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    Warship Design Idea

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    Delta Force

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    Join date : 2011-11-10

    Warship Design Idea

    Post by Delta Force on Thu Nov 10, 2011 3:39 am

    I was thinking that perhaps we could have the warship components represent tonnage allocations, with it further divided from weapons and mission components to include reactors (to power systems), engines (to propel the spacecraft), and armor. About 35% of the tonnage of real life warships (of the dreadnought era) was taken up by the basic structure of the ship, so 35% of any design should go to that. After that, weight distribution does not follow any hard and fast rule, you can put tonnage towards armor, armament, propulsion, and (for spaceships) the engines.
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    Cthulhuvong
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    Re: Warship Design Idea

    Post by Cthulhuvong on Thu Nov 10, 2011 3:26 pm

    I'll have to see if I can get Falsegods back on the project, as he was the one who did most of the work on the ship stuff. I ripped off the basics from another site and he and I modified it. Mostly him though.

    Delta Force

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    Re: Warship Design Idea

    Post by Delta Force on Sat Nov 12, 2011 2:30 am

    Some thoughts on fighters and such:

    Space fighters should not really be a dominant force in battles. They would not have much space for engines and fuel supplies, and if energy weapons are common weapons they would not be able to have much in the way out energy output for their energy weapons.

    They might be useful in a similar vein as early torpedo carrying craft in real life, taking advantage of their small size (and thus higher chance of avoiding being hit) to get close enough to launch guided weaponry. If you can sneak up close enough to a large ship, and if you launch enough missiles, some missiles might get through.

    To avoid the risk of such swarms, you might use fighters to keep them at bay. Small craft would also be useful as the eyes and ears of fleets, helping with spotting targets and letting the main fleet use its sensors passively, keeping them more safe.

    The minimal size of ships would determine if these smaller torpedo attackers, defenders, and scouts would be more along the lines of fighters (carried around by other craft) or more like smaller warships.

    Shadows

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    Re: Warship Design Idea

    Post by Shadows on Sat Nov 12, 2011 12:58 pm

    Delta is silly as always.

    Rising_Phoenix

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    Re: Warship Design Idea

    Post by Rising_Phoenix on Sat Nov 12, 2011 4:14 pm

    Fights could be the dominant force in a battle depneding on the size of the battle, the fleet sizes involved, and the technology/equipment/skill of each.

    Let me put into effect the following situation:

    Faction A: 100 Fighters, Good skill, good technology.
    Faction B: 50 Escort-Fighters & 1 Small Capital Ship, Average skill, average technology.
    Faction C: 5 small capital ships, poor skill, poor technology.
    Faction D: 10 small capital ships, very poor skill, very poor technology.

    So, what do you get from this?

    First, Faction A is the best prepared to fight the battle, followed by Faction B. If A and B were not fighting each other, they will clean the battlefield with C & D's hulls. Why, you say? Because while C & D do have more room for stuff, it is also of lesser/far lesser quality than A & B's. Even if B lost it's small capital ship, it still stands a good chance of winning. A, it is needless to say, has the best chance, because it's technology and pilots are the best. Sure, C & D have more armor, but so does B, which is truely the only rival for A.

    Sumarizing: If the A,B,C,D thing did not confuse you, the point is that fighters are a powerful unit in a capable commander's hand.

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    Re: Warship Design Idea

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