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Re: Federation Battlestar

Posted: Thu Apr 22, 2010 9:07 pm
by Captain Seafort
Reliant121 wrote:Agreed in concept, however there's the ever fuzzy issue with the whimsical "Warp field dynamics" to keep in mind...Plus having an open raised mount will be quite easy to hit. The pods need to be like armoured turrets used in older warships IMO.
Warp dynamics shouldn't be a problem - every ship has widgets sticking out of its hull. I agree with the turret idea, however. The best approach would be to have a fixed armoured dome, with holes to shoot out of, that the turret itself rotates inside it.

Re: Federation Battlestar

Posted: Thu Apr 22, 2010 9:09 pm
by Reliant121
That might limit phaser firing arcs, However since torpedoes show the ability to track targets it wouldn't be much of a problem. If we have some standard Array phasers as well, it shouldn't be a problem.

Re: Federation Battlestar

Posted: Thu Apr 22, 2010 9:15 pm
by Captain Seafort
The holes would be wide enough to allow some degree of off-axis fire, but I was envisioning most of the coverage being achieved by the sheer numbers of the things, mounted at various angles relative to the direction of travel and orientation of the artificial gravity.

Re: Federation Battlestar

Posted: Thu Apr 22, 2010 9:16 pm
by Reliant121
True enough, with a hull as expansive as this thing will be you could have countless mounts. This is really gonna be armed like a starbase, just with engines.

Re: Federation Battlestar

Posted: Thu Apr 22, 2010 9:18 pm
by Mark
Personally, I don't want to put phasers AND torps in the same turret for survivability. If the turret gets knocked out then you lose BOTH.

Re: Federation Battlestar

Posted: Thu Apr 22, 2010 9:19 pm
by Reliant121
However, that's going to either double the production cost, or it's gonna half the effective weapon mounts.

Re: Federation Battlestar

Posted: Thu Apr 22, 2010 9:33 pm
by Captain Seafort
Mark wrote:Personally, I don't want to put phasers AND torps in the same turret for survivability. If the turret gets knocked out then you lose BOTH.
However, putting both in the same turret means that you can have the same firing arcs for phasers and PTs, which I think would simplify fire control a bit. I'd be more worried about the added complexity of cramming both systems into the same box, but I think giving each turret crew access to both types of weapons is more important. In any event I wouldn't want to spread the turrets so thinly that losing one would create a gap in the point defence.

Re: Federation Battlestar

Posted: Thu Apr 22, 2010 10:06 pm
by Deepcrush
The current system we have in place is each heavy turret has two of the DS9 turrets along side. The heavy turrets are designed much like that of a Naval battleship. A single solid piece of armor with a pair of barrels sticking out a bit. The whole piece rotates 360* x 90*

The heavy turrets are a UFP version of the Mk18s off the Klingon Negh'var. A pair of very power energy weapons. However, there are no PTLs attached as that would interfere with the operation of the heavy turrets. That's why we posted a pair of DS9 turrets with them. To provide them with torp support and to engage targets that would waste the fire of the heavies.

Re: Federation Battlestar

Posted: Thu Apr 22, 2010 10:35 pm
by Mark
Deep, can you sum up the final tactical payload for us (weapons and shields)? I'm going to start rough work on the "Vipers".

Re: Federation Battlestar

Posted: Fri Apr 23, 2010 12:10 am
by Deepcrush
Sure, I have it posted somewhere on here. I just have to look through and find it all.

Re: Federation Battlestar

Posted: Sun Apr 25, 2010 12:28 am
by Deepcrush
Current standings for the ship itself. Seafort is in charge of designing the ground forces.

Length 1923
Beam 1410
Height 435
Decks 126

Quad nacelle warp drive, quad impulse drive.

Crew of 5,000 with a 10,000 Marine Armored Division.

120 Fighters + troop transports + shuttles. (Fighters to be armed with QTs for use in fleet actions)

Retracting flight pods

Medical assets fit for up to 5,000 persons (this could include large numbers of stasis pods).

Weapons - 24 Mk18 dual turrets (8 dorsal, 8 ventral, 4 bow, 4 stern). 48 phaser/PTL turrets (two for each Mk18 turret at 50 rounds each), 2 pair of RFQTLs forward (250 rounds each). 80 Type III PTL (40 per flight pod at 500 rounds each) 16 Phaser/PTL turrets aft (4 per nacelle with 50 rounds each).

Munitions, 1000 QTs, 43,300 PTs

Armor - Outer hull 5m ablative, inner hull 5m high density.
Shields - Two overlapping bubble layers plus one skin layer (twenty five terajoules million each).

I added 16 DS9 turrets to the engines for aft protection. It was simple enough so I didn't feel the need to bring it in for debate. However, the flight pods currently lack any form of defensive ability outside of their PTLs. We also have no PDWs in place. Both of these will need to be addressed before this class can enter production.

Re: Federation Battlestar

Posted: Sun Apr 25, 2010 9:29 am
by DarkMoineau
Good idea to add DS9 turret for the engines.

Maybe can we put Type XII Phaser Array in the Flight Pod for the CIWS ??

Re: Federation Battlestar

Posted: Sun Apr 25, 2010 10:13 am
by Reliant121
Wouldn't need anything near that powerful for CIWS. I'd rather have three type VII phasers, than a single Type XII.

Re: Federation Battlestar

Posted: Sun Apr 25, 2010 10:15 am
by DarkMoineau
Theses CIW Phaser array will be used against what?

Dominion Attack Ship?

Re: Federation Battlestar

Posted: Sun Apr 25, 2010 3:21 pm
by Reliant121
Possibly not even that, standard weapons can keep track. DS9's turrets easily kept up with the Bugs when the Fed's left the station, and before that kept up with BOP's well enough. CIWS is only a possible concept for shooting torpedoes down....There was a huge debate about whether it was even possible IIRC.