By Steve Cole (Stevecole) on Saturday, April 10, 2004 - 04:49 pm: Edit |
As we move forward into R8 and R9, we will use this topic to keep a record of ideas for ships that we haven't used already. This is NOT a place to propose new ships; we have a proposal area for those.
By Steve Cole (Stevecole) on Saturday, April 10, 2004 - 04:59 pm: Edit |
Assorted notes from R8 file that I didn't want to lose.
Destroyer transports
war destroyer transports (slow-tug capable?)
frigate transports (slow-tug capable?)
heavily-armed freighters
Starfortress, a kind of bigger meaner starbase, was suggested by Dwight Lillibridge. Others noted that you cannot
talk anyone into playing a starbase scenario anyway, and the current SBs cost too much.
Shipyards: People have always wanted a shipyard SSD for capital assault battles.
Fast Q-ships is an old idea that David Porter reminded us all of.
Monitor power pallets were mentioned and something possibly useful. Might even provide what amounts to a third
warp engine for more speed? It was noted by Jim Davies that this would need only one SSD (or part of one, just for the
Pallet) as existing monitor SSDs have a spot for a pallet.
Q-Ship versions of the FT and APT
Recovery PF able to repair or tow other PFs.
Romulan police seahawk with a third engine. Telenko suggested an HDW versions of the police seahawk. History of
SeaHawk says police got them in y182. Filsinger suggested using a SeaHawk hull with SkyHawk engines.
Gorn sublight battleship refitted as a monitor.
R10 Andromedan combat maulers were suggested by Robert Cole. These might be ships that had TRs and Maulers (with
fewer batteries).
R10 Andromedan mamba commando variant, noted by Robert Cole as the only missing Andro variant.
R10 Andromedan multi-role satellite ship proposed by Glenn Hoepfner, more likely to see print in R9 or ATF.
R10 Andromedan sled tender was proposed by David Kass.
R10 Andromedan troop sled, suicide sled suggested by Robert Cole.
R10 Andromedans do not have national guards. We need something for them. Looting the Andro Threat File might be a
desperate measure, as would just leaving them out.
By Steve Cole (Stevecole) on Saturday, April 10, 2004 - 05:03 pm: Edit |
More notes from R8 that I didn't want to lose....
R0: Generic heavy-industry version of F-OL to build structural beams, heavy machinery, etc. for new colonies. SSD
would have FAB and WORKS. Few existed (fewer than F-OP even). Unit moved for new colony to new colony (plus
occasional disaster relief at existing colonies) since well developed worlds would have similar services as part of local
civilian economy.
By Steve Cole (Stevecole) on Saturday, April 10, 2004 - 05:30 pm: Edit |
More notes that I don't want to lose....
By Loren Knight (Loren) on Tuesday, August 06, 2002 - 12:08 am: Edit
THere is a topic in Proposals/New Ships called Fighter Rescue Runner. I renamed the ship Armed Rescue Transport (ART). It is based on the Armed Prioraty
Transport. There are two designs. The first is a 'Contracted' one. Star Fleet hired ships that run out and pick up crippled fighters before they get finnished off. You have
to be careful as these are small ships. The second version is a mid-general war design that is a purpose built ship of improved design. It is not an escort. It should
maintain a low profile. It can pay for itself with just two or three fighters rescued, repaired, and put back into action.
There was quite some debate ending in general like for the ship. It fills a small niche.
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By John Wyszynski (Starsabre) on Wednesday, August 21, 2002 - 06:50 pm: Edit
I had an idea for Orion specific bases which I think would fit into the theme of R8. A major mission of National Guard ships is anti-piracy operations. This proposal is
what is a base which would be encountered during such an operation.
This base has the following properties:
Can be easialy moved around
There isn't a extensive logistic system to bring in pieces
Once the authroities know where you are, they'll eventually send someone to kill you
Doesn't require a Orion "Tug" be created
Orions don't need extensive logistics
Use the Salvage Crusier to move it
Can be assembled into a larger base
Somewhat like an Andro base
Uses a Tholian Pinwheel configuration
Orion Clandestine Operations Base
Orion Clandestine Operations Base SSD
The COB can be deployed:
In open space
In orbit
On a planet surface - Use rule for large bases on planet for shields and firing arcs
On a asteroid - Shields 3,4,5 are inside the asteroid.
The COB has two configurable bays (the contents of these a determined at build time and cannot be changed except by conversion at shipyard). Each bay can be
configured as (all boxes in bay are same):
CARGO - Either as 50 spaces each or 25 spaces each - See below for difference
REPAIR - Repair ships docked to COB (If there are mech-links, they are repair capable)
SHUTTLE - For either fighters with ready racks or other shuttles
LAB - For science work
BARRACKS - Marines and Ground Troops
WORKS - For processing captued materials for most valuable contents and building needed components
The COB is normally moved by a Salvage Crusier. A COB must be put into its transport configuration. The transport configuration collapses the decks of the bays to
about half normal size, to create a cradle for the SAL to fit into. It requires 2 turns to switch from operations to transport configuration (or vis versa). The systems in
the bays are inoperable while in transport mode, or during transition. The systems built into the bays automatically fold up during the switch; no room for crews.
Shuttles and fighters must be removed or they will be destroyed during the swith (along with the shuttle bay box). Cargo in 50 space boxes is destroyed during swith;
25 space boxes designed to hold cargo in the half size decks. Once the COB is transport mode, the SAL docks using the Tug/Pod rules. The movement cost of the SAL/COB
is 1. [The SAL based PFT and CVL can also be used, but the PFT cannot carry PFs at the same time and the CVL cannot launch/land fighters as doors are blocked.]
Three COBs can be combined into a larger base in a configuration like the Thoilan Pinwheel. Energy allocation is as one unit and shields are combined.
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By Mark Kuyper (Mark_K) on Saturday, November 30, 2002 - 03:01 pm: Edit
How about "Attrition tenders" for the west side of the galaxy?
Lyrans have their DWs that haul around a pair of PFs. Hydrans could modify a few Lancers to carry a pair also. Kzinti could modify some FFs with rear pylons to haul
around two PFs. Klingons could modify some F5s by replacing the waist phasers with mech links (3 PFs total).
These lite tenders would work well in raid and escort missions. Rather like a PF version of a CVE/CVL.
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By Philippe Le Bas (Phil) on Monday, December 02, 2002 - 02:33 am: Edit
About ISF ships, is there an X version for the ISF flagship: a D5IX ?
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By Allen E. Herring (Aleuhe) on Saturday, March 01, 2003 - 11:31 pm: Edit
I have an idea for a new book. Conjectural weapons. I'm sure each race had the R&D boys
working overtime. To keep with historical background you could say none of them came to fruition...either they were too expensive, to hard to get the materials, etc.
I really liked the idea of the Megaphaser wing from Module P6 (which makes me wonder where P1-P5 is...but that is a separate matter). You penalize the ship with
extra BPV and a worse turn mode or something else
You could make it where no more than one ship in a fleet had any new weapon. This could be historical because they would have eventually had to give it trials.... before
they realized they reached a dead end and would have to turn their efforts to the next "project".
You could have: generic weapons (i.e. the megaphaser), copied weapons (in real life we have to keep our new military developments secret or they would be stolen),
some race specific (I'm sure the Lyrans had tried to develop a seeking weapon that wouldn't be effected by their ESG or the Klingon's trying a new long range weapon to
weaken their opponent down before they get in close.) Or maybe this could be a way to transfer some of the Omega Weapons to the General War (or vice versa).
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By Steve Cole (Stevecole) on Saturday, April 10, 2004 - 05:57 pm: Edit |
More things I don't want to forget....
By Xander Fulton (Dderidex) on Monday, August 25, 2003 - 07:11 pm: Edit
* Something like an immobile FRD. No need for movement in-system, and surely ships will want to be repaired/refitted at a shipyard
* The construction docks as in the Campaign Designer's Handbook - good designs, if a little too complicated. Need to get them in an R-module, IMHO, with associated
scenarios and such.
* System defense platforms. Think DEFSAT, but bigger.
* More base modules. Specifically, something to give the SAMS a 'can-do-everything' feel that the police flagship has but more specific for in-system work. It needs to
have maybe 2 fighters, cargo, barracks, repair, maybe a PF, at least 1 HTS, Lab (hospital staff), etc. Essentially an in-system waypoint that would be common to see a
couple of around a shipyard.
* Unique defenses. Think in relation to the changes made to starbase rules in the 2000 printing. Stuff like that - new systems and technology that for some reason
(?high maintenance?) can only be used within a system and very near a major fleet yard.
* Scrapyard terrain rules. Probably very similar to an asteroid field, but only limited to 1 or 2 hexes. Outside the general shipyard, but could be a great place for
pirates to visit to try to steal nearly workable weapons from hulks being worked on/cut up. Scenario material!
* Automated traffic rules. As established in "The Ultimate Computer", the civilians starfleets maintain *some* automated merchant ships. Probably just for short
hauls between close destinations. Like, say, hauling supplies around a shipyard. I would suggest fighter-type rules (IE., no EAF!), and some basic guidelines for how
such units behave. Essentially, allow the dozen hexes or so diameter of a 'shipyard' to be a very busy place without terribly demanding a lot of the player controlling
the shipyard.
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By Trent Telenko (Ttelenko) on Friday, February 13, 2004 - 04:44 pm: Edit
How about the concept of "armed freighter Q-ships?"
That is, a Q-ship that looks like an armed freighters with military grade AUX engines and the additional systems from a duck tail or added systems plug (blanking on the
name).
As the Orion pirates upgraded, so would have police forces and local system national guards in the late/post General War period.
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By Steve Cole (Stevecole) on Tuesday, March 02, 2004 - 08:08 pm: Edit
Some ideas
fast monitors
National Guard PF Tenders
NCA versions of scout carriers
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By Jessica Orsini (Jessica) on Friday, March 05, 2004 - 09:14 am: Edit
Don't know if it has been suggested yet, but perhaps some sort of "light monitor" would be in order. Firepower of a cruiser rather than a dreadnought, slightly smaller
hull, somewhat less power. Would be nice for "filling the gaps" once those 50+ year old EY hulls start to die during the General War.
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By Garth L. Getgen (Sgt_G) on Saturday, April 10, 2004 - 08:38 pm: Edit |
How about a Construction Frieghter? For use in building bases and colonies, etc. Not sure what its SSD would look like. Down side: it take the place of a TUG in the same role ... if added to F&E, it could change some of that game's dynamics.
Garth L. Getgen
By Michael C. Grafton (Mike_Grafton) on Saturday, April 10, 2004 - 11:36 pm: Edit |
I suggest a Light Cruiser variant that has OPT boxes... I'd call it a CLU (for utility)
For example, take the Lyran STT, change the cargo to option and "stuff"...
By Ahmad Abdel-Hameed (Madarab) on Tuesday, May 11, 2004 - 12:50 pm: Edit |
Has anyone given thought to what kinds of ships are involved in the "salvage" aspects of F&E? It's relatively important economically and you might not want to just use the ordinary freighters (and their obvious variants) because you are by definition going to be operating just behind your own front lines and you'll want to (at least defensively or through movement) be able to handle the odd raider or pirate who would just love to disrupt that needed economic activity.
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