Colin said:But there are advanced sensors in Scouts, spy-stuff in Agent, merchant-y stuff in Merchant Prince...
I also plan to set size, tech, weapon limits. No 100,000 ton super battleships, please.
Colin said:It's unloaded weight, maximum speed. Might give three sets: Dry Performance, Empty Performance (no cargo) and fully loaded. The stutterwarp math is a pain in the butt, so I want to provide as much information as possible.
Colin said:Yep, I've got those. I need to design the missiles and drones before I can design the ships to carry them.
Colin said:All new, though 2300AD missiles fall roughly into the size category for a High Guard torpedo. Stutterwarp-driven, typically either with a mounted laser or particle beam (drone fighter) or a bomb-pumped warhead. 2300AD missiles are ship killers. One is something to be afraid of, a volley should be terrifying.
2300AD missiles are actually remote-control controlled drones, with an operator back on the ship.
Colin said:All new, though 2300AD missiles fall roughly into the size category for a High Guard torpedo. Stutterwarp-driven, typically either with a mounted laser or particle beam (drone fighter) or a bomb-pumped warhead. 2300AD missiles are ship killers. One is something to be afraid of, a volley should be terrifying.
2300AD missiles are actually remote-control controlled drones, with an operator back on the ship.
Colin said:All new, though 2300AD missiles fall roughly into the size category for a High Guard torpedo. Stutterwarp-driven, typically either with a mounted laser or particle beam (drone fighter) or a bomb-pumped warhead. 2300AD missiles are ship killers. One is something to be afraid of, a volley should be terrifying.
2300AD missiles are actually remote-control controlled drones, with an operator back on the ship.
rinku said:That's right. I'd forgotten that 2300AD missiles had to be stutterwarp capable, though you could still use the deadfall ortillery concept from High Guard (which will work the same regardless of how the ships move FTL).