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Large Ships and Spinal Mounts: What is the Point?

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This thread is old, but it's a great read.

Hear, hear.

And as for the only 'breakthroughs' being at TL 9 and TL 12, I suggest one look at the High Guard power table. At TLs 13 and 15, fusion plants become a lot smaller and cheaper, which makes a huge difference when the cost of your starship is dominated by the cost of the power plant. And smaller ships are harder to hit. The Imperium can put out a very nasty meson cruiser at less than 20 ktons, i.e., +0 to be hit. (It's possible at earlier TLs, but then you become very vulnerable to secondary weapons.)

--Devin
 
What is the Point?

Hi,

The point is to give a game that caters for everybody's taste.

I'm sure us nerdy types love designing the smallest ship that can mount a meson cannon at different TL's, even if it doesn't appear in a game.

Also the Imperium would not last long without a few BB's to keep unruly planets in line, or hostile takeovers.

Regards

David
 
I have always been a fan of "get a bigger hammer school of politics" Otherwise known as he who has the biggest stick wils the argument. When communications are not quick, like in the OTU, the showing the flag is important so the people know their taxes are not dropping down a blackhole. Modern airshows are a similar idea.
 
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I'm sure us nerdy types love designing the smallest ship that can mount a meson cannon at different TL's, even if it doesn't appear in a game.
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I actually did a carrier with 6 or 8 of those "flying spinal mounts". Add in several squadrons of fighters and you have a very lethal combination. In play testing it took out several of the CT era carriers of similar tonage before it was lost in combat.
 
The Big Boy's Toys

Although, I've had my share of battlestars, dreadnoughts and moon sized vessels, perhaps all of it is dated and we should arm both sides with operational Star Triggers. :smirk:
 
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