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Author Topic: Lighthouse Class recharge Station  (Read 378 times)

glitterboy2098

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Lighthouse Class recharge Station
« on: 04 December 2022, 20:01:22 »
a fairly bare bones recharge station, designed to allow the recharge of small groups of ships along a trade route in the periphery or other locations where larger stations like the Olympus class are too expensive to build.
fluff wise it is intended to be a pre-fab station, with components that can be hauled into place by cargo dropships and then assembled in-place.

since it is envisioned as being used in frontier type conditions, it carries a fair bit or armor (though less than its max) and an array of lasers for anti-fighter/smallcraft defense. against anything larger it is pretty relying on the fact that recharge stations are too valuable to damage or destroy. it does mount a naval comm-scanner however, despite the extra cost, to allow it to act as traffic control for the system it is in.

Code: [Select]
Lighthouse Recharge Station
Mass: 420,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3060
Mass: 420,000
Battle Value: 7,629
Tech Rating/Availability: D/X-X-E-E
Cost: 1,460,425,000 C-bills

Fuel: 3,000 tons (7,500)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: 6
Heat Sinks: 150
Structural Integrity: 1

Armor
    Nose: 70
    Fore Sides: 65/65
    Aft Sides: 65/65
    Aft: 70

Cargo
    Bay 1:  Small Craft (4)         1 Door   
    Bay 2:  Cargo (2675.0 tons)     1 Door   

Ammunition:
None

Dropship Capacity: 0
Grav Decks: 1 (250 m)
Escape Pods: 0
Life Boats: 50
Crew:  30 officers, 127 enlisted/non-rated, 8 gunners, 20 bay personnel, 30 passengers, 15 marines

Notes: Equipped with
    4 Energy Storage Battery
    1 Naval Comm-Scanner Suite (Large)
1,000 tons of standard aerospace armor.

Weapons:            Capital Attack Values (Standard)
Arc (Heat)      Heat  SRV     MRV     LRV      ERV    Class       
Nose (28 Heat)
4 Medium Laser  28   4(36)   2(16)    0(0)     0(0)   Laser       
    2 Large Laser
FRS/FLS (28 Heat)
4 Medium Laser  28   4(36)   2(16)    0(0)     0(0)   Laser       
    2 Large Laser
ARS/ALS (28 Heat)
4 Medium Laser  28   4(36)   2(16)    0(0)     0(0)   Laser       
    2 Large Laser
Aft (28 Heat)
4 Medium Laser  28   4(36)   2(16)    0(0)     0(0)   Laser       
    2 Large Laser


with 4 batteries, it can in theory recharge 4 jumpships at atime. in practice it would be charging two, while it recharging the other two batteries. switching off so it can keep a continuous feed to the ships in the queue.

Daryk

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Re: Lighthouse Class recharge Station
« Reply #1 on: 04 December 2022, 20:40:11 »
Point Defenses? ???

glitterboy2098

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Re: Lighthouse Class recharge Station
« Reply #2 on: 04 December 2022, 21:30:36 »
how much would it need? keeping in mind that it'll never be able to hold off a concerted attack, and the defenses are mostly there to deter casual raiding and boarding? (alsothat i'm trying to keep the technology used common and avoiding logistics concerns beyond food, fuel, and spare parts)
« Last Edit: 04 December 2022, 21:32:43 by glitterboy2098 »

Ramblefire

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Re: Lighthouse Class recharge Station
« Reply #3 on: 04 December 2022, 21:34:03 »
how much would it need? keeping in mind that it'll never be able to hold off a concerted attack, and the defenses are mostly there to deter casual raiding and boarding? (alsothat i'm trying to keep the technology used common and avoiding logistics concerns beyond food, fuel, and spare parts)
Add 15 small lasers to each corner

AlphaMirage

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Re: Lighthouse Class recharge Station
« Reply #4 on: 04 December 2022, 21:55:25 »
Technically the energy storage batteries are continually charged even as they charge the attached Jumpship so there is no lag beside docking and undocking in the process. I'd say remove two, add at least one docking collar, and cargo instead (more efficient transshipment). Add 8 more small craft bays for a total of two Squadrons of shuttles that can provide 'customs' patrols and carry weapons, point defense, cargo, or passengers. Armed shuttles can keep jumpships and some light dropships honest without more 'militant looking' Aerospace fighters although you can carry fighters in small craft bays in a pinch.

glitterboy2098

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Re: Lighthouse Class recharge Station
« Reply #5 on: 05 December 2022, 00:30:14 »
Add 15 small lasers to each corner
seems a bit much. honestly given how few guns the Olympus class carries, all the lasers already feel a bit overkill. but then i was partly doing this for one of cannonshop's stories, where the IS is more aware of naval power.

https://www.sarna.net/wiki/Olympus

Technically the energy storage batteries are continually charged even as they charge the attached Jumpship so there is no lag beside docking and undocking in the process. I'd say remove two, add at least one docking collar, and cargo instead (more efficient transshipment). Add 8 more small craft bays for a total of two Squadrons of shuttles that can provide 'customs' patrols and carry weapons, point defense, cargo, or passengers. Armed shuttles can keep jumpships and some light dropships honest without more 'militant looking' Aerospace fighters although you can carry fighters in small craft bays in a pinch.
i wasn't aware of the batteries worked that way, make sense given their mass. doing that actually allows me to drop the total mass down to under 250,000 tons, making this even more of a budget option. i upped the fuel a bit though, partly to reduce the amount of resupply it needs, partly so it can refuel jumpships if needed. i also upped the marine compliment to a full platoon, mostly for round numbers sake. (never entirely sure if i need to put a bay in alongside the marine # in the crew listing)

Code: [Select]
Lighthouse Recharge Station
Mass: 220,000 tons
Technology Base: Inner Sphere (Advanced)
Introduced: 3060
Mass: 220,000
Battle Value: 7,531
Tech Rating/Availability: D/X-X-E-E
Cost: 1,420,125,000 C-bills

Fuel: 3,000 tons (15,000)
Safe Thrust: 0
Maximum Thrust: 0
Sail Integrity: 4
Heat Sinks: 120
Structural Integrity: 1

Armor
    Nose: 65
    Fore Sides: 65/65
    Aft Sides: 65/65
    Aft: 65

Cargo
    Bay 1:  Small Craft (12)        1 Door   
    Bay 2:  Cargo (4545.0 tons)     1 Door   

Ammunition:
None

Dropship Capacity: 1
Grav Decks: 1 (250 m)
Escape Pods: 0
Life Boats: 60
Crew:  30 officers, 127 enlisted/non-rated, 12 gunners, 60 bay personnel, 43 passengers, 28 marines

Notes: Equipped with
    2 Energy Storage Battery
    1 Naval Comm-Scanner Suite (Large)
650 tons of standard aerospace armor.

Weapons:            Capital Attack Values (Standard)
Arc (Heat)      Heat  SRV     MRV     LRV      ERV    Class       
Nose (34 Heat)
4 Medium Laser  28   4(36)   2(16)    0(0)     0(0)   Laser       
    2 Large Laser
6 Small Laser    6   2(18)    0(0)    0(0)     0(0)   Point Defense
FRS/FLS (34 Heat)
4 Medium Laser  28   4(36)   2(16)    0(0)     0(0)   Laser       
    2 Large Laser
6 Small Laser    6   2(18)    0(0)    0(0)     0(0)   Point Defense
ARS/ALS (34 Heat)
4 Medium Laser  28   4(36)   2(16)    0(0)     0(0)   Laser       
    2 Large Laser
6 Small Laser    6   2(18)    0(0)    0(0)     0(0)   Point Defense
Aft (34 Heat)
4 Medium Laser  28   4(36)   2(16)    0(0)     0(0)   Laser       
    2 Large Laser
6 Small Laser    6   2(18)    0(0)    0(0)     0(0)   Point Defense
« Last Edit: 05 December 2022, 00:32:49 by glitterboy2098 »

Ramblefire

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Re: Lighthouse Class recharge Station
« Reply #6 on: 05 December 2022, 01:47:43 »
seems a bit much. honestly given how few guns the Olympus class carries, all the lasers already feel a bit overkill. but then i was partly doing this for one of cannonshop's stories, where the IS is more aware of naval power.

https://www.sarna.net/wiki/Olympus
Possibly. However, 15 per corner allows you to shoot down a peacemaker class nuclear weapon from the front or broadside.

Daryk

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Re: Lighthouse Class recharge Station
« Reply #7 on: 05 December 2022, 04:26:42 »
Canon ships are notoriously lacking point defenses.  Ramblefire's number should be plenty.

As for an infantry bay in addition to quarters, that covers their gear and training spaces and gives you some beds for short term passengers.

wolfgar

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Re: Lighthouse Class recharge Station
« Reply #8 on: 11 December 2022, 17:02:33 »
can we get downloads of each version? i would like to play with it as i am a big believer in point defense and self defense
Wolf wins every fight but one, and in that one he dies, his fangs locked on the throat of his opponent.

glitterboy2098

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Re: Lighthouse Class recharge Station
« Reply #9 on: 11 December 2022, 19:59:58 »
afraid i only have the most recent version as a file.

cannonshop used this in his recent ngoverse story as part of a rapid transit line between the IS and clan homewrlds, set up to make operation bulldog easier. i figure that they'd probably set up at least one stations per system along the route, but i'd guess they'd eventually set up at least 2 per system, one each at the zenith and nadir points. (allowing them to maintain two lines of traffic, one each direction, without long lines for the recharging) possibly several such stations at each point for the more trafficked parts of the routes near the two ends (and in the middle where it passes near the deep periphery realms) where ships are more likely to be coming in to hand off to and from the ships making transit.

wolfgar

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Re: Lighthouse Class recharge Station
« Reply #10 on: 11 December 2022, 20:06:28 »
thats fine, thanks
Wolf wins every fight but one, and in that one he dies, his fangs locked on the throat of his opponent.

Lagrange

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Re: Lighthouse Class recharge Station
« Reply #11 on: 11 December 2022, 20:20:40 »
You should be able to achieve a smaller price by separately building a small jumpship with a large naval comm-scanner and permanently docking it with the station.

 

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