Author Topic: Questions about minimum requirements for Aerotech / Battlespace  (Read 1706 times)

Luciora

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I've wanted to delve a bit into construction of fighters and warships / Jumpships / Dropships for a while, mainly to fluff out alot of my kitbashes and customs.

What would someone consider the bare minimum or adequate thresholds for the major structure, armor and cargo in percentages?  Ie:

Fighters: mainly looking at SI, armor and fuel.
Warships / jumpships / dropships: SI, armor, fuel, cargo

I know some things like cargo, and armor can be incredibly variable due to fluff reasons, with less variance on fuel and SI, so wanted to see what the major shipbuilding of the forum use as rules of thumb.

Thanks in advance!

Kerfuffin(925)

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Re: Questions about minimum requirements for Aerotech / Battlespace
« Reply #1 on: 03 March 2023, 13:06:34 »
I think fighter SI is tied into the speed so it can’t really be messed with outside of that. Fighters fuel is 5tons average. The more like an Eisensturm the better for armor imo.

The rest I am terrible at, so I await answers too.

Picking through the old Aerostuff of the Week articles is how I picked up what (little) I know.
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AlphaMirage

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Re: Questions about minimum requirements for Aerotech / Battlespace
« Reply #2 on: 03 March 2023, 13:58:22 »
So its very complicated, Fighter SI is in fact related to its engine power and chassis as it basically is a limited on how many gees it can take. Good thresholds are more variable depending on what you'd expect to be fighting against, a lot of fighters use many medium lasers and there are a lot of flak platforms that use AC/5s so any threshold that can take that without a potential crit is good (so 50+ per facing). Once you get into the heavier categories it quickly becomes difficult to carry enough armor to avoid a crit from a peer fighter but you should try to stack it up to 100+ per facing. Speed is key as it allows you to make evasive maneuvers or hit the afterburners and get away from your opponent. Fuel is only a moderate concern and can be alleviated by carrying drop tanks on your external hardpoints. This will get you into the fight and if you need that extra speed you can dump them. If you run out of gas hope you have your carrier or a SAR Small Craft nearby to recover you.

For Small Craft you want to be able to take a large laser or LRM15 without thresholding (so 80-90+) but like the fighters you cannot really carry enough firepower or armor for everything and you are limited by your size in the speed category. Thus adding ECM and AMS to these units will aid them in reducing the incoming firepower, it also screws with teleoperated missiles so double win.

Dropships are a twofold beast, one you should be able to take a Gauss Rifle (so 150+ per facing) without critting and you probably want a healthy margin more to withstand bad landing rolls.
So there are three types of Dropships,
Assault Dropships to take on squadrons of Aerospace Fighters {thus requiring more speed, heavier (Large Laser+) standard weapons, and armor while sacrificing cargo capacity}
Transports (moderate speed and armor, just enough firepower to protect yourself until your escorts arrive, enough cargo to do the job),
and Pocket Warships {Can be slower but with long range Capital Missiles and/or Sub-Capital weapons, both of which are tonnage sinks particularly missiles, so only moderate cargo for reloads. Armor heavy enough to take a few Capital Weapon strikes (300+), should probably be escorted by fighters so minimal need for standard weapons}

For the Warships there's really no good standardization, Capital Weapon Bays, even smaller ones like 3xNAC/10s or a quad NL/45, are devastating whenever they hit on most designs. You need something like the Leviathan to avoid being threshold critted by common weapons. Also Capital Missiles come with an inherent chance for crit so that can really a fight midway.

Your best guess is either go all long range guns with low speed (McKenna) and trust the brackets or with lots of medium range guns (Aegis/Black Lion) and okay speed to close and hammer them into submission. Since Warships can't really do fancy evasive maneuvers they probably shouldn't be going more than 6/9 unless they expect a lot of crits to their drive (a fairly common one) and many fall into the 4/6 or less category.

I would say a safe minimum is a threshold of 20 capital (so 200+ capital per arc) which protects you from most Capital Lasers and Sub-Capital Cannon or Missile bays. Since SI determines how much armor you can put on the platform that will be informed by the 200 capital per arc above.

Fuel and Cargo will be determined by how much endurance you want your Warship to be able to engage in so a 6-9 month cruise is a good baseline unless it is meant to be a mobile defensive fortress in which case you probably want half that since it would be operating close to supply lines.

monbvol

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Re: Questions about minimum requirements for Aerotech / Battlespace
« Reply #3 on: 03 March 2023, 14:20:28 »
In construction terms ASF SI is the higher of Safe Thrust or tonnage/10 round up.  Which makes it rather easy to make a 85 ton bully that can burn well enough to keep up with many fighters a fraction it's mass while still outgunning and out armoring them.

idea weenie

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Re: Questions about minimum requirements for Aerotech / Battlespace
« Reply #4 on: 03 March 2023, 19:59:26 »
I've wanted to delve a bit into construction of fighters and warships / Jumpships / Dropships for a while, mainly to fluff out alot of my kitbashes and customs.

What would someone consider the bare minimum or adequate thresholds for the major structure, armor and cargo in percentages?  Ie:

Fighters: mainly looking at SI, armor and fuel.
Warships / jumpships / dropships: SI, armor, fuel, cargo

I know some things like cargo, and armor can be incredibly variable due to fluff reasons, with less variance on fuel and SI, so wanted to see what the major shipbuilding of the forum use as rules of thumb.

Thanks in advance!

For Warships, my rough guide is:
Fuel: 1% mass
Cargo: 1% mass (long-range such as a strike at the Clan Homeworlds will have a larger %of mass or auxiliary Dropships)
Armor: Max it
Weapon costs: doesn't matter compared to KF core costs

(all numbers are from MegamekLab v0.48.0)

To give an idea of what I mean by maxing armor, a 2.5 MTon vessel that can move 5/8 and has a Structural Integrity of 240 can carry up to 12,000 tons of armor, or about half a percent of its mass.  There is no reason to carry anything less than max armor on a Warship.

To see what I mean for KF Core costs vs weapons, I will compare four types of McKenna Warships
* Base design: 30,974,056,800 C-Bills
* Removing all of its weapons: 29,636,964,800 C-Bills
* Keep the weapons and just remove the Li-Fu Battery: 18,476,556,800 C-Bills
* Keep the weapons and Li-Fu battery, removing only one Dropship Collar: 28,567,856,800 C-Bills
(Yes these are custom ships, but I needed examples to show the cost differences)

In terms of final cost and respective mass:
All the weapons represented about 4.4% of the ship cost and tied up ~216,000 tons of mass (~11.6%)
The Li-Fu battery represents ~40% of the ship's cost, and massed 19,300 tons (1%)
Each Dropship Collar represents ~7.8% of the ship's cost, and takes up 1,000 tons (about a twentieth of a percent)

So when designing a Warship, max the armor, decide what weapons you want, and then depending on your budget decide if you want Dropship Collars, a Li-Fu Battery.


In fact, with the current construction rules it is often a good idea to increase the mass of the ship to fit in more gear, as the KF costs (and Warship Cost Multiplier) do not scale with ship mass.  All of these ships have T/OT of 1/2, no armor, no weapons, no equipment, no Dropship Collars, no Li-Fu Batteries, and only minimum crew and Heat Sinks:
* 100 kton ship: 3,792,578,000 C-Bills
* 200 kton ship: 4,211,458,000 C-Bills
* 1 MTon ship: 7,561,326,000 C-Bills
* 2.5 MTon ship: 13,841,130,000 C-Bills

Twice the mass, yet the smaller ship's cost is still ~90% that of the larger.
The vessel 10* larger is only ~twice the cost of the smallest ship
The vessel 25* larger is less than 4* the cost of the smallest ship
(Yes these are custom ships, but I needed examples to show the cost differences)

These two vessels have 1 Dropship Collar or Li-Fu Battery:
* 100 kton ship w/1 Dropship Collar: 4,594,958,000 C-Bills (+21% to base cost)
* 100 kton ship w/ Li-Fu Battery: 6,541,758,000 C-Bills (+72% to base cost)
(Yes these are custom ships, but I needed examples to show the cost differences)

To give an idea, the McKenna's entire weapon loadout costs less than adding a single Li-Fu battery to the 100 kton vessel.

From the McKenna comparison we can see that the weapons are a small price of a Warship's costs, so tossing on twice as much weapons/armor/equipment is not a big price to pay.  The cost increase means that going up in mass is a minor issue also.  So feel free to make larger 'corvette'-class vessels, as the price increase will be small compared to its combat effectiveness.


Aerospace Fighters are fun.  The key limit to launching them is the number of Bay Doors, and there is no penalty for carrying a large number of ASF (unless you carry so many that you can't launch them all before the battle is over).  They can also be rapidly replaced if they are damaged or destroyed (or obsolete), while a Battle-line vessel will need repair/upgrade time for its loadout.


Study up on AMS rules.  Find a level of AMS that can deal with any missile attack that occurs in your games, and mount that on your Warship.  The number of AMS needed will be smaller than the tonnage of armor being lost to enemy fire.


The other fun is to read up on the Fire Control Tonnage rules.  Basically if you exceed the limit for the number of weapons in an arc, you pay an extra % of their total mass based on number of excess weapons.  So 20 Heavy Naval PPCs in a single arc might not be an issue, but adding a single Machine Gun to that arc will impose a 6000-ton Fire Control penalty.  So you might go with certain arcs being Naval Weapons only with a few extremely powerful weapons, and other arcs being full of several dozen Battlemech-scale weapons.  This way the tonnage penalty is based on the lighter weapons, rather than the Capital Weapons.

Daryk

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Re: Questions about minimum requirements for Aerotech / Battlespace
« Reply #5 on: 03 March 2023, 21:48:51 »
If I remember right, an ASF can carry 50% of its weight as armor.  Generally, I'd go with at least 95 points of armor per location to prevent thresholding by a PPC.

idea weenie

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Re: Questions about minimum requirements for Aerotech / Battlespace
« Reply #6 on: 03 March 2023, 23:17:23 »
If I remember right, an ASF can carry 50% of its weight as armor.  Generally, I'd go with at least 95 points of armor per location to prevent thresholding by a PPC.

Minimum of 95 pts per location, IIRC 4 locations, so minimum 380 pts of armor (95*4).  At 16 pts per ton that is minimum 23.75 tons of armor (380/16).  If the limit is 50% of its mass as armor, that means you need an ASF of at least 47.5 tons (23.75*2).  This could be useful to set a lower limit for preferred ASF mass.

Luciora

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Re: Questions about minimum requirements for Aerotech / Battlespace
« Reply #7 on: 04 March 2023, 13:22:20 »
Thanks.  Haven't really built any aerofighters in a while so didn't remember SI was tied to thrust, thanks!  I did remember for the larger vessels, you were able to add more.  All the input helps, so I'm glad to get it from you guys.

Ideally I want to try stattng out the Leviathans based off the original stats, and using the same firing arcs (fore, aft, LBS, RBS) and will have to figure out some kind of compromise or work around for the spinal mounts, missiles and fighter complement.  I'm trying to keep as much flavor as possible using the current aerotech rules. 

As I mentioned before, the Hermes class was a pretty exact match for the Lola, in terms of mass, so I have a good baseline to start from.

Think of it as a California Nebula subsets, thats heading deeper into the Nebula and away from everyone else, to keep it tidy, perhaps. 

Daryk

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Re: Questions about minimum requirements for Aerotech / Battlespace
« Reply #8 on: 04 March 2023, 13:35:54 »
The other thing to remember is that ASF SI is weightless.  It only costs C-Bills...  ^-^

Hellraiser

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Minimum of 95 pts per location, IIRC 4 locations, so minimum 380 pts of armor (95*4).  At 16 pts per ton that is minimum 23.75 tons of armor (380/16).  If the limit is 50% of its mass as armor, that means you need an ASF of at least 47.5 tons (23.75*2).  This could be useful to set a lower limit for preferred ASF mass.

41 Points Per Location is a good stand by for Medium Fighters to avoid the ML Threshold.
61/71 for Larger Fighters depending on the era to avoid Clan Mediums or IS LL.
91 is basically for the Nose armor on top end Assault Birds.
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Hellraiser

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Thanks.  Haven't really built any aerofighters in a while so didn't remember SI was tied to thrust, thanks!  I did remember for the larger vessels, you were able to add more.  All the input helps, so I'm glad to get it from you guys.

Its the LARGER of Thrust Rate (Light Fighters) or Mass/10  (Assault Fighters)

So only something like a Zero (35T 6/9) is truly "LOW SI" for in relation to comparable fighters.........    And it still matches Corsair/Lightning fighters.
Most either have size or speed boosting it a bit more.
3041: General Lance Hawkins: The Equalizers
3053: Star Colonel Rexor Kerensky: The Silver Wolves

"I don't shoot Urbanmechs, I walk up, stomp on their foot, wait for the head to pop open & drop in a hand grenade (or Elemental)" - Joel47
Against mechs, infantry have two options: Run screaming from Godzilla, or giggle under your breath as the arrogant fools blunder into your trap. - Weirdo