Originally posted by The Mink:
My comments from the Yahoo Group reprinted here. Let me say again that I liked the ship, rereading the comments I sound quite scathing - but I noticed that it is one of the few designs up here. It's much easier to critique than put your own work up - So here's a critique
Thanks, I figured I wouldn't get it 100% right, that's the point of posting it up here.
in t20, the Astro makes strategic Maneuvers, so having them double as a gunner is probably going to cause problems in actual usage.
Yeah, I re-read the combat areas and I'm starting to realise the importance of having the Astrogator making sensor rolls. I was looking for ways to cut corners.
I don;t like the idea of having the medic with an assigned battle station, if anyone get's hurt, an additional turret will stop firing as the medic abandon's their "battle" post to do their duty.
Same reason as above. I just couldn't see a ship as small as this (note: my next ship design is 50,000-tons) having a dedicated medic. Sure, he's not as available in combat, but if you get hit and take crew casualties you're probably not going to last much longer anyway.
For short occupancy, sharing a small cabin is possible, but if I wanted the ship to do anything more than single jumps, I would give
every crewman their own stateroom. If it is only a short duration ship, you don;t need Fuel Purifiers.
In the Star Legion privacy is seen as quite important (mixing Vargr and Human crews can be tricky), so it is only the lowest ratings that put up with shared occupancy. In a small ship like this one, the quarters are considered quite reasonable. At least nobody is 'hot-bunking'. The talk on the TML about naval vessels is that cramped quarters are de riguer - one guy got to sleep directly in a tiny bunk directly under the catapault on an aircraft carrier.
It's cheaper to use Dual occupancy Full staterooms than use half size small ones and pay for extra freshers.
Sure, but then you lose privacy. Also, the small cabins + freshers is a LOT cheaper in Cr. BTW, one of those freshers is next to the bridge for general crew use.
The Sensors are limited by the level of computer (so it can only support level 4 sensors)
That may be correct, but the way I read the rules it wasn't. Otherwise if you have a Model/6 computer, you already have Model/6 sensors and comms, no choice necessary.
But, I could be wrong.
I'm not sure why you paid space for both missile Magazines and the Missiles independantly. I would also tend to reduce the number of carried missiles.
I got confused thinking about tons as volume instead of weight. I also missed the example in the SDB design. The Menderes Corporation design team shall rejoice and promptly make better use of that space!
PA Turrets are TL15 - make them Barbettes at TL 14 if you are going the "import" path.
Oops, that min TL does say 15 <handwave> of course they are one of the few high-TL items ...
Another Personal preference, I would tend to replace one of the Pulse turrets with Beams - the improved USP makes them more useful for a generalist ship like this. I wouldn;t swap both over because you are so close to EP limits.
I made the choice due to range primarily. The USP difference is a nice bonus though. I'll have to consider it.
Speaking of EP. I tend not to "max" agility. I would rather the ship is only "most" agile if you don;t fire all the weapons - It gives more of a sense of "Hard design choices" and forces the PC's to make more descisions in combat. So I would probably have Agility 4 when
all weapons firing or 6 otherwise.
Star Legion doctrine calls for maximum maneuverability at all times. Dropping your AC just to shoot the enemy is seen as a
really bad idea. Hard design choices were giving a ship only 4 weeks of power plant fuel (is fusion really that fuel hungry?).
Again with weapon choice, I would tend to replace the PA with dual fusions - The EP load is about the same, and if you are up against a heavily armoured ship, only fusion guns really cut the mustard. Yes the range sucks, but the thing already has decent long range weapons. It looks as if you didn't notice that PA's can only be single mounted (table notes page 272) otherwise PA is the "right" choice and fusion guns are clearly second rate.
Hmmm ... drat those tiny notes. Can you dual mount in a barbette? If so, then maybe that turret changes to a barbette. Long-range weapons suits the main use of these CEs, as commerce raiders (don't want to get too close to the convoy defenders).
I don't understand why you added a docking umbilical, it doesn't have any small craft. If it is for station docking, stations carry them themselves.
It's a carryover from my FF&S designs. I also include it in case the CE has to do customs duty. Because it does not have a ship's boat, it needs some nice easy way to dock with other starships in space. Hence the umbilical.
With the Airlocks - None of the "standard" ships bother with them - I wouldn;t either. The rules seem contradictory, I would allow one as part of the "bridge" tonnage and only pay if you want extra (ie for an assault Shuttle). I'll post something to CotI asking the question.
I figured one airlock around separating engineering from the rest of the workspace, and another to the outside. Really, 2 is a very low number for a ship this big. I'd want lots more if I had to really use them.
Summary - I like it.
I tend not to try and squeeze quite as much as you into a hull (ie my TL15 600dT cruiser would probably be J3M6 or J4M4). If I do try and "really" squeeze the limits then I make the craft a "short duration" one.
Thanks!
Given that TL15 is "cutting edge" I like the way that you've pointed out which items need which technology - IMTU I don't allow ship building like that - I may allow it for small items - but not something like the armour which effectively means that the entire hull needs to be built at TL14. The weapons I do allow, and possibly even the power plant.
I imagine the armour comes stacked on shipping pallets, ready for lo-tech assembly on the shipframe. The reality is that I used high-tech were it had the most impact (ie. in reducing tons used).
Did you notice the TL bonuses to USP - a triple pulse laser at TL13+ is USP 3 so you get +3 to hit and do 3d10. Your sand is +4AC (unless used in point defence)
No, I didn't! I think that affects every one of the weapons!
I also missed the fact that a 'standard' Navy gunner has Gunnery +11 (!) and the Heavy Metal feat, see stats on pg. 423.
I'll re-work the design based on this feedback. Thanks again.