[Spaceships] Revisiting Star Trek
I d appreciate if anyone has any thoughts.
Akira Class Carrier/Missile Cruiser First commissioned in 2365 TL12, SM +14, 1000000 tons, 500 yrds (464 yrds), 700 dST/HP, -3/5 Hnd/SR, Unstreamlined, HT 14 Front Hull: [1] Exotic Laminate Armor : 500 dDR [2] !/!Adjustable Partial Reality-Stabilized Heavy Force Screen : 3000/6000 dDR, 10 Workspaces [3] !Weapons, Secondary Battery : 3 x 30 GJ Phaser Beam Turrets (6dx10), 7 x 64 cm Launchers (6dx16xv), 100 Missile Shots, 10 Workspaces [4] Hangar Bay : 30k tons capacity, 2000 tons launch rate, 10 Workspaces (36-48 x Federation Attack Fighter) [5] Control Room : CompNetComplexity 13, Comm/Sensor 15, 40 () Control stations, 10 Workspaces [6] Habitat : 6000 cabins, 10 Workspaces Central Hull: [1] Exotic Laminate Armor : 500 dDR [2] !/!Adjustable Partial Reality-Stabilized Heavy Force Screen : 3000/6000 dDR, 10 Workspaces [3] Weapons, Secondary Battery : 4 x 64 cm Launchers, 100 Missile Shots, 10 Workspaces [4] !Replicator Factory : 5000 lbs/hr, 10 Workspaces [5] !Weapons, Secondary Battery : 6 x 30 GJ Tractor Beam Turrets, 4 x 64 cm Launchers (6dx16xv), 100 Missile Shots, 10 Workspaces [6] Tactical Array, Lvl 17 : 10 Workspaces [Core] Power Plant : Antimatter Reactor (Warp Core) : 4 PP (200 yrs), 10 Workspaces Rear Hull: [1] Exotic Laminate Armor : 500 dDR [2] !/!Adjustable Partial Reality-Stabilized Heavy Force Screen : 3000/6000 dDR, 10 Workspaces [3] Defensive ECM : 10 Workspaces [4] !Hot Reactionless Engine (Impulse Engine) : 2 G, 10 Workplaces [5] !/!Super Stardrive Engine : Warp 4.5/0.4 for 12 hours, 10 Workplaces [6] !/!Super Stardrive Engine : Warp 4.5/0.4 for 12 hours, 10 Workplaces [Core] Power Plant : Super Fusion Reactor : 4 PP (1000 yrs), 10 Workspaces Design Features : 10 Airlocks (10 persons/cycle capacity) Artificial Gravity and Gravitic Compensators FTL Comm/Sensor Arrays High Automation Habitat list : Briefing Room (1), Lab (), Office (2), Sickbay (), Teleport Projector (18+) Federation Attack Fighter SM +7, 300 tons, 30 yrds (cca 25 yrds), 50 dST/HP, 0/5 Hnd/SR, Streamlined, HT 14 Front Hull: [1] Exotic Laminate Armor : 20 dDR [2] Defensive ECM [3] Tactical Array, Lvl 10 [4] Defensive ECM [5] Weapons, Medium Battery : 3 x 24 cm Launchers, 9 Missile Shots (6dx6xv) [6] Defensive ECM [Core] Control Room : CompNetComplexity 9, Comm/Sensor 8, 2 Control stations Central Hull: [1] !Weapons, Major Battery : 100 MJ Phaser Beam Fixed Mount (2dx5) [2] Exotic Laminate Armor : 20 dDR [3] !Weapons, Major Battery : 100 MJ Phaser Beam Fixed Mount (2dx5) [4] Power Plant : Super Fusion Reactor : 4 PP (1000 yrs) [5] Engine Room : 1 Workspace [6] Power Plant : Super Fusion Reactor : 4 PP (1000 yrs) [Core] !/!Adjustable Reality-Stabilized Heavy Force Screen : 75/150 dDR Rear Hull: [1] Exotic Laminate Armor : 20 dDR [2] !Hot Reactionless Engine : 2 G [3] !Hot Reactionless Engine : 2 G [4] !Hot Reactionless Engine : 2 G [5] !Hot Reactionless Engine : 2 G [6] !Hot Reactionless Engine : 2 G Design Features : Emergency Ejection Gravitic Compensators FTL Comm/Sensor Arrays |
Re: [Starships] Revisiting Star Trek
Well, first of all, I don't think federation ships are extraordinarily armored to warrant armor ratings. Probably because I define phasers and disruptors as having significant armor divisors.. making armor relatively obsolete.
By the way, the vessesl do NOT require force screens placed in each hull section. A single section is sufficient to cover the entire ship. |
Re: [Starships] Revisiting Star Trek
I definitely disagree with the idea that Federation ships have no armor - remember, if you don't include any armor sections your ship is less armored than your standard family car.
I do agree that it's mostly useless, but 'mostly' useless isn't the same thing as completely. |
Re: [Starships] Revisiting Star Trek
I don't do Star Trek but when I'm designing "unarmored" starships i normally give them a half system's worth of armor in each section as collision insurance and fill the other half with something useful.
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Re: [Starships] Revisiting Star Trek
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Re: [Starships] Revisiting Star Trek
Still working on some kinks in Akira. Meanwhile, here is
Intrepid Class Light Cruiser TL 12, SM + 13, 300000 tons, 300 yrds (cca 344 yrds), 500 dST/HP, -3/5 Hdn/SR, Unstreamlined, HT 14 Front Hull: [1] Exotic Laminate Armor : 300 dDR [2] Control Room : CompNetComplexity 12, Comm/Sensor 14, 30 () Control stations, 3 Workspaces [3] Multipurpose Array, Lvl 16 : 3 Workspaces [4] Habitat : 2000 cabins, 3 Workspaces [5] !Replicator Factory : 1500 lbs/hr, 3 Workspaces [6] !/!Adjustable Partial Reality-Stabilized Heavy Force Screen : 2100/4200 dDR, 3 Workspaces Center Hull: [1] Exotic Laminate Armor : 300 dDR [2] !Weapons, Secondary Battery : 10 x 10 GJ (4dx10) Phaser Beam Turrets, 3 Workspaces [3] !Weapons, Secondary Battery : 5 x 10 GJ (4dx10) Phaser Beam Turrets, 5 x 56 cm Launchers (6dx14xv), 70 Missile Shots, 3 Workspaces [4] !Weapons, Secondary Battery : 10 x 10 GJ Tractor Beam Turrets, 3 Workspaces [5] Hangar Bay : 10k tons capacity, 1000 tons launch rate, 3 Workspaces [6] !/!Adjustable Partial Reality-Stabilized Heavy Force Screen : 2100/4200 dDR, 3 Workspaces [Core] Power Plant : Antimatter Reactor (Warp Core) : 4 PP (200 yrs), 3 Workspaces Rear Hull: [1] Exotic Laminate Armor : 300 dDR [2] !Contragravity Lifter : 3 Workspaces [3] !Hot Reactionless Engine : 2 G, 3 Workplaces [4] !/!Super Stardrive Engine : Warp 4.5/0.4875 for 72+ hours, 3 Workplaces [5] !/!Super Stardrive Engine : Warp 4.5/0.4875 for 72+ hours, 3 Workplaces [6] !/!Adjustable Partial Reality-Stabilized Heavy Force Screen : 2100/4200 dDR, 3 Workspaces [Core] Power Plant : Super Fusion Reactor : 4 PP (1000 yrs), 3 Workspaces Design Features: 9 Airlocks (9 persons/cycle capacity) Artificial Gravity and Gravitic Compensators Emergency Warp Core Ejection System FTL Comm/Sensor Arrays High Automation Landing Gear Multiscanner Array Crew : (141 or 153) More Likely 159, 164 or 169 2 holodecks, 2 Transporters |
Re: [Starships] Revisiting Star Trek
According to Trek canon, armoring does not exceed the standard materials used to construct the hull (ablative armor is an exception). The vessels are all highly reliant on structural integrity fields and navigational deflectors (i.e. the thing that looks like a radar dish in front of the lower secondary hull in the Enterprise-1701) to provide basic structural protection from debris, navigational stress, and hazards.
I guess its a matter of the philosophy behind designing the vessels. Trek canon is hardly hard-core science, but probably makes more of a pretense to it than the outlandishly ridiculous numbers thrown out in Star Wars. The Intrepid design shown here, has 2,000 staterooms? The crew is 141. Even with adjustments for the random passenger or small planet, this is enormous. Finally, with the force screens as such and the listed damage for the phasers, how does one ever damage an opponent's vessel? |
Re: [Starships] Revisiting Star Trek
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Also, I was a little annoyed with the Spaceships author for giving hulls only a few basic DR instead of dDR. Couldnt stop imagining ppl with swords poking holes in a spaceship for some reason. I know that they cant do that, but still, just 1 dDR would put my mind at rest. Quote:
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Re: [Starships] Revisiting Star Trek
I would say Star Trek shields are Adjustable more than Partial.
Star Trek shields do not regenerate in combat. So those phasers can ablate away the shield protection ("Shields down to 90% captain!") Hero ships also have super shields compared to NPCs :) |
Re: [Starships] Revisiting Star Trek
Partial represents the fact that shields in Star Trek lose percentage not everywhere at once, but where they are hit ("Aft shields at 60%, sir!"), while Adjustable represents the ability to reinforce any of the 3 hulls, at the expense of other two("Redirect all available power to aft shields!").
If you look at my ships, you will notice that I use (Adjustable Partial Reality-Stabilized Heavy Force Screen) all of the above and more. |
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