Designing a Carrier in 2E
Posted: Fri Jul 03, 2009 4:53 pm
As I continue to work on the tech and unit rules, I decided it might be nice to have a "live fire" demonstration of what starship design looks like in 2E. I have talked about it in length in the other thread, but I think it would be more interesting to show an actual ship being put together to better illustrate how everything works.
First of all, let's suppose that we are a bunch of plucky humans that want to design a new carrier. We are fairly low-tech right now, with the current tech levels: Defense 3, Anti-Ship 4, Anti-Fighter 3, Command 3, Engines 2, Carrier 3, Sensors 2, FTL 1, Shipyard 2.
The first step when designing our carrier is to decide how big we want it to be (Unit Size). The larger the carrier, the more Mass we will have available to purchase equipment with. However, larger ships will cost more to build (Mass / 100), take longer to build, and require more Docks during construction.
At this point, we should probably look at our imaginary economy and see just how much money we want to be spending on each carrier. After all, if our economy can only afford to be spending 9 EP a piece on these carriers, then designing a more expensive unit isn't going to be doing us a whole lot of good.
Let's just assume that we do want to spend 9 EP per carrier when all is said and done. That gives us a desired Maximum Mass of 900. Looking at the available ship sizes/archetypes, that gives us two optimal candidates: the SIZ 5 Protected Cruiser hull or the SIZ 6 Heavy Cruiser hull, with Maximum Mass values of 900 and 1100, respectively (these numbers are still in flux, and will likely change after further testing).
Now, why would we ever choose the CA hull over the CP? The answer is Maintenance Cost. You calculate MC by taking your unit's Mass divided by the Maximum Mass for the class, then multiply the result by the Unit Size divided by 10. A 900 Mass CP would cost 0.50 to maintain, while a 900 Mass CA would cost 0.49 to maintain. Honestly, this isn't much of a savings -- if you had 10 of these carriers, you would save 1.2 EP per year on maintenance going with the CA over the CP.
One other benefit to going with the CA is that it makes your ship look larger than it really is, which could be valuable when playing in a campaign that makes good use of fog of war rules. Your opponent might think your 900 Mass CA might actually be a full 1100 Mass CA until he has a run in with them and realizes the difference.
In our case, we are going to go with the CP hull. It is smaller, which will be better for our supposed empire. At Unit Size 5, the CP will require 5 Docks per carrier to build at our shipyards. Our current Shipyard tech level is 2, so each of our shipyards will provide 3 Docks (Shipyard TL + 1 = Docks per shipyard). That means we will have to dedicated two shipyards per carrier to build these units, with 1 Dock leftover for other purposes.
All right, so far we have defined that we are going to use up to a maximum of 900 Mass for our ship, and that it is going to be a SIZ 5 Protected Cruiser with Command Cost 2. That gives us our initial stats -- now to add equipment!
Before we do that, however, let's give our new ship class a name. I'll call it a Columbus-class, since Jay and I were just in Columbus last week for Origins 2009. That way we have a friendly name to refer to our carrier class as for the remainder of this write up.
As our first equipment purchase, let's buy some Command equipment for our carrier. Command costs 40 Mass at TL 0, and we are at TL 3, so our cost is 40 x 0.87^3 = 27 Mass per point. Traditionally in VBAM, we try to give units a Command Rating that is equal to three times its Command Cost. Therefore, let's give the Columbus-class a Command Rating of 6, at a Mass Cost of 27 x 6 = 162 Mass. Wow! That's a lot of Mass! It's expensive, too, when you stop and consider that it also represents a cost of 1.62 EP. If we end up running low on Mass later, we could always reduce ourselves to Command 5.
Next, let's add some Defense Rating to the Columbus. Units don't *have* to have Defense equipment installed, but any unit with a Defense Rating of 0 are destroyed with their first point of damage, so players are strongly encouraged to beef up their units accordingly. The Columbus is going to be a fairly passive unit, but it needs to be able to survive in order to support its fighter flights. Our current Defense tech level is 3 and Defense's base cost is 50, so Defense currently costs us 50 x 0.87^3 = 33 Mass per point, and we have 738 Mass remaining after purchasing Command Rating. For right now, we'll purchase 7 Defense for this ship, at a cost of 231 Mass. That leaves us with 507 Mass remaining for other systems.
Speaking of other systems, we probably should put some Engines on the Columbus! Engines cost Unit Size x 20, and we have TL 2 in that field. That gives us a Mass Cost of (5 x 20) x 0.87^2 = 76. Ouch! This carrier is not going to be a speed demon. We can probably put 2 Engines onboard and still have enough space left over for its carrier duties and some guns, so let's do that. That costs 152 Mass, and brings our available Mass down to 355.
Before we go any further, let's add Carrier Rating to our carrier (kind of important!). Carrier has a Mass Cost of 30, and we have TL 3 in the field. That gives us a Mass Cost of 30 x 0.87^3 = 20 Mass each. Now, in Second Edition, flight units can take up a variable amount of basing capacity, so the higher the Columbus' Carrier Rating, the more versatility we will have when it comes to assigning fighters to it later. In our case, though, we are running out of Mass on this hull... so let's add 10 Carrier Rating to the ship, costing 200 Mass. We have 155 Mass left to spend.
The Columbus currently looks like this: Defense 6, Engines 2, Command 6, Carrier 10.
It would be nice to put some guns on this carrier, so that it could at least try to defend itself. Anti-Ship costs us 50 x 0.87^4 = 29, and Anti-Fighter costs us 50 x 0.87^3 = 33. We could add 3 Anti-Ship and 2 Anti-Fighter to this hull, for a total Mass Cost of 153. That brings the Columbus' total Mass to 898.
Let's call it quits at this point. The final ship's stats are: Defense 6, Engines 2, Command 6, Anti-Ship 3, Anti-Fighter 2, Carrier 10.
Now, this ship lacks several other key components (Endurance for cruising range, Sensors for detection, etc.), and it also doesn't have an FTL drive... so it is stuck at home. Oops! That last one is a bit of an oversight. At FTL TL 1, each points costs us 100 x 0.87^1 = 87 Mass. We could add FTL 1 to the Columbus by gutting a few of its other systems: -1 Command (+27), -2 Carrier (+40), and -1 Anti-Ship (+29) give us 96 Mass, enough to pay for FTL 1 with 9 Mass left over.
The Columbus' total Mass should now be 889, and these are its stats: Defense 6, Engines 2, FTL 1, Command 5, Anti-Ship 2, Anti-Fighter 2, Carrier 8.
That's not bad for a sub-par protected cruiser hull! A few tech advances and we would be able to build an even better ship for less.
Now for the ship's other stats:
Construction Cost: 9 EP
Maintenance Cost: 0.49
Completion Time: 7 Turns
And, just for giggles, let's say we were also designing a SIZ 1 Light Fighter to be berthed aboard this Carrier. SIZ 1 Flights have a Maximum Mass of 50, which means that, well, they can't do much. In that 50 Mass we could just insert 1 Anti-Ship (29 Mass) and 1 Engine (all flights are considered to be SIZ 1 for Engine costs, so that is 20 x 0.87^2 = 16), for a total of 45 Mass.
I still have to get Flight costs locked down, but it likely that each of these Light Fighters could cost 1/3 to build (1 EP per 3 Flights), and their Maintenance Costs would be in the region of 0.05. Completion Time is 1 Turn, as they are SIZ 1, and because they are SIZ 1 each Light Fighter occupies a single point of Carrier Rating -- the Columbus could carry 8 of them.
-Tyrel
First of all, let's suppose that we are a bunch of plucky humans that want to design a new carrier. We are fairly low-tech right now, with the current tech levels: Defense 3, Anti-Ship 4, Anti-Fighter 3, Command 3, Engines 2, Carrier 3, Sensors 2, FTL 1, Shipyard 2.
The first step when designing our carrier is to decide how big we want it to be (Unit Size). The larger the carrier, the more Mass we will have available to purchase equipment with. However, larger ships will cost more to build (Mass / 100), take longer to build, and require more Docks during construction.
At this point, we should probably look at our imaginary economy and see just how much money we want to be spending on each carrier. After all, if our economy can only afford to be spending 9 EP a piece on these carriers, then designing a more expensive unit isn't going to be doing us a whole lot of good.
Let's just assume that we do want to spend 9 EP per carrier when all is said and done. That gives us a desired Maximum Mass of 900. Looking at the available ship sizes/archetypes, that gives us two optimal candidates: the SIZ 5 Protected Cruiser hull or the SIZ 6 Heavy Cruiser hull, with Maximum Mass values of 900 and 1100, respectively (these numbers are still in flux, and will likely change after further testing).
Now, why would we ever choose the CA hull over the CP? The answer is Maintenance Cost. You calculate MC by taking your unit's Mass divided by the Maximum Mass for the class, then multiply the result by the Unit Size divided by 10. A 900 Mass CP would cost 0.50 to maintain, while a 900 Mass CA would cost 0.49 to maintain. Honestly, this isn't much of a savings -- if you had 10 of these carriers, you would save 1.2 EP per year on maintenance going with the CA over the CP.
One other benefit to going with the CA is that it makes your ship look larger than it really is, which could be valuable when playing in a campaign that makes good use of fog of war rules. Your opponent might think your 900 Mass CA might actually be a full 1100 Mass CA until he has a run in with them and realizes the difference.
In our case, we are going to go with the CP hull. It is smaller, which will be better for our supposed empire. At Unit Size 5, the CP will require 5 Docks per carrier to build at our shipyards. Our current Shipyard tech level is 2, so each of our shipyards will provide 3 Docks (Shipyard TL + 1 = Docks per shipyard). That means we will have to dedicated two shipyards per carrier to build these units, with 1 Dock leftover for other purposes.
All right, so far we have defined that we are going to use up to a maximum of 900 Mass for our ship, and that it is going to be a SIZ 5 Protected Cruiser with Command Cost 2. That gives us our initial stats -- now to add equipment!
Before we do that, however, let's give our new ship class a name. I'll call it a Columbus-class, since Jay and I were just in Columbus last week for Origins 2009. That way we have a friendly name to refer to our carrier class as for the remainder of this write up.
As our first equipment purchase, let's buy some Command equipment for our carrier. Command costs 40 Mass at TL 0, and we are at TL 3, so our cost is 40 x 0.87^3 = 27 Mass per point. Traditionally in VBAM, we try to give units a Command Rating that is equal to three times its Command Cost. Therefore, let's give the Columbus-class a Command Rating of 6, at a Mass Cost of 27 x 6 = 162 Mass. Wow! That's a lot of Mass! It's expensive, too, when you stop and consider that it also represents a cost of 1.62 EP. If we end up running low on Mass later, we could always reduce ourselves to Command 5.
Next, let's add some Defense Rating to the Columbus. Units don't *have* to have Defense equipment installed, but any unit with a Defense Rating of 0 are destroyed with their first point of damage, so players are strongly encouraged to beef up their units accordingly. The Columbus is going to be a fairly passive unit, but it needs to be able to survive in order to support its fighter flights. Our current Defense tech level is 3 and Defense's base cost is 50, so Defense currently costs us 50 x 0.87^3 = 33 Mass per point, and we have 738 Mass remaining after purchasing Command Rating. For right now, we'll purchase 7 Defense for this ship, at a cost of 231 Mass. That leaves us with 507 Mass remaining for other systems.
Speaking of other systems, we probably should put some Engines on the Columbus! Engines cost Unit Size x 20, and we have TL 2 in that field. That gives us a Mass Cost of (5 x 20) x 0.87^2 = 76. Ouch! This carrier is not going to be a speed demon. We can probably put 2 Engines onboard and still have enough space left over for its carrier duties and some guns, so let's do that. That costs 152 Mass, and brings our available Mass down to 355.
Before we go any further, let's add Carrier Rating to our carrier (kind of important!). Carrier has a Mass Cost of 30, and we have TL 3 in the field. That gives us a Mass Cost of 30 x 0.87^3 = 20 Mass each. Now, in Second Edition, flight units can take up a variable amount of basing capacity, so the higher the Columbus' Carrier Rating, the more versatility we will have when it comes to assigning fighters to it later. In our case, though, we are running out of Mass on this hull... so let's add 10 Carrier Rating to the ship, costing 200 Mass. We have 155 Mass left to spend.
The Columbus currently looks like this: Defense 6, Engines 2, Command 6, Carrier 10.
It would be nice to put some guns on this carrier, so that it could at least try to defend itself. Anti-Ship costs us 50 x 0.87^4 = 29, and Anti-Fighter costs us 50 x 0.87^3 = 33. We could add 3 Anti-Ship and 2 Anti-Fighter to this hull, for a total Mass Cost of 153. That brings the Columbus' total Mass to 898.
Let's call it quits at this point. The final ship's stats are: Defense 6, Engines 2, Command 6, Anti-Ship 3, Anti-Fighter 2, Carrier 10.
Now, this ship lacks several other key components (Endurance for cruising range, Sensors for detection, etc.), and it also doesn't have an FTL drive... so it is stuck at home. Oops! That last one is a bit of an oversight. At FTL TL 1, each points costs us 100 x 0.87^1 = 87 Mass. We could add FTL 1 to the Columbus by gutting a few of its other systems: -1 Command (+27), -2 Carrier (+40), and -1 Anti-Ship (+29) give us 96 Mass, enough to pay for FTL 1 with 9 Mass left over.
The Columbus' total Mass should now be 889, and these are its stats: Defense 6, Engines 2, FTL 1, Command 5, Anti-Ship 2, Anti-Fighter 2, Carrier 8.
That's not bad for a sub-par protected cruiser hull! A few tech advances and we would be able to build an even better ship for less.
Now for the ship's other stats:
Construction Cost: 9 EP
Maintenance Cost: 0.49
Completion Time: 7 Turns
And, just for giggles, let's say we were also designing a SIZ 1 Light Fighter to be berthed aboard this Carrier. SIZ 1 Flights have a Maximum Mass of 50, which means that, well, they can't do much. In that 50 Mass we could just insert 1 Anti-Ship (29 Mass) and 1 Engine (all flights are considered to be SIZ 1 for Engine costs, so that is 20 x 0.87^2 = 16), for a total of 45 Mass.
I still have to get Flight costs locked down, but it likely that each of these Light Fighters could cost 1/3 to build (1 EP per 3 Flights), and their Maintenance Costs would be in the region of 0.05. Completion Time is 1 Turn, as they are SIZ 1, and because they are SIZ 1 each Light Fighter occupies a single point of Carrier Rating -- the Columbus could carry 8 of them.
-Tyrel