships like it and unarmed cargo vessels and jumpships are fair game...

Think of it more as a privateer or pirate ship...

code:
Class/Model/Name: Gremlin Class Merchant Cruiser
Tech: Inner Sphere / 3067
Vessel Type: WarShip
Rules: Level 2, Standard design

Mass: 100,000 tons
Power Plant: Standard
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Standard
Armament:
24 ER Large Laser
10 Gauss Rifle
2 NL55
6 LRM 20
8 LRM 5

------------------------------------------------------------------------------
Class/Model/Name: Gremlin Class Merchant Cruiser
Mass: 100,000 tons

Equipment: Mass
Power Plant, Drive & Control: 30,000.00
Thrust: Safe Thrust: 5
Maximum Thrust: 8
Kearny-Fuchida Hyperdrive: Compact (Integrity = 4) 45,250.00
Jump Sail: (Integrity = 3) 35.00
Structural Integrity: 40 4,000.00
Total Heat Sinks: 600 Single 311.00
Fuel & Fuel Pumps: 12,750.00
Bridge, Controls, Computer & Attitude Thrusters: 250.00
Fire Control Computers: .00
Food & Water: (118 days supply) 112.50
Armor Type: Standard (88 total armor pts) 79.50
Capital Scale Armor Pts
Location: L / R
Fore: 18
Fore-Left/Right: 14/14
Aft-Left/Right: 14/14
Aft: 14

Cargo:
Bay 1: Cargo (1) with 1 door 1,000.00
Bay 2: Small Craft (1) with 1 door 200.00

Grav Decks #1 - 2: (250-meter diameter) 200.00
Grav Decks #3 - 4: (300-meter diameter) 1,000.00
Grav Decks #5 - 6: (300-meter diameter) 1,000.00
Life Boats: 14 (7 tons each) 98.00

Crew and Passengers:
13 Officers (13 minimum) 130.00
54 Crew (52 minimum) 378.00
10 Gunners (10 minimum) 70.00
3 1st Class Passengers 30.00
2 2nd Class Passengers 14.00
3 Steerage Passengers 15.00
100 Marines 500.00
5 Bay Personnel .00

Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
4 ER Large Laser Nose 3(32) 3(32) 3(32) -- 48 20.00
2 Gauss Rifle(24 rounds) Nose 3(30) 3(30) 3(30) -- 2 33.00
2 NL55 Nose 11 11 11 11 170 2,200.00
4 ER Large Laser FL/R 3(32) 3(32) 3(32) -- 96 40.00
2 Gauss Rifle(24 rounds) FL/R 3(30) 3(30) 3(30) -- 4 66.00
2 LRM 20(24 rounds) L/RBS 4(36) 4(36) 4(36) -- 24 48.00
4 LRM 5(48 rounds) 16 20.00
4 ER Large Laser AL/R 3(32) 3(32) 3(32) -- 96 40.00
2 Gauss Rifle(24 rounds) AL/R 3(30) 3(30) 3(30) -- 4 66.00
4 ER Large Laser Aft 3(32) 3(32) 3(32) -- 48 20.00
2 LRM 20(24 rounds) Aft 2(24) 2(24) 2(24) -- 12 24.00
------------------------------------------------------------------------------
TOTALS: Heat: 520 100,000.00
Tons Left: .00

Calculated Factors:
Total Cost: 1,847,686,000 C-Bills
Battle Value: 26,221
Cost per BV: 70,465.89
Weapon Value: 12,433 (Ratio = .47)
Damage Factors: SRV = 502; MRV = 417; LRV = 201; ERV = 32
BattleForce2: Not applicable

Karagin

Given time and plenty of paper, a philosopher can prove anything.
CrayModerator
08/06/02 01:33 PM
64.83.29.242

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Dude, I LIKE the price. It's cheaper than a Behemoth.

Double or triple the size and you should have a very nice armed merchant ship rather than a privateer, and the price shouldn't change much.

Speaking of privateers...shouldn't it have a bit more cargo space for all the ph@ l00t?
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.
Karagin
08/06/02 01:42 PM
63.173.170.165

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I thought of that...but I was trying for the concept first...I was thinking of going up to in tonnage a little bit more to allow for more cargo space...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CrayModerator
08/06/02 01:43 PM
64.83.29.242

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With all else kept equal...going to 150,000 tons should free about 10-15ktons of cargo. That's the cargo space of a Mule.
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.
Karagin
08/06/02 01:45 PM
63.173.170.165

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That should be more then enough, maybe a little less with some of the weight going to armor or marines...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
NathanKell
08/06/02 09:57 PM
24.44.238.62

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Ah, privateers!

You know, it's pretty sad that you outgun the Vincent...and nearly out-armor it too. In fact, if you used a slightly higher-tech armor, you would. Sad in a very *good* way, though, and less a reflection on this ship than on how bad the SL ships really are.
I particularly like the idea of expanding "warship suffrage", if you will.

I'm a little unsure about a couple things, though: first, where is all that tonnage going in Grav Decks? A ship's grav decks each mass at *most* 100 tons. Does that mean you're mounting twenty-two grav decks? Plus, if you brought the mass down 1 ton you'd halve your fuel consumption (99,999t is in the 9.77 t/b-d vs 19.75 category). Which brings me to: you have enough fuel for about 21 months of constant 1G acceleration, or 125 thousand thrust points.

Dropping both of these to more reasonable levels would give you plentiful cargo capacity. And upping the armor tech (maybe to Imp. FA) would let you out-armor a Vincent, too.
Also, and this is just quibbles: if you have the tech for GRs and ERLLs, you have the tech for DHS and Artemis, both of which would help (the former for cargo space, the latter to increase firepower while keeping the same number of weapons for FCS limits). The tonnage DHS would save could easily cover swtiching the LRM-5s to LRM-20s and giving them all Artemis. Also (and this is yet another quibble), since you're so far under FCS limits I'd say just *forget* the LBS and RBS arcs and redistribute the weapons to the other arcs, which have *far* more coverage.

Other than that--great ship! Bashing on a Budget, you could call it.
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
Karagin
08/07/02 03:12 AM
63.173.170.149

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Thanks for the ideas and comments! I will try to employ some of them in the a revison of the ship.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
10/14/05 06:53 PM
24.243.178.223

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bump
Karagin

Given time and plenty of paper, a philosopher can prove anything.
wolfcannon
10/14/05 07:44 PM
65.212.204.9

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a pirates dream come true.
Clan Wolf in Exile
328th Assault Cluster(the Lion Hearted)
Bravo Trinary
Alpha Star
Star Captain James Sword
Karagin
10/14/05 10:05 PM
24.243.178.223

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To some extent...
Karagin

Given time and plenty of paper, a philosopher can prove anything.
wolfcannon
10/15/05 10:49 AM
65.212.204.9

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hehe.
Clan Wolf in Exile
328th Assault Cluster(the Lion Hearted)
Bravo Trinary
Alpha Star
Star Captain James Sword
Karagin
08/09/06 03:23 PM
214.13.128.178

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Back again for another round.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
06/01/14 01:38 PM
70.118.139.48

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Seeing how I have brought this topic back I am bumping this one versus reposting it.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
His_Most_Royal_Highass_Donkey
06/01/14 08:27 PM
172.56.8.232

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It does not work for me. A merchant class ship that only has 1% of its mass for cargo?
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
Karagin
06/01/14 09:43 PM
70.118.139.48

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And did you read any of the suggested improvements to it?
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
06/01/14 10:17 PM
70.118.139.48

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Code:
                    AeroTech 2 Vessel Technical Readout
VALIDATED

Class/Model/Name: Gremlin Class Merchant Cruiser
Tech: Inner Sphere / 3067
Vessel Type: WarShip
Rules: Level 2, Standard design
Rules Set: AeroTech2

Mass: 150,000 tons
K-F Drive System: (Unknown)
Length: 335 meters
Sail Diameter: 878 meters
Power Plant: Standard
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Improved Ferro-aluminum
Armament:
24 ER Large Laser
10 Gauss Rifle
2 NL55
6 LRM 20
8 LRM 5
------------------------------------------------------------------------------
Class/Model/Name: Gremlin Class Merchant Cruiser
Mass: 150,000 tons

Equipment: Mass
Power Plant, Drive & Control: 45,000.00
Thrust: Safe Thrust: 5
Maximum Thrust: 8
Kearny-Fuchida Hyperdrive: Compact (Integrity = 5) 67,875.00
Jump Sail: (Integrity = 3) 38.00
Structural Integrity: 50 7,500.00
Total Heat Sinks: 345 Double .00
Fuel & Fuel Pumps: 19,125.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 375.00
Fire Control Computers: .00
Food & Water: (112 days supply) 112.50
Armor Type: Improved Ferro-aluminum (130 total armor pts) 124.50
Capital Scale Armor Pts
Location: L / R
Fore: 25
Fore-Left/Right: 21/21
Aft-Left/Right: 21/21
Aft: 21

Cargo:
Bay 1: Cargo (1) with 1 door 4,558.00
Bay 2: Small Craft (1) with 1 door 200.00

Grav Decks #1 - 2: (250-meter diameter) 200.00
Grav Decks #3 - 4: (300-meter diameter) 1,000.00
Life Boats: 14 (7 tons each) 98.00

Crew and Passengers:
14 Officers (14 minimum) 140.00
64 Crew (61 minimum) 448.00
10 Gunners (10 minimum) 70.00
3 1st Class Passengers 30.00
2 2nd Class Passengers 14.00
3 Steerage Passengers 15.00
100 Marines 500.00
5 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
4 ER Large Laser Nose 3(32) 3(32) 3(32) -- 48 20.00
2 Gauss Rifle(24 rounds) Nose 3(30) 3(30) 3(30) -- 2 33.00
2 NL55 Nose 11 11 11 11 170 2,200.00
4 ER Large Laser FL/R 3(32) 3(32) 3(32) -- 96 40.00
2 Gauss Rifle(24 rounds) FL/R 3(30) 3(30) 3(30) -- 4 66.00
2 LRM 20(24 rounds) L/RBS 4(36) 4(36) 4(36) -- 24 48.00
4 LRM 5(48 rounds) 16 20.00
4 ER Large Laser AL/R 3(32) 3(32) 3(32) -- 96 40.00
2 Gauss Rifle(24 rounds) AL/R 3(30) 3(30) 3(30) -- 4 66.00
4 ER Large Laser Aft 3(32) 3(32) 3(32) -- 48 20.00
2 LRM 20(24 rounds) Aft 2(24) 2(24) 2(24) -- 12 24.00
------------------------------------------------------------------------------
TOTALS: Heat: 520 150,000.00
Tons Left: .00

Calculated Factors:
Total Cost: 1,740,446,000 C-Bills
Battle Value: 33,038
Cost per BV: 52,680.13
Weapon Value: 13,470 (Ratio = .41)
Damage Factors: SRV = 502; MRV = 417; LRV = 201; ERV = 32
Maintenance: Maintenance Point Value (MPV) = 192,349
(73,125 Structure, 106,838 Life Support, 12,386 Weapons)
Support Points (SP) = 99,262 (52% of MPV)
BattleForce2: Not applicable
Karagin

Given time and plenty of paper, a philosopher can prove anything.
His_Most_Royal_Highass_Donkey
06/02/14 12:23 AM
172.56.31.11

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So instead of 1% its now 3%. Still way light on cargo.

I would drop the engine to 2/3 there is really no need for a cargo ship to be going at 8G, 3G at its fastest is fine for a cargo ship. That would open up 18,000 tons for cargo.

I would put 2,000 of them tons to docking collars for dropships to dock for extra cargo hauling.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
Karagin
06/02/14 06:14 AM
70.118.139.48

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The idea was to move away from the dependency on the dropship, other wise why even worry about this at all if all you are going to do is ferry around dropships. Dropping the speed is something that could be looked into. As with the other support ship I posted, think along the lines of these things supporting fleets and such, not as just a armored jumpship.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
CrayModerator
06/02/14 06:21 PM
67.8.171.23

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Quote:
His_Most_Royal_Highass_Donkey writes:

It does not work for me. A merchant class ship that only has 1% of its mass for cargo?



I thought it was meant to protect cargo ships, not be a cargo ship.
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.
Retry
06/03/14 12:22 AM
76.7.236.208

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I thought it was both.
Karagin
06/03/14 12:22 AM
70.118.139.48

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It is suppose to be both.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Retry
06/03/14 12:33 AM
76.7.236.208

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Maybe slow it down for more cargo space?

Actually, I have not a clue in the world about space combat and norms for stuff works. I find a bunch of it so odd that I stay away from it. Especially the "simplified" combat for fighters, but the capital ship classes are odd too.(The only thing making a destroyer a destroyer for example is the size of it, and there's no disadvantages to munching them up to 2.5 million tons other than a slight cost increase. Couldn't there have been a system or a rule added in to make the separate classes... you know... more unique?)

Maybe you can use a Naval Autocannon 10 for a variant.
His_Most_Royal_Highass_Donkey
06/03/14 11:05 AM
172.56.39.144

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What cargo ships is suppose to be protecting?

It has no hard points to transport drop ships. All it is is two massive engines one drive the other a KF.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
ghostrider
06/03/14 11:13 AM
66.74.185.162

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Not all escort ships haul cargo as well as protect cargo carriers. The Vengence fighter carrier and the leopard cv are to good examples, unless they are moving fighters to a customer.

And a warship should not be a mule for cargo transports, but other combat ships that would escort them planetside and back. Granted they tend to escort the jumpships more then dropships, but the is a small technicality.
CrayModerator
06/03/14 06:26 PM
67.8.171.23

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Quote:
Karagin writes:

I thought of that...but I was trying for the concept first...I was thinking of going up to in tonnage a little bit more to allow for more cargo space...



Find 1000 tons and give it a docking collar. That's 100,000 tons of cargo space, at least for jumps.
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.
Karagin
06/03/14 10:18 PM
70.118.139.48

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Once again let me explain it, this is NOT a glorified jumpship. The idea here is to NOT have it ferry around drops ships, but instead BRING the cargo in on it's own from other systems. Demilitarized vessels would be something that many Houses would sell off or the even the SLDF would, older none needed, out dated stuff. Many merchant groups would want these ships and there would be some purpose built for the lack of better terms super merchant ships. This is what I am going for here with the Gremlin.

Having it carry dropships makes it nothing more then an up-armored jumpship, which is what I trying to break away from, while keeping it with in the realm of what the Inner Sphere and/or Clans can make and support.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
06/03/14 10:19 PM
70.118.139.48

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As for cargo, any kind, bulk goods, mech parts, etc...it is a merchant ship that happens to have been at one point a warship, not something beyond far fetched.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Retry
06/03/14 11:23 PM
76.7.236.208

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Not knowing the timeline, it seems reasonable to me that this used to be a warship back when there were no compact drives created yet. Though that would make the ship REALLY old.
Karagin
06/04/14 06:18 AM
70.118.139.48

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Actually no Retry it would not make it old since until the recent set of rules came out compact cores were not around, this ship was built prior to the CORE rule set coming out, so it's not going to have a compact core.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
His_Most_Royal_Highass_Donkey
06/04/14 12:39 PM
172.56.2.226

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Quote:
Karagin writes:

Once again let me explain it, this is NOT a glorified jumpship. The idea here is to NOT have it ferry around drops ships, but instead BRING the cargo in on it's own from other systems.



Then it fails miserably. No one is going to wast 1.85 billion C-Bills to transport 1,000 tons of cargo. You would have to charge a hundred times the going rate per ton of cargo delivered. No one will agree to that.

You can buy two mule dropships and a Merchant jumpship for less than one billion C-Bills and transport 17,000 tons of cargo.
Why argue if the glass is half full or half empty, when you know someone is going to knock it over and spill it anyways.

I was a Major *pain* before
But I got a promotion.
I am now a General *pain*
Yay for promotions!!!
CrayModerator
06/04/14 07:21 PM
67.8.171.23

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Quote:
Karagin writes:

Once again let me explain it, this is NOT a glorified jumpship. The idea here is to NOT have it ferry around drops ships,



Oh, okay, cool. I apologize, I only skimmed the stats and jumped to the recent posts, not all the old posts. I only read in threaded mode.

I fully approve of the design goal. I've made small ships with that goal, too.

So...

Alright, if this is to be a viable cargo merchant ship, then you should at least aim to compete with existing ships on a price and cargo basis. That's going to be challenging.

First, your listed price is incorrect due to recent rules changes. To address a problem with older pricing rules that allowed WarShips (even 2.5-megaton giants) to be cheaper than high-end DropShips, Strategic Operations added in a new tonnage-related cost, the KF support systems:

20,000,000 x (50 + Unit Tonnage รท 10,000), and that gets multiplied by the final cost multiplier (x2) like everything else.

To save you some time, that's an extra 2.4 billion, so you've got a total of about 4.2 billion. 4.2 billion buys a lot of DropShips and conventional JumpShips, so the bar is set high on performance. And while you don't have to carry it, you're going to need DropShips at the origin and destination to deliver cargo to the ground since, within the rules, WarShips can't land. (Obviously, you can wave that in a home game.)

Second, your competition generally consists of Merchant and Invader JumpShips hauling Buccaneer or Mule-class DropShips, the most common civilian freight haulers. (Obviously, this excludes big DropShips like the rare Mammoth and Behemoth). At the small end, a Merchant and two Buccaneers can deliver about 4,000 tons of cargo, while at the upper end an Invader can deliver 3 Mules with 25,500 tons of cargo.

The Merchant is now about 530,000,000CB with its KF support systems (Tonnage x 1,000 x 1.25 for conventional JumpShips), while a pair of Buccaneers is 220,000,000CB. The Invader is now about 670,000,000CB, while 3 Mules is 480,000,000CB. Competitors will be able by multiples of those JumpShip-DropShip combos and haul a lot more cargo than you can, at the same delivery rates, so you'll either want a huge cargo increase or to find some niche cargo.

Next, options for improving your cargo capacity. If they fit your concept, feel free to use them. If not, that's cool. It's your ship.

1) Strip minor items. Among them:

You've got crazy large amounts of fuel. Crazy, over 600 burn-days of fuel. The typical round trip to and from a destination planet is only about 30 to 40 burn-days. Most military WarShips rarely have more than 150 burn-days, so you can - if you want - free up 9,000 or more tons from that.

Each of the 300-meter gravdecks give you about a linear kilometer of corridor space for quarters, rec rooms, ball courts, etc., and that's assuming you only have one corridor and one floor per gravdeck. I generally approve of big gravdecks because small, fast-spinning ones tend to nauseate occupants and a 225m diameter is the magical number to begin minimizing that and maintain 1G. However, you only have about 200 passengers and crew who only need less than half of one of those gravdecks. So, I'd ditch all the 300-meter decks and one of the 250-meter decks to free up 2100 tons.

If you're not planning to use this as a military transport, 100 marines is a lot of overkill. 10 security personnel is plenty, so that'd be +450 tons.

A merchant ship is probably twitchy about recurring costs like salaries and ammunition, which is sort of silly when you compare the payments on a 4.2-billion CB ship, but merchants seem to think that way. Of those costs, ammo is quite high on your ship: a ton of LRM ammo is as expensive as several years' salary for a typical crewmen. If you ditched the LRMs and Gauss Rifles, you'd save 257 tons directly and 28 more tons by eliminating 4 gunners: 285 tons. That'd leave you with pretty excellent energy weapon coverage.

Typical TRO formatting would not list food & water separate of the regular cargo, so that's 112.5 tons you could shift to cargo. (Obviously, the crew would still need to eat, but you'd be more flexible in how much could be assigned.)

All those little tweaks get you about 12,000 extra tons of cargo. That's a payload large enough to be useful.

2) Strip major items: the engines

Having higher than 2/3 thrust on a civilian spaceship that will never land is something that will only be useful for minutes in a ships' decades-long life unless it gets into a war zone and gets chased. It is not practical to use 5/8 thrust for days on end for two reasons:

a) High acceleration cuts travel times a surprisingly small amount. The basic equation for distance-vs-acceleration (available from your handy physics textbook, wikipedia, DropShips & JumpShips, or Strategic Operations) shows that travel time is related to the square root of acceleration. If you double the acceleration from the standard 1G to 2Gs, you don't cut travel time in half. Instead, you cut it by 1.414 (the square root of 2). You need to go to 4Gs to cut transit times in half. Your ship can do that by cranking at max Overthrust the whole time, but that leads to the next problem...

b) You'll kill the crew, or at least endanger their health. You could get away with days at 1.5Gs (3 thrust) with a healthy, young crew, but the human heart begins having trouble lifting blood against 2-3Gs. Keeping the crew in acceleration couches for days at 2Gs just begs for bed sores.

c) You can't use the engines to push the ship through a star system and recharge at the same time, and the jump sail can't be deployed while you're zipping along 1G+. That means you need to stop and recharge for 1 week in each system, annihilating any regular, peacetime benefits from traveling at high Gs.

Conclusion: shrink the engines. 2/3 is plenty for a merchant freight, or maybe 3/5 if you want a chance to outrun pirate ships. That would free up 12,000 to 18,000 tons, if you're interested.

3) Major design change: make it bigger.

Ultimately, WarShips get most efficient at hauling freight at their largest possible size. You have the minimum crew size, minimum proportional fuel requirements, minimum proportional structural and secondary equipment masses, and largest cargo capacity per jump. Meanwhile, 100,000-ton ships will have the largest proportional mass of non-cargo items.

Since you probably weren't interested in ultra-mega-2.5-million ton freighters if you built a 100,000-ton ship, then modest jumps to 150,000 or 200,000-ton designs will open tens of thousands of tons while keeping the current items present.

Or not. It's your baby.
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.
Karagin
06/04/14 08:55 PM
70.118.139.48

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And again Donkey you missed it, it's not set in stone, it's a concept, it's something to add flavor and variety to the game. It's not meant to be the end all of things, just another look at stuff. Yes it can be refined as Cray posted and it can be improved on a lot.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Karagin
06/04/14 09:29 PM
70.118.139.48

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Cray, interesting ideas and suggestions, I will play around with somethings, like I stated it's not a finished concept, it is an idea, and it does need some fine tuning.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
ghostrider
06/05/14 07:08 AM
24.30.130.52

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You would not have to just use the ship to bring in cargo. You could use it as a escort for a fleet. If it would actually engage the enemy that might try to hijack the fleet.
I do not see where it says they would not engage entirely. Only something bigger then itself. So it would be more then enough for a pirate attack, maybe 2 drops ships or so. Granted, if they have a fighter carrier, or multiple assault ships then you may have issues. Then again if they do, you would lose the fleet without an issue.
Having this one as an escort would give you a chance.
Karagin
06/05/14 05:55 PM
70.118.139.48

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IT is not a warship per say.
Karagin

Given time and plenty of paper, a philosopher can prove anything.
Retry
06/06/14 03:01 PM
76.7.236.208

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I have always found it curious that the only thing that distinguishes a jumpship from a warship is, technically, the compact drive engine thing. You can technically make a "warship" with the upgraded drive, dump all the tonnage into armor and cargo and dropship ports and basically make a super jumpship that's just called a warship.
CrayModerator
06/07/14 02:41 PM
67.8.171.23

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Quote:
Retry writes:

I have always found it curious that the only thing that distinguishes a jumpship from a warship is, technically, the compact drive engine thing. You can technically make a "warship" with the upgraded drive, dump all the tonnage into armor and cargo and dropship ports and basically make a super jumpship that's just called a warship.



Well, rules-wise there are other issues. At a minimum, WarShips have different fusion engines, bridge masses, and structural masses than JumpShips. It's the difference between a river barge and an ocean-going vessel.

But, yes, if you install a compact core it gets automatically dubbed a "WarShip" even if it has no guns.
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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