Subsystems are already accounted for with the recent system. The chart is set up in such a way that any current or new ship should be fairly easy to measure in both damage ratings and resource points.Writing ship designs is itself is a complex OOC task, and you really need to account for each subsystem to avoid abuse. Otherwise people will just cram hundreds of guns onto a hull and call it a "light escort".
Yes, their points are measured as Damage Rating multiplied by 10 multiplied by the total number of actual gun emplacements of that type. Sakura's a bad example in that one respect - I just counted all the pods as one system, since they're all generated in the same place as needed.Secondary Guns - does the figure change depending on the number of guns you have? The basic rules don't make it clear.
I would count stealth systems like that as a second shield system (points equal to the point cost of the main shield system).Zakalwe said:You don't take into account cloaking technology which isn't inbuilt into the hull.
Also what counts as a 'section'?
It's kind of common sense, like "nose area of the ship" or "communications and sensor mast" or "rear engine assembly" etc.Armor Sections:
1. Bridge
2. Main Body Upper
3. Main Body Lower
4. Main Gun
5. Left Pylon
6. Right Pylon
7. Left Engine
8. Right Engine
Wes said:Sfrarabla Mishhuvurthyar Nougpift Current Resources:
Total SMN SRP/cycle: 1,100,000 (About 71.4 Sakura Gunships)
Bigger ships should have more sections. The Chiharu has something like 20 major armor sections and its turrets and command center are also counted, for instance.The current system doesn't incorporated Size into the design. I think this is important when it comes to small scout ships being heaper than destroyers.
That's intentional. CDD is a newer tech and harder to set up.It's also strange that the CCD is so very expensive when compared with Hyperspace Drive.
Wes said:Bigger ships should have more sections. The Chiharu has something like 20 major armor sections and its turrets and command center are also counted, for instance.The current system doesn't incorporated Size into the design. I think this is important when it comes to small scout ships being heaper than destroyers.
Lor System Data said:The third planet of the Lor system is a moonless world which relatively recently has began its cooling phase of its existence. Even though it has began to cool, the surface of this planet remains volcanically active, and is rich in minerals, not only from its own formation, but from a moon which it once had that had an unstable orbit which caused the moon to impact with the planet during the shift of the Lor system's sun to a Red Giant.
I would think you still get credits for mining asteriods in the Great Lighthouse system.Leutre Veressis said:Hmm... the Saorstat Deoradh are going to be difficult to figure out using this system...
- They effectively own no planets, other than a barren planetoid which nothing more than a shipyard. All their shipbuilding resources comes from asteroid mining.
Even in the point system as it currently stands, less advanced tech reduces the number of credits required. On the other point maybe Wes can give the Saorstat Deoradh a better reclaim value on scrapping and/or a slight reduction in initial construction costs, but that would be his call, I'm just making a suggestion.Leutre Veressis said:
- As a nomadic race without a habitable planet.... For this reason scientists gear nearly all their research towards efficiency engineering.... Would this style of engineering and science have an impact on the multipliers? Or the fact they have among the most primitive starship technologies of any spacefaring race?
Again maybe something similar to my second answer.Leutre Veressis said:
- Also due to their starvation for resources, the Deoradh as individuals live in relative poverty... They also recycle literally everything possible... Would such resource-efficient lifestyles effect the total resource points per cycle?
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