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#276 |
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Surviving on Destiny
Join Date: 2 Nov 2009
Posts: 434
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Ship naming conventions
So what names would generally be given to Warships, Jumpships and Dropships? Was there a decision earlier? |
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#277 |
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Homicidal Maniac
Join Date: 17 May 2004
Posts: 8,784
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I'd say start with names of the dead from the pirate attacks and invasion of Antallos. By the time you run out of those, it's pretty much a certainty that GDI will have more martyrs to use as a rallying cry.
As far as conventions go, normal dead for dropships, dead heroes for jumpships, and dead big damned heroes for warships. |
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#278 | |
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a man with a plan
Join Date: 28 Dec 2009
Location: United States of America
Posts: 1,753
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Quote:
-famous people/ heroes -famous battles -certain traits and themes like Enterprise, Indomitable, Valiant, Venture, Defiant, etc. Remember that there will be a few different Warship Classes as well as 'Pocket' Warships. there will be plenty of things to name. |
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#279 |
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and his Chibi Neue Ziel!
Otaku
Join Date: 14 Feb 2005
Location: ↓, ↘, → + Punch
Posts: 12,134
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I can eventually see some bright shmuck going the Andromeda Ascendant/UNSC naming method, but not for a good number of decages.
However to avoid any signs of favoritism, I suggest names out of world mythology such as heroes, monsters, deities, etc - and really jumble things too. No Greco-Roman names being prevalent from the start. However I would say that we go by the idea of using names based on certain themes: Lightning mythology (Thor, Zeus, Thunderbird, etc), Fire/Light (Agni, Apollo, Quetzalcoatl, Amaterasu, etc), Water (Poseidon, Kraken, Megalodon, etc) and so on. Also, considering the 'Megalodon' also include ancient or modern day predators, preferably Apex ones. Of course, there will be certain names that are just too famous not to end up having a ship bear the name. However I also suggest that we continue with the idea that whatever country/nation (if OWA joins) wins the design contest for a new class (warship, ASF, Vehicle, you name it), that country/nation gets to pick the name for the class, and then any subsequent vessels in a class (if a ship, or in a growing case nowadays in the USA- strategic bombers (one I don't really approve of)) are named along that convention. Such as say the PDRC (China) wins a dropship hull design and names it the Kirin class. Later vessels likely will be called: Unicorn, Leprechaun, Chimera, etc. Names after a mythological beast of luck, or change (in the case of the Chimera).
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Macross Daedalus Attack: Because nothing says "Fuck You" like punching them in the face with an aircraft carrier. Devout Worshipper at the Temple of Kawamori-San, He who is God of all Transforming Mecha "They will know pain, they will know suffering, and then, and only then, they will die." "Muda Da! MudaMudaMudaMuda! Za Warudo! Toki Wo Tomare. Soshite, toki ga ugoki desu. Muda Da! WRYYYYY!!!! -- Dio Brando / Sakuya Izayoi Known aliases: Anon-Non-Non, Mechy-San, Yukikaze-Kun Vae Victus |
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#280 | |
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a man with a plan
Join Date: 28 Dec 2009
Location: United States of America
Posts: 1,753
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Quote:
Simmons: That would be the Chupacabra, Sir. Sarge: Hey, Grif...Chupa-thingy, how about that? I like it, got a ring to it. http://www.youtube.com/watch?v=_yq_0KuXu64 ![]() ![]() ![]() ![]() ![]() ![]()
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#281 | ||
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a man with a plan
Join Date: 28 Dec 2009
Location: United States of America
Posts: 1,753
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Quote:
Quote:
Now as to what shape those derelicts will be in, well it could be almost anything. They could have melted their Jump Drives, their Jump cores, or their Battery System or any combination of things. They could have blown the seals on their helium tanks or they could torn/lost their Jump Sail. Honestly it could be almost anything. Now problems with the Drives, Cores, or Battery System would be the most tough to fix as they would require those systems to be completely replaced. Of those three the battery System would be the least costly and the least hassle to replace/fix. Seals on the helium tanks would be a bit easier to fix, but you then need to replace the liquid helium in those tanks as it helps to cool the Core and Drive as well as insulate them from damaging energies. Jump Sails could be tricky as they are specially made and tailored to specific JumpShip Classes and it is very difficult to make sails work with JumpShip Classes that they weren't designed for. This is because you need to consider the amount of power the Sail is meant to collect, how much power it transfers to the JumpShip, and how it is supposed to be stored in the storage lockers. Now most JumpShips are supposed to carry an extra sail just in case of emergencies, but on a derelict it would be doubtful to find one because it has probably already been used and never replaced or was stripped out as salvage fro a JumpShip that worked and needed a Sail. If I had to guess at how many of the derelicts would be repairable, a least repairs that are as I outlined above seeing as how major battle damage would be even more difficult to repair, I would say the vast majority would be repairable in some way. The question really is how much time it would take to fully repair the Ship or repair it enough to jump it to a drydock or shipyard. With that in mind, as well as not being too favorable, I would estimate it like this: - 1/3 are probably repairable with just replacing parts and equipment - 1/3 are probably repairable, but need extensive work that requires time in a drydock - 1/3 are probably too damaged to be used for anything other than parts Now if there are at least 15-20 in current Outworlds systems and at least that many out in the former territtories of the Alliance we can look at a conservative estimate of 30-40 derelicts. I would probably add on 10 more given the size of the lost territories bringing the total to 40-50. With those estimates we could be looking at maybe: - 12-15 are probably repairable with just replacing parts and equipment - 12-15 are probably repairable, but need extensive work that requires time in a drydock - 12-15 are probably too damaged to be used for anything other than parts Now this is a rough, conservative estimate based upon source material and what is most likely wrong with those derelicts. It would very well be that the breakdown of those numbers in regards to repairable JumpShips will be a bit more varied than I estimated. However, I feel somewhat comfortable with my overall estimate of the total number of derelicts out there based upon the source materials available to from BT. |
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#282 |
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Registered
Join Date: 8 Oct 2009
Posts: 587
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It should be remembered that ruined jumpship cores are still bloody huge lumps of refined germanium. And we have star league factories/yards that can take in germanium and spit out jump cores. If they don't have built in refining capabilities chunking up ruined jump cores will be our only source for quite a while, but even if they do have internal refineries it may be a source we can access sooner than we can taking apart the asteroid.
And 12-15 ruined jump cores should be enough germanium to make at least 10-12 new jumpships even if there's waste. At 2 ships a year that gives us 5-6 years extra in which to get asteroid mining going.
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Ceterum censeo |
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#283 |
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Registered
Join Date: 15 Dec 2009
Posts: 242
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Right then! It sounds like the somewhat idle Earth shipyards, more to the point submarine manufacturers, who are most likely experiencing a drop in sub contracts, can have a nice fat project to rush.
Do you remember the 10Kton lift platform I mentioned based on the lower section of a mule dropship and the related 10Kton modules? Code:
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Orbital Lift Platform OLP-1
Tech: Inner Sphere / 3067
Vessel Type: Spheroid DropShip
Rules: Level 1, Standard design
Rules Set: AeroTech2
Mass: 13,000 tons
Length: 44 meters
Power Plant: Standard
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Standard
Armament: None
------------------------------------------------------------------------------
Class/Model/Name: Orbital Lift Platform OLP-1
Mass: 13,000 tons
Equipment: Mass
Power Plant, Drive & Control: 2,535.00
Thrust: Safe Thrust: 3
Maximum Thrust: 5
Structural Integrity: 5 130.00
Total Heat Sinks: 131 Single .00
Fuel & Fuel Pumps: 24.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 98.00
Fire Control Computers: .00
Armor Type: Standard (40 total armor pts) 1.50
Standard Scale Armor Pts
Location: L / R
Fore: 10
Left/Right Sides: 10/10
Aft: 10
Cargo:
Bay 1: Cargo (1) with 1 door 10,000.00
Bay 2: Cargo Handling Gear (1) 200.00
Crew and Passengers:
1 Officers (1 minimum) 10.00
6 Flight Computers .75
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
------------------------------------------------------------------------------
TOTALS: Heat: 0 12,999.25
Tons Left: .75
Calculated Factors:
Total Cost: 121,063,376 C-Bills
Battle Value: 110
Cost per BV: 1,100,576.15
Weapon Value: 0 (Ratio = .00)
Damage Factors: SRV = 0; MRV = 0; LRV = 0; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 28,417
(14,082 Structure, 13,025 Life Support, 1,310 Weapons)
Support Points (SP) = 6,303 (22% of MPV)
BattleForce2: MP: 3, Armor/Structure: 1 / 0
Damage PB/M/L: -/-/-, Overheat: 0
Class: DL; Point Value: 1
Specials: sph
Code:
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Station Module (Shipyard) 10 LASH UPYRD
Tech: Inner Sphere / 3067
Vessel Type: Space Station
Rules: Level 1, Standard design
Rules Set: AeroTech2
Mass: 10,000 tons
Length: 219 meters
Power Plant: Standard
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament: None
------------------------------------------------------------------------------
Class/Model/Name: Station Module (Shipyard) 10 LASH UPYRD
Mass: 10,000 tons
Equipment: Mass
Power Plant, Drive & Control: 120.00
Thrust: Safe Thrust: 0
Maximum Thrust: 0
Structural Integrity: 1 100.00
Total Heat Sinks: 60 Single .00
Fuel & Fuel Pumps: 106.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 10.00
Fire Control Computers: .00
Armor Type: Standard (83 total armor pts) 52.00
Capital Scale Armor Pts
Location: L / R
Fore: 18
Fore-Left/Right: 13/13
Aft-Left/Right: 13/13
Aft: 13
Cargo:
Bay 1: UnPress Repair Facil. (275,000 T Capy) 6,875.00
Bay 2: Small Craft (2) with 2 doors 400.00
Bay 3: Assorted Offices and Shops (1) 1,700.00
Life Boats: 10 (7 tons each) 70.00
Crew and Passengers:
8 Officers (7 minimum) 80.00
39 Crew (39 minimum) 273.00
10 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
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1 Lot Spare Parts (2.00%) 200.00
------------------------------------------------------------------------------
TOTALS: Heat: 0 9,986.00
Tons Left: 14.00
Calculated Factors:
Total Cost: 6,884,370,060 C-Bills
Battle Value: 1,420
Cost per BV: 4,848,147.93
Weapon Value: 0 (Ratio = .00)
Damage Factors: SRV = 0; MRV = 0; LRV = 0; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 5,512
(1,462 Structure, 3,450 Life Support, 600 Weapons)
Support Points (SP) = 54,132 (982% of MPV)
Code:
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Station Module (Habitat) 10k LASH HAB
Tech: Inner Sphere / 3067
Vessel Type: Space Station
Rules: Level 1, Standard design
Rules Set: AeroTech2
Mass: 10,000 tons
Length: 219 meters
Power Plant: Standard
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament: None
------------------------------------------------------------------------------
Class/Model/Name: Station Module (Habitat) 10k LASH HAB
Mass: 10,000 tons
Equipment: Mass
Power Plant, Drive & Control: 120.00
Thrust: Safe Thrust: 0
Maximum Thrust: 0
Structural Integrity: 1 100.00
Total Heat Sinks: 60 Single .00
Fuel & Fuel Pumps: 106.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 10.00
Fire Control Computers: .00
Food & Water: (365 days supply) 1,171.75
Armor Type: Standard (259 total armor pts) 162.00
Capital Scale Armor Pts
Location: L / R
Fore: 44
Fore-Left/Right: 43/43
Aft-Left/Right: 43/43
Aft: 43
Cargo:
Bay 1: Cargo (1) with 2 doors 500.00
Bay 2: Small Craft (4) with 2 doors 800.00
Bay 3: Assorted Comforts (1) 1,000.00
Grav Decks #1 - 4: (200-meter diameter) 400.00
Life Boats: 110 (7 tons each) 770.00
Crew and Passengers:
110 Officers (100 minimum) 1,100.00
12 Marines 60.00
500 Construction Crew 3,500.00
20 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
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1 Lot Spare Parts (2.00%) 200.00
------------------------------------------------------------------------------
TOTALS: Heat: 0 9,999.75
Tons Left: .25
Calculated Factors:
Total Cost: 232,205,060 C-Bills
Battle Value: 4,221
Cost per BV: 55,011.86
Weapon Value: 0 (Ratio = .00)
Damage Factors: SRV = 0; MRV = 0; LRV = 0; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 39,277
(5,977 Structure, 32,700 Life Support, 600 Weapons)
Support Points (SP) = 2,022,150 (5148% of MPV)
BattleForce2: Not applicable
Code:
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Station Module (Factory) 10k LASH ASYMB
Tech: Inner Sphere / 3067
Vessel Type: Space Station
Rules: Level 1, Standard design
Rules Set: AeroTech2
Mass: 10,000 tons
Length: 219 meters
Power Plant: Standard
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament: None
------------------------------------------------------------------------------
Class/Model/Name: Station Module (Factory) 10k LASH ASYMB
Mass: 10,000 tons
Equipment: Mass
Power Plant, Drive & Control: 120.00
Thrust: Safe Thrust: 0
Maximum Thrust: 0
Structural Integrity: 1 100.00
Total Heat Sinks: 60 Single .00
Fuel & Fuel Pumps: 106.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 10.00
Fire Control Computers: .00
Armor Type: Standard (60 total armor pts) 37.50
Capital Scale Armor Pts
Location: L / R
Fore: 10
Fore-Left/Right: 10/10
Aft-Left/Right: 10/10
Aft: 10
Cargo:
Bay 1: Small Factory (1) with 2 doors 2,500.00
Bay 2: Small Factory (1) with 2 doors 2,500.00
Bay 3: Small Factory (1) with 2 doors 2,500.00
Bay 4: Assorted offices and spaces (1) 1,117.00
Bay 5: Small Craft (2) 400.00
Life Boats: 8 (7 tons each) 56.00
Crew and Passengers:
8 Officers (7 minimum) 80.00
39 Crew (39 minimum) 273.00
10 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (2.00%) 200.00
------------------------------------------------------------------------------
TOTALS: Heat: 0 9,999.50
Tons Left: .50
Calculated Factors:
Total Cost: 8,615,060 C-Bills
Battle Value: 1,053
Cost per BV: 8,181.44
Weapon Value: 0 (Ratio = .00)
Damage Factors: SRV = 0; MRV = 0; LRV = 0; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 5,498
(1,448 Structure, 3,450 Life Support, 600 Weapons)
Support Points (SP) = 152,685 (2777% of MPV)
BattleForce2: Not applicable
Code:
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Station Module (Stores) 10k LASH STRG
Tech: Inner Sphere / 3067
Vessel Type: Space Station
Rules: Level 1, Standard design
Rules Set: AeroTech2
Mass: 10,000 tons
Length: 219 meters
Power Plant: Standard
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament: None
------------------------------------------------------------------------------
Class/Model/Name: Station Module (Stores) 10k LASH STRG
Mass: 10,000 tons
Equipment: Mass
Power Plant, Drive & Control: 120.00
Thrust: Safe Thrust: 0
Maximum Thrust: 0
Structural Integrity: 1 100.00
Total Heat Sinks: 60 Single .00
Fuel & Fuel Pumps: 106.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 10.00
Fire Control Computers: .00
Food & Water: (3345 days supply) 786.00
Armor Type: Standard (60 total armor pts) 37.50
Capital Scale Armor Pts
Location: L / R
Fore: 10
Fore-Left/Right: 10/10
Aft-Left/Right: 10/10
Aft: 10
Cargo:
Bay 1: Cargo (1) with 2 doors 2,500.00
Bay 2: Cargo (1) with 2 doors 2,500.00
Bay 3: Cargo (1) with 2 doors 2,500.00
Bay 4: Assorted offices and spaces (1) 700.00
Life Boats: 8 (7 tons each) 56.00
Crew and Passengers:
8 Officers (7 minimum) 80.00
39 Crew (39 minimum) 273.00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (2.00%) 200.00
------------------------------------------------------------------------------
TOTALS: Heat: 0 9,968.50
Tons Left: 31.50
Calculated Factors:
Total Cost: 8,165,060 C-Bills
Battle Value: 1,053
Cost per BV: 7,754.09
Weapon Value: 0 (Ratio = .00)
Damage Factors: SRV = 0; MRV = 0; LRV = 0; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 4,673
(1,123 Structure, 2,950 Life Support, 600 Weapons)
Support Points (SP) = 54,132 (1158% of MPV)
BattleForce2: Not applicable
Code:
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Station Module (Hanger) 10k LASH HNGR
Tech: Inner Sphere / 3067
Vessel Type: Space Station
Rules: Level 1, Standard design
Rules Set: AeroTech2
Mass: 10,000 tons
Length: 219 meters
Power Plant: Standard
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament: None
------------------------------------------------------------------------------
Class/Model/Name: Station Module (Hanger) 10k LASH HNGR
Mass: 10,000 tons
Equipment: Mass
Power Plant, Drive & Control: 120.00
Thrust: Safe Thrust: 0
Maximum Thrust: 0
Structural Integrity: 1 100.00
Total Heat Sinks: 60 Single .00
Fuel & Fuel Pumps: 106.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 10.00
Fire Control Computers: .00
Armor Type: Standard (60 total armor pts) 37.50
Capital Scale Armor Pts
Location: L / R
Fore: 10
Fore-Left/Right: 10/10
Aft-Left/Right: 10/10
Aft: 10
Cargo:
Bay 1: Press Repair Facil. (6,000 T Capy, 2 doors) 450.00
Bay 2: Small Craft (24) with 8 doors 4,800.00
Bay 3: Cargo (1) with 2 doors 2,000.00
Bay 4: Assorted Offices and Spaces (1) 1,700.00
Life Boats: 8 (7 tons each) 56.00
Crew and Passengers:
8 Officers (7 minimum) 80.00
39 Crew (39 minimum) 273.00
120 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
1 Lot Spare Parts (2.00%) 200.00
------------------------------------------------------------------------------
TOTALS: Heat: 0 9,932.50
Tons Left: 67.50
Calculated Factors:
Total Cost: 313,595,060 C-Bills
Battle Value: 1,053
Cost per BV: 297,811.07
Weapon Value: 0 (Ratio = .00)
Damage Factors: SRV = 0; MRV = 0; LRV = 0; ERV = 0
Maintenance: Maintenance Point Value (MPV) = 15,418
(5,868 Structure, 8,950 Life Support, 600 Weapons)
Support Points (SP) = 54,132 (351% of MPV)
BattleForce2: Not applicable
Code:
AeroTech 2 Vessel Technical Readout
VALIDATED
Class/Model/Name: Station Module (Battle) 10k LASH BTTL
Tech: Inner Sphere / 3067
Vessel Type: Space Station
Rules: Level 3, Standard design
Rules Set: AeroTech2
Mass: 10,000 tons
Length: 219 meters
Power Plant: Standard
Safe Thrust: 0
Maximum Thrust: 0
Armor Type: Standard
Armament:
24 Laser AMS
24 ER Large Laser
24 ER Medium Laser
24 LRM 20
24 Streak SRM 6
1 AR10 Launcher
------------------------------------------------------------------------------
Class/Model/Name: Station Module (Battle) 10k LASH BTTL
Mass: 10,000 tons
Equipment: Mass
Power Plant, Drive & Control: 120.00
Thrust: Safe Thrust: 0
Maximum Thrust: 0
Structural Integrity: 1 100.00
Total Heat Sinks: 1,000 Single 940.00
Fuel & Fuel Pumps: 106.00
Bridge, Controls, Radar, Computer & Attitude Thrusters: 10.00
Fire Control Computers: 34.00
Armor Type: Standard (1,260 total armor pts) 787.50
Capital Scale Armor Pts
Location: L / R
Fore: 210
Fore-Left/Right: 210/210
Aft-Left/Right: 210/210
Aft: 210
Cargo:
Bay 1: Fighters (24) with 8 doors 3,600.00
Bay 2: Cargo (1) 1,000.00
Bay 3: Assorted Spaces (1) 162.00
Bay 4: Small Craft (2) 400.00
Life Boats: 8 (7 tons each) 56.00
Crew and Passengers:
12 Officers (12 minimum) 120.00
39 Crew (35 minimum) 273.00
21 Gunners (21 minimum) 147.00
58 Bay Personnel .00
Weapons and Equipment Loc SRV MRV LRV ERV Heat Mass
------------------------------------------------------------------------------
4 Laser AMS Nose -- -- -- -- 48 6.00
4 ER Large Laser Nose 3(32) 3(32) 3(32) -- 48 20.00
4 ER Medium Laser Nose 2(20) 2(20) -- -- 20 4.00
4 LRM 20(42 rounds) Nose 5(48) 5(48) 5(48) -- 24 47.00
4 Streak SRM 6(60 rounds) Nose 5(48) -- -- -- 16 22.00
1 AR10 (10 KW, 20 B) Nose * * * * 20 1,350.00
4 Laser AMS FL/R -- -- -- -- 96 12.00
4 ER Large Laser FL/R 3(32) 3(32) 3(32) -- 96 40.00
4 ER Medium Laser FL/R 2(20) 2(20) -- -- 40 8.00
4 LRM 20(42 rounds) FL/R 5(48) 5(48) 5(48) -- 48 94.00
4 Streak SRM 6(60 rounds) FL/R 5(48) -- -- -- 32 44.00
4 Laser AMS AL/R -- -- -- -- 96 12.00
4 ER Large Laser AL/R 3(32) 3(32) 3(32) -- 96 40.00
4 ER Medium Laser AL/R 2(20) 2(20) -- -- 40 8.00
4 LRM 20(42 rounds) AL/R 5(48) 5(48) 5(48) -- 48 94.00
4 Streak SRM 6(60 rounds) AL/R 5(48) -- -- -- 32 44.00
4 Laser AMS Aft -- -- -- -- 48 6.00
4 ER Large Laser Aft 3(32) 3(32) 3(32) -- 48 20.00
4 ER Medium Laser Aft 2(20) 2(20) -- -- 20 4.00
4 LRM 20(42 rounds) Aft 5(48) 5(48) 5(48) -- 24 47.00
4 Streak SRM 6(60 rounds) Aft 5(48) -- -- -- 16 22.00
1 Lot Spare Parts (2.00%) 200.00
------------------------------------------------------------------------------
TOTALS: Heat: 956 9,999.50
Tons Left: .50
Calculated Factors:
Total Cost: 181,380,060 C-Bills
Battle Value: 28,074
Cost per BV: 6,460.78
Weapon Value: 26,226 (Ratio = .93)
Damage Factors: SRV = 961; MRV = 470; LRV = 162; ERV = 12
Maintenance: Maintenance Point Value (MPV) = 36,068
(5,808 Structure, 7,100 Life Support, 23,160 Weapons)
Support Points (SP) = 82,380 (228% of MPV)
BattleForce2: Not applicable
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#284 | |
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Surviving on Destiny
Join Date: 2 Nov 2009
Posts: 434
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Impressive
By egaroadkill
Quote:
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#285 | |
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Making a Saving LOL
Join Date: 15 Jul 2004
Location: Sauerland, mein Herz schlägt für das Sauerland
Posts: 7,040
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Quote:
__________________
Foolish writers and readers are created for each other. - Horace Walpole (1717 - 1797) Anarchy is the most unstable of societies. It will collapse into a government at the slightest prod. - Larry Niven Homepage | Forum | Google Group | Maximum Addventure |
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#286 |
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Most Ignored Poster
Join Date: 14 Oct 2006
Location: if ignorance was bliss the happiest place on the north American sub-continent
Posts: 3,926
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About the stations lack of Grav decks, aren't there like hundreds of station designs built like this
![]() wouldn't that alleviate the need for a grav deck? If you need a Zero G work space just put them on the central Axel of the station.
__________________
Nails 3 Jesus 0 The Nails WIN the Pennant, Its a miracle when you see Last edited by Rabe in my post that's just me adding all those other words I forgot to add before I posted it...Last edited by Rabe 11-1-09 11:37am. |
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#287 | ||
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Registered
Join Date: 15 Dec 2009
Posts: 242
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Quote:
Quote:
Then again, the Germans, Koreans, Japanese, Chinese and a few others can spit out up to 3000 ton subs at a phenomenal rate. Maybe it would be more efficient and expeditious for two station module sizes? Last edited by egaroadkill; Jan 23rd 2010 at 10:07am. |
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#288 |
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Ia! Ia! Kamina fthagn!
Join Date: 30 Jun 2000
Posts: 16,368
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Grav decks are light and can easily be added to all of them.
__________________
The very first Role-Playing Games took place in dungeon settings. Partly this was due to the symbolism inherent in the repressive setting of quasi-European feudal society, but mostly because it was because gamer guys thought hot elf chicks chained up by evil overlords were cool. "Orkses is never beaten in battle. If we win we win, if we die we die so it don't count as defeat. If we runs for it we don't die neither, so we can always cum back for anuvver go, see!" |
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#289 | |
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Aewab Lurker
Join Date: 22 Dec 2009
Location: Germany
Posts: 1,984
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Just got a few minutes of internet time.
Quote:
Plus, those yards were building cargo ships, ocean liners or tankers. I don’t think they will need a 10,000/13,000T limit. |
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#290 | |
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Registered
Join Date: 15 Dec 2009
Posts: 242
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Quote:
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#291 |
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Aewab Lurker
Join Date: 22 Dec 2009
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Of course they could build far bigger ships (with the "problem" of their real life products not being measured in the same tons as BT ships are).
But measured in ISO Containers, this would be around 417. 1,000 are "first generation", while modern ships can transport about 14,000 of them. SO they should be able to build a 10 kiloton cargo hold without any problems at all. |
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#292 | |
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Join Date: 15 Dec 2009
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Quote:
Then again, the other way round would work fine too. Pressurized containers mounted in an unpressurized framework modeled for whatever standard bulk lift weight and dimensions the various lifting platforms/dropships would carry. |
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#293 | |
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Aewab Lurker
Join Date: 22 Dec 2009
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#294 | |
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If anyone knows that the Spheroids use standardized containers, I’d like to know. |
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#295 | |
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Aewab Lurker
Join Date: 22 Dec 2009
Location: Germany
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In the best case, we could find blueprints for CEarth standard containers a few tech levels better... That's what I consider the most realistic idea as the containers went into service in the 1950s - long before the divergence - and harbors, trucks, airplanes and even trains are designed around them so that you basically have to buy everything new if you decide to switch the set of containers... |
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#296 |
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#297 |
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Aewab Lurker
Join Date: 22 Dec 2009
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Which makes perfect economical sense and fits perfectly with this.
Edit: Apparently, that's not true. ( http://www.snopes.com/history/american/gauge.asp ) Last edited by walkir; Jan 24th 2010 at 1:04pm. |
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#298 | |
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Join Date: 17 Feb 2008
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Edit: IIRC, that bit of fluff never actually made it into the actual story, mostly because New Zealand doesn't use the same outlets the rest of the world uses. |
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#299 | |
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Aewab Lurker
Join Date: 22 Dec 2009
Location: Germany
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Quote:
http://en.wikipedia.org/wiki/Mains_power_systems |
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#300 | |
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Join Date: 23 Mar 2009
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I came across this looking around the net. When earth starts building there own Dropships for the GDI we should steal this idea right away.
Conquistador
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Quote:
Last edited by Kooler; Jan 24th 2010 at 2:33pm. |
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