Basically gives enhanced sensors and fighter patrols to supply convoys and sub-capital fleets.

Condottiere wrote: ↑ I think ye escort carrier probably doesn't need more than a jump three and thrust three.
If fleet standard is J-4/M-6 then that is what the carrier needs to escort regular warships.
It can carry 14 fighters? Or perhaps 12 fighters and 2 utility craft?baithammer wrote: ↑ The design packs 12x35t fighters,
Which the launch tube /recovery deck don't have.It takes three full rounds to
release or clamp a ship of less than 2,000 tons, during
which time neither ship can expand any Thrust or make
any attack rolls.
This escort carrier is for augmenting non-capital fleets and supply convoys through increased sensor range ( Both through the distributed array which requires the ship be 5,000t or more / shallow penetration sensor and the fighters at the perimeter.) and freeing up capital class ships for other operations.Capital Ship: A military ship of more than 5,000 tons.
Considering the similar sized Sloan Fleet Escort is at 2,442.3399 Mcr and has armour 5 as well only 2,000 Hull Points also has no built-in fuel processor.At GCr 3.5 it is a very expensive way of deploying GCr ~0.5 worth of fighters. It has quite an investment in arms and armour, yet it is still not a survivable fighting ship itself. A basic clamp carrier would be less than half the cost (GCr ~1.3?)
The bridge is the escape pod as this ship is rather compact design.and escape pods.
You don't need both hangars and docking space for the same fighter. OK, with both you could probably move the fighters into the maintenance area without exiting the ship, but I would still carry more fighters.baithammer wrote: ↑ Hangars are to allow space for working on fighters as docking spaces don't allow enough access.
Sure, quad turrets are superior, but not a part of the OTU 3I background, I think.baithammer wrote: ↑ The quad turrets allow better penetration against armor 12+ as well as a slight uptick for point defense.
Sure, but why would you wait until you are under fire to launch the fighters? Launch the fighters at Very Distant or Distant range and that is not a problem.baithammer wrote: ↑ Clamp carriers have the following restrictions.
That is just semantics. Who cares if a ship is 4900 Dt or 5100 Dt? It will probably be classified as a 5000 Dt ship anyway.baithammer wrote: ↑ Anything above 5k dt is considered a capital ship and has a very different intention behind it.
I would call that a recon unit. Why not include Advanced sensors and a sensor operator (or two), it certainly has the space?baithammer wrote: ↑ The fighter in question is the following.
When benchmarking compare with the best, not a "warship" without either effective armaments nor defences.baithammer wrote: ↑ Considering the similar sized Sloan Fleet Escort is at 2,442.3399 Mcr and has armour 5 as well only 2,000 Hull Points also has no built-in fuel processor.
That is great for the bridge crew, not so great for the engineers, who are probably far from the bridge and not likely to fit on it.baithammer wrote: ↑ The bridge is the escape pod as this ship is rather compact design.
Docking spaces are too small for maintenance or repair work. ( Hangars are maintenance areas not holding areas.)You don't need both hangars and docking space for the same fighter. OK, with both you could probably move the fighters into the maintenance area without exiting the ship, but I would still carry more fighters.
it is installed into a form–
fitting enclosure within the hull of the mother vessel,
with barely enough room for crew and passengers to
scramble on board.
Considering in the older rules you could group turrets into batteries for capital ships with similar effect.Sure, quad turrets are superior, but not a part of the OTU 3I background, I think.
More to the point, the ship can move during either action which is where clamps don't work.Sure, but why would you wait until you are under fire to launch the fighters? Launch the fighters at Very Distant or Distant range and that is not a problem.
Note that it will take over an hour for the recovery deck to recover all the fighters, by then the carrier will be lost if under serious fire.
Not if your trying to go with the rules as presented, ie in the existing books in the current set.That is just semantics. Who cares if a ship is 4900 Dt or 5100 Dt? It will probably be classified as a 5000 Dt ship anyway.
You decide what ships classes you want and how to use them.
For a recon unit I would go with advanced sensors with the addition of Rapid Deployment Extended Arrays, but the design I was going for is more of an interceptor/patrol craft.I would call that a recon unit. Why not include Advanced sensors and a sensor operator (or two), it certainly has the space?
When benchmarking compare with the best
that is great for the bridge crew, not so great for the engineers, who are probably far from the bridge and not likely to fit on it.
Full Hangars are hangars, i.e. storage for craft, that are large enough to provide space for maintenance while the craft are stored.baithammer wrote: ↑ ( Hangars are maintenance areas not holding areas.)
I don't understand what that has to do with quad turrets. Quad turrets are not part of the 3I OTU (as far as I can tell).baithammer wrote: ↑ Considering in the older rules you could group turrets into batteries for capital ships with similar effect.
If you're not in combat, what does it matter if you have to stop acceleration a few minutes?baithammer wrote: ↑ More to the point, the ship can move during either action which is where clamps don't work.
Yes, there are mechanics that kick in at 5000 Dt or over 5000 Dt, but that has nothing to do with whether a ship, by some random measure, is classified as a capital ship.baithammer wrote: ↑Not if your trying to go with the rules as presented, ie in the existing books in the current set.That is just semantics. Who cares if a ship is 4900 Dt or 5100 Dt? It will probably be classified as a 5000 Dt ship anyway.
5,000 dt is a sub-capital, any greater then would be a capital ship. ( Just like firmpoints.)
Sorry, I have no idea what that means. Are there some limit to how many supposedly capital ships you can use?baithammer wrote: ↑ Also makes for the argument that the ship isn't taking away from the capital fleet.
As far as I can see you have not done so. There are a lot of non-bridge crew on your ship, without means of evacuation.baithammer wrote: ↑ Considering you can replace engineers with expert systems in the rules.
An Imperial definition with no mechanical impact (unlike the difference between small craft and larger ships). There is absolutely no reason a smaller ship couldn't be considered a capital ship, or a larger ship considered not a capital ship. You are applying the definition more strictly that anyone in the real world actually does. There is a lot of wiggle room in real world ship designations, and the same should apply to designed ships as well.baithammer wrote: ↑Sun Dec 24, 2017 10:34 amIts still a definition in the rules.
The tonnage chosen was the closest to the capital definition while still being able to equip Distributed Array which can only be put on ships 5,000t and over as well as improved or advanced sensors.
The difference here is in game mechanics are at play, the definition is greater than 5,000t and a number of options and equipment require a tonnage greater than 5,000t. ( For example, A spinal Meson at TL15 requires a minimum 6,000t hull.)An Imperial definition with no mechanical impact (unlike the difference between small craft and larger ships). There is absolutely no reason a smaller ship couldn't be considered a capital ship, or a larger ship considered not a capital ship. You are applying the definition more strictly that anyone in the real world actually does.
Correct, which is why I don't apply that term to civilian vessels.Also note that is only applies to military ships. I
Get over taken by the enemy and the enemy fighters come to mind, as well as being unable to keep up with the rest of the fleet.If you're not in combat, what does it matter if you have to stop acceleration a few minutes?
This design is to give sub-capital fleets and convoys additional sensor range and some fighter cover.Capital ships range between 2,001 and 1,000,000 tons
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