Spinward Flow
SOC-14 5K
20 ton small craft hull, configuration: 1But ...
If I were to "bulk things up" to make the installation of a model/4 computer possible, I would need to increase the (LBB2.81) standard power plant from A to B (increasing output from 2 EP up to 4 EP) and would have an upper limit on small craft tonnage of 20 tons displacement that would still need to fit into the 7.5x5.5 deck squares form factor of the 20 ton Boxes.
20 ton small craft hull, configuration: 1
8 tons for LBB2.81 standard A/B drives (codes: 6/L, TL=10, Agility=6, EP=4)
1 ton fuel
4 tons bridge
4 tons model/4 computer (EP: 2)
1 ton mixed triple turret (missile/sandcaster/missile, TL=10)
* 180 tons external docking (180/1.1=163 tons capacity)
2 tons small craft stateroom
= 8+1+4+4+1+2 = 20 tons
Single production (100%) cost: MCr55.76
Volume production (80%) cost: MCr44.608
Definitely a LOT more expensive, but that's only to be expected when you need to increase both your installed power plant (+MCr8) AND computer capabilities (+MCr12).
MCr35.288 / 16 = MCr2.2055 per ton of displacement
MCr 55.76 / 20 = MCr2.788 per ton of displacement
Ah, but what would such a beast look like if it were drawn up into deck plans?
11 tons for LBB2.81 standard A/C drives (codes: 6/W, TL=9, Agility=6, EP=6)
1 ton fuel
4 tons bridge
3 tons model/3 computer (TL=9, EP: 1)
1 ton triple turret: pulse laser/pulse laser/pulse laser (TL=9, code: 2, EP: 3)
* 180 tons external docking (180/1.1≈163 tons useful capacity)
= 11+1+4+3+1 = 20 tons
Single production (100%) cost: MCr51.46 (vs MCr55.76 for the model/4 + missile/sand/missile version above)
Volume production (80%) cost: MCr41.168 (vs MCr44.608 for the model/4 + missile/sand/missile version above)
So by "switching from missiles to lasers" the single production cost goes down by MCr4.3 and the volume production cost goes down by MCr3.44 ... which will show up in the "profit break even points" of the economic analysis.
Long term (40 year time horizon), the laser option would be cheaper to own and maintain (always a plus for merchants operating along the fringes of civilization!), there isn't any ordnance that can "run out" as a result of extended/repeated combat engagements, since lasers have "deep magazine" capacity (just supply EPs) ... while expended missiles and sand canisters have restocking costs associated with them and missiles have additional constraints on their availability (HE missiles require TL: 7+, Pop: 7+ and Law: 7- for domestic manufacturing and sales at ports of call, Pop: 6- can import from foreign suppliers that meet the TL and Law requirements at increased expense).
The downside to making such a change is that the offense/defense mix of the triple pulse laser variant suffers relative to the (more expensive) missile/sand/missile alternative, along with a reduction in operational range from a base or carrier.
The 2x batteries of code: 1 missiles backed by a model/4 computer need a to hit threshold of 6-4=2 on the dice, before taking adversary size, computer model and agility, not to mention range modifiers, into account. Missiles perform better at long range (no penalty), which is advantageous since under nominal circumstances all LBB5.80 combat starts at long range and the opening move is typically going to be an attempt to Break Off By Acceleration (to minimize exposure to hostile fire) ... so the basic play is for "long range opens up to beyond weapons range" for an escape attempt within a single combat round from unwanted encounters.
For reference, the defensive modifiers of the same 2x missile + model/4 fighter design would be: -2DM for size, -6DM for agility and -4DM for computer model ... a total of -12DM. This means that the 20 ton missile/sand/missile armed fighter can't shoot itself in adversarial combat between fighters of the same type ... because you would need to roll a 14+ on 2D in order to hit at long range (or 15+ at short range).
Contrast that performance with a 1x battery of code: 2 pulse lasers backed by a model/3 computer needing a to hit threshold of 7-3=4 on the dice, before taking adversary size, computer model and agility, not to mention range modifiers, into account. Lasers perform better at short range (no penalty), but are -1 to hit at long range.
For reference, the defensive modifiers of the same 1x triple pulse lasers + model/3 fighter design would be: -2DM for size, -6DM for agility and -3DM for computer model ... a total of -11DM. This means that the 20 ton triple pulse laser armed fighter can't shoot itself in adversarial combat between fighters of the same type ... because you would need to roll a 15+ on 2D in order to hit at short range (or 16+ at long range).
However, for anyone who enjoys "Q-ship surprises" ... upgrading the TL=9 triple pulse laser laser turret into a TL=13 triple beam laser turret would yield a 1x battery of code: 4 beam lasers backed by a model/3 computer needing to hit a threshold of 6-3=3 on the dice ... but if those beam lasers hit something under 400 tons displacement, automatic critical hits will result (under LBB5.80).
So ironically, the laser option is cheaper and more sustainable ... while simultaneously being "less of an adversarial threat" (to itself or to other craft when engaging) due to the weapon swap and the downgrade in computer model.
Oh and the life support endurance is reduced from "4-5 days" of operational range (limited by fuel consumption) down to "12-24 hours" of operational endurance (limited by life support capacity of acceleration couches) due to the small craft stateroom/cabin being deleted. This operational range reduction means that the fighter would have "short legs" and be functionally "tethered" to a base of operations for crew rest and upkeep ... so no interplanetary patrols unless operating near a carrier ... which is probably a wiser choice anyway, all things considered.
Ah well ... back to the (naval architect office) drawing board.
Fortunately, I can keep the same form factor that I was using previously and only need to make a relatively minor update to the deck plans (which will then cascade through the numbering of compartments for the entire starship).