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Kalo Osis
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PostPosted: 01-Mar-2006 15:41    Post subject: Naval Questions Reply to topic Reply with quote

As soon as I get my copy of Heavy Metal Aero (Complements of our host Mordel ) I am planning on designing and posting several new classes of vessels. But to help me with my first couple of designs, I have a few questions. First, what is the typical number of aircraft carried by a Fleet Carrier? What is a good main gun for a Destroyer? How much space is needed for long tours of duty? I would be much obliged for a few answers.

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PostPosted: 01-Mar-2006 17:10    Post subject: RE: Naval Questions Reply to topic Reply with quote

The CVN 65 Enterprise class carrier carries 85 aircraft (not all of them combat vehicles).



In AeroTech, there generally is no "main gun". Medium NPPCs or several Naval Lasers make for good, long-ranged, infinite-ammo support weapons.

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Kalo Osis
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PostPosted: 01-Mar-2006 19:11    Post subject: RE: Naval Questions Reply to topic Reply with quote

Well, when I said 'main gun' I was thinking WWII era Destroyers. They typically had several three, four, or five inch guns for their main anti-warship weapons. I guess that would equate to what you described.

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PostPosted: 02-Mar-2006 00:23    Post subject: RE: Naval Questions Reply to topic Reply with quote

Oh. Well, the Arleigh Burke uses a 64 calibre main gun.

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ralgith
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PostPosted: 02-Mar-2006 01:13    Post subject: RE: Naval Questions Reply to topic Reply with quote

Well, I have my own theories on how to go about such things, as do everyone else who creates ships. I'll put links below to several of mine I've posted here so you can have a gander, also browse design submissions for ships done by StarRaven, Kraken and Vagabond, I think the 4 of us do the most Naval designs here.

Err, maybe its Karagin instead of Kraken, I forget now LOL!

http://www.mordel.net/barandgrill/viewtopic.php?topic=6995&forum=3&post=73286
http://www.mordel.net/barandgrill/viewtopic.php?topic=6990&forum=3&post=73205
http://www.mordel.net/barandgrill/viewtopic.php?topic=6719&forum=3&post=70702
http://www.mordel.net/barandgrill/viewtopic.php?topic=6716&forum=3&post=70673
http://caer.dubrin.net/shrike/designs/erian_hendvarden.htm
http://caer.dubrin.net/shrike/designs/gorgon_class_destroyer.html
http://caer.dubrin.net/shrike/designs/lancer_class_destroyer.html
http://caer.dubrin.net/shrike/designs/ipv-1_system_patrol_craft.html
http://caer.dubrin.net/shrike/designs/excellsior.htm

And here is a carrier that Warhammer did up:
http://www.mordel.net/barandgrill/viewtopic.php?topic=6338&forum=3&post=66178

Anyways, enjoy

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Kalo Osis
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PostPosted: 02-Mar-2006 05:58    Post subject: RE: Naval Questions Reply to topic Reply with quote

I knew the Arleigh Burke Class uses a 5-inch (127mm) Mark 45 Mod 4 Lightweight gun with a 64 caliber long barrel, but I am thinking World War 2. Most of my first designs will be World War 2 like re-makes.


[ This Message was edited by: Kalo Osis on 2006-03-02 06:02 ]
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PostPosted: 02-Mar-2006 11:35    Post subject: RE: Naval Questions Reply to topic Reply with quote

Quote:

First, what is the typical number of aircraft carried by a Fleet Carrier?



I personelly feel that a fleet carrier should carry atleast 60 - 62 fighters [regiment with detached command lances] and support craft. I would also only deploy fighters in even regiments, ie: 1 or 2 or 3 regiments, never 1 regiment 2 companies.

Quote:

What is a good main gun for a Destroyer?



NACs make wonderfull Primary cannons do to their high damage ratio and fair range. Energy weapons are good but unlike their ground based counter parts can quickly out mass a NAC of equal damage. NAC Ammo is so light that keeping large ammo stores is not that difficult. I would say use NACs or NPPCs as your main guns.

Quote:

How much space is needed for long tours of duty?



Depends on what you mean by long tour of duty? Food and Water is simple, you just increase the number of days in supply to how long you want to deploy + an extra percentage. Fuel, you can do a similar thing. Repair parts, simply up the percentage to a min of 4 or 6 percent for long duty vessels.

The real trick, however, is ammo for the ship and ammo and fuel for the fighter/shuttle support. We here feel you need 200 ton per fighter for proper support. I would suggest doubling or trippling this amount for long duration duties. Also, I would suggest atleast 120 to 180 or more rounds per NAC and NGauss and that you avoid NMissiles all together. Of course, energy weapons are best.

Faurther more, I would also contray to most of my advice equip the ship with 100 percent escape units. In addition, I would suggest equiping the entire vessel with Officer style rooms. You can do this just by uping the room sizes to 10 tons each.

And a few suggestions more, think about alot of extra shuttle craft. You will need these rowboats of space to ferry supplies, personel, and equipment around. Plus, you have a good duration vessel if you must abondon ship in a periphery system.

Also, add ALOT of Grav Decks. I'd give 2m per person expected, ie: crew + dropships + passengers. And, keep extra Marines around. Gotta have Cops for when someone gets cabin fever.

Is that enough info? Mind you, I am imagining 1 or more years in duration here.



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PostPosted: 02-Mar-2006 15:25    Post subject: RE: Naval Questions Reply to topic Reply with quote

That pretty much answers all of my questions. Hehehe..I cannot wait to get it and start putting out designs. My first will probably be bad, but I'll get it after a bit.

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PostPosted: 02-Mar-2006 16:15    Post subject: RE: Naval Questions Reply to topic Reply with quote

Another thing you might consider...granted, it would not be a "main gun" exactly, but in the Twilight of the Clans series (I think it is Exodus Road) there is a warship combat. It seemed in this account that the main anti-ship weapons were really big missiles. I think they were called "Shark" or "Barracuda" missiles. (someone please jump in and correct me if I am not getting this right).

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Kalo Osis
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PostPosted: 02-Mar-2006 16:48    Post subject: RE: Naval Questions Reply to topic Reply with quote

No, i do not believe it was Exodis Road. However you may be correct, I have not read all of that series. There are White Shark and Barracuda missile launchers....I'll keep that in mind.

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PostPosted: 02-Mar-2006 20:37    Post subject: RE: Naval Questions Reply to topic Reply with quote

Quote:

On 2006-03-02 16:48, Kalo Osis wrote:
No, i do not believe it was Exodis Road. However you may be correct, I have not read all of that series. There are White Shark and Barracuda missile launchers....I'll keep that in mind.



Don't bother. The NMissiles are no good except as backup and anti-fighter weapons. They weight to much and deliver to little. I heard metion that they have a better crit chance or result then other weapons but never go it confirmed.

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PostPosted: 02-Mar-2006 20:50    Post subject: RE: Naval Questions Reply to topic Reply with quote

Quote:

On 2006-03-02 20:37, Vagabond wrote:
Quote:

On 2006-03-02 16:48, Kalo Osis wrote:
No, i do not believe it was Exodis Road. However you may be correct, I have not read all of that series. There are White Shark and Barracuda missile launchers....I'll keep that in mind.



Don't bother. The NMissiles are no good except as backup and anti-fighter weapons. They weight to much and deliver to little. I heard metion that they have a better crit chance or result then other weapons but never go it confirmed.



Yes, per AT2r, naval missiles now generate a chance to crit with every hit from a bay of missiles...IIRC (I don't have the book in front of me, and would have to dig it out), Barracuda's have to roll 11+ on 2d6, Killer Whales 10+ on 2d6, White Sharks 9+ on 2d6 and Kraken-T's have to roll 8+ on 2d6 to get a crit...teleoperated versions have the same crit chances as standard missiles...

Every other weapon out there only gets a crit chance when a bay of them threshold the armor of a ship (damage from the bay is equal or greater to 10% of the armor in that section of the target) or when they go internal...missiles get it EVERY TIME THE BAY HITS...

This is why it pays to mount several missile launchers in seperate bays...

BTW, Barracudas have the lowest chance of a crit, but get a (2 pt?) bonus to hit...otherwise, I tend to go for White Sharks...and I have very few designs without at least a half dozen or so capital missile launchers on them...

And if you love capital missiles, try the Quixote-class Frigate from TRO 3057upgrade...only about 4 naval lasers and 4 NAC's, but literally dozens of capital missile launchers with dozens of shots each...

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PostPosted: 02-Mar-2006 21:43    Post subject: RE: Naval Questions Reply to topic Reply with quote

One of the uber-geniuses at HeavyMetal had a whole lot to say on Grav Decks.

http://www.heavymetalpro.com/forums/viewtopic.php?t=10204&highlight=grav+deck

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Col. Dwight Chandra
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PostPosted: 03-Mar-2006 09:11    Post subject: RE: Naval Questions Reply to topic Reply with quote

This is a bit off-topic, since you are talking about designing a ship, but I have always been curious about AT and how it would fit into a BT game. Obviously, I have never tried it, but have always thought it would make a cool addition. Maybe a 2-part scenario where the first was a space battle, and the second part was a typical mech battle where the number of available reinforcements depended on the results of the space battle.

Has anyone done anything like this in the past?

Has anyone incorporated AT into BT any other way?

I'd love to hear details.

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PostPosted: 03-Mar-2006 09:41    Post subject: RE: Naval Questions Reply to topic Reply with quote

Some years ago we had a campaign that incorporated following situations:
Our dropships arrived in orbit and had to battle against some interceptors.
Our remaining fighters cleared a landing zone and the dropships landed.
Now the gamemaster gave us a huge map with tiny hexes that were all white except for our landing zone (each hex represented a BT-map!).
Then he told us: "You want to know where the enemy is? So go and scout!"
We propped BAP´s under our Fighters for monitoring some main-roads and sent scout-mechs to take a look at the next hexes.
So we had encounters with mines, enemy scouts, AA-emplacements, bunkers, dispersed fighters, attacking conventional aircrafts and so on!
We played over months to locate the enemy strongholds and take them down!
It was fun!!

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