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[Yamatai] Chiaki-class Escort Destroyer

Doshii Jun said:

Sorry, but I believe this assessment is premature.

1. The artwork shown in the wiki article appears inconsistent. There is only one picture of the ship's five light turrets - the others are a precedent configuration.

Also, where have a bunch of those differing point-of-view pictures gone?

2. A deckplan could've been done had Wes produced, like asked, a wireframe top and side view of the ship. Then, the interior could've been mapped out to raise the quality of this submission (ex.: the Yui 7).

3. There is no way in hell KFY would ever outfit the Chiaki with a regenerative shield system. Firstly, it's outdated tech - modern KFY shield system already stop tunneling properties now. Secondly, that small ship has insufficient room to mount the redundant shield generators needed for that, and probably hasn't the power plant for it.

4. Why illustrate only one weapon type and not all three? I would've liked to see close up views of the railgun assemblies and the aetheric cannon.

5. I'm really dubious about a T7 Raccoon fitting in that small hangar under the ship. Had we had access to decent deckplans of the location, that might've been easier to determine.

6. Why is the Chiaki's electronic warfare gear based off the Yuuko instead of the EW gear mounted on the Plumerias? I'm not saying it should mount as much... but in my mind it makes a lot more sense to cooble up a limited package from the Plumeria rather than copy the stuff on the older gunboat.

7. I fail to see why you've limited the anti-FTL range this much.

8. Having a graviton projector on the front of the ship only seems limiting. If I had only access to one, I'd place it rear to allow towing. If I had preferably two, then I'd set one front and back.

9. Armories are ubiquitous components on KFY vessels - especially one as small as the Chiaki. I'd suggest weapon lockers instead with added ordonnance held in cargo spaces.

10. You've gone for a slightly larger crew than I expected - I was under the impression you were topping at 6. Seeing the Chiaki is so small and that its armament is mostly all fore-facing, I don't think you need 2 people to run it (your pilot ought to be your gunner too, just like a fighter pilot). Furthermore, I don't think cramming it full of people really affects a ship actual combat performance (though there probably are other related annoyances).

11. The Himiko style bridge hardly seems suitable for what we previously discussed (we could've made a new one). Hadn't we discussed how the Chiaki's command center would combine bridge/engineering functions too to account for limited space and to keep any PC playerbase closer together? Weren't your CFS generators and power systems in the bulky parts of the wings?

12. I'm very dubious about the escape pod location and the number of cabins. We probably could've sorted this out by actually completing a deckplan picture before that.

13. What happened to hemosynthetic plumbing? You don't want your yamataium armor to regenerate, to have cooling systems and such?
 
I'm sitting here considering if it is feasible for a Shock Cannon to be "Compact" and allowed on a small scale vessel like this. It's about 30% smaller then the Sakura, and a lot of the Sakura's length was in that main gun assembly. I also find it questionable that the main gun has this ROF and as approved with it. A 75% decrease from the initial 20 seconds that was listed. (Checked the old revisions. In which it went from that to constant pulse to this.) Can someone please clear this up or enlighten me?
 
I'm afraid not, though now that you mention this it's clearly an issue worth addressing. The Plumeria is built around the main cannon so anything that's significantly smaller probably shouldn't be able to perform as well.
 
Fred said:
I'm afraid not, though now that you mention this it's clearly an issue worth addressing. The Plumeria is built around the main cannon so anything that's significantly smaller probably shouldn't be able to perform as well.
hmm... Soresu and Fred, I think I see what you saying in how its like a compact Plumeria.... but I am kind of confused. What exactly do you guys think about ship other guns shouldn't perform as well?
I was thinking idea for like maybe limited rounds or dynamic sensor flaw that the guns of the Plumeria have? (its a very tiny flaw Wes that make the ship balanced)

Anyways I think this is a pretty cool ship Doshii. I mention I that have commented on this ships main gun and how ironically the Aeon may be at least the exploring the some technology your ship's main gun is based on, even if for different reasons. Also I did add a request for making the right shape for a Penning Trap to the doga art request list.
 
Fred said:
Sorry, but I believe this assessment is premature.
I meant she was ready for review. Sorry this wasn't clear.

1. The artwork shown in the wiki article appears inconsistent. There is only one picture of the ship's five light turrets - the others are a precedent configuration.

Also, where have a bunch of those differing point-of-view pictures gone?
Wes did one piece of art with the new turrets, which was generous of him. He didn't have to do them at all. However, I linked to the gallery I created to act as a placeholder to all the other art.

2. A deckplan could've been done had Wes produced, like asked, a wireframe top and side view of the ship. Then, the interior could've been mapped out to raise the quality of this submission (ex.: the Yui 7).
I was unaware a deckplan was in the works that way. I can attempt better word descriptions; this is my submission, so I have to do the best I can.

3. There is no way in hell KFY would ever outfit the Chiaki with a regenerative shield system. Firstly, it's outdated tech - modern KFY shield system already stop tunneling properties now. Secondly, that small ship has insufficient room to mount the redundant shield generators needed for that, and probably hasn't the power plant for it.
Removed.

4. Why illustrate only one weapon type and not all three? I would've liked to see close up views of the railgun assemblies and the aetheric cannon.
Since the aetheric cannon's not really illustrated anyway, I'm not sure I can provide that. However, I can use Photoshop to zoom on an MDG (which I can put on both the gun's article and the ship's).

5. I'm really dubious about a T7 Raccoon fitting in that small hangar under the ship. Had we had access to decent deckplans of the location, that might've been easier to determine.
I went by the measurements I eyeballed, but I removed mention of the Raccoon.

6. Why is the Chiaki's electronic warfare gear based off the Yuuko instead of the EW gear mounted on the Plumerias? I'm not saying it should mount as much... but in my mind it makes a lot more sense to cooble up a limited package from the Plumeria rather than copy the stuff on the older gunboat.
I liked the package off the gunboat. The Plumeria uses a lot of that stuff anyway, and the Plumeria uses the link from the Yuuko. I figured I'd just quote the Yuuko.

7. I fail to see why you've limited the anti-FTL range this much.
Simple reason: To gimp the vessel and reinforce the idea that it's really supposed to operate in packs, not alone (even if, as a plotship, it would operate alone).

I've expanded it.

8. Having a graviton projector on the front of the ship only seems limiting. If I had only access to one, I'd place it rear to allow towing. If I had preferably two, then I'd set one front and back.
Again, only trying to gimp the vessel some. A second has been added.

9. Armories are ubiquitous components on KFY vessels - especially one as small as the Chiaki. I'd suggest weapon lockers instead with added ordonnance held in cargo spaces.
I've removed the armory and used lockers instead.

10. You've gone for a slightly larger crew than I expected - I was under the impression you were topping at 6. Seeing the Chiaki is so small and that its armament is mostly all fore-facing, I don't think you need 2 people to run it (your pilot ought to be your gunner too, just like a fighter pilot). Furthermore, I don't think cramming it full of people really affects a ship actual combat performance (though there probably are other related annoyances).
I added four extra to the crew for engineering reasons. The bridge is indeed supposed to have only one or two people, but I figured having more technicians might be good on a ship as prone to seeing combat as this vessel.

I cut the number back down to six.

The Miharu bridge is the smallest illustrated bridge available in the SAOY. I will fold other functions into it in order to justify the other positions.

I'll also figure out putting engineering in there.

11. The Himiko style bridge hardly seems suitable for what we previously discussed (we could've made a new one). Hadn't we discussed how the Chiaki's command center would combine bridge/engineering functions too to account for limited space and to keep any PC playerbase closer together? Weren't your CFS generators and power systems in the bulky parts of the wings?
I don't remember that discussion, but your memory's better than mine. I didn't realize we can make a new bridge. As I said above, I'll somehow fold engineering onto either the current bridge or another one.

I wanted to justify all the ammunition, power generator and machinery the Chiaki is supposed to carry by having the rooms take up a lot of space. I can change it if that's not necessary.

12. I'm very dubious about the escape pod location and the number of cabins. We probably could've sorted this out by actually completing a deckplan picture before that.
OK.

13. What happened to hemosynthetic plumbing? You don't want your yamataium armor to regenerate, to have cooling systems and such?
I thought I eluded to it. I'll fix that in the future.

I was thinking idea for like maybe limited rounds or dynamic sensor flaw that the guns of the Plumeria have? (its a very tiny flaw Wes that make the ship balanced)
Crud, I meant to point out that it had limited rounds and forgot. I've now done that. Sorry. Thank you for pointing that out.
 
I will try to get you updated artwork soon. I'm currently on vacation though so it may be a few days. Currently my wife is like "we have to go out the house and do something! You can use the computer at home!" but my idea of a relaxing day is chilling out on Star Army, not getting sunburned on the beach. She's the the shower right now, so I'm on the laptop!
 
All artwork has been replaced with updated art showing the light AA turrets.
 
Doshii,

With regards to
Weapons lockers, each 1 meter wide by 1.5 meters tall, are found on both decks.

How many lockers are there? One on each side? Or are there say two on each side?
 
ok,
first for some reason Main Passageway is appearing as subheading under the magazine.

So you have the magazine, and you have the guns. How do the shells get from one to the other? You need some sort of autoloader system to move the shells from the magazine to the guns. It also helps to isolate the magazine from the gun so that if the gun is taken out the blast doesn't go into the magazine.

I am presuming that you are having the magazines wedged in between the guns on either side.

The only problem I can see is that puts the magazines in a somewhat vulnerable position, as they are right next to the weapon system, which an enemy is going to target in combat.
 
I'm not sure where else the magazines would go.

The magazines, right now, are basically the large, angular portions of the ship that cover the pylons.

Fred might want me to change their location and size, so I'm not sure how much work I should do. I'll at least detail the autoloading system.
 
well the magazines are reinforced, and they do have that huge shield on the outside edge. Just adding that there is a autoloader system that takes the rounds from the magazine to the cannon should be sufficient.
 
Added autoloading system!

Also, thank you to whoever updated the images with the smaller turrets. That was very kind of you.
 
I find just using some kind of art program with layering capabilities to draw a deckplan over a simple render is much more effective.
 
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