Star Wars Roleplay: Chaos

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Devving a fleet carrier

If any of you were present on Jabiim, or is familiar with Ringovinda StarYards, you would have realized that I was devving a 2000m-long bulk freighter the entire time, which is the aftermath of a raid on Kuat wholly devoted to getting the schematics of it. (It was decided as OOC compensation that I only got the location of what I raided KDY for, which ended up being Jabiim)

For combat conversion purposes, 20 posts of development are required because the combat conversion amounts to building another class fron an old one, even when the original had 91.

A 2000m-long fleet carrier, 10 squadrons, possibly 600+ turbolaser equivalents, this is what I think I could get out of it.

I just couldn't make use of the allowances granted by the dev posts in full because the Ultima, as originally submitted, was a bulk freighter and hence had only 3 squadrons, 200 turbolaser equivalents (which I think could have been achievable with only the minimum 20 posts while retaining all the other items).

Also if it is satisfactory to SSC fleeters or the IC keadership, if any, can anyone in the IC leadership thread about the contract for these things being drafted and signed?
 
Emberlene's Daughter, The Jedi Generalist
Based on what I know of he factory and codex, 600 guns and 10 squadrons would take a lot more then 20 posts. You might be able to get something with a more lenient judge but there is a going to be other balancing.

But as the sub admin it is my duty to aid members in their dev threads.

As for the leadership. What is your pitch with this ship? What makes this something to buy?
 
The original frame had unused allowance. 200 TLs with 10 squadrons are obtainable with 20 posts.

it seems that the fleet inventories are a mess and that there is no way which ship is in use for what, or even what exactly is in service. What carriers actually are in SSC service?
 
im in.
like i said i found this ages ago.
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Emberlene's Daughter, The Jedi Generalist
[member="Kami Meran"] no ships can exceed 3km without a flagship thread and no flagships can exceed 5km. That ship is 9km

[member="Charzon Loulan"] the ship manifest is fine witht he ships that had been brought in and the SSC has never needed larger ships then slightly personal one or under 1km. If a ship is brought up that is impressive and something that is needed yes but what is the sales pitch. How would a carrier like this benefit the Sanctum over say a carrier we could get from Silk, get from Phenex, get from Sienar.
 
[member="Matsu Ike"] [member="Charzon Loulan"]

Umm...I've made 2 star destroyers and a frigging Barsen'Thor battlecruiser for this faction.

If you want to submit a fleet carrier, I can't stop you doing so. Since I believe I'm the only fleeter in the faction I'd want to be consulted on the specs unless you plan to bring an admiral here.

For the most part I feel larger carriers are less effective than several small ones. 2000m is a big investment for a fleet, and I feel like you'd do better allocating it to other means. In any case 600 capital guns on a carrier isn't going to fly; you'd have to either tone it down or reduce your squadron capacity.
Weapons on a carrier are rather incidental; it's not designed to engage capital ships.
 
If you want a carrier that would be easily defensible then give it a high defense rating, and a good allocation of anti-aircraft weaponry in addition to say, 5-7 squads of craft that fill various roles. You want some assault, some multi-role, some interceptors, possibly landing craft...depends on what you want out of it. but you need enough to defend from both aircraft and stay out of range of capital ships without engaging them. Capital guns on a carrier are wasted space. It takes up valuable space for offensive or defensive ships, that in a squadron could theoretically do more damage combined than the capital guns. Granted the would have to rearm back on the carrier, but the initial strike would be devastating dependent on the ordnance used and the targets hit. Most important though would be to divide your forces between anti-aircraft weapons and capital weapons as your first targets. Take away their ability to do major damage in retaliation. Then take out other vital systems. Plus, you don't want to be anywhere too close to the fight. So you would start out farther back, let the other capital ships and purpose built ships like destroyers, knock out the shields before you even launch your first wave. That is the whole idea of a carrier, overwhelming force based on its complement of ships, not its own weaponry.
 

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