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What works? How are ships and vehicles armed?

One difference is that this isn't a dedicated high-speed drop tank connection, it's any ship refuelling any other ship, even from a different navy.

I.e. something like tossing a generic hose and start pumping, very different from a drop tank...
I didnt look past the post I replied to so I may have missed some context.

Figure you can pay for a set of pumps and fittings for the tender (if they weren't already installed on the recipient ship). If necessary, perhaps even charge for the donor ship's fuel tank installation at drop tank prices, but then again, ordinary tanks can flow that much for free, by definition -- because they can deliver it to their own jump drives.
 
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So drop tanks can't refuel at the rate of drop tanks...
Second reply.... with kind of a separate question: can a ship receive transferred fuel at drop tank drawdown rates (0.5%mJn / min; i.e., 10%mJn/turn) if it's not flowing right into the jump drive and going away?

If not, how much of a full load can be transferred before the flow rate slows down significantly? Topping off the tank is going to be much slower going than the first half or so.
 
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So the problem with fuel tenders is that they need to not only carry fuel for the entire fleet, they need to carry fuel for themselves for the trip out and the trip back. Fueling even a modest quarter-trillion credit fleet that way is problematic. My Jump-3 fleet, only 6 ships, needs 78,000 tons of fuel. If I have to carry it, that's 1 ship of 1,092,000 tons/759,777MCr or 4 ships of 390,000 tons/271,490 MCr. That seems wildly excessive. How often does a case come up where systems have zero fueling resources? Hydrogen's the most abundant element in the Universe, it seems like prying it out of rock might be easier than dragging it with you.
 
So the problem with fuel tenders is that they need to not only carry fuel for the entire fleet, they need to carry fuel for themselves for the trip out and the trip back.
Yes, they are massively expensive, and you generally don't need them.

But sometimes you really, really need them... Big empires will have some, just in case. You can turn your standard tender into a tanker by filling it with empty hulls with fuel tanks, instead of riders.
 
So the problem with fuel tenders is that they need to not only carry fuel for the entire fleet, they need to carry fuel for themselves for the trip out and the trip back. Fueling even a modest quarter-trillion credit fleet that way is problematic. My Jump-3 fleet, only 6 ships, needs 78,000 tons of fuel. If I have to carry it, that's 1 ship of 1,092,000 tons/759,777MCr or 4 ships of 390,000 tons/271,490 MCr. That seems wildly excessive. How often does a case come up where systems have zero fueling resources? Hydrogen's the most abundant element in the Universe, it seems like prying it out of rock might be easier than dragging it with you.
Tactical turnaround in terms of speed and detection may make it worthwhile. Don’t have to approach hydro or gas giant worlds to refuel, punch through lines to get at key targets, forcing a significant proportion of enemy fleet to loiter at key systems several parsecs back.
 
I've been doing that as much as I can, but the spinal is so intimately tied with the overall ship. As to 7 Meson N's to 10 Meson J's, that's a tough call, that's pretty close to even in my book. But I think I would prefer the N's because they hit harder and take that much more damage to wear them down.
10 MesJ: 10 × Hit 6/36 × Scr 10/36 × Con 26/36 ≈ 0.33 kills. Kills ~4.7% of the MesN ships per round.
7 MesN: 7 × Hit 6/36 × Scr 21/36 × Con 33/36 ≈ 0.62 kills. Kills ~6.2% of the MesJ ships per round.
That is decisive.

If you are fighting the Zho with smaller computers and screens:
10 MesJ: 10 × Hit 10/36 × Scr 21/36 × Con 30/36 ≈ 1.35 kills.
7 MesN: 7 × Hit 10/36 × Scr 30/36 × Con 35/36 ≈ 1.57 kills.
17% more kills, but 30% less hulls for the MesN.
Here the MesJ is better with slightly less kills, but more hulls (more hit points).

Against the Zho's smaller particle spinals, the MesN rider is safe, but the MesJ rider is not, so perhaps the MesN rider is still the better choice?


So you can put a Buf Planetoid SDB together at 40,000T with Meson N. It wades through missile boats and laughs very hard at particle spinals. Obviously Meson spinals are the achilles heel, but with agility 6, it's not a sitting duck.
Sure, but at 40 000 Dt you don't even need the extra armour from a planetoid hull to shrug off particle spinals. At that size you can make it a ship, and dispense with the tender.

At triple the cost (with tender) of a modest smaller MesN rider, the rock is hardly worth it. It will win easily against particle riders, but lose badly to cheap meson riders. Rock-paper-scissors...
 
In the end there are no easy optimal choices.

I would probably make something like this:
Code:
BR-K106H93-F49900-250N9-0     MCr 10 846      12 000 Dton
bearing     L     LL 14                          Crew=192
batteries   L     LL 14                             TL=15
             Low=16 Cargo=746 Fuel=2098 EP=2098 Agility=6
Spoiler:
Code:
Dual Occupancy                                      747    13 557
                                     USP    #      Dton      Cost
Hull, Streamlined   Custom             K         12 000         
Configuration       Needle/Wedge       1                    1 440
Scoops              Streamlined                                12
Armour              15                 F          1 920     3 456
                                                                
Manoeuvre D                            6    1     2 040     1 020
Power Plant                           17    1     2 098     6 294
Fuel, #J, #weeks    J-0, 4 weeks                  2 098         
Purifier                                    1        31         0
                                                                
Bridge                                      1       240        60
Computer            m/9                9    2        26       280
                                                                
Staterooms                                  4        16         2
Staterooms, Half                          188       376        47
Low Berths                                 16         8         1
                                                                
Cargo                                               747         
                                                                
Spinal              Meson N            N    1     2 000       600
Bay                 Missile, 50 t      9    4       200        50
Single Turret       Beam               2   20        20        20
Single Turret       Fusion             5   20        40        40
Triple Turret       Sand               4   20        20        15
                                                                
Nuclear Damper                         9    2        40       100
Meson Screen                           9    2        80       120
                                                                
Nominal Cost        MCr 13 557,11        Sum:       747    13 557
Class Cost          MCr  2 846,99       Valid        ≥0        ≥0
Ship Cost           MCr 10 845,69                               
                                                                
                                                                
Crew &               High     0        Crew          Bridge    11
Passengers            Mid     0         192       Engineers    42
                      Low     0                     Gunners   102
                 Extra SR     0      Frozen         Service    37
               # Frozen W     1          16          Flight     0
                  Marines     0                     Marines     0
combined with:
Code:
BR-K106H93-E49900-25T09-0     MCr 10 820      12 000 Dton
bearing     L     LL1 1                          Crew=196
batteries   L     LL1 1                             TL=15
               Low=17 Cargo=8 Fuel=2098 EP=2098 Agility=6
Spoiler:
Code:
Dual Occupancy                                        8    13 525
                                     USP    #      Dton      Cost
Hull, Streamlined   Custom             K         12 000         
Configuration       Needle/Wedge       1                    1 440
Scoops              Streamlined                                12
Armour              14                 E          1 800     3 060
                                                                
Manoeuvre D                            6    1     2 040     1 020
Power Plant                           17    1     2 098     6 294
Fuel, #J, #weeks    J-0, 4 weeks                  2 098         
Purifier                                    1        31         0
                                                                
Bridge                                      1       240        60
Computer            m/9                9    2        26       280
                                                                
Staterooms                                  4        16         2
Staterooms, Half                          192       384        48
Low Berths                                 17         9         1
                                                                
Cargo                                                 8         
                                                                
Spinal              Particle T         T    1     3 000     1 000
Bay                 Missile, 50 t      9    1        50        13
Single Turret       Beam               2   20        20        20
Single Turret       Fusion             5   20        40        40
Triple Turret       Sand               4   20        20        15
                                                                
Nuclear Damper                         9    2        40       100
Meson Screen                           9    2        80       120
                                                                
Nominal Cost        MCr 13 524,66        Sum:         8    13 525
Class Cost          MCr  2 840,18       Valid        ≥0        ≥0
Ship Cost           MCr 10 819,73                               
                                                                
                                                                
Crew &               High     0        Crew          Bridge    11
Passengers            Mid     0         196       Engineers    42
                      Low     0                     Gunners   106
                 Extra SR     0      Frozen         Service    37
               # Frozen W     1          17          Flight     0
                  Marines     0                     Marines     0
At the same size, hull, and drive, they are interchangeable in the tender and the enemy can't see at a glance which type you are fielding currently. Overproduce the riders and leave some of them as SDBs at strategic positions to be used as replacements.

Not perfect by any stretch of the imagination, but fairly small and cheap, and quite good against lower tech enemies, such as the Zho or the Sollies.


And perhaps something like this to cover a retreat:
Code:
FM-A116J92-F39900-45009-0      MCr 1 313       1 200 Dton
bearing     1     11  1                           Crew=37
batteries   1     11  1                             TL=15
                  Cargo=130 Fuel=344,6 EP=224,6 Agility=6
Spoiler:
Code:
Dual Occupancy                                      131     1 641
                                     USP    #      Dton      Cost
Hull, Streamlined   Custom             A          1 200         
Configuration       Needle/Wedge       1                      144
Scoops              Streamlined                                 1
Armour              15                 F            192       346
                                                                
Jump Drive                             1    1        24        96
Manoeuvre D         Z                  6    1        47        96
Power Plant                           18    1       225       674
Fuel, #J, #weeks    J-1, 4 weeks            1       225         
Purifier                                    1         5         0
                                                                
Bridge                                      1        24         6
Computer            m/9                9    1        13       140
                                                                
Staterooms                                  4        16         2
Staterooms, Half                           33        66         8
                                                                
Cargo                                               131         
Demountable Tanks   J-1                     1       120         0
                                                                
Bay                 Missile, 50 t      9    1        50        13
Triple Turret       Beam               4    1         1         3
Mixed Turret        Full                    1         2         
  Weapon            Fusion             5    1                   2
  Weapon            Sand               3    1                   0
                                                                
Nuclear Damper                         9    1        20        50
Meson Screen                           9    1        40        60
                                                                
Nominal Cost        MCr 1 640,77         Sum:       131     1 641
Class Cost          MCr   344,56        Valid        ≥0        ≥0
Ship Cost           MCr 1 312,62                                 
                                                                
                                                                
Crew &               High     0        Crew          Bridge    11
Passengers            Mid     0          37       Engineers     3
                      Low     0                     Gunners    18
                 Extra SR     0      Frozen         Service     5
               # Frozen W     0           0          Flight     0
                  Marines     0                     Marines     0
Note that i has an over-sized power plant so can jump from the battle-line with all weapons, screens, and agility powered.
 
Second reply.... with kind of a separate question: can a ship receive transferred fuel at drop tank drawdown rates (0.5%mJn / min; i.e., 10%mJn/turn) if it's not flowing right into the jump drive and going away?
It can from a drop tank so why can you not use the same pump rate for ship to ship?
If not, how much of a full load can be transferred before the flow rate slows down significantly? Topping off the tank is going to be much slower going than the first half or so.
How so, we are dealing with liquids? The input flow rate doesn't change.
 
Tactical turnaround in terms of speed and detection may make it worthwhile. Don’t have to approach hydro or gas giant worlds to refuel, punch through lines to get at key targets, forcing a significant proportion of enemy fleet to loiter at key systems several parsecs back.
I can see where blowing past a supposedly secure refuel point would be tactically advantageous, but it's going to be the single biggest cost in your fleet. Spending most of your budget on such a rarely used thing sounds like bad planning, until you need it, and then its genius.

At Jump 3, my Battlerider fleet and my full starship fleet are close to the same in number of spinals (4 Meson N, 2 Particle T) and cost (~250,000 MCr). With a lower Jump rating, the full starship fleets gain the advantage. I would need 3 additional carriers to carry fuel so the tender can double jump, that's about 350,000 MCr, or more than the cost of an entire additional fleet.

So, one way to solve this: if I consider 1 trillion credits to be my subsector budget, I can get 4 Battlerider squadrons, and if I need to double jump, I can pull the carriers off 3 of my 4 squadrons, leaving them as an SDB force, and use their carriers to haul fuel. No extra ships purchased, but a fair amount of time and logistics needed to pull off the flex.

10 MesJ: 10 × Hit 6/36 × Scr 10/36 × Con 26/36 ≈ 0.33 kills. Kills ~4.7% of the MesN ships per round.
7 MesN: 7 × Hit 6/36 × Scr 21/36 × Con 33/36 ≈ 0.62 kills. Kills ~6.2% of the MesJ ships per round.
That is decisive.

If you are fighting the Zho with smaller computers and screens:
10 MesJ: 10 × Hit 10/36 × Scr 21/36 × Con 30/36 ≈ 1.35 kills.
7 MesN: 7 × Hit 10/36 × Scr 30/36 × Con 35/36 ≈ 1.57 kills.
17% more kills, but 30% less hulls for the MesN.
Here the MesJ is better with slightly less kills, but more hulls (more hit points).

Against the Zho's smaller particle spinals, the MesN rider is safe, but the MesJ rider is not, so perhaps the MesN rider is still the better choice?
The better penetration of the Meson Screens and the resistance to Zhodani particle Spinals seem to tip the balance toward the Meson N ships? I'm not sure what the consequence of fewer hulls is on the equation. It'd depend on the level of resistance, I assume?
Sure, but at 40 000 Dt you don't even need the extra armour from a planetoid hull to shrug off particle spinals. At that size you can make it a ship, and dispense with the tender.
Sadly, even a Jump 1 Buf. Planetoid is over 300,000T with 15(+6) armor. With 6 less armor (9+6), it's got the same protection as a normal ship, so takes weapon degrading hits and fuel hits from nukes and spinal particles, but carrying 35% dead weight. You -do- get it down under 60,000 T, but it's as vulnerable to incoming fire as a standard non-buffered ship at that point, so I'm not sure what its doing for you? And it's only Jump 1.

The 40,000T SDB with 15+6 Armor shrugs off everything but Mesons, has Agility 6 (But loses 1 for size) making it a challenging target for mesons. I can still cram 3 in my SDB Tenders if I want to move them around the subsector, so it's almost as butch as my standard Tender loadout of 4 Mesons and 2 Particles, and it does have 23 missile bays to make up for the lack of particle spinals. So it doesn't threaten the undersized ships with autocrits, but the tradeoff of ignoring nukes and non-meson spinals (and non-spinal mesons, of course, but that's super easy) makes it ideal for hunting the Tigresses and other big game that have zillions of missiles.
At triple the cost (with tender) of a modest smaller MesN rider, the rock is hardly worth it. It will win easily against particle riders, but lose badly to cheap meson riders. Rock-paper-scissors...
So yeah, the 10,000T Meson SDBs will overwhelm it pretty easily. It's absolutely a big game hunter and vulnerable to the tiny stuff. Stuff 3 of those in a Lurenti, though, and you'll run the subsector out of Tigresses and the other giant relics that think huge masses of missiles will help them.
 
It’s not straight up horde vs horde calculation.

Just having the ninja fuel supply gambit option in being means the enemy must either disperse to cover what hurts and resign to losses for whatever is not covered, or forces them to attack to pin by threat.

The cost of the fuel squadron will likely be less than the cost of either dispersed defense or wasted enemy forces rendered ineffective by bypass or at the wrong place and time.

There is also a less valuable but still possibly decisive option of moving within your territory especially across an enemy’s advance where they assume they have secured their rear. An option there is less capable tankers with say J2 max that are prepositioned and doggo until needed, repurposed auxiliary ACS ships.

The other option the enemy has is to follow suit with their own raider tankers. Then you have the same defense problem you are posing the enemy, but the combat power is then similarly reduced.

Another option is to not fully fuel the entire fleet but only a portion. That cuts down on your wastage concern, but even a 50% option will allow for more extant combat power while overwhelming any local defense short of the main fleet.

Planetary defenses then loom large as to what can be done, or risked.
 
It can from a drop tank so why can you not use the same pump rate for ship to ship?

How so, we are dealing with liquids? The input flow rate doesn't change.
Liquids don't compress, and they have momentum.

Water Hammer Effect (wikipedia). Not an issue if there's nothing stopping the flow (in one side, out into the jump drive), possibly a problem when trying to cram those last few tons into the tank.
 
I think you may have misunderstood the water hammer effect, it certainly would not affect the filling of an empty fuel tank, it is something that occurs within the pipes the liquid is flowing through. Rapid transfer of fuel is achieved during air to air refueling and formula 1 pit stops...
 
Yes, they are massively expensive, and you generally don't need them.
It's a strategic problem.

If the fleet jumps in (jump) tanks dry, its stuck in system until it can refuel. So, you better bring enough firepower to take control of the refueling facilities (whatever they may be) or bring your own.

You can also jump in, but leave some in reserve. A J3 fleet doing J2 to enter. At least it has a way out if necessary.

There's nothing stopping the fleet from arriving at the Gas Giants, overwhelming any resistance there (which, ideally, the fleet was well prepared for in the first place), and then moving in system to the populated inner worlds. With decent M drives, the fleet can arrive, clear the giants, refuel, and then proceed inward before reinforcements arrive.

Remember, in most cases, the defending system can't really change for 2 weeks. That's how long it takes to message out and return with cavalry. And, properly positioned, that's not fast enough to stop a fleet from encroaching in from the outer gas giants (obviously all of this depends on the specifics of the astrography at the time).

Gas Giant refueling is efficient. Astroid ice mine I don't really is. Doable in emergency, but not for routine fueling.

If the refueling facilities on near the main worlds, its likely a lot harder to break through and control them. Water dipping on a planet thats salvoing vast amounts of missiles at your orbital fleet is uncomfortable at best.

Obviously, the goal is to not let this happen. Through intelligence and strategic surprise, you ideally can have your way with the system, at least the gas giants.

The defenders have to be pretty desperate, or know you're coming to put a large force the gas giants. Because odds are good, those forces are better kept near the actual targets of the raid rather than in the outer system. A arriving fleet does not need jump fuel to attack, just to leave. Nothing to stop a fleet from arriving at the inner worlds directly, even tanks dry, wreaking havoc and then refueling while your defense fleet is stuck a billion km away as a gas ball.

Also nothing to stop a J3 arriving after J2, performing a raid, and then J1 out. The attackers could have stationed tankers in a nearby by empty hex to replenish the fleet. A well prepared attacker could have fuel caches nearby that were pre-staged years ago.
 
The better penetration of the Meson Screens and the resistance to Zhodani particle Spinals seem to tip the balance toward the Meson N ships? I'm not sure what the consequence of fewer hulls is on the equation. It'd depend on the level of resistance, I assume?
The MesJ rider is (slightly) better against Zho mesons, the MesN rider is better against Zho particles as they are immune to size crits.
The MesN rider is the safe choice.


Sadly, even a Jump 1 Buf. Planetoid is over 300,000T with 15(+6) armor. With 6 less armor (9+6), it's got the same protection as a normal ship, so takes weapon degrading hits and fuel hits from nukes and spinal particles, but carrying 35% dead weight. You -do- get it down under 60,000 T, but it's as vulnerable to incoming fire as a standard non-buffered ship at that point, so I'm not sure what its doing for you? And it's only Jump 1.
Of course you can't have effective planetoid ships, but at size L+ 14 points of armour is enough to make it immune to Size crits from particle spinals, i.e. effectively safe from them, so you don't need the planetoid armour boost.


The 40,000T SDB with 15+6 Armor shrugs off everything but Mesons, has Agility 6 (But loses 1 for size) making it a challenging target for mesons.
You are paying through the nose to be immune from what is effectively secondary weapons, making you an easier target to THE main weapon at TL-15: the meson spinal.


So yeah, the 10,000T Meson SDBs will overwhelm it pretty easily. It's absolutely a big game hunter and vulnerable to the tiny stuff. Stuff 3 of those in a Lurenti, though, and you'll run the subsector out of Tigresses and the other giant relics that think huge masses of missiles will help them.
A full missile salvo from a Tigress can only inflict ~3.7 weapon hits on a good small MesN rider. A squadron of small riders will mission kill the Tigress in a round or two, against a few spinals degraded one step in response. Going for much more expensive large planetoid riders to prevent that is very uneconomical...

Missiles can be dangerous, unless you design to mitigate that.
Particle spinals can be dangerous, unless you design to mitigate that.
Meson spinals are always dangerous, whatever you do.

So, you should design to mitigate the obvious risks, but ultimately the meson gun decides the battle (especially at TL-15).
 
The MesJ rider is (slightly) better against Zho mesons, the MesN rider is better against Zho particles as they are immune to size crits.
The MesN rider is the safe choice.
Concur
Of course you can't have effective planetoid ships, but at size L+ 14 points of armour is enough to make it immune to Size crits from particle spinals, i.e. effectively safe from them, so you don't need the planetoid armour boost.
The full armor makes you immune to the nuisance weapon-1 and Fuel-1 hits from Particle spinals and nuke missiles which otherwise degrade your effectiveness. You are completely invulnerable other than to the spinal mesons. You can wade through absolute rafts of missiles and not lose so much as a lick of paint. This is what I envision for putting down giant capital missile boats that can degrade a normal ship in the first exchange of shots while you're trying to get lucky with your spinal meson.
You are paying through the nose to be immune from what is effectively secondary weapons, making you an easier target to THE main weapon at TL-15: the meson spinal.
Not really an easier target. You're +1 to be hit for size, same as everything else from L (20,000T+) to P (up to 74,999T).
A full missile salvo from a Tigress can only inflict ~3.7 weapon hits on a good small MesN rider. A squadron of small riders will mission kill the Tigress in a round or two, against a few spinals degraded one step in response. Going for much more expensive large planetoid riders to prevent that is very uneconomical...
I agree that it's not economical. I just like the mental image of 450 nuclear missiles firing at the planetoid all Robotech-y, the dust clearing, and nothing done. <insert witty taunt from skipper>
Missiles can be dangerous, unless you design to mitigate that.
Particle spinals can be dangerous, unless you design to mitigate that.
Meson spinals are always dangerous, whatever you do.

So, you should design to mitigate the obvious risks, but ultimately the meson gun decides the battle (especially at TL-15).
So, this is the case where the Buf Planetoid -does- mitigate the risks, and more completely than other ships can do. Not that 3.7 hits requires so much mitigation, but I think that number is low. From 450 bays on the Tigress, 225 are bearing, 93 of those hit on an 8 or better (2+6 AGi, -1 Size +1 for Pilot 3+) nothing lost for repulsors, but Nuke Damper 9 requires a 10+ roll, reducing 93 to about 15. That's ~3.7 per weapon, not ~3.7 total hits.
 
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Gas Giant refueling is efficient. Astroid ice mine I don't really is. Doable in emergency, but not for routine fueling.
My view is that asteroid ice mining is:

1) Relatively safe - only the crew out running the cutting/heating gear is at risk, whereas in gas giant skimming the whole ship is risked.
2) Slow - it takes a lot of energy to heat really cold ice, even if it's not water, and most willing be largely water.
3) Also slow to get to - gas giants in any surveyed system will have well known orbits and can be jumped to directly (solar jump shadow permitting). Ice chunks in the outer system generally won't be surveyed (doing so in frontier systems will be a thing navies do, and that spies and scouts do in enemy systems), and will often be small enough that it'll be like jumping into 'empty hexes' - inaccurate with fairly long normal space transit times required.
4) Obviously the least likely to be subject to interference by local authorities, etc.

The last point can be avoided if there's an icy ring system around a gas giant.

If you're in a small, atmosphere capable ship, neither option is as good as landing near/in a sea on the mainworld and slurping down nice liquid water. However, it's the most likely to attract annoying local busybodies.
 
Missiles can be dangerous, unless you design to mitigate that.
Particle spinals can be dangerous, unless you design to mitigate that.
Meson spinals are always dangerous, whatever you do.

So, you should design to mitigate the obvious risks, but ultimately the meson gun decides the battle (especially at TL-15).
Screens plus configuration can significantly reduce the odds of hits from the smaller meson spinals. The problem being that dispersed structures can't have armour (so no mitigation of missile and particle hits), buffered planetoids are inefficient unless armoured to over the TL cap, leaving only needle hulls as worthwhile choices for meson protection if you're not going the buffered route, and they're the most expensive hull and aren't so much 'good at not being hit by mesons' as 'not as easy to hit with mesons as other choices'.
 
Not really an easier target. You're +1 to be hit for size, same as everything else from L (20,000T+) to P (up to 74,999T).
Sure easier to hit, so easier target:
E.g. MesN against size K vs size size L:
K: 6/36 × 21/36 × 33/36 = 0.089, or ~1/11.2
L: 10/36 × 21/36 × 33/36 = 0.149, or ~1/6.7

Nearly twice the chance to be killed...


I agree that it's not economical. I just like the mental image of 450 nuclear missiles firing at the planetoid all Robotech-y, the dust clearing, and nothing done. <insert witty taunt from skipper>
It's a more convincing display of superiority than a Tigress.
 
Screens plus configuration can significantly reduce the odds of hits from the smaller meson spinals.
Agreed, mesons don't hit all that often at higher TLs, giving missiles and particle spinals a chance to degrade mesons a bit before hits occur.


The problem being that dispersed structures can't have armour (so no mitigation of missile and particle hits), buffered planetoids are inefficient unless armoured to over the TL cap, leaving only needle hulls as worthwhile choices for meson protection if you're not going the buffered route, and they're the most expensive hull and aren't so much 'good at not being hit by mesons' as 'not as easy to hit with mesons as other choices'.
Agreed, dispersed is not really an option and planetoids are too space consuming, leaving only Needle as practical configuration for warship. Luckily the hull cost is not all that significant, for a medium battle rider it's perhaps ~10% of the total cost, and the surcharge for Needle then about 2%.

Both planetoids and Needle works quite well at lower TLs...
 
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