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Approved Starship Plunderer-class Multi-Role Frigate

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Jagen Wren

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J
star_wars_cis_frigate_2d_wip_by_adamkop-d523lob.jpg

Image Source: http://adamkop.deviantart.com/art/Star-Wars-CIS-Frigate-2D-305858171
Affiliation: The Plunderer-class was designed specifically for use by the pirates and free spirits of The Free Colonies, and for the Free Colonial TradeCorp
Manufacturer: The Free Colonies, Free Colonial TradeCorp, [member="Jagen Wren"]
Model: N/A
Modularity: None at all.
Production: Semi-Unique
Material:
Classification: Escort/Assault Frigate

Length: 412 meters
Width: 106.5 meters
Height: 60.75 meters

Armament:

Hangar:

Non-Combat Features:
Communication Array:
Sensor Array:
Engine and Maneuvering Systems:
Maneuverability Rating: 11
Speed Rating: 7
Hyperdrive Class: 3.5

Strengths:
  • Fast: This ship is pretty fast for a ship of its class
  • Heavy Weaponry: The armament of this ship is not to be messed with.
  • Heavy Shields: The Thermal and Deflector shield generators give this ship strong shields.
Weaknesses:
  • Manueverability: For a frigate, this thing turns slow.
  • Weak Armor: The armor is considered weak for a ship of its class.

Description: The Plunderer-class Frigate was designed by Free Colonial TradeCorp to escort its cargo ships and to be a suitable warship for the Free Colonies, developed by [member="Jagen Wren"], it is supposed to be the ship that forms the backbone of the Free Colonies.

Designed somewhat after CIS ships from the Clone Wars, the Plunderer-class is constructed from durasteel and titanium which plates the exterior, duraplast and turadium which cover the interior and blast doors respectively, and transparisteel, which makes up the many viewports of the ship.

The Plunderer-class also has a staggering armament which consists of two long-range ion cannons on the port and starboard side at the front of the ship, one long-range turbolaser at the very tip of the front, eight point-defense laser cannons, ten turbolasers, and four dual heavy laser cannons, all divided amongst the dorsal and ventral sides of the frigate.

The frigate also has a numerous amount of non-combat, communication, sensor, and maneuvering systems, which include a thermal shield to protect from proton torpedoes, a back-up deflector shield generator which should activate if the thermal shields fail, ion shields to protect from ionic storms and ion cannon blasts, life support systems to support the crew, navigational systems to calculate the jump hyperspace, a medical bay to attend to wounded crewmen, hangar bays on the port and starboard sides of the ship that launch a squadron of StarViper attack platforms, a brig for prisoners, internal scanners to detect intruders, emergency escape pods should the ship be near-destruction, a solid fuel converter to turn matter into usable fuel, an armoury to help repel boarding parties, a cargo bay to store supplies and other items, an IFF transponder to identify the ship as friend or foe, a holo-transmitter and subspace transceiver to send transmissions and communications, an ion scrambler to scramble communications of enemy ships, an electro photo receptor for targeting use, a hyperwave signal interceptor to detect ships entering and exiting hyperspace, a dedicated energy receptor for advanced and more detained scanning, an aural sensor to detect audio coming from enemy ships, ion drives to move the ship, repulsorlifts to keep the ship above a planet, combat thrusters to dodge enemy fire, inertial compensators to prevent excessive g-force, and maneuvering jets to turn the ship different directions.

I'm really sorry about the wall of text Factory Judges.

Development Thread: N/A
Intent: To create a capable escort/warship for The Free Colonies and Free Colonial TradeCorp.
Who Can Use This: The Free Colonies, Free Colonial TradeCorp
 
[member="Jagen Wren"]

On mobile. Some initial points:

Can you link to the corporation? There's some things I need to verify.

Your width and height are very different from the picture. Can you clarify?

You've listed a backup deflector shield generator but not a main one, far as I can see.

We need way more detail on the SLAM, like two different speed ratings, and how long the SLAM can operate. A capital SLAM is probably going to take some work, when considered in balance with the big guns and production level.

We'll take a closer look at guns and a couple of lesser points when I'm at my computer tomorrow.

Don't worry about the wall of text. You should see some of my subs. Why, this one time...
 
<p>RESEARCH REVIEW<br />-----<br />Star Wars Canon:<br />Pending initial review<br />------<br />Starwars Chaos:<br />Pending initial review<br />------<br />WITHOUT DEV THREADS<br />Pending initial review<br />------<br />WITH DEV THREADS<br />Pending Initial review<br />------<br />SUGGESTIONS<br />Pending Inital review</p>
 

Jagen Wren

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Jorus Merrill said:
[member="Jagen Wren"]

On mobile. Some initial points:

Can you link to the corporation? There's some things I need to verify.

Your width and height are very different from the picture. Can you clarify?

You've listed a backup deflector shield generator but not a main one, far as I can see.

We need way more detail on the SLAM, like two different speed ratings, and how long the SLAM can operate. A capital SLAM is probably going to take some work, when considered in balance with the big guns and production level.

We'll take a closer look at guns and a couple of lesser points when I'm at my computer tomorrow.

Don't worry about the wall of text. You should see some of my subs. Why, this one time...
Edited.

As for the SLAM, I just thought that it was a quick burst that doubled the original speed of the ship, but it seems there's way more detail than that.

[member="Jorus Merrill"]
 
[member="Jagen Wren"]

Thanks for the edits. I'd recommend removing the SLAM at this stage. Seems like an opportunity to try and sub a light-capital scale version and see if it gets through.

A tier one corporation is generally considered to be a pretty minimal thing. A ship this advanced, at minor production, at capital scale? You'd need a tier 2-3 corp. So, options:

-we archive this and reexamine it once you tier up with smaller ships
-you drop production to semi-unique, with a note that production will increase to limited or minor at tier 2 and minor or mass at tier 3. I give a range now because we haven't reached the ship's final form just yet.

Mull that over, and we'll talk guns and stuff tomorrow, k?
 

Jagen Wren

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J
Aye.

If this is advanced, I'm glad I haven't submitted that space station yet...

[member="Jorus Merrill"]
 
[member="Jagen Wren"]

All right, so, for the guns. I'm going by the old standardized loadouts here, though there's new ones coming down the pipeline in time, and that should help. You're a bit big for a frigate under 2.0, but whatever. Your guns are heavy for a frigate, but light for a cruiser, and no warheads, and very light defensive armament. I'm a bit leery about stamping a 400m ship armed mainly with long-range guns, but I've seen plenty get the stamp and the other factors help balance it out. So for guns, I don't see a huge issue here.

If you're going to use low maneuverability as an actual offsetting weakness, plz bump it to 11. Also, clean up the ambiguous language on the armour. Either it's weaker than average for a warship that size, or it isn't. Your call.

You've got thermal shields as your main and a backup normal deflector shields. You want to add heavy shielding to the 'strengths' column. At this point, seeing what you expect of thermal shields, I'm considering asking for a dev thread regardless of production level.

Thoughts on production?
 

Jagen Wren

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J
Edited.

As for the thermal shields, I only expected what it said on the legends page. Thermal shields usually absorb laser and deflect regular projectile fire like missiles and torpedoes, but a full volley of torpedos say, from a bomber would take half of the thermal shields with it, and it has a long recharge rate.

But if you want a dev thread, I'll give you a dev thread.

Production may be an issue right now, I wanted this ship to be minor to contribute to the company's advancement to Tier II and for how many the faction's fleet may require. But am I correct in assuming I can change the production level later on?

[member="Jorus Merrill"]
 
[member="Jagen Wren"]

So: strong, but slow to recharge. No huge problem there, though I think thermal shields could benefit from a fleshed-out tech sub at some point. But that's a side issue at this point.

You can absolutely change the level of production level later. They may ask for a dev thread, depending on how high you bump the production level and what tier you're at. For now, with these edits, I'm comfortable approving this at semi-unique, or limited with 15 posts. I may ahve a further tweak or two but i think weve covered the meat of it. Sound fair?
 

Jagen Wren

Guest
J
Aye, I'll change the production to Semi-Unique, and then to Minor later on if I can.

[member="Jorus Merrill"]
 
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