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Spaceempires.net :: Dragonstar Defense Diversion Op :: View topic
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Dragonstar Defense Diversion Op

 
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Prophet
Space Emperor


Joined: Jun 13, 2006
Location: Taxachusetts

PostPosted: Mon Jun 16, 2008 11:47 pm    Post subject: Dragonstar Defense Diversion Op Reply with quote

It would be much easier to have the ships constructed closer to the operational area, yes. I hope you are able to secure some of the shipyards.

Approximately how many ships do you think you can support for this mission?

I understand our goal is to harass the enemy, tie them up. But how did you want to handle the contract length? Did you want to set an arbitrary length of time, or set some goal?


Prophet, CEO Dragonstar Industries


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Prophet
Space Emperor


Joined: Jun 13, 2006
Location: Taxachusetts

PostPosted: Sun Jun 22, 2008 4:01 am    Post subject: Reply with quote

System Lord. I am curious to know if there is any update? Have you spoken with anyone regarding shipyards? Is this plan still being considered?

The easiest option for contract duration is a set time limit. We will be on this mission for X number of months or years. But another option is to base it on kills. We could set an amount of kT's worth of ships that Dragonstar must destroy in this operation. Of course in either case I suggest a clause be inserted stating the destruction of all combat forces terminates the contract.

I have been going over plans with my design teams for the fleet's composition. Current thinking is the use of assault ships for the bulk of combat with a carrier or two for support. The less dependent on supplies for this mission, the better. Therefore we are reluctant to rely too much on missile ships.

If we are going to be looking at field repairs, we may want to keep the number of components down. Favor Engine Ports over Small Engine Ports. Use larger mounted guns over a bunch of smaller mounts (though I do believe all gunships should have some point defense).

The following example designs were created. Please provide whatever constructive criticism you can.

Code:
Frigate Design 0080

Bridge, 2 System Auto
Drive Reactor, Ancient Supply Bay
2 Engine Ports, 3 Small Engine Ports
1 80mm Maser Cannon
1 60mm Depleted Uranium Cannon
2 40mm Depleted Uranium Cannon
2 Ice Shield Generator (w/Filter)
10 Regenerative Armor


Code:
Destroyer Design 0081

Bridge, 2 System Auto, Life Support, Crew Quarter
Drive Reactor, Ancient Supply Bay
5 Engine Ports, 2 Small Engine Ports
1 80mm Maser Cannon
1 40mm Kinetic Torpedo
1 40mm Plasma Cannon
2 Ice Shield Generator (w/Filter)
9 Regenerative Armor


During one session, an engineer presented an intriguing idea. What if we increased speed to 7? It would almost certainly mean a reduction in both firepower and protection. But our simulations show a combat speed rating of 4. Such a ship could catch anything the enemy has. And a speed 7 fleet would be hard to catch.

Here is one concept design:

Code:
Destroyer Design 0083

Bridge, 2 System Auto, Life Support, Crew Quarter
Drive Reactor, Ancient Supply Bay
6 Engine Ports, 5 Small Engine Ports
2 60mm Maser Cannons
1 40mm Depleted Uranium Cannon
1 Ice Shield Generator (w/Filter)
10 Regenerative Armor


What are the chances of receiving a construction vessel as well? A ship like the Freedom II class with its cargo hold would be like a remote station to re-stock carriers with fighters.


Prophet, CEO Dragonstar Industries


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