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Approved Starship Csilla-class Light Star Destroyer

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Image:
Chiss_Star_Destroyer_1.jpg

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Intent: To create a stealth warship that excels at operating in and around Nebula and other sensor-compromising locations.

PRODUCTION INFORMATION
Development Thread:

Manufacturer: Imperial State Hypernautics
Model: Csilla-class Light Star Destroyer
Affiliation: Restricted Sales to Imperial Factions

Modularity: None
Production: Limited

Material:

DESCRIPTION

The Csilla-class Light Star Destroyer is the spiritual successor of the ancient Chiss Star Destroyer used long before the Gulag Plague forced the galaxy into a time of darkness and loss. Designed to the same standards as the more common Victory III-class Star Destroyer, the Csilla-class utilizes much of the same technology, construction techniques, and combat physiology.

Where the Victory III-class was designed to operate primarily within the upper atmosphere of a planet or near the gravity well of a planet, the Csilla-class is designed primarily to operate within and around nebula, the Csilla-class Light Star Destroyer is equipped with advanced sensors capable of detecting the varying density of the gas and cosmic dust that makes up the nebula around itself. At its most basic level, these sensors look for ships hiding in nebula by looking for the holes or tunnels they make in the radioactive gas and cosmic dust that makes up a nebula itself. While the thick clouds of a nebula block traditional sensors, it is known that these clouds often build up energy charges when particularly turbulent or dense. Likewise, it is known that solid objects moving through the dust and gas of a nebula will cause increased electrical disturbances.


The sensors of the Csilla-class Star Destroyer track areas of high frequency electrical disturbances and scan areas of interest with Electrotelescopes, Dedicated Energy Receptors, Magnetic Signature Sensors, and Doppler Sensor Arrays. A dedicated computer array analyses these sensor readings and looks for doppler effects in energy waves and red/blue shifts in electromagnetic readings that would indicate that an object is moving closer or farther away from the observing ship. Likewise, the ship's sensors look for areas of consistently low radiation and unusual interaction with the ambient electromagnetic fields of the surrounding cosmic matter. These readings are run through pattern recognition software to look for consistent readings (indicating a point of stability among the constantly shifting signatures produced by the nebula) that would indicate either a solid mass is blocking a percentage of background radiation or that a solid metallic object is interacting with the electromagnetic fields being created by the turbulent and electrically charged dust and gas that surrounds it.

When not within a nebula, these advanced sensors still prove highly useful in the detection and tracking of ships. Instead of looking for areas of low radiation and voids in gas clouds, these sensors begin looking for areas of radiation that are greater than background levels. Likewise, instead of looking for areas of low-density gas and cosmic dust, these sensors track the high concentration Ion Trails left in the wake of a passing ship. Due to the high power put into these sensors and their finely calibrated nature, they are often able to detect Ion Trails in spite of Vectrals, Thrust Trace Dampers, and other ion dispersing technologies at close ranges. And while a ship with a military grade cloaking system would be able to mimic its surroundings well enough to avoid direct detection in most cases, the finely tuned sensors of the Csilla-class Light Star Destroyer are capable of detecting the minuet doppler effects and red/blue shifts in the energy and electromagnetic emissions of ships utilizing sensor masks as they move closer or farther away, even if the Star Destroyer is unable to directly detect the ship itself. Though, the Star Destroyer must first gain a general idea of where to look for the cloaked ship.

Made to win the cat-and-mouse game of nebula warfare, the Chiss Engineers that designed the Csilla-class Light Star Destroyer knew that they would need to give the ship more than advanced sensors if she was to ever serve the with distinction anywhere but within the confines of a nebula. To facilitate this, a complete stealth suite is included in the design of the ship. At its most basic level, the ship utilizes thermal and electrical insulation alongside sound and vibration dampening bafflers to drastically reduce the internal electronics and machinery of the ship from giving away its position. Likewise, hull degaussing coils line the innermost layer of the ship's outer hull and routinely alter the magnetic signature of the ship to blend in with ambient electromagnetic fields. Further enhancing this protection is a layer of sensor-baffling Nightshadow painted upon the hull and specialty engines that utilize super-cooled gasses and emission scattering nacelle to minimize the ship's ion trail and produce as little sensor wake as possible.

Topping off the Csilla-class Light Star Destroyer's stealth suite is a Gravitic Modulator capable of neutralizing the ship's effects on nearby gravity fields (thus protecting it from detection from mass-detectors) and a Stygium Cloak capable of rendering the ship invisible to the naked eye by bending light-waves around the ship. While this cloak may produce faint visible distortions around the edges of the ship, these are typically only visible at extremely close ranges. And even then, the observer would have to already be looking for a stealthed vessel in the area.

However, visible or not, commanders must limit the ship's Sublight Speed and Maneuverability to a standard rating of 16 if they wish to guarantee the effectiveness of the ship's stealth systems. Else-wise, they risk the detection of the ship.



Made famous by the power and quality of the often imitated Victory III-class Star Destroyer, Imperial State Hypernautics considers the design to be the standard to which all of their future designs should be held. To best facilitate those standards, Imperial State Hypernautics has designed a set of guidelines for their engineers to adhere to when creating Imperial Warships that are intended for fast, close range combat. The design incorporates thick armor plating, powerful shields, and a reinforced hull design that is devoid of the large, expansive hangers that would otherwise provide vast, structurally weak sections of hull. Paired with these features, and facilitating these assault-minded Star Destroyers to perform their role as a ship-to-ship brawler, each Star Destroyer created with this chassis incorporates a higher than average number of heavy weapons arranged into batteries that can be used to broadside targets to both port and starboard or dorsal and ventral with equal ease. Each of the four primary hull surfaces of the ship (Dorsal-Port, Dorsal-Starboard, Ventral-Port, and Ventral-Starboard) incorporates a equal portion of the ship's overall armament and are positioned in a way that enables each weapon to cover the widest possible area of space.

These weapons are typically arranged into batteries of four turrets. Each turret in every battery is tended to by a team of up to eight crewmen who control the weapon. "Basic instructions are transmitted to the fire control technicians along with sensor data from the bridge. This sensor data is routed to each battery where a dedicated tracking computer provides targeting solutions for the entire battery. The programming for the tracking computers is updated by the ship's Battle Analysis Computer as needed, allowing for each tracking computer to be programmed to rapidly detect, identify, and track the 20 most important objects in that battery's field of effect from a list of 120 target profiles chosen by the computer." - Victory III Submission

"Built into the thick port and starboard axial edge of the Star Destroyers design are a matching set of five assault grade variable warhead launch tubes. Missiles launched from these tubes are guided via etheric rudder fins, maneuvering thrusters, and guidance packages of varying degrees of sophistication. These missiles launch out perpendicularly from the hull and correct their course as they plot a path towards whatever target has been programmed into them by fire-control technicians on the bridge of the ship. Some missile variants are capable of locking onto individual targets mid-flight. Missiles are capable of engaging targets above, below, forward, behind, and to either side of the ship in which they are installed thanks to the maneuvering systems of the missiles. Though the Star Destroyer (typically) sports an impressive assortment of weapons, the design does not allow all of these weapons to be directed forward. With the occasional exception of missiles launched from the ship, the Star Destroyer is physically incapable of bringing more than half of its total armament to bare on a single target. In combat, this often results in commanders splitting the fire of their weaponry on two separate targets on either the port and starboard side of the ship or on the dorsal and ventral side of the ship. The ship can (typically) only bring one-fourth (to one-half) of its non-ordnance arsenal to bare on a target directly to its fore.

Supporting the ship's weaponry are a number of secondary systems, (typically) including (at least) ten tractor beam projectors. Four of the tractor beam projectors are located along the four corners of the Star Destroyer's primary hanger entrance and are operable in 360-degree angles along the ventral angles of the ship and below the ship. Another four tractor beam projectors are placed along the aft-most edges of the ship's hull armor and are capable of engaging targets that manage to slip behind the Star Destroyer. These aft tractor beam projectors are capable of dragging a captured small craft into the plume of the ship's massive Ion Engines or down to an area below the ship where the ventral tractor beam projectors can then secure the craft for delivery to the main hanger. The remaining two tractor beam projectors are located along the dorsal side of the ship, directly in front of the bridge. These two, along with the two aft tractor beam projectors, are capable of defending the bridge from a number of threats, including suicidal crashes from starfighters. In addition to this, the dorsal pair of tractor beam projectors can be used against targets above the dorsal structure of the ship that a commander would rather capture alive." - Victory III Submission


Just like the previous generations of ISH ships, this Star Destroyer incorporates the same advanced structural design. "Gravity field generators and an advanced alusteel frame and hull stabilize the internal structure of the ship and enhance the maneuverability of the ship by shifting its center of gravity during tight and strenuous maneuvers. Two layers of armor encase the craft from thermal, energy, kinetic, and explosive weaponry. The outer layer of armor is a Matrix lattice of interwoven metals, plastics, and glass that is highly absorptive of heat based weapons like turbolasers and plasma projectiles. Against kinetic weapons, the outer armor of the ship is flexible, yet also firm, which allows it a great deal of resilience to the brute force tactics of projectile weaponry such as mass drivers. The inner armor is comprised of a Dallorian-Agrinium alloy that is highly absorptive of thermal energy and highly resistant to all forms of radiation, including electromagnetic. The alloy is less sturdy than Alusteel and is worked into a manner of plating that can diffuse thermal energy over a wide area and can bend under the impact of kinetic weapons. These two properties allow the inner layer of armor to further diffuse the thermal and kinetic value of any weapon strong enough to pierce the outer layer of armor and tend to greatly reduce any further damage to deeper layers of hull." - Victory III Submission


"The primary shields of the Star Destroyer are an advanced form of deflector shielding known as Thermal Shields. The shielding can deflect thermal and kinetic weaponry in a superior manner to standard deflector shields, but is also highly resilient to explosive weaponry such as torpedoes and missiles. A full volley of assault grade torpedoes can be stopped by this shielding and only reduce the strength of the shields by one-half. The down side to these shields is that once they had been forced offline, they can not be brought back online again until the entire system is fully recharged. Additionally, the Thermal Shielding system prevents the host ship from being able to fire its own torpedo weapons unless a (roughly) 200 meter wide area of shielding over either of the ship's axial edges are brought offline, which leaves the torpedo tubes themselves vulnerable to enemy attack. Supporting the primary thermal shielding is a secondary, redundant shield system that incorporates an advanced form of ray shielding known as Molecular Shields. The molecular shield system has little to no effect against kinetic or explosive weaponry, but is highly resilient to thermal weapons and routes a large portion of the absorbed energy into the ship's reserve capacitor, which is then used to flood power back into the ship's primary thermal shielding in an attempt to restore them to operation as quickly as possible." - Victory III Submission


"This system protects the ship from Ion Weaponry, EMP's, Conner Nets, and Gravity Well Projection. A HIMS system allows the Star Destroyer to ignore artificial gravity well projections while traveling through Hyperspace. Ion Shielding and Combat De-Ionizers serve as a buffer against Ion Weaponry and shunt the energy charge of these weapons directly into the reserve capacitors. Electromagnetic Pulses are, in part, absorbed and diffused by the ship's inner layer of armor. What electromagnetic or ionic energy manages to bypass the outer armor is channeled through the ship's Cap Drain. Similarly, when the reserve capacitors are operating at their maximum levels and can no longer be used to absorb additional ionic energy, the damage control system will attempt to re-route any excess energy through the ship's Cap Drain." - Victory III Submission


While the sensor package of every class of Star Destroyer is specifically engineered to enable optimal performance in said ship's intended role, each ship contains the same basic assortment of sensors in addition to whichever special features are included in the design. Included in the standard "package are the standard Electro-Photo Receptor, Aural Sensor, and Hyperwave Signal Interceptor common among warships. Also included in the sensor array is a Dedicated Energy Receptor capable of detecting the magnetic signature of nearby cloaked ships or, more importantly, analyzing the electromagnetic signature of a hostile warship and identifying key systems and possible structural weaknesses for targeting by on-board weapon systems." - Victory III Submission


"IFF Transponders broadcast the ship's identification and can be disabled when the commander wishes for his ship to run silently. The ship includes an advanced type of subspace transceiver/monitor known as a Ranger Transceiver that is capable of monitoring over three hundred different subspace frequencies at a time, out to a range of one hundred light-years. The transceiver is capable of switching scanned frequencies every tenth of a second and is capable of scanning the entire subspace spectrum in just under three hours. Holo-Transmitters are included in the ship's communications array to enable full holoprojector communication capabilities between ships.Ion-scrambers installed on the Star Destroyer ensured that broadcasting a transmission will not give away the ship's location." - Victory III Submission


"Supporting the sensors and communication systems of the Star Destroyer is an assortment of computer systems, including a powerful Encryption Module that is capable of ensuring that only those with current Imperial Encryption codes would be able to understand the ship's broadcasts. And since current Imperial Encryption Codes are often changed on a bimonthly schedule, it could be reasonably assured that transmissions are at a minimal security risk of being intercepted by an individual that had acquired current codes or encryption software within two weeks.


A Life Form Indicating Computer is installed on the (ship) and is capable of identifying a wide range of species, including most sentient species. Those it is not able to identify, it can often classify by size and general physical needs and capabilities. This Life Form Indicator is networked into the ships internal monitoring sensors and internal life form sensors, helping security personnel detect, identify, and track any individual not listed in the ship's digital crew roster. The Life Form Indicator is also networked into the ship's primary sensor systems, allowing for the identification of a number of space-capable organisms. When used in conjunction with IFF transponders, this further allows officers aboard the (ship) to differentiate between friendly, and non-friendly humanoids, though it does not allow officers to differentiate between enemy combatants and civilians.

The final pair of computer systems included in the (ship) design are the ever-useful Com-Scan Computer and a Battle Analysis Computer. The Com-Scan Computer is connected to both the Encryption Module and Ranger Transciever, allowing the computer's decryption function to decode most intercepted messages in a mater of minutes.But the Com-Scan Computer was far more critical than simply being a means of reading the E-mails of others. Connected to the full sensor and communications suite of the (ship), all information flowed through the Com-Scan Computer. Able to analyze sensor patterns and communication signals, the Com-Scan was equipped to rapidly compare incoming data to millions of databank files and alert crew and officer alike when conditions matched previous incidents where a stealth ship was detected. Likewise it, when working in conjunction with the Battle Analysis Computer, could be used to compare the electromagnetic signature of a hostile ship to similar designs on file to more quickly provide firing solutions to officers and fire control technicians. Detected IFF codes and identified species could be combined with current movements and trajectories of naval and ground targets and compared to previous data, allowing the Com-Scan and Battle Analysis Computer to provide predictive alerts to possible threats." - Victory III Submission



"The G-32 Evasive Hull Design incorporated into the Star Destroyer anchors the hull and frame of the ship against the G-Forces created by the forward momentum caused by the ship's massive Ion Drives. As these g-forces and their influence on the hull of the ship shift in response to the maneuvering of the ship, the frame and hull of the ship shifted in response. Also worked into the hull of the ship (are) a number of gravity field generators that work in tandem with the hull of the ship to shift the Star Destroyer's center of gravity during difficult maneuvers. This system of minor hull movements and distorting gravity fields lowers the stresses experienced by the hull during high-g maneuvers and enables the (ship) to perform maneuvers that would otherwise sheer her hull in half.

(Typically), three primary ion drives and four secondary ion drives propel the star destroyer through space at high speed. Port, Center, and Starboard Primary Ion Drives, and Secondary Ion Drive A, B, C, and D are the official designations for each drive unit. The primary ion drives are set on reinforced mountings and optimized for maximum thrust. The secondary ion drives are set on flexible mountings that can adjust each individual ion drive along a 30-degree cone for added maneuverability. Thousands of maneuvering thrusters of various sizes are worked into various reinforced sections of the (ship)'s hull. While maneuvering thrusters can help stabilize or move the Star Destroyer while it is in atmosphere, it is the responsibility of a system of powerful repulsors worked into the lower hull to keep the ship aloft while operating within a gravity well." - Victory III Submission


"At three points in the design of the Star Destroyer a double-layered reinforced wall bisects the design. The first point separates the prow of the ship directly before the maintenance and vehicle storage areas of the ship's main hanger. The next point is on the other side of the hanger and separates the fore half of the ship from the aft, directly before the crew and stormtrooper living areas and just after the hanger's aft-most maintenance and vehicle storage areas. The third bisecting wall is placed just aft of the crew and vehicle storage areas and just before the reactor and engineering sections of the ship. Each of these walls are structurally reinforced by the design of the ship's frame and is capable of completely sealing aft sections from damaged fore sections. This ensures that structural damage sustained by the forward sections of the ship do not compromise the aft sections of the (ship) and create the possibility of survival for those in the aft and fore-most sections of the ship should she take a devastating hit to her primary hanger, which is the weakest section of the ship's internal structure. The frame and load-baring walls that surround the hanger, as well as the walls and columns of the maintenance and storage areas above and below the hanger are reinforced in a manner that is intended to compensate for the effects of a wide-open area built into a long, flat hull design. This compensation is effective at improving the structural integrity as a whole, but the hanger remains the most vulnerable part of the Star Destroyer's hull design.

These walls themselves are a means of segmenting the structural load of each section of the (ship) and compartmentalizing different sections of the ship. Each retaining wall is highly resistant to thermal and kinetic damage as well as intense radiation, but not as soundly as the outer armor plating of the design. When these retaining walls seal off one section from another, they create an air-tight and structurally sound seal for both the fore and aft sections. Where hallways and corridors pass through these retaining walls, a double set of solid blast doors seal off the hallways along the line of the retaining wall. Power conduits, pipes, and cabling that pass through the retention walls are connected from either side to a series of adapters and valve systems that are can seal one side from the other and be reconnected once structural and environmental integrity has been restored.

Just within the outer layer of hull plating, a series of pipes runs along the hull of the ship.In these pipes flows a pressurized liquid that rapidly solidifies when removed from this pressurized environment and turns into a duraplast-like solid structure. When weaponry, be it kinetic or thermal, penetrates the outer armor of the (ship) and penetrates the outer layers of hull, it also ruptures the pipes in these areas. The liquid ejects itself violently into the new void and rapidly transforms itself into a solid state within 30 seconds, sealing up the hole in the hull and plugging the exposed piping that created it. This new, duraplast-like plug is structurally sound to the point that it prevents the further structural deterioration of the surrounding areas or deeper hull due to the natural G-forces exerted by the (ship) upon itself, but it will not stand up against additional weapon impacts to that area and will likely fail to form a replacement 'plug' unless any new weapon strikes on that area also happen to cause additional damage to the pipelines that contain the pressurized liquid." - Victory III Submission


"The internal hallways of the Star Destroyer are all double-layered hexagon structures that are worked into the reinforced frame of the ship in a manner that reinforces the integrity of the design. Spread throughout each hallways and placed in 2 meter intervals from each other are several Containment Shield Projectors capable of being automatically activated in the event of depressurization. At the ends of each hallway and at every major junction, these containment shields are replaced by automatic blast doors that can be overridden with manual codes that are typically changed monthly. These blast doors, when closed, are locked in place by durasteel rods that are automatically slid through the hinge mechanism responsible for opening and closing the doors. Once these durasteel rods are in place, the entire hinging and locking mechanism is magnalocked in place and cannot be released without the proper combination of digital codes and physical interfacing with a manual release valve. Tampering with the system will cause the magnalock mechanism to deactivate without reversing its effects, permanently sealing the door until a maintenance team can be called upon to replace the entire door. Identical doors are placed at the entrance to every major room and bay.Along the outer edges and between the two sandwiched layers of plating are a number of power conduits, fluid and gas moving pipes, and electronic cabling that utilize these reinforced structures to move people and resources through the ship like arteries and nervous systems in an organic body.

These hexagonal structures are designed to be sturdy when lateral pressure is applied to their surface area, but flexible along their length.This allows rooms and bays to press against the hexagonal hallways or structural support from external pressures. The hallway will transfer this pressure around itself and to whatever structure is opposite of it, and sag ever so slightly along its length as it spreads the structural load over a wider surface area. This is useful as the G-32 Evasive Frame and Hull of the Star Destroyer is designed to shift the ship's center of gravity during high-G maneuvers. During this shifting process, the weight and load-baring capacity of the ship's internal spaces are also forced to shift ever-so-slightly. It is the reinforced, hexagonal hallways that allow for such flexibility.

The life support system of the (ship) is capable of sustaining a Type 1 Atmosphere for 20 years before requiring servicing. Each room and hallway has its own life support system that is compartmentalized from the rest of the ship. With the use of containment shields, various sections of ship can have their life support system manually set for Type 2, Type 3, and Type 4 Atmospheres depending on the needs of the crew. Should an entire crew require a Type 3 Atmosphere, each life support system can by manually set to consider that specific atmosphere setting as 'standard' and containment fields will not be needed to activate those settings. Each life support system can be remotely activated and controlled from the bridge, but local controls can be used to override the commands of the bridge.Neither the life support system nor the ship itself is capable of sustaining an aquatic environment.

Internal cameras and sensors monitor the hallways, corridors, bays, hanger, and room of the Star Destroyer. At least one lifeform scanner is built into the ceiling of every room within the (ship), including the crew quarters and bathrooms. In large areas, such as the cargo hold and hanger, at least one lifeform scanner is installed in every 20 meters of ceiling. Corridors had lifeform scanners installed at every junction and no one space of hallway has less than one lifeform scanner for every 30 meters of ceiling. Security personnel on the bridge are capable of monitoring scanners and cameras throughout the ship. Since crew wear IFF transponders while on duty and as every crew-member is included in a digital database, any individual detected without an IFF transponder is tracked by the security computers. Those without active IFF transponders are run against a database of crew. Those that are identified as crew-members are tracked by the computer without the need for security personnel to monitor the activities of the crew. Those that are not identified as crew are run through the Lifeform Indicator for species identification and security personnel is alerted to their presence and location.In the event that the intruding party is identified in a hallway devoid of other crew, that section of hallway can be sealed via blast doors and/or containment fields.Once secured within a section of hallway, life support systems for that area can be adjusted to a type 2 or type 3 environment as needed to subdue the intruder." - Victory III Submission


"The Star Destroyer is a fast ship with advanced weapons and shields. Even with modern and advanced technology the ship still requires a massive supply of power. Supporting these needs is a complex system of primary, secondary, and tertiary power sources. The main power supplier for the (ship) is a massive Solar Ionization Reactor that is so large its housing protrudes from beneath the hull of the Star Destroyer. The reactor uses Rhydonium Fuel Cells, forcing the owner of said Star Destroyer to keep the ship supplied with the rare and volatile chemical and stored as safely as possible. Despite the rarity and relative volatility of the reactor's fuel source, the reactor itself is highly fuel efficient. The Solar Ionization Reactor pour superheated plasma, supercharged particles, and hyper-dense materials into the center-point of its primary reaction chamber. At the center of that chamber, the constant supply of materials fuel a small star into creation that is held in place by powerful electromagnetic and gravitational fields. The miniature star is so powerful that it can continue to burn for four hours after the cessation of external matter being injected into the reaction chamber, making it extremely dangerous to run the reactor at greater than 100% capacity. Likewise, a weakening of the electromagnetic and gravitational fields that hold the miniature star will risk catastrophic and explosive containment failure. For this reason, the energy harnessed from the reactor is first routed to the self-contained solar containment system before being routed into the primary conduits of the ship. This ensures that containment system is maintained even if it means risking power loss to other areas of the ship and will continue providing energy to the containment systems for the four hours it will take the miniature star to burn out should it become severed from its fuel source.

Energy from this miniature star is harnessed by a series of heat, particle, and radiation absorbing panels worked into the inner layer of a cylindrical, double layered Plas-Bonded Ostrine and Agrinium Alloy shield. Sandwiched between the two layers of metal shielding, liquid CryoBan is circulated through the reactor housing to further cool and insulate the reactor shielding. This shield is capable of retaining most of the effects produced by the miniature star created within the Solar Ionization Reactor, but also suffers from risk of containment failure under the extreme temperatures produced by the reactor when run above 100%.In such instances where containment failure is a serious risk, an 'emergency flush' of the overwhelmed CryoBan could be performed. During an 'Emergency Flush' all active CryoBan is vented into space and a fresh, secondary supply of CryoBan is pumped into the reactor in an attempt to cool the chamber. The (ship) is equipped to perform two such Emergency Flush procedures. Outside of the primary reaction point and shielding is a large, open, hemispherical space referred to as the primary reaction chamber. The interior walls of the primary reaction chamber are also made of the same Plas-Bonded Ostrine and Agrinium Alloy as the primary reactor shield, to help contain the heat and radiation of the reactor in the event of a catastrophic failure.

In the event of said catastrophic failure, should all available containment procedures fail, the entire reactor (a massive sphere encased in armor) can be ejected from the ventral side of the Star Destroyer. Electromagnetic and gravitational containment systems would, in theory, continue to contain the destructive energy of the star for so long as the surrounding physical structures remained intact. During the extreme and critical overheating events that would be required for a commander to choose to jettison his primary reactor, meltdown of the surrounding reactor structure is most likely a real and serious concern and a primary justification for the reactor's removal. In which case, it is likely only a mater of moments to minutes before the overwhelmed cooling systems of the self-contained reactor sphere fail, the surrounding structures are reduced to a plasma state, containment systems are compromised, and a miniature supernova event occurs. During such an event, the miniature sun becomes a rapidly expanding superheated ball of plasma that consumes all nearby matter to further fuel itself. During such an event, the amount, density, and type of surrounding matter effect the overall maximum size this expanding ball of plasma will reach before dissipating. If still connected to the Star Destroyer, the resulting supernova event will reduce the aft two-thirds of the ship to molten plasma in a matter of seconds.If containment failure occurs a suitable distance away from the Star Destroyer, the resulting event will only expand to roughly twice the diameter of the reactor housing.

The secondary reactors of the (Star Destroyer's) design are significantly smaller than the primary reactor and are organized into two pair of reactor banks that are placed a safe distance to the port and starboard of the primary reactor. Housed in each of the secondary reactor banks are two side-by-side rows of six miniaturized Hypermatter Reactors that create enormous amounts of power by annihilating hypermatter and harnessing the released energy. Each of these small and expensive reactors would be sufficient to power a small Corvette. The combined effect of multiple small reactors working in tandem produces an enormous amount of energy and is more than enough to adequately power the Star Destroyer in the event that the primary reactor was forced offline or jettisoned.And while the small, individual hypermatter reactors are significantly more stable than the massive ionization reactor, they are known to rapidly deplete fuel supplies and are significantly more expensive to operate for long periods of time than an Ionization Reactor. It was for this reason that their use is strictly limited to combat operations and emergencies.The banks of hypermatter reactors are also used to power the ship's precisely tuned hyperdrive, which can launch the ship into hyperspace with unrivaled precision and is capable of allowing the ship to perform Precision Hyperspace Jumps. Should one or more of the twenty four individual hypermatter reactors malfunction and risk detonation or meltdown, individual reactors could be ejected from the ventral side of the ship in a manner identical to that of the primary solar ionization reactor.

Further supporting the power needs of the Star Destroyer are a series of large large capacitors spread throughout the fore, aft, and mid sections of the ship. These capacitors are kept charged when not in combat and can be drained as a quick and readily available source of energy during emergencies. The Molecular Shields, Combat De-Ionizers, and Cap Drains of the (ship) all empty their absorbed energy into the banks of capacitors spread throughout the ship. This cheap reserve of energy can be utilized to quickly boost, augment, or supplement the flow of power from the primary and secondary reactors. Common uses of energy stored in reserve capacitors are to boost overall system power while activating the secondary hypermatter reactors, to supplement the flow of power to a system while primary power is rerouted around a damaged conduit, or to power a section of ship that had been separated from the main hull due to severe structural damage." - Victory III Submission
Strengths
  • Full Stealth Suite
  • Maser and Megamaser weapons have outstanding armor penetration and are highly damaging to deflector shields
  • Thick, durable armor plating
    Thick, dual layered armor plating offers maximum resistance from kinetic and thermal weaponry, especially against high penetration weapons
  • Inner layer of armor provides exceptional resistance to all forms of radiation, including electromagnetic

  • Powerful, double layered system of advanced shields
    Primary shields can deflect thermal and kinetic weaponry in a superior manner to standard deflector shields, but is also highly resilient to explosive weaponry such as torpedoes and missiles
  • Secondary shields are highly resilient to thermal weapons and route a large portion of the absorbed energy into the ship's reserve capacitor

  • Capable of extreme bursts of energy output or prolonged periods of high energy output
    Ship contains a very powerful suite of reactors with multiple redundant safety measures, including the ability to jettison reactors from the ship entirely. The primary reactor can be run well above 100% capacity for a limited time, and can have overwhelmed cooling systems vented into space and replaced by fresh coolant twice.

  • Capable of withstanding interdiction effects when arriving from hyperspace
  • Capable of precision hyperspace jumps and short range hyperspace jumps
  • Redundantly reinforced structural integrity
  • High maximum speed and maneuverability ratings when dedicating all power to thrusters
  • Advanced Sensor Suite specializing in detecting hidden ships
    Capable of detecting subtle red/blue shifts and doppler effects in the energy and electromagnetic emissions of moving ships attempting to hide in nebula or using sensor masks
  • Capable of detecting Ion Trails of passing ships, including ships using Vectrals or Thrust Trace Dampeners or other ion dispersing technologies at close ranges
  • ​Capable of detecting the hole left in a nebula by a passing ship
  • Capable of identifying areas of consistently low or high radiation and unusual interaction with ambient electromagnetic fields that would indicate the presence of a hidden ship

  • Advanced Computer Systems, connected to sensors and other systems, enable ship to rapidly react to most battlefield conditions
    Sensors capable of detecting the magnetic and electromagnetic signature of nearby cloaked ships as well as analyzing the electromagnetic signature of hostile warships to identify key systems and possible structural weaknesses
  • Com-Scan Computer able to analyze sensor patterns and communication signals, enabling it to rapidly compare incoming data to millions of databank files and alert crew and officers when conditions match previous incidents where a stealth ship was detected

  • Missiles able to engage threats in any direction
  • Resistant to Ionization and EMP effects as well as Conner Nets and other similar disabling weapons
    Ion Shielding and Combat De-Ionizers serve as a bufer against Ion Weaponry and electrical charges as they shunt the energy charge of these weapons directly int the reserve capacitors
  • Electromagnetic Pulses are, in part, absorbed and diffused by the ship's inner layer of armor with the remaining electromagnetic and ionic energy being channeled into the ship's Cap Drain
  • Should the ship's reserve capacitors be overcharged, this excess energy will be shunted through the ship's Cap Drain by damage control systems

Weaknesses
  • No Long Range weapons
  • Maser and Megamaser weapons have short effective ranges
  • Maser and Megamaser weapons have a very low rate of fire
  • Must operate at particularly slow speeds to maintain effective stealth
  • Only capable of bringing half its armament to bare on any single target
  • Primary shields, once brought offline, can only be brought online again once they have been fully recharged to 100% capacity
  • Primary shields prevent ship from being able to fire its own torpedo and missile weapons unless a (roughly) 200 meter wide area of shielding over either of the ship's axial edges are brought offline
  • Secondary shields have no effect against kinetic and explosive weaponry
  • Reactors use rare, expensive fuel sources
  • Secondary Reactor banks highly fuel consumptive
Utility
  • Capable of splitting fire into broadsides on either the Port and Starboard sides or Ventral and Dorsal sides
  • Each battery is able to rapidly detect, identify, and track threats
  • Battle Analysis Computer able to rapidly update tracking computers with relevant data
  • Battle Analysis Computer and Com-Scan Computer able to quickly compare electromagnetic signature of a hostile ship to similar designs on file to more quickly provide firing solutions to officers and fire control technicians
  • Capable of extended operations in deep space with limited supplies
  • Capable of shifting the ship's center of gravity during strenuous maneuvers, lowering the strain on the hull of the ship and enabling her to perform maneuvers that would otherwise sheer her hull in half
  • Double-layered, reinforced walls bisect the ship at three points in the design. These walls are structurally reinforced by the design of the ship's frame and are capable of completely sealing aft sections from damaged fore sections.
  • Ship capable of self-sealing hull breaches with a rapidly solidifying substance similar to duraplast within 30 seconds of withstanding damage
  • Containment Shields are placed every 2 meters in hallways
  • Blast Doors are placed at the end of every hallway and at every major junction, as well as at the entrance to every room in the ship
  • If tampered with, these blast doors automatically deactivate the magnalock system that permanently seals the door until a maintenance team can be called upon to replace the entire door
  • Multiple Tractor Beam Projectors spread over the hull of the ship are able to capture small craft and drag them into the hangar or into the plume of the ship's Ion Engines
  • Ship's IFF Transponder can be disabled when the commander wishes to run silent
  • Subspace Transceiver capable of monitoring over 300 different subspace frequencies at a time, out to a range of 100 light-years
  • Subspace Transceiver capable of scanning the entire subspace spectrum in just under three hours
  • Ion-Scramblers installed on the Star Destroyer ensure that broadcasting a transmission will not give away the ship's location
  • Encryption Module prevents intercepted transmissions from being decoded by anyone lacking the appropriate encryption codes, which are updated every two weeks
  • Capable of decrypting most intercepted messages in a mater of minutes
  • Each room and hallways able to be manually configured for type 1, 2, 3, and 4 Atmosphere as needed by the crew, though the ship is unable to sustain an aquatic environment. These settings can be configured from the bridge or from local controls
  • Capable of tracking hostiles and stowaways within ship
  • ​Life Form Indicating Computer capable of identifying a wide range of species, including most sentient species. This computer helps to identify space-capable organisms as well as to help detect, identify, and track non-crew organisms within the ship
  • Internal cameras and sensor monitors (like lifeform scanners) are installed within every 20 meters of ceiling, a figure not listed in the crew manifest or not broadcasting proper IFF codes will be tracked by the automated systems of the ship and security personnel will be automatically alerted to their presence and location within the ship.
  • High fuel consumption rate when operating at full combat capacity
  • Complex design is expensive and time consuming to construct
TECHNICAL SPECIFICATIONS
Classification: Light Star Destroyer (Cruiser)
Role: Fast Attack Ship, Nebula Warfare Ship, Stealth Recon Ship, Stealth Attack Ship,
Length: 1,000 meters
Power Core Generator:

  • Primary Solar Ionization Reactor
  • Secondary Hypermatter Reactor Banks
  • Reserve Capacitors
Hyperdrive Rating: 1 (Class 15 Backup)
Minimum Crew: 2,000
Optimal Crew: 10,000
Passenger Capacity: 5,000 Stormtroopers
Cargo Capacity: 14,000 tons
Consumables: 4 Years
Sublight Speed: 12 (10 while not firing weapons) (16 to maintain stealth)
Maneuverability: 12 (10 while in combat) (16 to maintain stealth)

ARMAMENT

ORDNANCE
  • Each Warhead Launcher is loaded with a single choice of warheads from the following list, or an appropriate mix of warheads
  • Note: Heavy and Advanced 'Cluster' Missiles fire a group of 5 missiles that, collectively, are equivalent to an Assault Concussion Missile
HANGAR
  • 4x Squadrons of Starfighters, Interceptors, or Bombers
  • 1x Squadron of Shuttles, Dropships, Gunships, or Bombers
COMBAT RATINGS
  • Offensive Armament Rating: 18
  • Point Defense Rating: 16
  • Overall Defensive Rating: 18
  • Shield Strength: 17
  • Shield Regen: 17
  • Armor Plating: 18
  • Hull Integrity: 20​
NON-COMBAT ATTACHMENTS
Advanced Stealth Suite
Standard Communications Array
Advanced Sensor Array
Sensor and Comm Computer Systems
Ionization, Webbing, and Interdiction Protection
Propulsion and Maneuvering Systems
REFERENCE HYPERLINKS

USE RESTRICTIONS
Should be PC commanded or used to escort a larger PC commanded Stealth-capable Star Destroyer with no more than two Csilla-class Light Star Destroyers under a single writer's command in a single engagement/thread.
 
RESEARCH REVIEW
-----
Star Wars Canon:
Pending initial review
------
Starwars Chaos:
Pending initial review
------
WITHOUT DEV THREADS
Pending initial review
------
WITH DEV THREADS
Pending Initial review
------
SUGGESTIONS
Pending Inital review
 
T'yr Dellos said:
No Long Range weapons

T'yr Dellos said:
2 Batteries of Imperator-class Turbolasers on Standard Dual-Barreled Turrets
Effective Range: Long Range (Standard Turbolaser Ranges), Medium Range, and Close Range depending on fire control settings
Slightly confused here, the weapon is capable of Long Range, non? If so, then how does it not qualify as a long range weapon?

Or is "Long range" for this weapon merely standard range for a turbolaser? Your submission is a bit confusing, hence the question.
 
Lily Kuhn said:
[member=T'yr Dellos]
Please list Stygium as a material.
Done



Lily Kuhn said:
Slightly confused here, the weapon is capable of Long Range, non? If so, then how does it not qualify as a long range weapon?

Or is "Long range" for this weapon merely standard range for a turbolaser? Your submission is a bit confusing, hence the question.
That comes from the Star Wars roleplay books. I believe I started that and it picked up with several others. Not entirely sure though.

anyway...

Standard Turbolaser Ranges = Long Range (also sometimes called standard engagement ranges)
Missile / Other Weapon Ranges = Medium Range
Point Defense Ranges = Close Range

Long Range Turbolasers and Heavy, Long Range Turbolasers (in these terms) operate at "Extended Ranges"



So, for this sub and the weaknesses section, it means that the ship has no weapons capable of firing back at an opposing ship using Long Range Artillery-type weapons (such as Hypervelocity Cannons or HLR Turbolasers) to engage this Star Destroyer (which, thanks to its size, would make it an ideal target for such weapons).
 
T'yr Dellos said:
Done



That comes from the Star Wars roleplay books. I believe I started that and it picked up with several others. Not entirely sure though.

anyway...

Standard Turbolaser Ranges = Long Range (also sometimes called standard engagement ranges)
Missile / Other Weapon Ranges = Medium Range
Point Defense Ranges = Close Range

Long Range Turbolasers and Heavy, Long Range Turbolasers (in these terms) operate at "Extended Ranges"



So, for this sub and the weaknesses section, it means that the ship has no weapons capable of firing back at an opposing ship using Long Range Artillery-type weapons (such as Hypervelocity Cannons or HLR Turbolasers) to engage this Star Destroyer (which, thanks to its size, would make it an ideal target for such weapons).
For future reference, and as a suggestion, for both my sanity and everyone else's, when submitting turbolasers and like weapons that are already considered "long range" at their standard effective range please only use long range as nomenclature when defining your weapon as long range for that class of weapon. Long range in the effective range reads as long range turbolaser kind of range. That being said, that answers my question.

T'yr Dellos said:
A Galaxy Away; Stygium Raid (obtaining Stygium)
You have <4 posts from you, as a writer, in this stygium raid. The thread isn't complete, there's no actual obtaining of the materials in a logical manner, and quite frankly I'm not accepting this as acceptable development. You can either give me a replacement for the development obtaining stygium, or you can remove this.

T'yr Dellos said:
No Blood for Isotope! (fighting in a Nebula)
While I get that the submission is a starship designed to be better equipped for engagements in nebulas and such similar conditions, where in this thread is development that is directly relevant to the submission being done?

T'yr Dellos said:
Mine for the Taking (random Imperial/Naval stuff)
How is this relevant to the submission? I'm familiar with the thread, and what went on in it, but I don't see any relevance to this submission aside from the fact that the Victory-III class SD was used there.

T'yr Dellos said:
Redundant Molecular Shields
T'yr Dellos said:
Advanced Thermal Shields
T'yr Dellos said:
Offensive Armament Rating: 18
T'yr Dellos said:
Overall Defensive Rating: 18
T'yr Dellos said:
Sublight Speed: 12 (10 while not firing weapons) (16 to maintain stealth)
T'yr Dellos said:
Maneuverability: 12 (10 while in combat) (16 to maintain stealth)
T'yr Dellos said:
Nightshadow
T'yr Dellos said:
4x Squadrons of Starfighters, Interceptors, or Bombers

T'yr Dellos said:
1x Squadron of Shuttles, Dropships, Gunships, or Bombers
I'm going to be blunt;

You have ~63 posts of development, that is if I'm to consider the two development threads I've questioned above are relevant, and you have redundant molecular shields (2 layers of what is already an advanced shield type), advanced thermal shields (Let's go ahead and call this 3 different shields at this point), nearly the maximum offensive rating, nearly the maximum defensive rating, the absolute maximum speed & maneuverability I'm willing to permit for a ship that is this heavily armed without taking into consideration the plethora of shields & stealth tech, essentially five squadrons (read: maximum for a normal ship of max size with medium armaments without development), and you have an anti-sensor coating on your hull.

I'm not going to count the stygium because your thread is insufficient and I'm going to be treating this submission from this point forwards as one without stygium in it - unless you can provide necessary development for it.

And it's limited production.

If this was unique, or maybe semi-unique at best, I'd be willing to be more lenient with this submission, but you're pushing the absolute limits of what is permitted of a ship of this size and you are pushing what is considered balanced.

Right now, this ship is not balanced.

This ship is too fast, it maneuvers too well, it is difficult to pick up on sensors, it has massive armaments, it has incredible defenses, and the weaknesses you are providing are not sufficient for the strengths. Something has got to give.

RESEARCH REVIEW
-----
Star Wars Canon:
------
Starwars Chaos:
Maneuverability Rating: (The lower the number, the more agile the ship. How agile is your ship? Can it take tight turns? Please provide your vessel a Maneuverability Rating on a scale 0-20, with 0 being infinite agility, 1 being crazy agile like a TIE Interceptor, and 20 being slower to turn than a bantha. Typically requires development: Below 13 for a 1000m or 15 for a 1500m vessel with a low armament.)
Speed Rating: (The lower the number, the faster the ship. How fast is your ship in normal space? How fast can it take off, how fast can it speed through a planet's atmosphere? Please provide your vessel a Speed Rating on a scale 0-20, with 0 being infinite speed, 1 being crazy fast like the Millenium Falcon and 20 being slower than the Dewback. Typically requires development: Below 13 for a 1000m or 15 for a 1500m vessel with a low armament.)
Hangar: (Please provide the amount of fighters this submission can hold in it's hangar by count of Squadrons, which hold 12 average Starfighters. The higher your squadron count, the lower your Armament and number of Special Features should be. Typically requires development: Anything above 5 for a max size vessel with medium armament. Use the Carrier template for dedicated carriers of this size. Optionally, Feel free to provide a list of names for your squadrons, like the notorious Red Squadron. Alternatively, you may swap squadrons for Vehicles or other items of note.)
WITHOUT DEV THREADS
------
  • Remove Stygium.
    Put speed & maneuverability to 12 when not firing weapons and 14 otherwise.
  • Reduce Armaments & Defense to 16-17
  • Remove Nightshadow

or
  • Remove Stygium
    Remove Nightshadow
  • Reduce Redundant Molecular shields to standard molecular shields.
  • Put speed & maneuverability to 12 when not firing weapons and 14 otherwise.
  • Cut hangar to 4 squadrons


------
WITH DEV THREADS
  • 20 posts of development completing a Stygium objective. (This would cover nightshadow, too, as I'm not going to ask for double the work for two stealth systems. You could simply substitute this for 20 relevant posts for the nightshadow if you wish to drop stygium)
  • 15 posts of relevant (directly relevant to the submission) development for molecular shielding and/or other defensive measures that make up the defense rating.
  • 15 posts of development for speed & maneuverability.
 
[member="Lily Kuhn"]

Lily Kuhn said:
Forgot to mention: If you can explain how your two development threads are directly relevant to the submission the requested development will be toned down accordingly.
Lily Kuhn said:
You have <4 posts from you, as a writer, in this stygium raid. The thread isn't complete, there's no actual obtaining of the materials in a logical manner, and quite frankly I'm not accepting this as acceptable development. You can either give me a replacement for the development obtaining stygium, or you can remove this.
A- It's three development threads.

B- Since when have development threads been restricted in a manner where the number of posts by an individual writer matters? As best I can recall, and when I last spoke about the matter with Illie, the standard was that anyone who participated (to a reasonable extent) in a given development thread was entitled to use the entire length of the given development thread for a submission. Aka, if myself and two others put 10 posts each into a 30 post Beskar mining thread, then all three of us get the benefit of a 30-post long restricted material development thread.

C- The development thread for Stygium is ongoing and will be completed at 10 posts by the time the review process for this submission is complete. And since this starship is only looking for Limited Production, 10 posts will complete that particular development requirement.

Lily Kuhn said:
While I get that the submission is a starship designed to be better equipped for engagements in nebulas and such similar conditions, where in this thread is development that is directly relevant to the submission being done?
Lily Kuhn said:
How is this relevant to the submission? I'm familiar with the thread, and what went on in it, but I don't see any relevance to this submission aside from the fact that the Victory-III class SD was used there.

D- In regard to the other two development threads, I'm a little confused. Any thread can be a development thread and these sort of questions are typically only asked when a given thread is being used for multiple submissions. To the best of my knowledge, this is the only submission to use either of those threads as development. Additionally, I am confused as to how you would not see the correlation between the naval engagement in a nebula/gas cloud as development for a starship that specializes in participating in those exact same battlefield conditions. It's not like myself or any other writer really wants to spend 20 posts sitting in an office trying to write out a story that involves a handful of engineers designing a ship. So, what people do, is they go do a thread that is fun and also loosely relates to what they are trying to create in the factory and they use that as development. This was, to the best of my knowledge, part of the reason why the "Dev Thread" tag was removed from the Public Forums.


Lily Kuhn said:
You have <4 posts from you, as a writer, in this stygium raid. The thread isn't complete, there's no actual obtaining of the materials in a logical manner, and quite frankly I'm not accepting this as acceptable development. You can either give me a replacement for the development obtaining stygium, or you can remove this.
The thread will be at 10 posts by the time we're done here. So it and the stygium are staying in the submission.

Lily Kuhn said:
You have ~63 posts of development, that is if I'm to consider the two development threads I've questioned above are relevant, and you have redundant molecular shields (2 layers of what is already an advanced shield type), advanced thermal shields (Let's go ahead and call this 3 different shields at this point), nearly the maximum offensive rating, nearly the maximum defensive rating, the absolute maximum speed & maneuverability I'm willing to permit for a ship that is this heavily armed without taking into consideration the plethora of shields & stealth tech, essentially five squadrons (read: maximum for a normal ship of max size with medium armaments without development), and you have an anti-sensor coating on your hull.
Much like the terminology difference between Long Range as the effective range of Turbolasers and Extended Range as the effective range of Long Range Turbolasers, I feel you are misunderstanding the terminology here. "Redundant" simply means that the secondary type of shielding is the fallback of the primary shielding. Aka, Redundant Shielding is 2x shields. If I had included "Redundant Molecular Shields" as the only listing for shields, that would imply 2x shields that were both Molecular Shields. The listing in this sub for Advanced Thermal Shields and Redundant Molecular Shields simply means that the ship has 2x shield systems that are both more advanced than standard shielding. The Advanced Thermal Shields are the first layer of shielding at the Molecular Shields are the redundant layer of shielding that supports the primary shielding.


Lily Kuhn said:
Typically requires development: Anything above 5 for a max size vessel with medium armament. Use the Carrier template for dedicated carriers of this size.
Also, in regard to which of the starship templates you are judging this by... I think you're confused. Or I was somehow unclear. This submission is intended as a maximum size ship under the Cruiser template. Not a minimum length Destroyer. If I was making a minimum length destroyer, I wouldn't be aiming for armament rating 18 and defensive rating 18. Remember, the Armament Rating of one template does not transfer or relate to the armament rating of a different template.

So this thing, for all of its pewpew, is doing less damage than larger Star Destroyers. The goal was to have it be far more durable and deadly than smaller cruisers.


Which is also why I'm aiming for an average speed of 12... Speed/Maneuverability 12 is acceptable for cruisers, but not for Star Destroyers. For Star Destroyers, the minimum speed is (most of the time), 14. So... yeah. For a ship using the cruiser template, this thing has average speed and a hangar that is one squadron smaller than the maximum allowed for a maximum length cruiser (which this is).



Lily Kuhn said:
WITH DEV THREADS 20 posts of development completing a Stygium objective. (This would cover nightshadow, too, as I'm not going to ask for double the work for two stealth systems. You could simply substitute this for 20 relevant posts for the nightshadow if you wish to drop stygium) 15 posts of relevant (directly relevant to the submission) development for molecular shielding and/or other defensive measures that make up the defense rating. 15 posts of development for speed & maneuverability.

I thought the standards for Limited Production items were 10 posts for a restricted technology with 20 posts being required for minor production and 30 posts for major production?


In regard to the development thread requirements not related to the restricted materials, I have two questions...

One... since when do development threads require "direct relevance" to a submission? I mean, jesus, half of the restricted material development thread requirements have absolutely nothing to do with the material in question and are impossible use as a basis for a real, logical development thread. I mean, come on... how does killing someone's alt help you get stygium? Are you going to go into that thread and say that the story doesn't have any connection to a factory submission, so wont be counted? What about trying to get Ionite by ramming your vehicle into someone else's vehicle in an Invasion? How does THAT apply to creating a vehicle, starship, or technology that utilizes Ionite?

Hell, you can get unlimited personal cloaking technology by just showing up in other people's threads and write a few lines about staring at people through binoculars.

But for real... I have 20 posts of three fleets from three different factions encountering eachother in a Nebula and struggling to identify and target one another. Yeah, the thread died... that tends to happen with fleeting threads. Almost none of them ever get completed. But those 20 posts are directly connected to the development of this project.




Secondly.... I have just under 6,000 words put into the description of this submission. The description is highly detailed, technical, and moderately well written. It covers every aspect of the design from how and why the sensors work the way that they do to how the internal corridors of the ship are constructed.

That's more effort than I've seen come out of the vast majority of the development threads I see come through the factory. And it's sure as heck more "directly relevant" to the submission than most of them too. So I'd like the word-count, overall quality, and "direct relevance" of the submission itself to be counted against any development thread requirements in addition to the requirements for restricted materials.




So... a summary. As a cruiser of maximum length, the high armament rating and durability is justified and balanced against the armament rating and durability of larger "Star Destroyers" by the fact that any ship larger than this would have its armament rating rated against the Destroyer range of ships, not the cruiser range of ships.

Secondly... the stats justify the effort put into the submission itself.

In regard to the speed.... I figured you could benefit from a TLDR of what I'm aiming for. Because I'm not entirely sure you noticed the speed/maneuverability rating reduction when the ship is trying to be sneaky.

The base Speed/Maneuverability of the ship is 12. When not trying to hide from anyone and not close enough to shoot anyone, the power from the ships numerous energy-based weapons can be re-routed to the engines to increase the speed by +2 points. That speed bonus goes away as soon as weapons are needed though.

That is the IC justification for the benefits of a SLAM being included on the design (same justification used in the Victory III).

For a cruiser, speed 12 is fairly average. Kinda on the fast side for one so large, but still average.

However, in order to utilize its stealth features, it must operate as speed and maneuverability of 16.
It can try to move around at speed and maneuverability 12 while cloaked, but its engine wake / ion trail / electronic emissions / radiation emissions / exc will give away its position to anyone paying attention.

Sooo... it can either slink around and be sneaky sneaky, or it can rush forward and try to get into weapons range. It can't do both.
This design feature was intended to help the ship be multi-role. It can be a fast brawler, or it can be a stealth ship / stealth detector. Can't really do both at once though.

The +2 bonus to maneuverability is coming from the Combat Thrusters, Capacitor Banks, and Molecular Shielding. When not in combat, the ship stores excess power in a series of capacitor banks. When under fire from enemy ships, energy weapon attacks are partially absorbed by the molecular shielding and shunted into those capacitor banks. For so long as those capacitor banks remain charged, the Combat Thrusters can pull extra power from this reserve source to increase the maneuvering capabilities of the ship.



Anyway... with the whole cruiser-not-destroyer template thing in mind, among the other stuff I said, give this thing a second look and let me know how you're feeling about it.
 
T'yr Dellos said:
Much like the terminology difference between Long Range as the effective range of Turbolasers and Extended Range as the effective range of Long Range Turbolasers, I feel you are misunderstanding the terminology here. "Redundant" simply means that the secondary type of shielding is the fallback of the primary shielding. Aka, Redundant Shielding is 2x shields. If I had included "Redundant Molecular Shields" as the only listing for shields, that would imply 2x shields that were both Molecular Shields. The listing in this sub for Advanced Thermal Shields and Redundant Molecular Shields simply means that the ship has 2x shield systems that are both more advanced than standard shielding. The Advanced Thermal Shields are the first layer of shielding at the Molecular Shields are the redundant layer of shielding that supports the primary shielding.
Alright, I can understand what the confusion is, but to make this easy on us, please go through the submission, find anything worded in this manner, and please word it so it is crystal clear what it is you intend. Redundant anything means there are two layers of it. What would be a correct way to word it would be as such:
  • Advanced Thermal Shields, Secondary Redundant Layer of Molecular Shielding
Or something to that effect. Otherwise it leaves too much up to interpretation and is liable to confuse the reader, especially with a wall of text above and below it.
T'yr Dellos said:
I thought the standards for Limited Production items were 10 posts for a restricted technology with 20 posts being required for minor production and 30 posts for major production?
This is a misunderstanding on your part, here's a quote from our Restricted & Banned Materials list:
I. To be able to use a Restricted Item in your Factory Submission, a writer must first complete the objective attached to the restricted item in a convincing manner that adds to the quality of the role-play thread. Standard development may grant between Unique and Limited production depending on the submission, with a maximum of Minor production following additional development. Below in alphabetical order are the items and their associated objectives.
Minimum is 10 posts for a development thread, which generally nets you unique or semi-unique production. Limited is generally 15-20 or greater, minor is the absolute maximum and is dependant on the submission and what it entails. As with any submission, what judges request may fluctuate depending on how balanced a submission is, what is being asked, and so on.


T'yr Dellos said:
One... since when do development threads require "direct relevance" to a submission?
Direct relevance in the sense of what does it have to do with your submission. Is the thread showing that your character/company/faction/etc needed to create this to combat a threat or solve a problem? Stuff like that. You explained/summarized the first thread (as I mentioned several times now) and I was asking if there was anything more relevant in the thread because the more relevant a development thread is to a submission, and the more development there is done for the submission, the less we are going to ask for. 20 posts of research and development for this ship, for example, would have went a long way as compared to a fleet battle between a completely different ship and another ship (unless this is because the development thread is to show you needed a ship that was better suited for the situation, in which case please state that.)


T'yr Dellos said:
so wont be counted?
No. The more relevant a development thread is (i.e; does it make sense to use the thread for the submission, restricted material objectives aside) to the submission, and the more content and better content, the more it is worth. It doesn't mean it is worth nothing, in case you misunderstood me. The reason I am asking for relevance is because if it is more relevant to the submission I am going to ask for less additional development. You are still going to have to do additional development regardless, as I've explained above, but you will be asked for less if you can explain what the development threads are for in regards to the submission. That's it.


T'yr Dellos said:
Secondly.... I have just under 6,000 words put into the description of this submission. The description is highly detailed, technical, and moderately well written. It covers every aspect of the design from how and why the sensors work the way that they do to how the internal corridors of the ship are constructed. That's more effort than I've seen come out of the vast majority of the development threads I see come through the factory. And it's sure as heck more "directly relevant" to the submission than most of them too. So I'd like the word-count, overall quality, and "direct relevance" of the submission itself to be counted against any development thread requirements in addition to the requirements for restricted materials.
No.


T'yr Dellos said:
Which is also why I'm aiming for an average speed of 12... Speed/Maneuverability 12 is acceptable for cruisers, but not for Star Destroyers. For Star Destroyers, the minimum speed is (most of the time), 14. So... yeah. For a ship using the cruiser template, this thing has average speed and a hangar that is one squadron smaller than the maximum allowed for a maximum length cruiser (which this is).
I'm sorry, your ship name, the roles you listed, and the abundance of armaments & special features, plus the 1000 meter length, led me to believe it was a Destroyer. In the future, state that in the submission so it doesn't confuse the person reading the submission. If you could go and put (Cruiser) beside "Light Star-Destroyer" that would clear that up.


T'yr Dellos said:
But for real... I have 20 posts of three fleets from three different factions encountering eachother in a Nebula and struggling to identify and target one another. Yeah, the thread died... that tends to happen with fleeting threads. Almost none of them ever get completed. But those 20 posts are directly connected to the development of this project.
All I am asking for is a summary of what the two larger threads have to do with the submission so I can lessen from the baseline post requests I made above in my previous post based on how relevant they are.


T'yr Dellos said:
Because I'm not entirely sure you noticed the speed/maneuverability rating reduction when the ship is trying to be sneaky
I noticed the SLAM, I judged your Victory III-class, too. I'm well aware of the +2/-2. Because I was under the impression that you were operating off of the destroyer template I was asking for changes to match the standard fare for Destroyers of that size if no further development was included.


T'yr Dellos said:
Anyway... with the whole cruiser-not-destroyer template thing in mind, among the other stuff I said, give this thing a second look and let me know how you're feeling about it.
Yes, thank you. That changes a lot of things I was looking at and asking for. I will post an update of my requests below. Please keep in mind what I was asking regarding your current development is because I'm gauging how much more work I need for this, not how much work is needed as a baseline amount. You have 63 posts of development right now, if the 43 post thread is as relevant as the 20 post thread then you are more apt to have a lesser amount of development request for what needs additional development. Just like posting huge threads is considered "work" in development threads, making it relevant to the submission is as well. I'm not discounting your current development, I am asking a question so I can decide how much further development is required - essentially the more relevant the more lenient I am being with how much development I am requesting. The only thread I informed you was not being considered was the incomplete thread that you stated was a work in progress - in the future simply let me or your future judge know right off the bat so we know to take that into consideration.

RESEARCH REVIEW
-----
Star Wars Canon:
------
Starwars Chaos:
Maneuverability Rating: (The lower the number, the more agile the ship. How agile is your ship? Can it take tight turns? Please provide your vessel a Maneuverability Rating on a scale 0-20, with 0 being infinite agility, 1 being crazy agile like a TIE Interceptor, and 20 being slower to turn than a bantha. Typically requires development: Below 10 for a 500m vessel with a low armament.)
Speed Rating: (The lower the number, the faster the ship. How fast is your ship in normal space? How fast can it take off, how fast can it speed through a planet's atmosphere? Please provide your vessel a Speed Rating on a scale 0-20, with 0 being infinite speed, 1 being crazy fast like the Millenium Falcon and 20 being slower than the Dewback. Typically requires development: Below 10 for a 500m vessel with a low armament.)
Hangar: (Please provide the amount of fighters this submission can hold in it's hangar by count of Squadrons, which hold 12 average Starfighters. The higher your squadron count, the lower your Armament and number of Special Features should be. Typically requires development: Anything above 6 for a max size vessel with low armament. Optionally, Feel free to provide a list of names for your squadrons, like the notorious Red Squadron. Alternatively, you may swap squadrons for Vehicles or other items of note.)
WITHOUT DEV THREADS
------
  • Remove Stygium. (I am aware the thread is still being done)
  • Put speed & maneuverability to 11 when not firing weapons and 13 otherwise.
  • Remove Nightshadow

------
WITH DEV THREADS
  • 15-20 posts total (including your 4 current) of development completing a Stygium objective. (This would cover nightshadow, too, as I'm not going to ask for double the work for two stealth systems. You could simply substitute this for 20 relevant posts for the nightshadow if you wish to drop stygium)
  • 15 posts of development for speed & maneuverability.
    These can be the same thread if you discuss the ship plans in your current thread for Stygium, in which case just do 25 total posts (i.e 20 posts of mostly Stygium stuff, 5 posts of discussion/thinking about/etc the ship plans, or any combination therein) in one thread.
 
Lily Kuhn said:
(unless this is because the development thread is to show you needed a ship that was better suited for the situation, in which case please state that.)

That was the IC justification and the OOC inspiration for the Csilla. During the thread I realized how big of a cluster-kark it was to try and fight in a nebula. It's like fighting in fog without radar. Which is why I tried to make a ship that could deal with that exact situation.


Lily Kuhn said:
Alright, I can understand what the confusion is, but to make this easy on us, please go through the submission, find anything worded in this manner, and please word it so it is crystal clear what it is you intend. Redundant anything means there are two layers of it. What would be a correct way to word it would be as such: Advanced Thermal Shields, Secondary Redundant Molecular Shielding Or something to that effect. Otherwise it leaves too much up to interpretation and is liable to confuse the reader, especially with a wall of text above and below it.

It's going to take some digging, but I'll try to get rid of the "redundant" references in the morning.


Lily Kuhn said:
I'm sorry, your ship name, the roles you listed, and the abundance of armaments & special features, plus the 1000 meter length, led me to believe it was a Destroyer. In the future, state that in the submission so it doesn't confuse the person reading the submission. If you could go and put (Cruiser) beside "Light Star-Destroyer" that would clear that up.

That... is an oversight on my part. This is a design that has been sitting on the shelf for a year now. I'll go through and re-label this as a Light Star Destroyer and try to make sure that aspect is more clearly explained.




Lily Kuhn said:
WITHOUT DEV THREADS
  • Put speed & maneuverability to 11 when not firing weapons and 13 otherwise.
I think I can live with that, but I'm going to have to think about it. The lower speed would be fine in allowing the ship to operate as an escort of larger ships in addition to its standard role as a stealth ship, but would drastically slow down an entire formation if it was the largest ship in the formation that was not conducting a stealth operation. Since I'm wanting these to be primarily PC commanded with maybe 2-3 as the most an individual writer would be using in a given thread, reducing the speed too much can cripple the escorts that have to stay near this thing. How about.... If I added the following OOC limitations at the bottom of the submission, would that ease up the dev thread requirements needed to retain the existing speeds?


Restrictions: Should be PC commanded or used to escort a larger PC commanded Stealth-capable Star Destroyer with no more than two Csilla-class Star Destroyers under a single writer's command in a single engagement/thread.
 
T'yr Dellos said:
If I added the following OOC limitations at the bottom of the submission, would that ease up the dev thread requirements needed to retain the existing speeds?
Explain that in your "Who Can Use This" slot appropriated by the starship template and that will work.

Just finish the 20 posts for the stygium/stealth stuff (if you do sprinkle in references to the ship, though, that would still be awesome).

Anyways, I'm fine with what you've mentioned above. Just let me know when any changes are made and the development is done.
 
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