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Re: Ship Design Philosophy

Posted: Thu May 18, 2017 5:37 pm
by Condottiere
Spaceships: Medium Endurance Missiles

The missile flight times table states that a thrust ten missile takes four turns to reach a target from very long range.

After five turns, half the missile salvo tends to wander off somewhere else.

Therefore, with the exception of long range and ortillery missiles, all other variants optimalrange to be launched is at very long range, with a four turn flight time.

That means, you can half the fuel tank and make missiles about fifteen percent smaller.

Re: Ship Design Philosophy

Posted: Thu May 18, 2017 11:48 pm
by Condottiere
Spaceships: High Speed Missiles

Ever notice that despite being technological level twenty, antimatter missiles don't do faster than fifteen gees; and torpedoes limit themselves to ten gees.

Could that mean there's an absolute limit on acceleration?

At technological level twenty, I certainly wouldn't want to give my opponent much chance to shoot down what by then must be a very slowpokey missile; or torpedo.

Re: Ship Design Philosophy

Posted: Fri May 19, 2017 12:55 pm
by Condottiere
Spaceships: Ortillery Missiles and Torpedoes

While it's mentioned that they're supposed to be launched from orbit, no real range is mentioned, which is why you have to assume that they have ten times six gee turns of fuel in their tanks.

They also have a dice modifier of minus six when used against moving targets, though if you increase their acceleration to ten, would this still apply?

Re: Ship Design Philosophy

Posted: Fri May 19, 2017 8:17 pm
by Condottiere
Spaceships: Decoy missiles

What really intrigues me about decoy missiles are the decoy pods. Can they be reprogrammed to simulate spaceships? You could pack them into canisters.

Also, if they can simulate other missiles or torpedoes, because I'd gladly enlarge either one to stuff them in, which gets you a better chance to hit with a more effective missile.

Then how small a warhead volume does a potential two dice occupy; if they're small enough, you can turn a torpedo into a cluster munitions delivery system.

Re: Ship Design Philosophy

Posted: Sat May 20, 2017 7:56 am
by Condottiere
Spaceships: Standard and Multiwarhead Torpedoes

In theory, standard torpedoes are just four times larger versions of standard missiles, but more robust and not easily distractable.

Multiwarhead variants, though, only have three dee four warheads, whereas you'd think you could squeeze in four.

Or maybe just three multiwarhead missile warheads, which split once, then split again.

Re: Ship Design Philosophy

Posted: Sun May 21, 2017 11:58 am
by Condottiere
Spaceships: Missiles and Configuration

Our traditional missile configuration tends to be pencilesque, but that tends to be due to the necessities of aerodynamics.

In space, there is no air resistance, and more options are available.

The first ones would be long squarish, triangular or hexagonal profiles, which make storage more efficient and require minimal adaptation of the handling equipment and the launcher.

Then you have spherical and cubical.

That would probably require a major adaptations of the launchers, but actually may make handling easier.

Perhaps even adapt railgun bays and mass drivers to launch them as smart bullets.

Re: Ship Design Philosophy

Posted: Mon May 22, 2017 9:46 pm
by Condottiere
Spaceships: Primitive, Prototypical and/or Budgetted Missiles

If you take the above options, your missile and/or launch systems get penalized.

Let's be fair, taking a thirty percent energy increase isn't kosher for a weapon system that hardly uses any.

Never been too fond of inaccuracy, so that leaves increased size, which is what I'm after.

The primitive and advanced options isn't very clear on the limitations of the options, such as how many times we can take penalties, though three is probably the maximum number of bonuses.

I'll assume the maximum number of penalties is two, so that will give a size increase of forty percent in volume.

You might think that's silly, since it will decrease the number of missiles you can carry, and you have to increase the size of your launchers, to which I'll say great. Turrets should be bigger, and firmpoints are a free lunch anyway.

So you've established that you're missiles take up 0.1166666666666667 tonnes and you can only squeeze in eight and a half examples in per tonne.

With that forty percent extra volume, you can now increase the range, or increase the payload, or add in more stuff like decoys.