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Trying to design this ship...

Allensh

SOC-12
... http://www.downport.com/bard/bard/sara/sara5006.html

with Mgt High Guard. The original author of this vessel used to be in my gaming group and play TNE with me back in the day. I'd like to get a viable version of this made to send him. I did ok until we got to things like small craft and such and am now more or less out of room.

A spreadsheet would sure be helpful here but I not all that good at making one.

Allen
 
It's never easy to try to translate a design from one rule set to another, and TNE FF&S least of all against any of the others.

What you really need (if you haven't already) is get (or reverse engineer) the full design specs so you know what took up how much volume in the original design. Some people make mistakes or choices that can be seen only when viewing the whole data.

It's been a while since I've tried, and I may be misremembering, but istr that TNE FF&S required a lot more crew (at least in some designs). Have you calculated the crew in MGT HG and come up with a lower number that will save you needing so many staterooms?

Ultimately don't forget it's a game and close enough is very often good enough, especially in something like this type of ship. I mean, what are the players going to do with it? Don't be afraid to change it. Especially as the TNE FF&S design system imposed a totally different reality on ships.
 
OK, not sure if MGT HG is that different from CT HG or you're just doing something different but my quick and dirty re-engineered take on the Scharnhorst using CT HG comes up with some 10,000tons plus left over and the only thing I've not calculated is armor and fuel purifier. Crew is a huge savings. Just 325 instead of 2465. That alone saves over 4000tons.
 
As a guide, my q&d CT HG version of the Scharnhorst (without armor or fuel purifier but 10,358tons left to play with)...

Code:
+50,000t  Hull TL14

 -2,000t  Jump 3
 -7,000t  Man 5
            Agil +1    -500e
 -5,000t  Pwr 5      +2,500e

-15,000t  Fuel x3P
 -2,500t  Fuel x4W

 -3,500t  PA spinal  -1,000e
           F5 x1
    -20t  Laser tur     -60e
           F9 x2
    -40t  Missile tur
           F7 x4
    -40t    magazines
              
    -50t  Sand tur
           F9 x5
    -50t    magazines

    -24t  Meson scrn   -600e
           F6

 -1,000t  Main bridge
 -1,000t  Flag bridge
    -26t   cmp m/9 fib  -12e

 -1,100t  1000t fuel shuttle
    -52t  10t launch x4
   -260t  50t cutter x4

   -980t  Staterooms x245
           Officer singles  x65
           Ratings doubles x180

Crew: Cmd officers x25
      Flg officers x25
      Eng ratings x140
      Gun officers  x5
      Gun ratings  x60 (includes loaders)
      Flt officers x10
      Flt ratings  x10
      Srv ratings x150
 
As a guide, my q&d CT HG version of the Scharnhorst (without armor or fuel purifier but 10,358tons left to play with)...

Good stuff! I finished the ship just a few minutes ago. I came out with 315 crew (interesting, only 10 off from the CT version). I was trying to store way too much ammunition, so I dialed that back. When I get the energy to do so I'll type it up and TRY to post it here...not sure how to do that code stuff. I came up with 48,560.7 tons used, but I also changed the small craft distribution some (1,000 ton fuel shuttle isn't exactly a "small craft" and I figure shuttles and launches can help with that) and I did give the ship fuel scoops as I made it Close Structure (otherwise it could not have armor and I just couldn't see that). So...it isn't really the same ship but its close enough for my purposes.

Now to just figure out what to use it for...

Allen

EDIT: Looking at your crew ratings its cool how close they came out...including the exact number of service crew
 
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When I get the energy to do so I'll type it up and TRY to post it here...

Cool, look forward to it if that helps :)

...not sure how to do that code stuff.

I type it up offline in MS Works Word using "courier" font (it's monospace, which is important, any monospace type will work). Then (usually) as long as my spaces are set correctly to line up the columns there (don't use tabs or such, just spaces) just copy paste that into the thread composition window, select it all (and nothing else) and hit the "code tags" button (the octothorn aka number sign :) ) in the menu.

I'm thinking, looking at the energy of the original PAW, one could maybe quadruple the CT HG version (giving it 4 shots a turn) to be closer in effect. That's a monster PAW in the original. IT would use up more tonnage too and be closer that way as well.


Looking at your crew ratings its cool how close they came out...including the exact number of service crew

Heh, well, I usually fudge a bit when doing crew numbers, treat the rules as guidelines, to make things "work out" nicely :D That's probably where some differences crop up. I'm glad it's close though. Points and cool on MGT for that. The service crew is exactly what the CT HG rules say though, for having no troops aboard.
 
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