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Evaluation of Kinunir colonial cruiser on the MONGOOSE High Guard Update 2022

The larger issue would be if the Kinunir class is actually relevant in terms of overall ship design.

I wouldn't waste a complete platoon of Marines on it.

From my perspective the platoon IS the primary system the ship is oriented to.

Especially those jump capsules.

If you add the barracks/staterooms, this is around 100 tons like a primary bay weapon.

The key system that makes it a special ship is a black globe in such a small ship. That allows for long distance approach in total stealth/cloak and unmasking for minimal interval firepower and insertion.

Pirate base busting. VIP/starport/embassy rescue/evacuation. Raid on slavers/evil research/megacorps shenanigans/rebel scum.

A really high end player sized tool, whether run as Imperial or on the receiving/being rescued end.
 
One problem is extraction of the Marines if the mission requires more than one squad dirtside. That is where having more than one pinnace would be handy. I'd much prefer a 6G pinnace than that APC getting out of a gravity well on a hostile planet after a raid.
 
One problem is extraction of the Marines if the mission requires more than one squad dirtside.
So you're thinking in terms of deliver all/extract all in a single launch/recovery cycle, rather than needing to make "repeat trips" in order to move everyone. :unsure:

There is something to be said for that approach to the Marine deployment options, but enabling it would require more tonnage fraction in order to make it happen. So at that point it becomes a question of whether that option is "affordable" rather than being one that is "obviously better" (or words to that effect).
 
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