I agree, but it sounds like you need the Model/6 computer to be cutting edge at TL12. At 55MCr, that's a big chunk of change. Not something a poor freight hauler's going to have.
My point exactly.
In a LOT of cases, even a model/4+ is going to be something of a rarity in a TL=A-C
merchant starship design.
And @ TL=9, the best you can do is model/3 anyway ... so ...
This is where the "specialization of craft" becomes advantageous.
You can have a "slow" merchant with "modest" drive power and computer ... but as soon as you throw in an escorting small craft optimized for combat, you kind of get the best of both worlds.
Trying to outfit a big craft (like a starship) with powerful maneuver drive+power plant AND computer AND weapon systems AND jump drive AND lots of revenue tonnage to pay the bills ... usually won't work out that well. A "big craft" like a starship needs "lots of drives" (which are expensive) in both tonnage and MCr terms before you stack on the expenses of the computer ... all of which eat into the revenue tonnage fraction of the design (and therefore, the profit potential) which then makes it difficult to break even on operating expenses. You'll be very SAFE ... in your descent into bankruptcy as a business.
Building "concentrated" combat capabilities into a small craft though, capable of operating independently of the parent craft, makes possible "screening tactics" and maximizes the "fighting potential" needed into the smallest possible form factor (which makes those capabilities as cheap as possible). You then use the small craft fighter as a "mobile turret" that is optimized for combat, allowing your starship design to be optimized for commerce and profits.
A different way to analyze the alternatives would be to think of it like this.
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A 20 ton escort fighter with a 2 man crew "organic" to a parent starship would cost all of 28 tons from the hull budget of the starship (20 tons for the small craft, 8 tons for the 2x staterooms for the pilot and gunner accommodations on the starship). The fighter is "short range" (acceleration couches on the bridge, only) and therefore "tethered" to the starship's location in both normal space and jump space.
In a 200 ton starship, 28 tons is a 14% fraction of the hull displacement.
+1 maneuver drive code factor (LBB5.80) costs +3% of the hull displacement.
+1 power plant code factor (LBB5.80) @ TL=9-12 also costs +3% of the hull displacement for the power plant itself, plus an additional +1% of the hull displacement for additional minimum fuel.
In other words, +1 maneuver and +1 agility costs ... 7% of the hull displacement.
+2 maneuver/agility will therefore cost ... a 14% fraction of the hull displacement (when using LBB5.80 custom drives, LBB2.81 "standard" letter drives scale differently).
So if you're starting with a J1/1G/PP1/Agility=1 with a model/1 computer Free Trader (using LBB5.80 custom drives), you can spend
28 29 tons on increasing your drive performance to a J1/3G/PP3/Agility=3 with a model/2 computer starship design ...
OR ... you can spend those 28 tons on a 20 ton Escort Fighter capable of 6G/PP11/Agility=6 with a model/3 computer small craft design plus 2 starship staterooms on the starship for the pilot and gunner you keep on payroll so they can rest up between deployments.
The difference between those 2 options is that in a LBB5.80 combat sequence, the 6G/Agility=6 Escort Fighter with computer model/3 gets put on the Line of Battle (to exchange fire) while the J1/1G/PP1/Agility=1 starship with a model/1 computer stays in the Reserve (too far away to be shot at). The starship is basically attempting to Break Off By Acceleration each combat turn, and because the starship is in the Reserve, it gets a +2 Agility bonus when trying to escape (which is exactly the same as what the drive upgrade would have given, but the starship would have needed to be in the Line of Battle and getting shot at).
And just in case you're wondering whether or not it's possible to make a 20 ton small craft Fighter with a model/3 computer @ TL=9 ... well ... it is.
Fighter Provincial (Type-FP, TL=9)
20 ton small craft hull, configuration: 1 (MCr2.4)
0 tons for Armor: 0 (TL=9)
3.4 tons for LBB5.80 custom Maneuver-6 (Agility=6 requires 1.2 EP) (MCr1.7)
6.6 tons for LBB5.80 custom Power Plant-B (EP=2.2) (MCr19.8)
1 ton for fuel (8d 23h 23m endurance @ 2.2 EP output continuous)
4 tons for bridge (crew: 2, pilot, gunner, acceleration couches life support endurance: 12-24 hours) (MCr0.1)
3 tons for model/3 computer (TL=9, EP: 1) (MCr18)
1 ton for fire control of LBB2.81 hardpoint+triple turret: missile, missile, missile (TL=9, batteries: 3, codes: 1/1/1, EP: 0, 3 missiles per battery, 12 reloads in turret shared between missile launchers) (MCr3.35)
* External Docking: 150 tons capacity (MCr0.3)
1 ton for cargo hold
- Demountable Fuel Tank = 1 ton (MCr0.001)
= 0+3.4+6.6+1+4+3+1+1 = 20 tons
= 2.4+0+1.7+19.8+0.1+18+3.35+0.3+0.001 = MCr45.651 (21x HE Missiles = MCr0.105, bought after completing construction)
- 1G = 3.4/0.02 = 170 - 20 = 150 tons external load
- 2G = 3.4/0.05 = 68 - 20 = 48 tons external load
- 3G = 3.4/0.08 ≈ 42 - 20 = 22 tons external load
- 4G = 3.4/0.11 ≈ 30 - 20 = 10 tons external load
- 5G = 3.4/0.14 ≈ 24 - 20 = 4 tons external load
- 6G = 3.4/0.17 = 20 - 20 = 0 tons external load
A tad pricey @ ~MCr46 ... but you get a very potent package deal for it.
- Hull Size = -2 DM
- Agility = -6 DM
- Computer = -3 DM
So defensively, it's got a -11 DM going for it.
Against aggressors that
also have a model/3 computer, enemy weapons with a base to hit of 5 due to weapon code factor will need to roll 13+ on 2D6 to hit the
Fighter Provincial. So only missiles code: 5+ (18 per battery @ TL: 7-12 or 12 per battery @ TL: 13+) or beams code: 8+ (30 beam lasers @ TL: 7-12 or 21 beam lasers @ TL: 13+) (20 fusion guns @ TL: 12 or 16 fusion guns @ TL: 14) will have a chance to hit on a roll of 12 on 2D6.
If both sides are limited to TL=9 ... that could be "game set match" right there if the opposition isn't fielding "big enough batteries" to connect (for damage) against the
Fighter Provincial.
Against higher tech level (and larger displacement) opposition, capable of using higher computer models (4+), this defensive advantage "erodes" ... but will continue to be effective against "most" opponents who can be classified as "low end threats" that are more of a "policing" problem (pirates) rather than a direct military type of challenge to naval supremacy.
The reason why the design doesn't have a sandcaster is because @ TL=9 a single sandcaster would only be code: 2 and almost worthless against anything with enough weapon code factor + computer model to actually be able to hit the fighter (penetration of defense would be almost automatic, negating the value of having a sandcaster).