From: Brian Bell <bkb@b...>
Date: Mon, 27 Nov 2000 10:46:16 -0500
Subject: RE: [FT] Modular warships
> -----Original Message----- [snip] > The difficulty arises when someone wants to replace a weapon with [Bri] Makes sense, but you assume you start the design with large weapons first. What if you start with a design of 18 class-1s and want replace them with a all-arc Class-4 beam? [snip] > In my opinion the core module should be at least 40% of the [Bri] Agreed. But this is usually reached by hull (min 10%), FTL (10%), and MD (10% for thrust 2). > and there are (depending on preferences) 6 or 8 [Bri] Then there would be a similar limitation on dedicated weapons placement. But this does not seem to be the case. Part of it depends on how you view the weapons module and multi-arc weapons. Multi- Arc weapons may pop out from the hull on stems to allow the turret to rotate fully; they may be bulges/blisters turrets that allow greater arcs of fire, or they may be weapons arrays over the surface of the ship. Any of these options may be modular as well. With the first two options, the turret is part of the cost of the weapon system. Thus the turrets are fixed on the module base which is bolted on the ship hardpoint. For option 3, each arc represents a module that is attached. FT abstracts this into the appropriate class of weapon. > The maximum size of a module connecting to a core module's [Bri] I would disagree here. Not all airplane pylon mounts are of the same size/shape/mass. But logistics would be easier if modules were of the same size/shape/mass. I would think that most modules would be mounted in the sides of ships with turrets sticking out to provide arcs, or on pods (ESU designs are good candidates for having wing pods. See Novgorod, Volga, Voroshilev, Petrograd, Rostov, etc.) > The core module's FTL drive must be large enough for maximum total [Bri] Agreed. The basic design needs to have 10% total mass in hull and have FTL and MD set for the ship with maximum mass of modules accounted for. Screens if part of the core should also take into account the maximum mass of the modules when figuring their mass. It might be a good idea to make each module include 1 hull box for every 10 mass (or fraction thereof) of the module (This would be in addition to the minimum 10% required by the overall ship design); so a mass 10 module would have space for 9 mass of systems and 1 mass of hull (access tunnels, etc.). I would keep the crew factors to the core of the ship. [snip] > Modules are designed and built using the same rules for starships, [Bri] See above. > A core module with both top and bottom [Bri] Disagree, unless you want to do the same thing for core systems. I.e. the hull of the ship blocks additional arcs. > For the purposes of allocating damage, the modules are ordered by [Bri] I disagree here. I think that it would be better to keep things simple. Modular systems will only be an advantage in a campaign, or between games, so that is where any penalty should occur. Perhaps, they should be more expensive, but take less time to install? If you use multiple module sizes/shapes/masses, then it may be more likely that you are out of a particular module type when you need repairs/refits. If you need to have a penalty in the game, perhaps when a system that is part of a module fails a threshold check, make another one for the module itself. If the module fails, then no system in that module may be used until the module, itself, is repaired. Modules may NOT be the target of needle attacks (only the systems they contain). A module must make a threshold check if a system it contains is destroyed by a needle attack. Draw a line around systems that are part of a particular module. [snip] > Sincerely;