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#1 |
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Join Date: May 2005
Location: Oz
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On the other hand, the larger ships don't need engine rooms and can be automated more cheaply. I recently did a cost study for a particular set of assumptions, and found that a highly-automated SM+12 ship came in 30% cheaper per ton-lightyear than an SM+9 ship with an engine room.
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Decay is inherent in all composite things. Nod head. Get treat. |
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#2 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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I'm curious as to whether the high cost of total automation would be worthwhile in this case.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#3 |
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Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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I suspect you get better results if you cap the speed gain from size at some point. That sort of thing happens all the time, as different limiting factors take over.
If you want to create a fighter and carrier paradigm, increasing the FTL speed of the fighters is a little odd, unless you intend for battles to be fought with carriers parked in different systems sending fighters back and forth to each other. Also, with many paradigms you end up with the "Carriers" being nothing more than fuel tankers and cargo ships, so watch out for that.
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Be helpful, not pedantic Worlds Beyond Earth -- my blog Check out the PbP forum! If you don't see a game you'd like, ask me about making one! |
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#4 | |||
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Join Date: May 2005
Location: Oz
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If I had ships with very small payload fractions it might be different: total automation of all workspaces and NAI "officers" might mean having no crew habitat at all. But I was at a payload mass fraction of 70% or better, so it obviously wasn't going to work. I'll take a look after breakfast and get back to you.
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Decay is inherent in all composite things. Nod head. Get treat. Last edited by Agemegos; 02-20-2019 at 02:32 PM. |
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#5 |
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Join Date: Aug 2007
Location: Denver, CO
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I would expect a couple of interesting results:
1: Carriers would become a real big deal. 2: Ships would have some kind of connection device or coupling connection. For some applications, staying together is much more important than speed. You don't want your big ship to jump in-system with no support, so attach a few (dozen) small ships to it's hull and have them ready to detach. This is not necessarily a military application, but for an exploratory mission, everybody may want to arrive together and not 3 days ahead of the supply cruiser. Similarly, having all the ships show up at the same time may be better than being fast. Even with an exponential slow-down, having all 30 invading ships show up at the SAME time instead of over the 5-minute span which is the closest you can get with careful weighing may be worth a full 2-day delay in the plans. Even with careful weighing and math, it may be impossible to time things better than a few hours when systems are days apart. And that can be an eternity in battles. If these connections double as some kind of emergency towing and/or rescue attachment and are standardized, that's a bonus. |
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#6 |
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Join Date: May 2005
Location: Oz
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My small freighter cost G$207,307.69 per "compartment" of cargo space, and the large freighter G$189,233.33 per "compartment"; the passenger ships cost G$368.846.15 per passenger compartment and G$358,677.78 per passenger compartment. So total automation is more expensive than more/bigger ships as a way of increasing payload, in the situation I modelled.
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Decay is inherent in all composite things. Nod head. Get treat. |
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#7 | |
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Join Date: Aug 2004
Location: Wellington, NZ
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__________________
Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#8 | |
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Join Date: May 2005
Location: Oz
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__________________
Decay is inherent in all composite things. Nod head. Get treat. |
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#9 |
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Join Date: Aug 2004
Location: Wellington, NZ
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I notice that Cargo Holds, even refrigerated ones, do not require any workstations, and thus a ship that is largely cargo spaces will have little increased maintenance with your suggestion. I think both this effect and your suggestion make sense.
As for the OP's thought on making smaller ships faster, how about simply having a cap on speed that varies depending on ship size? If each stardrive/super stardrive produces 5LY per day for each point of power, and the maximum FTL speed is set at something like: 80 - (SM x 5) LY/day, then a SM+6 ship (a little 100 ton scout, FTL shuttle, or heavy fighter) can do a maximum of 50LY/day, and so can't utilise the output of more than five Super Stardrives. A SM+13 ship (a 300,000 ton freighter or major warship, say) can do no better than 15LY/day, and shouldn't mount more than three standard Stardrives or one Super and one standard Stardrive. This means that for the same speed a large ship is no less mass efficient than a small one, they just can't go as fast.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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#10 |
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Join Date: Feb 2016
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While it lends itself to certain types of adventures, a faster FTL speed for smaller spacecraft distorts everything. Why have capital ships when you can use the same tonnage in automated bombers to accomplish the same military goals faster? Why have merchant haulers when you when you can use the same tonnage in automated cargo pods to accomplish the same commercial goals?
By having smaller spacecraft go faster, you remove any economic or military reasons for humans to be in space. Now, if your group wants to play AIs, that is fine, but I think that would get boring after a while, as there would be no particular reason to allow robotic bodies on the drone. After all, a robotic body would count against the cargo/weapons available to the drone... |
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| Tags |
| ftl, spaceships |
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