"There are no experimental failures. There's only more data."
- Bryce Lynch, Head of Research & Development, Network XXIII
So after realizing that I
couldn't standardize on a 30 ton Box form factor and still make my 280 ton J2/2G @ TL=9 Long Trader remain capable of J2+2+2 with a positive fuel fraction remaining after triple(!) jumping ... but COULD do so by
standardizing on a 24 ton Box form factor instead ... that brought up a somewhat obvious question.
If the 24 ton Box "has to be the standard" used by a "family of starship classes" intended to mobilize that particular form factor ... what modifications (if any) would be needed in order to outfit the ...
- 100 ton J2/2G @ TL=9 Scout/Courier
- 280 ton J2/2G @ TL=9 Long Trader
- 410 ton J3/3G @ TL=A Clipper
- 24 ton Box family of "unpowered" small craft hulls (which draw their Basic Power requirements from the power plants of craft they are docked with)
- 24 ton 6G @ TL=9-A Fighters (used as mobile screening escorts for the merchant starships) and what backstory/history did they have in system defense operational roles before being adapted for use as Fighter Escorts
So I've redesigned the Scout/Courier with the 24 ton Box form factor, and here's how that turned out.
Rule of Man Scout/Courier (Type-SP, TL=9)
100 tons starship standard hull, atmospheric streamlining (configuration: 2) (MCr3) (LBB2.81, p15, p22)
0 tons for Armor: 0 (TL=9, Composite Laminates, bulkhead thickness=20cm)
15 tons for LBB2.81 standard A/A/A drives (codes: 2/2/2, TL=9, EP=2, Scout) (MCr22) (LBB2.81, p22)
22 tons of total fuel: 100 tons @ J2 = 20 tons jump fuel + 20 tons power plant fuel
20 tons for bridge (200 ton rating, MCr1)
2 tons for model/2 computer (CPU: 3, Storage: 6, EP=0, TL=7) (MCr9)
- Standard software package (MCr2 budget for programs) (LBB2.81, p41)
- Maneuver (Space=1, MCr0.1)
- Jump-1 (Space=1, MCr0.1)
- Jump-2 (Space=2, MCr0.3)
- Navigation (Space=1, MCr0.4)
- Generate (Space=1, MCr0.8)
- Library (Space=1, MCr0.3)
- 1+1+2+1+1+1 = 7 Spaces
- 0.1+0.1+0.3+0.4+0.8+0.3 = MCr2
1 ton for hardpoint+dual turret:
no weapons installed (MCr0.6) (LBB2.81, p23)
24 tons for hangar capacity (MCr0.048)
- 24Car Box = 24 tons
- 0.19 tons for 19 ton capacity collapsible fuel tank (MCr0.0095)
- 5 tons ready for multi-purpose reconfiguration (air/raft berth, cargo, mail vault, etc.)
* External Docking: 100 tons capacity (MCr0.2)
16 tons for 4x single occupancy starship staterooms (MCr2)
0 tons for cargo hold
= 0+15+22+20+2+1+24+16+0 = 100 tons
= 3+22+1+9+0.6+0.048+0.0095+0.2+2 = MCr37.8575
= MCr37.8575+(1.728) = MCr39.5855 * 1.0 =
MCr39.5855 single production
= MCr37.8575+(1.728) = MCr39.5855 * 0.8 =
MCr31.6684 volume production
Crew = 1 (Cr6000 per 4 weeks crew salaries)
- Pilot-1 = (6000*1.0) = Cr6000
Drive Performance under external loading
- J2, 2G, Agility=2: 100 + 0 = 100 combined tons
- J1, 1G, Agility=1: 100 + 100 = 200 combined tons (4x 24 ton Boxes = 96 tons)
=====
24Car Box (Type-AU, TL=9)
24 ton small craft custom hull, configuration: 4 (MCr1.44)
0 tons for Armor: 0 (TL=9, Composite Laminates, bulkhead thickness=20cm)
* External Docking: 6x 24 = 144 tons capacity (MCr0.288)
24 tons for cargo hold
= 0+24+0 = 24 tons
= 1.44+0.288 =
MCr1.728
7.5m x 7.5m x 6m = 337.5m
3 / 14 = 24.10714286 tons ≈ 24 tons (5:5:4 dimensions ratio)
5 x 5 deck squares area, 2 decks
So ... why no weaponry installed at construction, and why retain the dual turret rather than upgrading to a triple turret?
Because from a LBB5.80 combat system perspective, dual beam lasers are actually the "best bang for the credit" option. Twin beam lasers require 2 EP (the standard Power Plant-A only generates 2 EP), produces the best weapon code factor (2) @ TL=9 in a single battery, at the lowest aftermarket cost (MCr2 for the twin beam lasers plus MCr1 for the Target computer program under LBB2 computer programming rules). This would mean a total of 7+1 program spaces in the computer, leaving 1 program space left over (3 CPU+6 Storage = 9 spaces) for an additional offensive or defensive computer program before needing to load/unload computer programs from the library into the computer (at the end of "your phases" during LBB2 combat). So an aftermarket MCr3+ investment to outfit the (empty) dual turret (using LBB2 considerations).
Achieve the same thing with a triple turret missile launcher (code: 2, battery: 1 @ TL=9) would require an additional MCr0.5 in construction cost for the dual to triple turret upgrade (LBB2.81, p23), MCr2.25 for the 3x missile launchers, MCr1 for the Target computer program plus an additional MCr2 for the Launch computer program for minimum functionality in a maximal armament configuration. That's an aftermarket MCr5.75 investment to outfit an (empty) triple turret (using LBB2 considerations) ... and still doesn't include the costs of actually buying the missiles themselves! A triple turret could load 3x3 + 12 = 21 missiles total capacity (LBB2.81, p32), which at MCr0.005 per HE missile (default baseline) would cost an additional MCr0.105 for 21 missiles. Total cost increase over the dual turret baseline ... MCr5.855 ... almost TWICE the expense of the dual beam lasers option, with 9 spaces of computer programs to be kept on file.
Although additional combat computer programs COULD be purchased and kept in the ship's software library (unload the jump, navigation and generate programs while maneuvering in normal space to free up room for combat programs), acquisition of those computer programs will cost additional (mega)credits on top of the baseline "stock" build configuration (if bothering with LBB2 computer programming rules at all).
So although the triple turret option FEELS better/more powerful from a min-max gaming perspective, from a thrifty/economical allocation of resources perspective, the dual turret option is both less ambitious and more economical to deploy.
A dual beam lasers turret option costs MCr33.2632 (after volume discount) and adds MCr1 for the Target program to the final cost of MCr34.2684 for the complete package (if built that way from initial construction).
A triple missile launchers turret option costs MCr33.8632 (after volume discount) and adds MCr3.105 for the Target and Launch programs plus the initial loadout of 21x HE missiles for the (now) triple turret. The final cost (if built that was from initial construction) would be MCr36.9734 for the complete package.
36.9734 / 34.2684 = 107.89356959%
That means that a service could buy 14 dual turret armed Scout/Couriers for the price of 13 triple turret armed Scout/Couriers (using these specific parameters as a benchmark for comparisons). Across runs of hundreds/thousands/
tens of thousands 
of hulls produced (or even more!) ... that kind of cost savings by installing a dual turret rather than a triple turret is going to ADD UP into extra hulls (and thus, crews) available for mission tasking for approximately the same amount of budget outlays. When you get into truly MASS PRODUCTION levels of construction of hulls ... that simple little bit of economizing on the turret WILL add up ...
Of course, for
X-mail Courier duty, offensive weaponry and a Gunner on the crew roster are required ... but those can be "simple kit upgrade packages" added onto the (above) basic "stock" class design. Put weapons in the turret (mix can vary, depending on region of operations), add a Gunner to the crew, outfit the 5 tons remaining in the Box cargo hold as a
Mail Vault ... and you're ready to go on Courier duties. I'm thinking that twin beam lasers would be a "very common option" for this sort of thing, due to the "economizing factor" that lasers will have in operational expense accounts (don't need to restock them with ordnance that requires a logistics tail, for example).
For exploration and survey mission tasking, a "simple kit upgrade package" for a 4 ton air/raft plus 1 ton of life support consumables reserves to support extended duration assignments to the field and be installed into the 5 tons remaining in the Box cargo hold ... and you're ready to go. With 1 ton of life support consumables reserves (MCr0.15, 1 ton, 150 person/weeks supplies) a Scout starship with a 4 person crew (1-2 for the starship itself, depending on armament options, 2-3 specialists for field work) can spend the majority of a year (40-41.5 weeks straight) in the field for longitudinal studies before needing to return to base for life support resupply and crew debriefing/rotation.
For the surplus aftermarket conversions, such as into Type-J Seeker equivalents, there are going to be a variety of alternatives available for armament and outfitting to enable use as belters/prospectors ... just like with the
Type-S Scout/Courier of LBB2 fame.
