baithammer said:
Hull cost 260000 × 90%[Close] × 150%[Reinforced] = MCr 17550.
You forgot 50,000cr per hull dt, (50,000*1.4*260,000)/ 1,000,000 = 18,200
You are right, I forgot kCr 50, thanks.
I can't say which is correct, but I do:
260000
× 0.05 × 90%[Close] × 150%[Reinforced] = MCr 17550
not
260000 × 0.05 × ( 1 - 10%[Close] + 50%[Reinforced] ) = MCr 18200
baithammer said:
Programs are only required for a specific step so doesn't require the extra processing power of the larger core.
Not since LBB2.
baithammer said:
The Reflec is hardly cost efficient in a Meson fight.
The most common weapon system is still the pulse laser which appears on most fighters, so its a good mitigation strategy as it pushes the upper limit of armor.
Reinforced hull is hardly cost efficient on battleships.
Given the only way to incease hull points is either by increasing dt or reinforced hull, the cost is rather efficient.
Reflec is good, but it is also very expensive.
Reinforced hull is good, but it is also expensive.
Cheaper ships means more ships, which gives you more hull points and more firepower.
baithammer said:
Why the screens and PD batteries? That few hardly have any effect.
Meson Screen x60 = 12DD reduction from meson weapons so nothing to sneeze at, considering its the only effective defense to a meson weapon due to meson weapons ignoring Armor.
Nuclear Dampers are also effective at stopping Fusion weapons in addiation to Nuclear weapons.
Sure, but 60 screens prevents (with a good crew, on average): 60 × 4[effect] × 7[2D] ≈ 1680 damage points. Against a Meson spinal that inflicts on average 84000 damage, that is next to nothing.
baithammer said:
The laser turrets could use a tech upgrade, e.g. Long Range or Accurate.
The lasers are mainly for point defense purposes with a secondary purpose of engaging small craft at close / adjacent range.
The Particle Barbettes are the secondary system for engaging past close range.
Laser turrets are great multi-purpose tertiary armament. They are somewhat effective against everything, missiles, fighters, and other ships. The best way to kill fighters are at long range, before the ship gets negative modifiers for dogfight.
You have already invested in a lot of space and money in the turrets, a little extra will make them considerably more effective.
baithammer said:
The fuel processor is very small, it takes almost 5 days to process the jump fuel. That severely limits strategic mobility.
Considering most designs are designed between 3-5 days this isn't really an issue.
That is enough for a tramp merchant that spends a week between jumps, but not for ships that intends to jump more often.
It your ships can jump every 12 days and the enemy's ships can jump every 8 days, you are at a serious disadvantage.
baithammer said:
With budget drives you could make the ship bigger, cheaper, and have more hull points.
The point was to make the ship smaller and still carry the largest meson spinal available on the dread and the pocket battleship is designed with a similar setup versus battleship designs.
The dread could however go up to 300,000t to see if drive / fuel dt can be compensated for.
At a quick try I had to go to ~350000 Dt resulting in MCr ~180000 and ~256000 Hull. So cheaper and more Hull, win/win.