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Approved Starship Bes'drahr-class Battleship | Iron Dragon

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BES'DRAHR-CLASS BATTLESHIP | IRON DRAGON
efsf__battleship_v2_0_by_ivkol-d5ovt5u.jpg
Image Source: Herehttp://ivkol.deviantart.com/art/EFSF-Battleship-v2-0-344125794
Intent: To provide the Mandalorians with a heavy tanking Battleship

PRODUCTION INFORMATION
Development Thread:
Who Can Use This: Mandalorian Clans
Manufacturer: ArmaTech Industries | Mandal Hypernautics
Model: Type-2.5
Affiliation: Closed Market
Modularity: Yes
  • Non Combat Systems can be exchanged
Production: Minor
Material:
TECHNICAL SPECIFICATIONS
Classification: Heavy Battleship
Length: 850 Meters
Width: 250 Meters
Height: 200 Meters
Armament Rating: 15
  • Offensive Combat Rating: 12 (+2 if Super-Heavy Weapons are Main Guns; +2 if Super-Heavy Weapons are Secondary Guns)
  • Point Defense Rating: 12 (+4 If Vulcans are Main Guns, +4 if Vulcans are Secondary Guns)
Defense Rating: 20
  • Hull and Armor: 20
  • Shield Rating: 12
  • ECCM: 16
Armament:
Primary Batteries
Secondary Batteries

​Other Weapons
Hangar:
  • None
Minimum Crew: 435
Optimum Crew: 1,250
Passenger Capacity: 500
Cargo Capacity: 4,000 Metric Tons
Consumables: 10 Years
Maneuverability Rating: 12
Speed Rating: 12 (14 Reverse)
Hyperdrive Class: 0.5
Backup Hyperdrive Class: 12.0

NON-COMBAT SYSTEMS
Propulsion
Sensor and Targeting
Communications
Shielding
Miscellaneous
DESCRIPTION
The Bes'drahr-class Battleship is the original warship produced by ArmaTech in cohesion with Mandal Hypernautics. It was built to be a self-sustaining, hard hitting tank of a ship, designed to take the brunt of enemy fire power and continue operating, continue drawing firepower and surviving it. Its much more survivable than it is damaging. Designed to operate as the centerpiece in a single ship or escorted cruiser unit, the Bes'drahr is self-reliant. Repairs, rations, ammunition, all produced within the bowels of the ship. Much of the vessel uses redundant shielded cabling and wiring, many of the systems involved are automated to reduce crew requirements, and decrease the possibility of casualties while the ship participates in combat. To compensate for the small crew and troop capacity, the ship has internal defenses included Ray Shielded doors, stasis fields, concealed ceiling mounted automated gun turrets mounting ACS Hellstorm Blaster Cannons or Dual Hyperion Squad Automatic Weapons at choke points and corridors, barricades that can lift from floors, are implemented to hamper and deter boarding actions within the thin corridors. The Citadel section of the ship is also able to seal itself off completely as are the much smaller internal armored compartments to protect themselves from boarding crews.

What allows the great lengths of extended operations is the use of a small Molecular Furnace, used to process waste for conversion into ammunition, war materials such as battle droids, and repair components for the ship, its complement, and its ground based units. This very small Molecular furnace is buried within the bowels of the ship, replacing the need for a trash compactor or waste disposal service. It is of course limited in its capacity to produce, fit for producing a company or so of battle droids between engagements, replacement parts for vehicles, and damage to the ship. Given enough time it could theoretically produce enough material to repair major damages, but it could be years given the size of the furnace and thus major repairs should be done at a repair station. Along this same vein, the ship makes use of a Solid Fuel Converter, designed to convert virtually any matter into power for fuel cells. When the molecular furnace is not in use, waste and trash is rerouted to this system to allow for replenishment of the ship's fuel cells. It makes heavy use of Mandal Hypernautics DRD droids and VCE Engineering Droids to assist in the repairs the vessel will surely need, and allows the vessel to operate as a small scale fleet tender for replenishment and minor repairs for patrol groups and other similarly sized units of ships.

Propulsion
The Battleship's primary drives are two powerful Ion Drives, powered by a dual Firestorm Isotope-5 Reactor. The dual reactors provide enough power to all systems, but are individually smaller than a standard reactor for the ship would be. With one built in the aft section of the ship and the other in the Citadel section of the ship, they provide a level of redundancy for the power supply systems of the vessel. Each of the five sections of the vessel contain a small auxiliary generator for maintaining constant power supply to life support, running lights, and other necessary systems found in the ship. Its sections also maintain capacitor banks that are slowly charged when not in combat allowing a section of the vessel to sustain power if it was separated from the main reactors or if they were disabled somehow. These can provide power for twelve hours of emergency systems only or fifteen minutes of complete combat capable energy to the weapons and subsystems. Additionally, the ship features a full set of Mandal Hypernautics propulsion systems to provide some short term utility to the craft.

Armor and Shielding
The hull of the Bes'drahr is arranged into five main sections; the prow, midships-port, midships-starboard, the citadel, and aft; built in these sections and designed to decentralize the important structures within the vessel. Each section has its own ammunition storage, targeting computers, capacitor banks, auxiliary generators, and weapon systems for when the ship inevitably suffers heavy damage. As it was built to sustain terrible incoming damage and continue to limp onward, the hull and armor of the Bes'drahr is its primary feature. The exterior armor that covers all five sections is made from AR-0B Damage Reduction-Mandalorian Steel alloy plates designed in a vertical/horizontal dual layer pattern laced with trace amounts of agrinium. This plating is only barely superior to standard Mandalorian Steel plating, however and uses agrinium to limit the widespread effectiveness of Ion and EMP weaponry so that a few well placed shots do not disable the vessel in its entirety.

Within the hull, each section of the ship features a secondary armor plating consisting of high-density Mandalorian Steel-Agrinium All or Nothing armor around its essential systems, reinforced with a crossweave of ultra high-carbon Molecularly Bonded rebar to reduce missile and projectile penetration. The Internal structure is highly compartmentalized and decentralized outside of this All or Nothing armor layer, allowing a single compartment being blown apart to have little or no effect on the combat capabilities of another. This separates weapon operations heavily, rather than decks containing numerous batteries exposed to one another, individual batteries are completely separate to prevent catastrophic damage to one another and reducing pressure loss from hull breaches and hull degradation through combat. The Citadel, the primary command section of the vessel featuring one of the reactors and the main weaponry is constructed with a layer of belt armor completely encompassing it, allowing it to close itself off from the rest of the ship if need be via thick internal plating and very large blast doors. The frame of the vessel is made from Honeycombed Mandalorian Steel, creating a powerful, durable frame designed to sustain the stresses of repeated bombardment by enemy craft.

The Bes'drahr is protected by a dual layer shield array, though it is not necessarily very powerful. Instead of focusing on high powered shield systems, the Bes'drahr uses lower power shields with a much faster recharge rate. The outer shield layer is a Retribution Ray Shield, equipped with a rapid shutter systems to allow weapons to fire out unimpeded and to disable the Dovin Basal 'shield grab' attacks made popular during the Yuuzhan Vong War and the resurgence of the One Sith. This outer layer's Ray shield is able to return some of the output it absorbs and lashes out at the ships damaging it with a portion of the energy, though it is less resilient than normal. This energy dissipates over time and distance, with the maximum damage at close range being about half. The inner layer is an Thermal Deflector Shield, comparable to standard shielding, designed to be top of the line. The long recycle rate of the Thermal Shield would normally prevent it from being able to be used on a vessel with so many Mass Driver weapons, however, by using a series of Shield Emitters, similar in design to the Aegis Receptor Node, around each weapon system, it is able to divert power around the weapon as it fires. These controls are tied to the weapon firing controls, diverting power around the weapon system right before firing, and returning afterwards. While still slower than a standard shudder shield, it allows the Thermal Shield to be used without disabling the entire system for a lengthy time. Supporting these shields is an Anti-Concussion Field generator, providing the vessel with a secondary defense against missile weaponry, while not effecting other projectiles, and operates much like a secondary particle shield. This allows the ship to lower its thermal shields and not completely expose itself to missile batteries straight to the hull. It works like a dedicated deflector shield, and thus is effective against specifically explosive projectiles, but nothing else.

Sensor and Targeting Systems
The Bes'drahr's sensor orbs are standard for a ship of its size and class, arrays designed for detecting enemy craft at both standard and long ranges. It uses a Dedicated Energy Receptor, Electro-Photo Receptor, Phased Tachyon Detector, and Aural sensor in conjunction with a Full-Spectrum Sensor array. Its targeting systems however are much more complex, featuring a series of Precision Holo-Targeting computers fitted with backup targeting lasers with updated processors and enhanced Threat Analysis Grids. These computers are able to filter more data than standard computers, capable of greater accuracy than standard computers.

Missile Attractor System
One very unique function of the Bes'drahr is its ability to draw enemy fire. Using a series of Sensor Control Mechanisms similar to the Canderous-class Assault Tank, which rather than disrupting or dispersing missile weaponry, it can actually attracts missiles, as well as some less advanced droid fighters and automated weaponry, to the Bes'drahr, marking it as their primary target. More advanced missiles are less likely to be effected, but most standard missiles fired nearby, from Nano missiles to Assault grade, may have their target-locks overridden and target the Bes'drahr instead. While this is dangerous for the vessel, and prevents itself and other friendly ships at close range from firing warheads, it offers a protection for its allies from missile barrages while it takes the brunt of the assault. Droid fighters and automated weapons are similarly effected, while some basic targeting computers may glitch to continue to mark the Bes'drahr as the primary target and have to be manually changed.

Communication and Miscellaneous Systems
The Bes'drahr makes use of a full communication suite, including comm lasers for LOS communications, a Holonet Transceiver for instantaneous galactic communications, and a Ranger Transceiver for monitoring subspace frequencies. The network is segregated from the ship's primary systems that control the ships necessary functions, receiving and processing all wirelessly received signals on a separate network from ship operations. Socketguards protect the computer systems from slicing, though skilled slicers are still able to overcome this obstacle. The LOS communication lasers are used if communications are jammed, the system suffering severe static, or if the receiving ship has lost communication. The lasers suffer from lag over great distances, but are reliable and difficult to disrupt. They simply require clear line of sight to the target. It can make use of an All Clear style Distress beacon, meaning that its distress beacon, rather than broadcasting only when something goes wrong, sends transmissions of its location at all times, so that if the transmission is interrupted others are quickly alerted to the disturbance. Alternatively, it can use its distress beacon normally, especially when making moves into unknown or enemy territory.

Weapon Systems
The main batteries of the Bes'drahr is a set of four modular turrets, two ventral, two dorsal, that provide the bulk of the heavy anti-capital ship weaponry. These come in the form of Vulcan Gatling cannon turrets firing numerous oversized flak shells in rapid succession primarily for providing anti-starfighter fire, however Vulcan cannons are also known to be effective against corvettes and frigates. Quad Super-Heavy Mass Drives firing massive armor piercing-explosive slugs that excel at ripping through starship armor and hulls, peeling them apart shell by shell. Triple Super-Heavy Turbolasers with the fire power of six turbolaser batteries each which given their immense size are sometimes able to open small holes in enemy shields as they compensate for the concentrated firepower. Aligned with these, is a secondary modular battery, two port and two starboard, with the same options for construction. This allows a Bes'drahr to be altered to fit a given engagement or campaign prior to conflict. Some are built for heavy capital ship combat, others for balance, and some to tear through enemy fighter swarms.

Heavy deck cannon batteries support these amidships, using ion blasts and mass drivers in sequence in an attempt to bypass weaker shield units. This is not guaranteed, but the chances of delivering the mass driver round to hull increases as shields become weaker after they sustain damage. Energy siphon cannons are used to damage and drain enemy shields while resupplying a portion of that energy to its hosts shield units.

Finally, the Bes'drahrs missile batteries consist of eight Heliod Missile launchers or eight Alor-style Warhead launcher turrets. The Heliod, which include a fast rack reload system and a variable warhead size launch pad allow them to fire a single assault warhead or four capital grade warheads at a time and rapidly reload varying types of ordnance without sacrificing their rate of fire. It provides a level versatility to the payload the Bes'drahr is able to fire at enemy vessels for very few sacrifices. The Alor-style warhead launchers, based off those made popular by Mandal Hypernautics are capable of loading four assault warheads at a time, which it can fire in a single salvo. Once dry of ordnance, these turrets can turn perpendicular to their mountings which will allow for a fresh payload of ordnance to be loaded and readied to fire after a few minutes as additional warheads are transferred to it from the ammunition storage systems. Each turret is able to support Assault Concussion Missiles, Assault Proton Rockets, Ram'or Assault Missiles, ACS Shipbreacher Missiles, Homing Cluster EMP Detonation Missiles, Advanced Homing Cluster Missiles, Homing Assault Intruder Missiles, among other options.

Supporting these is an extensive set of Point Defense Weapons all known for using Hi-Track computers similar to the Ranger-class Gunship of old. Flak cannons form the main group of defensive fire, stuttering out explosive fragmentation shells to damage starfighters and cut down missile weapons, CIWS favoring targeting missiles and interceptors where the weaker bolts are more effective against, while the Ra missile turrets, connected to G-003 Tri-Trackers, are less specific in their targeting, useful against all craft.

Fire Arcs
  • Main Batteries: Able to fire Port/Starboard/Forward given placement, but only two can fire Dorsal and two can fire Ventral.
  • Secondary Batteries: Able to fire Dorsal/Ventral/Aft given placement, but only two can fire Port and two can fire Starboard.
  • Full Forward: Its other weaponry is able to fire in the forward arc to focus on its target.
  • Broadsides: Its weaponry is able to split in half, half to port and starboard, or half dorsal and Ventral.

Strengths:
  • Tank: The Bes'drahr is designed with a complex, heavy, layered armor component with shields and compartmentalized hull structure. It is designed and more than able to take punishment, get knocked around and keep on trucking, and has even been known to be bisected and continue to participate in combat, though at reduced capacity. It can take punches well above its weight-class, but it isn't indestructible.
  • Missile Attractor: Using Sensor control mechanism technology based on the aging Canderous-class Assault Tank, the Bes'drahr can actually trick nearby (Close Range) Missile Guidance systems into diverting to target the Bes'drahr itself, as well as some droid fighters and automated weapon systems. This allows it to force fire towards itself, though it can be dangerous as the system doesn't discern friend from foe weaponry.
  • Piercing Resistance: The hull is specifically designed to be difficult to penetrate with Mass Drivers, Missiles, and hypervelocity rounds, and when punctured it is made to limit the number of systems affected.
  • Rapid Recharge: While the shields are fairly light in comparison to other Assault Cruisers, they have a very quick recharge rate and recover much quicker than standard shields would.
  • Extended Operation: The Bes'drahr-class uses several components designed to allow the Bes'drahr-class to simply outlast. It may lose the battle, but it will likely survive the war.
Weaknesses:
  • Cumbersome: While not a drifting hulk, the Bes'drahr is notably slower than its cousins the Keldabe Type-2.5 and Type 3. This is because of the extensive armor and hull design the vessel utilizes.
  • Split Guns: Not all of its large guns are able to fire in the same arc, all of them restricted due to placement. Only half are able to fire forward or aft.
  • Aft Armament: Other than the Secondary batteries, the Bes'drahr has no other weapons able to fire in that arc.
  • Shield Gaps: Its Thermal Shields are slow to recycle and reactivate in between firing weapons, leaving small windows of time areas of the shields allow kinetic weaponry to strike the hull.
  • Mid-Range Shields: Unlike most Heavy duty defense ships, the Bes'drahr uses weaker shields with a quicker recharge time.
  • No Complement: The Bes'drahr trades what hangar it could house for extensive armor and hull reinforcing.
Special Features:
  • Enhanced Defenses
  • Extremely Durable
REFERENCES
Affiliation changed to "Closed Market" as the Mandalorian Clans faction no longer exists.
 
RESEARCH REVIEW
-----
Star Wars Canon:
Pending initial review
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Starwars Chaos:
Pending initial review
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WITHOUT DEV THREADS
Pending initial review
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WITH DEV THREADS
Pending Initial review
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SUGGESTIONS
Pending Inital review
 
[member="Draco Vereen"], this will probably take some time for me to go through, especially since I'll be going through the previous version to compare certain points of it to, as well as the development threads.

From a brief glance, this appears to be missing a couple of sections from the template, notably the "Intent" and "Who can use this section". Additionally, the "references" heading should probably be changed to "primary source" to fit the current starship template.

One thing jumped out to me while I skimmed this submission and compared it to the original. What is the reasoning for the speed change between this version and the previously approved version?
 
[member="Gir Quee"]

Spencer Varanin can confirm.
you have to resubmit the approved sub and state the changes because its an overhaul etc.
Draco Vereen said:
Who Can Use This: Mandalorian Clans
Draco Vereen said:
Intent: To provide the Mandalorians with a heavy tanking Battleship
I've used this exact same template a number of times. Others have used similar variants. Even the original (Which I asked to be pulled out for this overhaul) uses it.

As for the changes in speed, the Mando fleet moves very fast, a brawler at speed 12 even moves slower than many of its combat ships. Even its artillery vessels match or beat its previous speed. Plus there are plenty of examples of equally fast or faster vessels with equal or heavier armament.

As a note

The changes are, Alteration of Armament, its rated a 15, which is a bit less that it was intended under the 2.0 Guide.
Defense 20, on par with its intentions, but needed to be added.

Removal of EWar, originally used to draw fire, now uses a Missile Attractor which is neat.

+2 Speed and Man, and a reconfiguration of the Non-combat systems.
 
Draco Vereen said:
I've used this exact same template a number of times. Others have used similar variants. Even the original (Which I asked to be pulled out for this overhaul) uses it.
I see it now. It's just not quite in the same places where I'm used to seeing these fields. As long as the fields are all there, that's all that matters.



Draco Vereen said:
As for the changes in speed, the Mando fleet moves very fast, a brawler at speed 12 even moves slower than many of its combat ships. Even its artillery vessels match or beat its previous speed. Plus there are plenty of examples of equally fast or faster vessels with equal or heavier armament.

From a logic standpoint, however, this version appears to make extensive use of neuranium, which is an exceedingly dense and heavy material. I'm going to briefly quote wookieepedia on that aspect as applied to ship design:

in order to cover a space as large as a cargo hold, it would be prohibitively heavy and thus inefficient to use
In other words, if you are adding something that is known to cause inefficiency in a certain area, why would its performance improve in that same area?
 
[member="Gir Quee"]
Extensive is a strong word there.

This uses a cross-weave of Neuranium rebar around only a few areas of the ship. Primarily around the reactors and ammo storage in as small compartments as possible.

The use of neuranium is so minimal that it doesn't even affect sensor scans of the few areas it is used in. What it does do is have a very durable rebar that a large Slug or Missile might impact, and as its durable, it is more likely to prevent penetration.
 
Draco Vereen said:
This uses a cross-weave of Neuranium rebar around only a few areas of the ship. Primarily around the reactors and ammo storage in as small compartments as possible.
I'm going to quote from the Complete Star Wars Encyclopedia's entry on Neuranaium.

The weight of enough neuranium to protect a hidden item or line a cargo hold, however, would have been prohibitively heavy.

This doesn't tell us how much neuranium is needed to shield an item, but wookieepedia does:

A millimeter of it could stop most scanners,
I would argue that if the inclusion of neuranium within a material is going to be large enough to improve structural durability of a capital ship, there is probably going to be at least a millimeter of it present at any given point within the rebar of a ship-sized structure. This means that it would noticeably increase the mass of the ship. With an increase in a ship's mass, we typically see lower speed and maneuverability.

The previous iteration of the Iron Dragon seems to have recognized this. At that time, its speed, while not terrible, was not among the highest in its class. I think that balanced out the design's heavy defense nicely.

As always, I am open to suggestions on how this could be balanced, but I see two immediate quick fixes:

1) Bring speed and maneuverability to 14, like the original Iron Dragon. I'm going to point out that this is still faster than the template heavy cruiser example.
2) Drop the use of neuranium. With that, I see the defensive rating coming down to around 17.



While I don't think this necessarily consigns this ship to being the slowest heavy cruiser ever, I don't think it justifies a ship that is exceptionally fast and agile for a ship of its armament and durability.
 
[member="Gir Quee"]
So basically, make this a vanilla cruiser to 3.0.

Arm 15, Defense 17, which is equal to 16/16, speed 14 over 15, despite over 50 posts of Dev.

Dominion
Post 1, 4, 6, 10, 12, 15, 18, 19, 25, 26, 31, 32, 34, 35, 39, 43, 44, 46, 47, 52, 54, 55, 57, 58, 61, 64, 65, 67, 70, 76, 78, 81, 84, 85, 86, 89, 91, 93, 94, 97, 98, 99, 100, 101

Swapped Neuranium for Molecularly Bonded Armor. Not this is Rebar to reinforce, not whole sheets of armor. Nor does the area it covers span the majority of the ship.
 
[member="Draco Vereen"], there is a huge number of subsystems added to this, some of which necessitate development under the current standards, such as the hyperdrive.

If you feel that I'm being unfair about this ship, I'm going to point to my own Tercel-class as the rough standard that I go by. Essentially, it has a two point bonus to defense and a handful of extra systems to show for it. While it only has twenty-four posts behind, most of those posts are also nearly twice as long as the development posts that I've seen for this submission thus far. As a caveat to that, I haven't finished reading through the dominion yet.

This isn't to say that I don't think that you've put work into this: you certainly have put notable development into the submission itself and the threads behind it, but I don't feel that the current development behind it justifies the combination of the high speed, maximum defense, and the host of extra systems behind it.

If you want to keep this as is for rough stats, I'm going to ask for twenty more development posts. Alternatively, the other basic options for stats still stand.
 
[member="Gir Quee"]

Gir Quee said:
While it only has twenty-four posts behind, most of those posts are also nearly twice as long as the development posts that I've seen for this submission
Tercel Dev- 8578 Words
Bes'drahr Dev- 15521 Words (Not including Post Headers)
Tercel Description-1202 Words
Bes'drahr Description- 2158 Words

As you can see, it sits at almost double the Posts and word count in dev, as well as in Description. (I had a lot of friends help out back in the day. Note, the Pirates were working on stealing one, however as you know, doms have a tendency to lose interest after a while)

With that in mind, I'd like you to reassess since you had been considering my dev as equal to your own before being shown the word counts.
 
Draco Vereen said:
With that in mind, I'd like you to reassess since you had been considering my dev as equal to your own before being shown the word counts.
Where do I say that I think my development equals your own?

If I had, and if I was strictly following my own example as an absolute guideline (which I'm not), I would have demanded that the defense only be raised by two, not the "plus four" option that I already said I was okay with. I also would have demanded the removal of many of these subsystems and a reduction in speed.

I haven't asked for all of these changes in one edit.


I am going to finish reviewing the development behind this before I come back with further comments.
 
[member="Draco Vereen"], first off, I want to apologize if I came across I as being condescending when I referenced the Tercel and its development. That was not my intent. My intent was to demonstrate that I apply the same rough judging standards to myself as I do to everyone else. While we do not have strict rules for development and ship stats, I do have a rough guide for myself to try and ensure consistency between everyone's submissions, and additionally, I try to keep up with other starship submissions to see how they're being judged so that there aren't wide disparities between myself and the other judges. That being said, sometimes I don't see or remember all submissions, or I'll disagree with part of another judge's judgement. Here is rough guide of how I judge starships.

1) I find the nearest template equivalent to the ship being submitted. If there isn't one, typically I'll blend/average example ships to get something similar. This is the rough baseline from which I judge stat increases.

2) Next I see how far the stats deviate from that baseline and make note of that

3) I calculate the deviations and the development needed for each. Typically, I figure that each minor stat boost should be equivalent to a typical 10 post development thread (Jorus probably puts it into better words here), but here is the rough guide for each.

Armament & Defense: For every +2 off the baseline for each of these, 10 posts
Speed & Maneuverability: I typically link these together if both of these are being increased. So for every +1 to speed and maneuverability, 10 posts.
Hyperdrive: If the hyperdrive is faster than x1, 10 posts
Non-combatant attachments/advanced systems: There is a lot of variety of here based on the number of systems and how powerful they are. But typically, I expect 10-20 posts.


Here's how I would judge the Tercel then.
1) +2 defense (10 posts)
2) A few but reasonably powerful specialized systems that have weaknesses built into their use (10-20 posts) (14 in this case)
Total: 24 posts

So let's look at the Beshdrahr's rough stat increases. I'm using the example heavy cruiser as the baseline.

Armament & Defense: Defense is increased by 4 (or +2 and +2). 2*10 => 20 posts
Speed & Maneuverability: Each is increased by 3. 3*10 => 30 posts
Hyperdrive: Clearly faster than x1=> 10 posts
Non-combative systems: Nearly every system is enhanced=> 20 posts
Total: 20+30+10+20=> 80 posts

Like I said, this is rough estimation and it isn't binding. The besdrahr does have a slightly lower armament rating than the baseline, but it's also 150 meters shorter, which I think cancels that armament deficit out. There are potentially other factors to consider how, especially the synergy of strengths and weaknesses. For example, I do think that a ship with a slow turning radius(maneuverability) and fixed forward weaponry shouldn't require as much development (all other things equal) to a ship that was otherwise equal to it because the two weaknesses combine to make a larger effect.

Let's talk about the dev behind this. The 16 posts of Dragons of Iron are clearly solid, but the dominion seems mixed to me. Some of the posts in the beginning and the end were short(<200 words) or barely referenced the submission. There were even a few posts that were short and didn't mention the Besdrahr at all. However, I do think these were made up for by some solid writing in the middle, notably by Anija and her work on the ship systems. Those were both detailed and long enough that I think that made up for the deficits of the other posts. Thus, I think I can count this for the full 39 posts that you listed previously. This means that I see 55 development posts, with roughly 80 posts needed to approve this as is.

You are welcome to adjust the besrahr stats based on my rough grading scale if you do not wish to do more development. Alternatively, I will stick behind my previous request for an additional 20 posts to approve this as is.
 
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