Alpha Star Trek Sim discussion
Moderator: BigJKU316
- Deepcrush
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Re: Star Trek Sim discussion
Nope, you covered it.
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- BigJKU316
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Re: Star Trek Sim discussion
Where did I put it here? I can't find it.
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Re: Star Trek Sim discussion
I can't either.
New thread for it, maybe?
New thread for it, maybe?
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- BigJKU316
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Re: Star Trek Sim discussion
I will re-write it today. Its somewhere...in my head possibly.
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Re: Star Trek Sim discussion
I remember talking about it on skype, but not on here.BigJKU316 wrote:Did I explain somewhere the planetary shield rules or did I dream that?
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- BigJKU316
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Re: Star Trek Sim discussion
Another rule change for people to know about.
The concept of reserves/mothballed ships is being updated.
Previously a ship was either active or in reserve. Active ships had full maint. cost. Reserve ships had 10% of that and took 1 year to activate.
You may now have three tiers. Active ships are fully maintenence cost and are ready for use today. Ready Reserve ships are like the reserves of modern militaries. They are pretty much trained and ready to go. It takes 3 months for them to move to their ships and make them ready to go. Unlike mothballed ships these are attached to specific fleets and the ships are located at the logistical base for that unit. So when you activate your reserves those ships show up in that fleet after 3 months. These cost 40% of the maintenence of the active units.
Mothballed ships do not have crews assigned. You have to assemble crews and do some work to get those ships ready and it takes 1 year to do so. These are located at the depot you previously designated to me for all mothballed ships. Maint. cost is 10% of an active ship here.
One word of warning. The chances of you getting away with activating reserve units without the other side knowing is slim to none. When you start calling hundreds of thousands of crew members and the necessary support personel away from their jobs word is going to get out pretty quickly. It is just not something you can do quietly. You might get away with activating just a few ships. But if you are moving hundreds from reserve to active status everyone is going to notice.
The concept of reserves/mothballed ships is being updated.
Previously a ship was either active or in reserve. Active ships had full maint. cost. Reserve ships had 10% of that and took 1 year to activate.
You may now have three tiers. Active ships are fully maintenence cost and are ready for use today. Ready Reserve ships are like the reserves of modern militaries. They are pretty much trained and ready to go. It takes 3 months for them to move to their ships and make them ready to go. Unlike mothballed ships these are attached to specific fleets and the ships are located at the logistical base for that unit. So when you activate your reserves those ships show up in that fleet after 3 months. These cost 40% of the maintenence of the active units.
Mothballed ships do not have crews assigned. You have to assemble crews and do some work to get those ships ready and it takes 1 year to do so. These are located at the depot you previously designated to me for all mothballed ships. Maint. cost is 10% of an active ship here.
One word of warning. The chances of you getting away with activating reserve units without the other side knowing is slim to none. When you start calling hundreds of thousands of crew members and the necessary support personel away from their jobs word is going to get out pretty quickly. It is just not something you can do quietly. You might get away with activating just a few ships. But if you are moving hundreds from reserve to active status everyone is going to notice.
- Reliant121
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Re: Star Trek Sim discussion
How would we mark them in our fleet view as reserve ships or mothball ships?
- BigJKU316
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Re: Star Trek Sim discussion
I will be making a sheet change this turn when it comes in from you guys where you can mark the various states of ships. For mothballed ships you just do what you always did for reserved ships and don't deploy them. Next to the deployed in fleet column there will be a ready reserve column for each type in each fleet. You just place your ready reserve ships there.Reliant121 wrote:How would we mark them in our fleet view as reserve ships or mothball ships?
- Reliant121
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Re: Star Trek Sim discussion
Ah, very well!
- Reliant121
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Re: Star Trek Sim discussion
Question to everyone, I have little or no idea of the "average DITL Index" for certain classes...well i have an idea from what my ships fall under, but is there a particular method to classifying what a ship is classed as? I'm looking, maybe quite some time long in to the future, into developing a top of the line battleship and I'd want to know what kind of index would be competitive...Plus 5000? 6000 even?
- Deepcrush
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Re: Star Trek Sim discussion
Its not just based on combat rating, but also mass and intent. Torp or beam heavy, maybe both, what kind of shields etc...
That being said, a battleship of CR6000 is poorly under powered. That's more of a heavy cruiser by current standards.
That being said, a battleship of CR6000 is poorly under powered. That's more of a heavy cruiser by current standards.
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Re: Star Trek Sim discussion
the classification of ships into battleship etc is based off it's mass. for a battleship your looking for a mass of around 5500-6000 and up IIRC
and like deep said a CR 6000 battleship is very inefficient, that's a good Battle Cruiser CR, but you're going to need that to be a little higher if you want to really contend with the other Battleships in the area.
and like deep said a CR 6000 battleship is very inefficient, that's a good Battle Cruiser CR, but you're going to need that to be a little higher if you want to really contend with the other Battleships in the area.
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- Reliant121
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Re: Star Trek Sim discussion
Interesting...thank-you anyway guys.
- Reliant121
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Re: Star Trek Sim discussion
Well, since a barely 8000 rated ship would in theory take 15,000,000 and 15 years to develop....I think might give that one a miss for a while!
- Deepcrush
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Re: Star Trek Sim discussion
Big lowered it in the new Janes to 4000kt to fit the scale of the Negh'var, GCS, and other ships to the same scale.Lt. Staplic wrote:the classification of ships into battleship etc is based off it's mass. for a battleship your looking for a mass of around 5500-6000 and up IIRC
An important note is that if you have only a small amount of space but little money. You shouldn't be looking for battleships anyways. You should be more interested in high powered destroyers and maybe building a heavy cruiser in the 2500kt-3000kt range. Destroyers are cheap and short ranged which makes sense for a small power. Keeping a few strong cruisers allows you to take a fight to an enemy if need be but they won't be your primary concern.and like deep said a CR 6000 battleship is very inefficient, that's a good Battle Cruiser CR, but you're going to need that to be a little higher if you want to really contend with the other Battleships in the area.
Also remember to check your sizes to what you're building against your tech and you needs. Klingon ships are pretty small next to Federation ships of the same class because of how they are built. Klingon ships per pound are slower, shorter ranged and next to useless for exploring (found this one out the fun way). However, pound for pound they are cheaper, easier to build and more powerful because they do one thing... they blow shit up. Try to find what balance suits you for your race then worry about designing a ship around those needs.
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