NationStates Jolt Archive


ATTN. space nations: preview Mirfakan guard ship.

Mirfak
11-01-2005, 03:04
This thread is for questions, comments, and criticisms of the Hokal class guard ship described below. This ship class will be added to the Mirfakan Labule defense forces soon, so this is your chance to make any formal complaints or suggestions to influence the design (or just tell me it's cool). Please be honest as, once again, it is my goal to not be labeled a godmodder by as many people as possible.

Hokal class (guard ship): $20,000,000,000
Designed as a complement to the Gel as well as a heavy hitter in its own right, the Hokal class guard ship is all but useless in close-quarters combat. It is designed for long range forward assault. With its pylons deployed it exposes auxiliary forward shield projectors, four offensive grade laser cannons, a high-powered antiproton cannon, and its main weapon: 56 hoksa bays, each loaded and ready with a hoksa that can be fired either alone or in formation with the ship’s others. Only the hoksas are used under normal circumstances. The ship’s energy weapons are reserved as last-resort offense and defense in the desperate circumstance that an enemy gets within range to ram the Hokal or pass it to attack from its vulnerable aft side. Guard ships must have the support of lighter craft to be effective in combat.
http://img.photobucket.com/albums/v88/Zorak950/NS/GuardShip.jpg
(Shown with pylons in open position.)
Dimensions (pylons closed): 240x50x50 meters.
Dimensions (pylons open): 150x220x240 meters.
-Powerplant: One substance/antisubstance reaction chamber (500 petawatt output).
-Ion engines: combat speed 1,000 km/s, maximum speed 10,000 km/s.
-Planespace speed: about 50,000,000 c. relative to normal space maximum.
-Maneuvering thrusters: turn radius at maximum combat speed 10,000 meters.
-Fuel capacity: 20,000 liters.
-Fuel range: about 30 days normal operation OR 5 days combat operation.
-Complement: 100 crew, 1 AI.
-Laser cannons (total 6, rating 4):
--Fore: 4 (50˚ X-axis rotation, 90˚ Z-axis rotation).
--Aft: 2 (180˚ Y-axis rotation, 180˚ X/Z-axis rotation).
-Fore antiproton cannon (rating 4).
-Shield power rating: 4.
-Armor power rating: 3.
-Onboard/Detachable vessels:
--4 Calicke.
--10 Weko.
Mirfak
11-01-2005, 14:58
Bumped for viewing.
Moleland
11-01-2005, 15:11
OOC: Likes nasty...

Looks weak against a small fighter attack though.
Mirfak
11-01-2005, 15:56
It is. Like it says in the description, it can't handle close combat. The Hokal is all about forward power, primarily for rear support of battle lines. You can expect it to be accompanied by supply ships quite often too, so it can reload its hoksas in battle. The Hokal is a hard hitter, but only in the one direction. And since it's so pokey, there's really no way for it to adequately defend itself against faster ships if they get in close enough.
Der Angst
11-01-2005, 17:19
-Powerplant: One substance/antisubstance reaction chamber (500 petawatt output).Is there some special trick with which you prevent it from blowing up your ship? Since it produces an energy of 119 megatons/ second...
Mirfak
12-01-2005, 01:43
Not really. Same way Star Trek ships don't blow up I guess. Their warpcores produce even more than that. Did I get my calculations wrong...? Besides, that's the reactor's maximum output, in full combat mode with all systems operational/recharging. If it's operating correctly it will only output as much power as the ship needs at any point in time. That's why it has longer range in normal operation than it does in combat operation.
Mirfak
12-01-2005, 14:16
Bump.
Moleland
12-01-2005, 14:19
Randomly bumping again.
GMC Military Arms
12-01-2005, 14:23
Not really. Same way Star Trek ships don't blow up I guess. Their warpcores produce even more than that.

No, they don't.
Moleland
12-01-2005, 14:43
Lol
Mirfak
12-01-2005, 15:46
GMC Military Arms: Do they not? Show me numbers. I was a little put-off by this myself. I couldn't find an official number, so I just used cannon Star Trek weapon and shield outputs and ran them through the cruncher, adding power for engines, life support, sensors, and whatnot. The only warp core output estimate I could find on Google was 4,770,000 terawatts, which translates into 4,770 petawatts. If you could give me a better estimate it would be much appreciated.

EDIT: I've looked a bit more. The most conservative estimate I can find for warp core output is between 1 and 2 petawatts to operate a warp drive at warp 6. I assume this means that the maximum would be somewhere between 5 and 20 petawatts for a fully operational starship by that scale. However, considering the given cannon outputs of phasers, I find that to be awfully conservative, especially for well-armed starships like the Sovereign. Once again, help me out with more data if you can.
Mirfak
14-01-2005, 02:39
Well, if I halved the output would that be okay?
Central Facehuggeria
14-01-2005, 02:59
You can have huge power outputs, so long as you recognize just how huge they are and compensate for that huge power in some way with a disadvantage.

But in practice, it's best to not mention weapons yields and power outputs at all unless someone asks you. That's what I do, and it seems to work pretty well for me.
Mirfak
14-01-2005, 03:05
Yeah, but then they ask and don't like it and an argument ensues. I would rather be clear from the get-go. My ships aren't supposed to have a huge power output. That's my problem here. I have no average to work from, so I'm operating entirely on conjecture based on what I do know. That's why any information on this would be helpful.
Mirfak
20-01-2005, 02:31
Hello?