Chas said:Yeah, digging around I see it is standard practice to generally term the bigger vessels destroyers and the smaller frigates and I'll keep that in mind. Your list makes sense cavebear.
Going back to your discussion wnbc I agree with what you've stated there:
destroyer 8000-20000( a more multi-role version of an escort)
In the sense that the smaller frigate is very constrained for space. If you are going to have a ship that is going to be more multi-role for independent operations, perhaps have a small marine contingent for insertion, multiple weapon systems say with Ion cannons and a boarding boat for capture, you need this ship size.
Yes. That's where I sort of went with this design I'd put up, looking at a torpedo based frigate concept. Able to launch enough torps to overcome point defenses and an effective weapon on a credit per credit basis. The high tech level high jump ships are very expensive because you're using advantages on every component.wbnc said:I can see some destroyers packing a decent offensive punch, preferably fire and forget weapons. The sort that allow it to dash in, lob off several salvos of ordnance, then run like the devil was on it's tail.
and as for marines,and boarding gear/craft..oh yeah..definitely for a patrol/multi role vessel. It would be almost a requirement.
Chas said:Yes. That's where I sort of went with this design I'd put up, looking at a torpedo based frigate concept. Able to launch enough torps to overcome point defenses and an effective weapon on a credit per credit basis. The high tech level high jump ships are very expensive because you're using advantages on every component.wbnc said:I can see some destroyers packing a decent offensive punch, preferably fire and forget weapons. The sort that allow it to dash in, lob off several salvos of ordnance, then run like the devil was on it's tail.
and as for marines,and boarding gear/craft..oh yeah..definitely for a patrol/multi role vessel. It would be almost a requirement.
http://forum.mongoosepublishing.com/viewtopic.php?f=149&t=117365
Thank you, Thank you very much ( in bad Elvis impersonation voice.)Nerhesi said:Wow - you guys are such geeks!
:lol: :twisted:
I'm enjoying this nonetheless. Actually very informative![]()
Locally yes. Though I wouldn't directly agree with that wbnc in terms of what happens on the scale of the Imperium where to achieve an overwhelming superiority in time of war the Imperial Navy has to reposition and consolidate units, and to do that on an effective large scale the Navy has to have high jump capable ships. I see that as being the primary reason that the Imperial Navy requires Jump 4 despite the loss of relative firepower. A jump 4 allows the at least regional naval base to function, where you can centralize a fleet to a limited degree, and also allows you to build a ship and then move it from more distant shipyards, or ongoing maintenance depots, to somewhere different in a meaningful timeframe. The jump 2 ship or worse jump 1 means these designs are locally built ships for local engagements.Jump two is enough to get abut anywhere, especially if a ship can do a back to back jump
Yes. What I was questioning was the effectiveness of a 100kt hulk for refueling and rearmament at smaller ship level in terms of frigates not bringing enough punch to a fight - frigates are commerce raiding, injunction and blockade, pirate ship smashing, not actual fleet or system combat apart from the escort role when so drafted. The super fuel tankers for ships of the line need to be really really big. It's a huge investment for something you could well be better buying a bunch of mobile long jump cruisers for the same money. Haven't thought it through at this point.as for the tanker/tender ships..I dodnt see the lack of combat effectiveness as an issue.they are not intended to engage the enemy...they'd be withdrawn behind the battlegroup or jump out the second contact was made.
That is what I'm meaning by a drop tank that is only dropped when combat is undertaken. The old jump 6 ships I did (3 internal+3 droptank), and the intended heavy line of battle strike cruisers at jump 2 +2 would keep their drop tanks on at all times apart from when entering a do or die battle... and take the hit on maneuver for having a heavier ship in the normal course of just cruising. They'd become M9 once the drop tanks are let go. The paradigm won't work so well in the new rule set but should still be viable in a large enough space craft. Have to see how this pans out actually.of course you could put the storage cells as drop tanks/break away hull..and if they were engaged they drop their tanks, get a boost to thrust, and now they are a smaller, far more agile ship.
Yes. For sub sector local navies jump 2 does the job protecting their cash flow, and why should they worry about what happens over there on the opposite rim of the Imperium? They pay taxes for somebody else to deal with the bigger picture.Condottiere said:For an interstellar empire, there would be a lot of trial and error, and the capability to adapt, and the industrial capacity and political will to do so quickly.
Jump factor one would cripple strategic movement, jump factor two is sufficient for convoy and trade protection.
Chas said:Yes. For sub sector local navies jump 2 does the job protecting their cash flow, and why should they worry about what happens over there on the opposite rim of the Imperium? They pay taxes for somebody else to deal with the bigger picture.Condottiere said:For an interstellar empire, there would be a lot of trial and error, and the capability to adapt, and the industrial capacity and political will to do so quickly.
Jump factor one would cripple strategic movement, jump factor two is sufficient for convoy and trade protection.![]()
Or as noted pick up obsolete designs from the Imperial Navy, that are still perfectly effective for these roles. A TL14 or 13 Jump 3 ship is going to be capable of fulfilling the necessary tasks of the sub sector requirements.wbnc said:Chas said:Yes. For sub sector local navies jump 2 does the job protecting their cash flow, and why should they worry about what happens over there on the opposite rim of the Imperium? They pay taxes for somebody else to deal with the bigger picture.Condottiere said:For an interstellar empire, there would be a lot of trial and error, and the capability to adapt, and the industrial capacity and political will to do so quickly.
Jump factor one would cripple strategic movement, jump factor two is sufficient for convoy and trade protection.![]()
I think it's also a matter of resources rather than passing the buck. A sector force can only have so many shipyard up to the Imperium standard, where as the Imperial Fleet can call on Shipyard on the other side of the map.
So a Proper fleet formation would have ships built on the opposite side of the Imperium, or at least several sectors away...while sector, subsector, and System operated forces would have to make due with what local shipyards could turn out....or scramble to buy up any advanced warships on the market.
Condottiere said:Jump drives wear out to the point it's inconvenient or uneconomic to repair them. Presumably.
So a tech level fourteen cruiser with a wonky jump drive that can't transition more than two parsecs might be regarded as being surplus to current needs.