Jump to content
Rolling Thunder Forums

Ship design reqmts


Prospective

Recommended Posts

More newbie type questions for us newbie's edification.

 

I read in the rules that the minimum requirements for a ship design were that it has to be 1,000 tons minimum and can't have any more than 24 different components. I didn't see anything further. Aren't there some basics that need to be a part of any design???

 

My thoughts are that for an absolute minimum ship, you'd need:

 

1 unit of computers

1 non-jump drive (unless it's an orbital installation)

1 unit of hull

1 unit of fuel (assuming it's not an orbital installation).

 

Of course, the above design wouldn't meet the 1000 ton requirement, but aren't these 4 items REQUIRED for an in-system mobile ship?

 

Not sure why you'd want to but can you theoretically build a ship with only one hull plate? Can you get away with 0 hull plates?

 

Are you required to have computers? I assume yes, but I didn't see that being required.

 

Then there's the other end of the spectrum. What if you want to build a 10,000,000 ton ship (or higher of course). Being constrained by 24 systems max seems difficult to stay within on larger type ships (of course bear in mind that I have 0 experience with SN:ROTE, so I could be off my rocker). Comments?

Link to comment
Share on other sites

Depending on what you wanted your ship to do, a single engine (so you could get 2AP- action points), a jump drive (to go through Warp points), some fuel tankage (to give you the fuel to transit the warp point), a fuel shuttle (to skim for fuel) and whatever you need on the ship for it do whatever (cargo space, sensors, weapons, etc).

 

You don't need hull plate (although sometimes it does help), you don't need computers, but all these things do help in certain cases.

Link to comment
Share on other sites

Technically, the only things you need to make it a starship are:

1. An Engine to get it to the warp point.

2. A Jump Drive to get it through the warp point.

 

That's it.

 

You will need Fuel Tankage somewhere in the fleet to supply fuel for the jump, but each individual ship doesn't need to have its own Fuel Tankage. One single ship can supply the Fuel Tankage for the whole fleet. Also, you don’t need fuel for in-system moves (NM), you only need it for warp jumps (WARP).

 

In the beginning, you will want to build exploration type ships that might as well include their own Fuel Tankage. That way, you can have a fleet consisting of one single ship that has everything it needs to go out exploring. Later on you may want to assemble a war fleet with multiple ships. In that case, it is a good idea to design war ships that don't have any explosive Fuel Tankage on board. Let a single tanker ship supply the fuel to get the fleet through the warp point. And keep that tanker in the rear deployment area so that it will hopefully survive the battle waiting on the other side.

 

Sorry, I don’t have the fuel usage formula here with me. I’m sure someone will supply that shortly.

 

Standard Hull improves the structural integrity rating.

Computers improve the ability to distribute weapons fire among multiple targets.

Link to comment
Share on other sites

Thanks Pete.

 

So, in order to jump through a class A wormhole with a 1000 ton ship (smallest that can be built), I could do a one way trip if I had one fuel tank onboard. Or, I could do a round trip with 2 fuel tanks.

 

That brings up an interesting thought. If there is a class A warppoint in my home system, and I send a ship through it, will the farside warppoint that connects back to my homeworld be class A also?

 

Or can it be a different class?

Link to comment
Share on other sites

That brings up an interesting thought. If there is a class A warppoint in my home system, and I send a ship through it, will the farside warppoint that connects back to my homeworld be class A also?

 

Or can it be a different class?

 

They can be different classes. My experience so far is that is rare but that it does happen.

 

Also, the minimum ship could be 10 100Ton engines by the way. Of course it is not very useful but it is a legal ship.

Link to comment
Share on other sites

Consider these designs they're a bit old but will probably be the first you can easily achieve:

 

For in HW System orders like PMAP, GEO, CSV etc

 

You can basically just build an engine and make it go do those orders. I know the rules say you need various sensors et stuff but we're not there yet.

 

SC FastRunner

Express Boat

N

100 Tons

1xMk II Nucl Eng

5 AP

 

For outsystem transport of characters or for PMAP, GEO, CSV, ORB of worlds outside your homesystem:

 

XB Starleaper

Express Boat

N

1000 Tons

8xMk II Nucl Eng

1xMk I Nucl Jump Dr

100xFuel Tankage

4 AP

 

A typical EXPLoration ship design could be:

 

IES Little Gatherer

85000 Tons

Explorer

Escort E

1xMk II Nuc Engine

1xMk II Nuc Jump Dr

1000xFuel Tankage

50000xCargo Bay

1xMk I Sh Ra Sen

1xMk I Med Ra Sen

1xMk I Comp Sys

1xMedium Mag Grapp

8xLight Stun beam

4000xSHP

1000xReflective Armor

1000xEDAC

4xType B Sci Lab

7xType A Sci Lab

25xSurvey lander

 

I tend to build a lot of EXPL ships which I also use as light screens or Escort ships. My race has a theory about every ship whatever their purpose is, to be armed. That is not necessary for you of course :D

 

An advice is also to already from the beginning put out picket ships, unarmed of course that do XSENS x 2 each turn at every WP you stumble across. Believe you me, if you've done this from the beginning you'll be a lot happier down the road.

 

GGT Territorial Marker

Light Auxillary

N

1xMk I Nucl Engine

1xMk I Nucl Jump Dr

100xFuel Tankage

10xMk I Sh Ra Sens

 

Hope this helps a bit, if you have more ship design queries which need specifics you are welcome to email me.

 

Cheers

/Locklyn

Link to comment
Share on other sites

Hobknob,

 

Thanks, I had wondered about building a single engine to explore in system and violating the 1000ton requirement. However, before I would begin to build them, would either Pete or Russ care to comment? Will that 1000 ton requirement be enforced? Of course, please don't take time from processing the turns to answer that one...

 

You state:

 

An advice is also to already from the beginning put out picket ships, unarmed of course that do XSENS x 2 each turn at every WP you stumble across. Believe you me, if you've done this from the beginning you'll be a lot happier down the road.

 

GGT Territorial Marker

Light Auxillary

N

1xMk I Nucl Engine

1xMk I Nucl Jump Dr

100xFuel Tankage

10xMk I Sh Ra Sens

 

Is this so I'm sure to detect an alien ship coming through a WP? Wouldn't it be a good thing to add a computer to the ship, or is the Sh Ra Sens enough to do the job?

 

Thanks.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
×
×
  • Create New...