Author Topic: Warship development assistance required - Battleship redesign.  (Read 1381 times)

marauder648

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Whilst the Nightlord has promised to be a potent WarShip, a second look at the design as well as several digital trials have found the ship to be flawed in many areas.  The Scientists responsible for the original design have since been moved onto improving the waste recycling systems for large settlements sewage systems.

With the first Nightlord still on the stocks and only 20% complete, construction is halted to take into account the changing nature of WarShips and the latest designs to come from the NWP. 

Whilst many traits of the Nightlord design are admirable, such as her huge troop capacity and the ability to drop a full Galaxy onto a hostile world, the designs firepower is far too unfocused and does not take full advantage of the long range firing protocols developed by the SLDF and refined by the Clans of Kerensky. 

Other flaws include a limited Aerospace compliment, two stars is adequate for self defense but is not fully capable of assisting the ground forces carried onboard and defending the ship. There is also no provision for small craft.  The armament is extremely unfocused and is considered to be weak for a vessel of her size.  The design is to be altered to correct these flaws, as the ships keel has only been laid and the first decks added the hull will be easily altered whilst on the stocks and then any further construction will be built to the new standard.



Design requirements

Displacement - 1,250,000 tons
Length - Increase as needed.
Aerospace Compliment -  4 Stars of Fighters  + small craft
DropShip docking Collars - 5
Mech Capacity - 100
Elemental Capacity - 500
Speed - 3/5
Cargo Capacity - 160,000
LF Battery is a must
NCCS is required
Big fuel tanks for long range and endurance.

Armament

A more hegemonous mix of weapons is required to engage at all ranges, super heavy autocannons are not required (IE no NAC-40s).  One requirement is a pair of Heavy Naval Gauss rifles in the bow for closing targets.  Anti-fighter and missile defences are required with the capacity to engage at all ranges (try and mix it up, I don't want perfection).  A mix of capital weapons are required, but in numbers enough to bracket fire.  Anti-fighter defences to be covered by onboard fighters and self defense weapons, so large numbers of small caliber lasers are not required. And again here, try and mix it up, don't just go for LPL/ERPPC spam.

Try to mix up the weapons, not just big clusters of NL-55s and HNPPCs but try other approaches such as autocannon batteries, mixed laser clusters, gauss rifles etc, have fun! Make the Nightlord worthy of the designation of Battleship
« Last Edit: 03 March 2018, 15:10:14 by marauder648 »
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Alsadius

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Re: Warship development assistance required - Battleship redesign.
« Reply #1 on: 03 March 2018, 21:24:16 »
As requested, I mixed up my usual habits a bit here. It's still a broadside-preferring ship, but it has a different weapon mix - it's in the same sort of vein as the original Nightlord, but with a lot more unification of weapons to aid in bracketing. I kept the same 85 SI as the original Nightlord (figured that's hard to change once the keel has been laid), but otherwise it's been modified to meet those specifications.

Code: [Select]
Class/Model/Name: Nightlord II (Alsadius)
Tech: Inner Sphere
Ship Cost: $27,794,160,480.00
Magazine Cost: $42,040,000.00
BV2: 133,008

Mass: 1,250,000
K-F Drive System: Compact with L-F Battery
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Lamellor Ferro-Carbide
Armament:
6 Naval Gauss Rifle Heavy
9 Naval AC 20
16 Naval PPC Medium
10 Capital Launcher Kraken-T
28 Naval Laser 35
40 LRM 20+Art4 (C)
40 Laser Large ER (C)
64 AMS (C)

Class/Model/Name: Nightlord II (Alsadius)
Mass: 1,250,000

Equipment: Mass
Drive: 225,000
Thrust
Safe: 3
Maximum: 5
Controls: 3,125
K-F Hyperdrive: Compact with L-F Battery (26 Integrity) 578,125
Jump Sail: (6 Integrity) 93
Structural Integrity: 85 106,250
Total Heat Sinks: 1951(3902) Double 1,236
Fuel & Fuel Pumps: 15000 points 6,120
Fire Control Computers: 0
Armor: 2125 pts Lamellor Ferro-Carbide 2,125
Fore: 350
Fore-Left/Right: 375/375
Aft-Left/Right: 375/375
Aft: 275

Dropship Capacity: 5 5,000
Grav Decks:
Small: 2 100
Medium: 2 200
Large: 0
Escape Pods: 125 875
Life Boats: 125 875

Crew And Passengers:
68 Officers in 1st Class Quarters 680
227 Crew in 2nd Class Quarters 1,589
105 Gunners and Others in 2nd Class Quarters 735
1035 Bay Personnel 0

# Weapons Loc Heat Damage Range Mass
8 AMS (C) Nose 8 24 (2.4-C) PDS 4
8 AMS (C) RBS 8 24 (2.4-C) PDS 4
8 AMS (C) Aft 8 24 (2.4-C) PDS 4
8 AMS (C) LBS 8 24 (2.4-C) PDS 4
8 AMS (C) FR 8 24 (2.4-C) PDS 4
8 AMS (C) FL 8 24 (2.4-C) PDS 4
8 AMS (C) AR 8 24 (2.4-C) PDS 4
8 AMS (C) AL 8 24 (2.4-C) PDS 4
2 Naval Gauss Rifle Heavy Nose 36 600 (60-C) Extreme-C 14,000
2 Naval Gauss Rifle Heavy RBS 36 600 (60-C) Extreme-C 14,000
2 Naval Gauss Rifle Heavy LBS 36 600 (60-C) Extreme-C 14,000
4 Naval PPC Medium FR 540 360 (36-C) Extreme-C 7,200
4 Naval PPC Medium FL 540 360 (36-C) Extreme-C 7,200
4 Naval PPC Medium AR 540 360 (36-C) Extreme-C 7,200
4 Naval PPC Medium AL 540 360 (36-C) Extreme-C 7,200
10 Capital Launcher Kraken-T Aft 500 1000 (100-C) Extreme-C 2,200
3 Naval AC 20 Nose 180 600 (60-C) Long-C 7,500
3 Naval AC 20 RBS 180 600 (60-C) Long-C 7,500
3 Naval AC 20 LBS 180 600 (60-C) Long-C 7,500
5 LRM 20+Art4 (C) Nose 30 80 (8-C) Long 30
5 Laser Large ER (C) Nose 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) RBS 30 80 (8-C) Long 30
5 Laser Large ER (C) RBS 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) Aft 30 80 (8-C) Long 30
5 Laser Large ER (C) Aft 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) LBS 30 80 (8-C) Long 30
5 Laser Large ER (C) LBS 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) FR 30 80 (8-C) Long 30
5 Laser Large ER (C) FR 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) FL 30 80 (8-C) Long 30
5 Laser Large ER (C) FL 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) AR 30 80 (8-C) Long 30
5 Laser Large ER (C) AR 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) AL 30 80 (8-C) Long 30
5 Laser Large ER (C) AL 60 50 (5-C) Extreme 20
4 Naval Laser 35 FR 208 140 (14-C) Long-C 2,800
4 Naval Laser 35 FL 208 140 (14-C) Long-C 2,800
4 Naval Laser 35 AR 208 140 (14-C) Long-C 2,800
4 Naval Laser 35 AL 208 140 (14-C) Long-C 2,800
4 Naval Laser 35 Nose 208 140 (14-C) Long-C 2,800
4 Naval Laser 35 RBS 208 140 (14-C) Long-C 2,800
4 Naval Laser 35 LBS 208 140 (14-C) Long-C 2,800

Ammo Rounds Mass
AMS (C) Ammo 768 32.00
AMS (C) Ammo 768 32.00
AMS (C) Ammo 768 32.00
AMS (C) Ammo 768 32.00
AMS (C) Ammo 768 32.00
AMS (C) Ammo 768 32.00
AMS (C) Ammo 768 32.00
AMS (C) Ammo 768 32.00
Naval Gauss Rifle Heavy Ammo 100 50.00
Naval Gauss Rifle Heavy Ammo 100 50.00
Naval Gauss Rifle Heavy Ammo 100 50.00
Capital Launcher Kraken-T Ammo 100 10,000.00
Naval AC 20 Ammo 120 48.00
Naval AC 20 Ammo 120 48.00
Naval AC 20 Ammo 120 48.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00

Number Equipment and Bays Mass
80 Bay Fighter 12,000
15 Bay Small Craft 3,000
100 Bay Battle Armor 5 1,000
100 Bay Mech 15,000
160,000 Cargo, Standard 160,000
1 NCSS Large 500
1 Mobile HPG 50

marauder648

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Re: Warship development assistance required - Battleship redesign.
« Reply #2 on: 03 March 2018, 22:31:48 »
A very good start, unfortunately the Clans don't seem to use the Kraken-T missile, and the Nightlord hull does not use Capital Missiles (making it a bit of an oddity amongst Clan ships for this fact) so either replacing the Kraken or eliminating them would be best.

Also reduce the number of AMS to like 6 or something at the most, I know it saves feck all tonnage but i'm not looking for Leviathan III levels of protection here.
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Alsadius

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Re: Warship development assistance required - Battleship redesign.
« Reply #4 on: 03 March 2018, 23:36:00 »
Right, the Kraken was me being too clever for my own good. I try to leave the aft facing as a weak spot for most of my designs, both in armour and weapons. But after building the other facings, I had more tonnage left than fire control spots, and I didn't want to up-gun them because that'd just result in the same 4x HNPPC bays that I've used on my other designs, or losing bracketing on the NACs, or growing the lasers beyond where I wanted them. So I decided to mix it up, by adding weapons that are good on any facing, so the aft is still weak. Except that they don't have Krakens, so the whole idea was a flop.

Re the AMS, I really hate the rules on them. The defences I'm outlining are reasonable - a bit weak in any sensible system tbh - but because of the unlimited shots per round rule, they're basically creating invulnerability to whole classes of missiles. The choice of 8 per facing was actually intended as a nerf to anything like a realistic number, because 8 is enough to stop a Barracuda(which will usually be aimed at fighters, not battleships), but it only imposes a +2 to hit on anything else. That doesn't seem OP to me. TBH, what I really want to use LAMS just so that I'm heat-limiting them, which would allow a really dense missile swarm to get through. But the era we're building here doesn't allow LAMS, so I have to use regular AMS, which can chew apart missiles basically forever.

Let's try this. I replaced 10x Kraken with 8x NL-35, dropped the AMS down to 6 per facing, and used the freed-up tonnage to add a fifth NPPC to each bay. There was minor re-jigging of heatsinks/lifeboats/grav decks to make it all fit, but it's mostly the same design overall.

Code: [Select]
Class/Model/Name: Nightlord II (Alsadius)
Tech: Inner Sphere
Ship Cost: $27,791,465,360.00
Magazine Cost: $36,540,000.00
BV2: 127,231

Mass: 1,250,000
K-F Drive System: Compact with L-F Battery
Power Plant: Maneuvering Drive
Safe Thrust: 3
Maximum Thrust: 5
Armor Type: Lamellor Ferro-Carbide
Armament:
6 Naval Gauss Rifle Heavy
9 Naval AC 20
20 Naval PPC Medium
36 Naval Laser 35
40 LRM 20+Art4 (C)
40 Laser Large ER (C)
48 AMS (C)

Class/Model/Name: Nightlord II (Alsadius)
Mass: 1,250,000

Equipment: Mass
Drive: 225,000
Thrust
Safe: 3
Maximum: 5
Controls: 3,125
K-F Hyperdrive: Compact with L-F Battery (26 Integrity) 578,125
Jump Sail: (6 Integrity) 93
Structural Integrity: 85 106,250
Total Heat Sinks: 1719(3438) Double 1,004
Fuel & Fuel Pumps: 15000 points 6,120
Fire Control Computers: 0
Armor: 2125 pts Lamellor Ferro-Carbide 2,125
Fore: 350
Fore-Left/Right: 375/375
Aft-Left/Right: 375/375
Aft: 275

Dropship Capacity: 5 5,000
Grav Decks:
Small: 2 100
Medium: 1 100
Large: 0
Escape Pods: 110 770
Life Boats: 110 770

Crew And Passengers:
68 Officers in 1st Class Quarters 680
227 Crew in 2nd Class Quarters 1,589
107 Gunners and Others in 2nd Class Quarters 749
1035 Bay Personnel 0

# Weapons Loc Heat Damage Range Mass
6 AMS (C) Nose 6 18 (1.8-C) PDS 3
6 AMS (C) RBS 6 18 (1.8-C) PDS 3
6 AMS (C) Aft 6 18 (1.8-C) PDS 3
6 AMS (C) LBS 6 18 (1.8-C) PDS 3
6 AMS (C) FR 6 18 (1.8-C) PDS 3
6 AMS (C) FL 6 18 (1.8-C) PDS 3
6 AMS (C) AR 6 18 (1.8-C) PDS 3
6 AMS (C) AL 6 18 (1.8-C) PDS 3
2 Naval Gauss Rifle Heavy Nose 36 600 (60-C) Extreme-C 14,000
2 Naval Gauss Rifle Heavy RBS 36 600 (60-C) Extreme-C 14,000
2 Naval Gauss Rifle Heavy LBS 36 600 (60-C) Extreme-C 14,000
5 Naval PPC Medium FR 675 450 (45-C) Extreme-C 9,000
5 Naval PPC Medium FL 675 450 (45-C) Extreme-C 9,000
5 Naval PPC Medium AR 675 450 (45-C) Extreme-C 9,000
5 Naval PPC Medium AL 675 450 (45-C) Extreme-C 9,000
3 Naval AC 20 Nose 180 600 (60-C) Long-C 7,500
3 Naval AC 20 RBS 180 600 (60-C) Long-C 7,500
3 Naval AC 20 LBS 180 600 (60-C) Long-C 7,500
5 LRM 20+Art4 (C) Nose 30 80 (8-C) Long 30
5 Laser Large ER (C) Nose 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) RBS 30 80 (8-C) Long 30
5 Laser Large ER (C) RBS 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) Aft 30 80 (8-C) Long 30
5 Laser Large ER (C) Aft 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) LBS 30 80 (8-C) Long 30
5 Laser Large ER (C) LBS 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) FR 30 80 (8-C) Long 30
5 Laser Large ER (C) FR 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) FL 30 80 (8-C) Long 30
5 Laser Large ER (C) FL 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) AR 30 80 (8-C) Long 30
5 Laser Large ER (C) AR 60 50 (5-C) Extreme 20
5 LRM 20+Art4 (C) AL 30 80 (8-C) Long 30
5 Laser Large ER (C) AL 60 50 (5-C) Extreme 20
4 Naval Laser 35 FR 208 140 (14-C) Long-C 2,800
4 Naval Laser 35 FL 208 140 (14-C) Long-C 2,800
4 Naval Laser 35 AR 208 140 (14-C) Long-C 2,800
4 Naval Laser 35 AL 208 140 (14-C) Long-C 2,800
4 Naval Laser 35 Nose 208 140 (14-C) Long-C 2,800
4 Naval Laser 35 RBS 208 140 (14-C) Long-C 2,800
4 Naval Laser 35 LBS 208 140 (14-C) Long-C 2,800
8 Naval Laser 35 Aft 416 280 (28-C) Long-C 5,600

Ammo Rounds Mass
AMS (C) Ammo 576 24.00
AMS (C) Ammo 576 24.00
AMS (C) Ammo 576 24.00
AMS (C) Ammo 576 24.00
AMS (C) Ammo 576 24.00
AMS (C) Ammo 576 24.00
AMS (C) Ammo 576 24.00
AMS (C) Ammo 576 24.00
Naval Gauss Rifle Heavy Ammo 100 50.00
Naval Gauss Rifle Heavy Ammo 100 50.00
Naval Gauss Rifle Heavy Ammo 100 50.00
Naval AC 20 Ammo 120 48.00
Naval AC 20 Ammo 120 48.00
Naval AC 20 Ammo 120 48.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00
LRM 20+Art4 (C) Ammo 180 30.00

Number Equipment and Bays Mass
80 Bay Fighter 12,000
15 Bay Small Craft 3,000
100 Bay Battle Armor 5 1,000
100 Bay Mech 15,000
160,000 Cargo, Standard 160,000
1 NCSS Large 500
1 Mobile HPG 50

marauder648

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Re: Warship development assistance required - Battleship redesign.
« Reply #5 on: 04 March 2018, 00:20:00 »
Certinally an impressive design Cryhavoc, but perhaps a bit too unconventional, and whilst the anti-fighter defences are utterly terrifying, its perhaps a bit too much, with that many autocannons and missile launchers I can see bottlenecks or shortages :p Omni's need an AC, just pull them off the BB :D
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Cryhavok101

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Re: Warship development assistance required - Battleship redesign.
« Reply #6 on: 04 March 2018, 01:11:41 »
Certinally an impressive design Cryhavoc, but perhaps a bit too unconventional, and whilst the anti-fighter defences are utterly terrifying, its perhaps a bit too much, with that many autocannons and missile launchers I can see bottlenecks or shortages :p Omni's need an AC, just pull them off the BB :D

I was channeling my inner Dr Evil when I decided to just really go overboard on the anti-fighter weapons. I kind of like the design though, so i think I'll leave her as is, and let someone fill your battleship needs... I'll post this one in another thread, and if you'd like to come up with fluff for it you're welcome to.

 

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