Testing a New KHs build system

jedion357's picture
February 4, 2011 - 8:14pm
RE: http://www.starfrontiers.us/node/4875

basic idea was to assign spaces to hull sizes based on internal volume

Then to amass a list of equipment with spaces assigned by volume

then you spend the space for your hull size

Of 2 minds on MHS- to just ignore it- if you have the space you can install a system or to keep it with the caveat that every time you violate it you blow off an ADF/MR point.

That said MHS is still in the chart, plus computer program costs, level and FP are included in that chart

All items with an * can hold the first shot in the launcher without spending a space.

There is one new piece of equipment: the ECM Drone and thats a place holder till I can test out a few ideas.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
February 4, 2011 - 8:30pm
Building a Canon Fighter (2 spaces total)
Assault Rocket launcher and 3 rockets+ 2 spaces
Pilot must wear pressure suit and carry his own LS

Videocom Radio and Radar= .7 space over the 2 total gives us 2.7 or 2.9 if we buy up LS for a crew of 1-2

Right away this ship goes over the new systems numbers; that can be explained by
1. its a military design and thru miniaturization the get .9 space free.
2. the canon rules say that you can modify both the length and diameter of a hull by +/- 25% and this extra space is where the extra bits were shoe horned in.

Notes: Think there is room for a command or Wild Weasel fighter based on HS2 and equiped with white noise broadcaster

This system will also allow a fighter to be built with 2 laser pods

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
February 4, 2011 - 8:45pm
Building a Canon Assualt Scout (40)

Atmospheric Streamlining (should be 10 not 3) -10 for 30 left
LB -3 for 27 left
AR w/4shots -2.5 for 24.5 left
3 life pods  -3 for 21.5 left
LS & Backup LS (for 7-12) -4 for 17.5
Videocom radio, Subspace radio, and radar -1 for 16.5
4 journey class cabins -16 for .5left

I charged 4 journey class cabins for crew's quarters since a deck plan I have shows 4 simple cabins

The .5 could of course be used for 1 more assault rocket.

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
February 4, 2011 - 9:13pm
Building a Canon Frigate (150 spaces)

LC, RBX4, LB, Tx2 -24 for 126 left
MS Launcher -2.5 for 123.5 left
2 MS charges -20 for 103.5 left
ICM w/4 shots -5 for 98.5 left (ICM launcher can launch any number of ICM therefore 1 shot cannot be stored in launcher)
5 life pods -5 for 93.5 left
1 life boat (10 cap) -2 for 91.5 left
5 first class cabins -40 for 51.5 left
12 journeyclass cabins -24 for 27.5 left
LS & Backup LS (21-35cap) -16 for 11.5 left
Videocom radio, radar, subspace radio -1 for 10.5 left
WNB -1 for 9.5 left
Decoy (X1) -5 for 8.5 left

Notes: the 8.5 spaces will likely be used for the launch which was left off the master equipment list as well as atmoprobes and remote probes or even a laboratory. book says a Frigate has a crew of 25-30 so 5 1st class cabins for 5 officers and 12 journey class cabins for 24 crew/junior officers
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
February 4, 2011 - 10:26pm
Building a canon Light Cruiser HS 12-14 Crew 70-100 (spaces 1870 on an HS13)

DC, LB, EB, PB, RBx6, TX4  -32.5 for 1837.5 left
ES, SS, ICMx8 -35 FOR 1802.5 left
7 1ST CLASS CABINS -56 FOR 1746.5 left
45 Journy Class cabins -180 for 1566.5 left
LS & backup LS (61-100cap) -64 for 1502.5 left
13 lifepods -13 for 1489.5
3 life boats (20cap) & 1 life boats (10cap) -11 for 1478.5 left
Videocom Radio, radar, sub space radio -1 for 1477.5 left
Energy Sensor & WNB -3 for 1474.5 left
Decoy (2 decoys) -26 for 1448.5 left
ECM drone (2 drones) -3 for 1445.5 left
Atmoprobes (x10), Lab, Remote probe (X8) -29 for 1416.5 left
Cargo hold (2 units) -6 for 1410.5 left
Skin Sensors -10.4 for 1400.1 left
Camera System -6.5 for 1393.6 left
4 sm Launches, 1 lg launch, 4 workpods -25 for 1368.6 left
1 shuttle -10 for 1358.6 left

Note: this is where the system breaks down, a canon ship of this size only uses 511.6 of the 1870 available

I suspected that this system would duplicate the smaller craft but that there'd be room for lots more weapons and defenses and in such a way that it'd make the larger classes closer to what they should be, something approaching a real capitol ship.

 adding an MS (X2) will -32.5 for 1336.1 left

I'm gessing that this system will not work or we'll have to settle for huge amounts of weapons on a Light Cruiser

I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
February 5, 2011 - 6:58am
White board session:

1. if its to be a volume based system of ship construction then % has to come off the top for galleys, crew lounge, engineering spaces, sick bay, elevators and etc; perhaps 20%

2. Previously I used the numbers for 1st class and journey class accomodations and the number of crew taken from the book. What might be simpler is a percentage of the volume for crew quarters. In this way a bigger ship has a bigger overall percentage of crew space. Pit falls of that are that it only works for military ships (civilian ships will have to use the previous system for counting up 1st and journey class cabins) and it breaks down with a warship design that is crew heavy (carriers perhaps)

3. bigger hulls should carry bigger versions of weapons thus a laser battery on a scout ship should not be the same thing as a laser battery on a battleship, when a capitol ship carries a missile it should be a bigger more capable version of the missile carried by a frigate.

4. there is a bit of wonkiness to the KHs defenses and weapons, In Wills house rules he eliminated all the electronic screens in favor of the Mag screen- something to be said for that. most of the KHs screens are useless- why activate a proton screen when the enemy has 1 each proton and electron battery. most ships only carry 1 off of those batteries so better to just ignore the defense for them. Not sure if I'm down with his anti beam missle but....

5. My Natural inclination is to craft a system of weapons that uses long range missiles and short ranged beam weapons- a battle becomes a dance of missile and missile defense deuling till you can close to beam range. make ECM drones and decoys more important to this system.

6. ships need more than one radar array in case battle damage knocks out the radar, same for energy sensors, likely a military ship will have plenty of redundancy. new damage table is called for to include things like radar, e sensors and radios, might need to include reactors and inertia dampeners as well.

7. Why should not a Space Fleet scout craft mount a type B atomic engine? They should mount that engine and they can keep up with the fleet without worrying about overhauls.

8. need a space requirement for a fighter bay and I expect that capitol ships will be very heavily gunned compared to similar canon ships as the volume of the hull goes up dramatically. Expect a HS20 carrier to carry quite a bit more than 12 fighters and 24 might be a low number for that as well. but then tracking 36-48 fighters in a game could be tedious unless of course they're flown as squadrons. HS20 battle ships will be stupendous too

9. radically different enemies should have different design philosophies and even, possibly, different weapons systems.
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!

jedion357's picture
February 5, 2011 - 7:15am
My idea for ECM drones- deployable asset that has WNB which is used to attempt to jam the telemetry links for missles with the intent that they loose their lock on. it also acts a bit as a remote sensor and helps a ship see through the signals coming from a decoy, While it lasts is adds a bonus to targeting for is ship.

Decoys are large and eat up space but are designed to mimic the firing ship, can be updated be fore deployment to minic the current battle damage too. They follow a programed course till the enemy rules them out. Due to the space requirements for this system, only military ships bother with them.

concerning squadron formations- if one fighter is a ECM fighter with a WNB and the same equipment as the drone it confers the jaming and targeting benefit to the whole squadron
even if the ECM fighter goes down a group of fighters in formation gain a benefit to dogfighting.
With clear benefits to squadron formations players will keep their fighters together and thus tracking large numbers of them will boill down to tracking 3-6 squadrons
I might not be a dralasite, vrusk or yazirian but I do play one in Star Frontiers!