FTA3 Ship Design

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Ship Design

Bonus Stacking

Where additive (or subtractive) and multiplicative bonuses from doctrines and quirks stack, they always resolve in the order that is least beneficial. Example: “Mahanian Might” reduces the weight of Cruisers by 2. “Forager” “[weight is] counted as halved when deployed on Piracy and Commerce Protection [...]”. So, a CL (normal weight 12) under the effect of both, would be reduced to 5 effective weight (12 - 2)/2, not 4 ((12/2)-2.

Different Tech Levels

A higher TL ship is roughly twice as effective, overall, as a ship of a lower tech level, four times as effective as a ship two Tech Levels lower, and so on. When ships are built, their overall HP and attacks are modified by the TL multiplier below, and rounded as normal:

TL6: Sqrt(2) = (1.414213562…)
TL5: 1
TL4: Sqrt(½) = (0.7071067812…)
TL3: Sqrt(¼) = .5

Example: a ‘standard gunfight’ CA has 161 HP and it’s attacks do 6 base damage. If it was TL4, then it’s final HP would be ( 161 * sqrt(½) = 113.84 -> ) 114 and it’s base attacks would do (6 * sqrt(2) = 4.24… ->) 4 damage.

Prototyping

You don’t just go directly from a computer model of a ship to building hundreds of them in the shipyard. The first ship(s) of a class always costs more. In addition to the normal construction price, the first ship(s) of a class costs an additional 1 R&D, $100, and 10 DI. Developing the prototype of a ship class requires no extra time, once you pay the prototype cost, you can immediately start construction of any number of ships of that class. Note that you have to build at least one.

Quirks

Sometimes, when you build the first ship of a class, everything goes to plan. Due to spooky interactions between the design of specialist ship hulls, the high iron union, and sacrifices made long ago to strange Gods, ship classes based on specialist hulls never develop quirks. Neither do Star Bases. But, for a class based on a normal hull, when the first ship(s) of a class are completed, roll a d12 and consult the quirk table:

1: Costly to build: Increase $ and DI cost by 10%
2: Slow to build: Ships require an extra quarter to complete
3: Ship gains the Yard Queen trait.
4: Ship gains the Supply Hog trait.
5-8: No quirk of note
9: Ship gains the Thrifty trait.
10: Roll a D10 and gain one of the following Traits: 1: Small 2: Large 3: Subhunter 4: Nimble 5: Flak 6: Forager 7: Deniable 8: SCIENCE! 9: Show the Flag 10: Pick One
11. Ship gains the Long Legs trait.
12: Inexpensive to build: Decrease $ and DI cost by 10%

Where the cost of the ship changes, you are either charged for the budget overruns in the budget year the newly completed ships roll off the assembly line, or refunded the budget surplus.
The possibility of budget overruns, or finding out that the new design is a lemon is part of the reason why only a few of the new ship class are constructed in the first production run.
If you decide you don’t want a rolled quirk for a ship, you may pay 1 R&D or Military token and $1000 to “buy it off”. This process is instant (and represents working out the issues during prototyping and construction or whatever) Stacking Modules
There is only so much armor or guns you can affix to a ship before diminishing returns begins to be a factor. Every time, after the second, you increase a stackable module it doubles the module cost, the second costs one and the third two, slotless modules do not count for this purpose. So, in total, 2 modules would take 2 module slots, 3 modules would take 4 slots, and 4 modules would take 8 slots. Certain modules are one-offs however and do not gain benefit from being multiples. The modules that can be stacked are labeled with an (M).

Note that this stacking penalty only applies to the modules fitted in the ‘module slots’ of the ship hull (referred to as ‘picked modules’). Some doctrines or other things add a slotless (X) module to a ship. Slotless modules do not interact with stacking penalties.

Ship Hulls

Standard Escort Hulls

Escort Carrier (CVE)
Tram Span: Escort
Speed: 3
Modules: 3
Weight: 12
HP: 60
Protection: 7
Avoidance: 11
Attacks: 4
Damage: 4
Hangars: 3
Base Traits:
Hull Base Modules:
$ Cost: $80
DI Cost: 20
Time: 1 year

Escort Division (DE)
Tram Span: Escort
Speed: 3
Modules: 3
Weight: 6
HP: 35
Protection: 7
Avoidance: 13
Attacks: 4
Damage: 5
Hangars: 0
Base Traits:
Hull Base Modules: Point Defense Battery Network, Torpedo Bay
$ Cost: $55
DI Cost: 15
Time: 1 year

Frigate (FF)
Tram Span: Escort
Speed: 3
Modules: 3
Weight: 8
HP: 50
Protection: 7
Avoidance: 11
Attacks: 4
Damage: 5
Hangars: 0
Base Traits:
Hull Base Modules: STAG
$ Cost: $65
DI Cost: 15
Time: 1 year

Specialist Escort Hulls

(S) Fast Attack Craft Division (FAC)
Tram Span: Escort
Speed: 3
Modules: 2
Weight: 6
HP: 35
Protection: 7
Avoidance: 13
Attacks: 4
Damage: 4
Hangars: 0
Base Traits: Stand Off (Full), No Jump Drive
Hull Base Modules:
$ Cost: $45
DI Cost: 12
Time: 1 year

(S) Merchant Cutter (QF)
Tram Span: Escort
Speed: 3
Modules: 3
Weight: 10
HP: 50
Protection: 7
Avoidance: 8
Attacks: 4
Damage: 4
Hangars: 0
Base Traits: Q-Ship
Hull Base Modules:
$ Cost: $65
DI Cost: 20
Time: 1 year

(S) Orbital Combat Ship (LST)
The need to take the fight downwell of gravity often demands an aggressively agile ‘streetfighter’ that can bring crucial mission capabilities into the risky environment of a contested orbit. Accordingly some naval architects independently converge on a large escort with a disproportionate emphasis on sprint speed, aerodynamic hull shape, and support capabilities for espatiers or landing forces – at the cost of armament. Such characteristics incidentally make them well suited for anti-piracy patrol…or privateering.
Tram Span: Escort
Modules: 2 + Slotless Landing Force and Slotless Boarding Module
Speed: 3
Logistics Weight: 10
Hit Points: 50
Protection: 7
Avoidance: 14
Base Attack: 3
Base Damage: 4
Traits: Orbital Support, Aquatic
Base Cost: $70 & 12 DI
Construction Time: 1 Year

(S) Prowler (DDC)
Tram Span: Escort
Speed: 3
Modules: 2
Weight: 10
HP: 35
Prot: 6
Avoid: 9
Attacks: 4
Damage: 5
Traits: Deep Cloak
Base Cost: $140 & 35 DI
Construction Time: 1 Year

(S) Sloop (DDS)
Tram Span: Escort
Speed: 3
Modules: 4
Weight:10
HP: 70
Protection: 7
Avoidance: 10
Attacks: 4
Damage: 5
Hangars: 0
Base Traits: Expeditionary, Quantum Tunneler
Hull Base Modules: Lab Complex
$ Cost: $135
DI Cost: 30
Time: 1 year

(S) Superfrigate (DDL)
Tram Span: Escort
Speed: 3
Modules: 4
Weight: 10
HP: 80
Protection: 8
Avoidance: 11
Attacks: 6
Damage: 5
Hangars: 0
Base Traits: Subhunter
Hull Base Modules:
$ Cost: $115
DI Cost: 30
Time: 1 year

Standard Cruiser Hulls

Heavy Cruiser (CA)
Tram Span: Cruiser
Speed: 2
Modules: 6
Weight: 16
HP: 115
Protection: 10
Avoidance: 9
Attacks: 7
Damage: 6
Hangars: 0
Base Traits: Protect, Long Legs (1)
Hull Base Modules:
$ Cost: $175
DI Cost: 45
Time: 2 years

Light Carrier (CVL)
Tram Span: Cruiser
Speed: 2
Modules: 4
Weight: 18
HP: 135
Protection: 10
Avoidance: 9
Attacks: 4
Damage: 5
Hangars: 5
Base Traits:
Hull Base Modules:
$ Cost: $200
DI Cost: 50
Time: $2 years

Light Cruiser (CL) Tram Span: Cruiser
Speed: 2
Modules: 4
Weight: 12
HP: 80
Protection: 8
Avoidance: 10
Attacks: 5
Damage: 6
Hangars: 0
Base Traits: Long Legs (2)
Hull Base Modules: Secondary Batteries
Construction Cost: $105 & 25 DI
Build Time: 2 years

Support Ship (APD) Tram Span: Cruiser
Speed: 2
Modules: 2
Weight: N/A (Supports 100 weight of units)
HP: 60
Protection: 5
Avoidance:5
Attacks: 2
Damage: 3
Hangars: 0
Base Traits: Auxiliary
Hull Base Modules:
Construction Cost: $150 & 40 DI
Build Time: 2 years

Specialist Cruiser Hulls

(S) Arsenal Ship (AS) Tram Span: Cruiser
Speed: 2
Modules: 6
Weight: 16
HP: 85
Protection: 9
Avoidance: 8
Attacks: 10
Damage: 6
Hangars: 0
Base Traits: Stand-Off (Full)
Hull Base Modules:
Construction Cost: $175 & 45 DI
Build Time: 2 years

(S) Explorer (ENT)
Tram Span: Cruiser
Speed: 2
Modules: 6
Weight: 20
HP: 175
Protection: 10
Avoidance: 9
Attacks: 8
Damage: 8
Hangar: 0
Base Traits: Expeditionary
Hull Base Modules: Diplomacy Suite, Fold Drive, Lab Complex
$ Cost: $300
DI Cost: 60
Time: 2 years

(S) Gravity Interdictor, Auxiliary (AGI)
Tram Span: Cruiser
Speed: 2
Logistics Weight: N/A (Supports 100 weight of units)
Hit Points: 60
Protection: 5
Avoidance: 5
Base Attacks: 2
Base Damage: 3
Base Traits: Interdictor, Auxiliary
Base Cost: $200 & 60 DI
Construction Time: 2 Years

(S) Gravity Interdictor, Combat (CGI)
Tram Span: Cruiser
Speed: 2
Modules: 6
Weight: 20
HP: 150
Prot: 9
Avoid: 9
Attacks: 8
Damage: 7
Hangars: 0
Base Traits: Interdictor
Hull Base Modules:
Construction Cost: $300 & 90 DI
Time 2 years

(S) Hunter-Killer (HK)
Tram Span: Cruiser
Speed: 2
Modules: 4
Weight: 16
HP: 50
Prot: 8
Avoid: 9
Attacks: 6
Damage: 7
Base Traits: Deep Cloak
Construction Cost: $200 & 50 DI
Build Time: 2 Years

(S) Merchant Cruiser (QC)
Tram Span: Cruiser
Speed: 2
Modules: 6
Weight: 16
HP: 100
Protection: 9
Avoidance: 6
Attacks: 6
Damage: 6
Hangars: 0
Base Traits: Q-Ship
Hull Base Modules:
Construction Cost: $145 & 50 DI
Build Time: 2 years

(S) Spinal Cruiser (CSG)
Tram Span: Cruiser
Speed: 1
Modules: 4
Weight: 20
HP: 125
Prot: 11
Avoid: 8
Spinal: 1x120
Attacks: 0
Damage: 4
Hangars: 0
Base Traits: Protect, Spinal Mount
Hull Base Modules:
Construction Cost: $270 & 70 DI
Build Time: 2

(S) Spinal Lancer (CLSG) Someone threw a pretty big hissy fit at slow spinal mount cruisers, though they fill sorta hole in cruiser line up better. So this light cruiser, fast, version is probably balanced too. Tram Span Cruiser Speed: 3 Modules 3 Weight 12 HP 75 Prot 8 Avoid 10 Spinal 1x80 Attacks 0 Damage 4 Hangars 0 Base Traits: Spinal Mount Hull Base Modules: $ Cost 155 DI Cost 40 Time 2 (S) Strike Cruiser (CN) More warship leaning than an ENT, and if fitted out as an Explorer, will probably lose to an ENT fitted with guns, as ENT get more (relevant) free modules. But if you'd prefer your fold drive ships to just fight, then CN is the hull for you. CN and ENT got a pretty big buff, since they can’t be mass produced. Tram Span: Cruiser Speed: 2 Modules: 6 Weight: 20 HP: 150 Protection: 10 Avoidance: 9 Attacks: 10 Damage: 9 Hangars: 0 Base Traits: Show the Flag, Expeditionary Hull Base Modules: Fold Drive $ Cost: $300 DI Cost: 60 Time: 2 years

Standard Capital Hulls

Battlecruiser (BC) If you have capital tramlines available, and want to send out ships to wreck things, BC is one of best hulls to do that. Free speed makes it competitive in mobile battles too Tram Span: Capital Speed: 2 Modules: 8 Weight: 26 HP: 220 Protection: 10 Avoidance: 9 Attacks: 8 Damage: 10 Hangars: 0 Base Traits: Hull Base Modules: Additional Sublight Engines $ Cost: $315 DI Cost: 90 Time: 3 years

Battleship (BB) The pinnacle of being able to fight and still move around. It's only its low speed and high weight that holds it back from dominating over the BC. But if you don't care about either of those things, buy BB instead. Tram Span: Capital Speed: 1 Modules; 8 Weight: 33 HP: 320 Protection: 13 Avoidance: 6 Attacks: 8 Damage: 12 Hangars: 0 Base Traits: Protect Hull Base Modules: $ Cost: $430 DI Cost: 120 Time: 3 years

Fleet Carrier (CV) Notes: full sized carriers, but more big pre-ww2 carrier than post WW2 carrier. For that, you'd want a super-carrier. Tram Span: Capital Speed: 1 Modules: 6 Weight: 26 HP: 200 Protection: 10 Avoidance: 9 Attacks: 4 Damage: 5 Hangars: 9 Base Traits: Hull Base Modules: $ Cost: $330 DI Cost: 90 Time: 3 years

Starbase (SB) Star bases can’t gain quirks, just like specialist hulls. Tram Span: N/A Speed: 0 (Can’t be increased) Modules: 8 Weight: 25 HP: 400 Protection: 14 Avoidance: 6 Attacks: 12 Damage: 12 Hangars: 6 Base Traits: Hull Base Modules: $ Cost: $500 DI Cost: 120 Time: 3 years

Specialist Capital Hulls

(S) Gatepuncher (GPB)
Tram Span Capital
Speed: 1
Modules 8
Weight 33
HP 320
Prot 12
Avoid 6
Attacks 8
Damage 12
Hangars 0
Base Traits Gatepuncher
Hull Base Modules
$ Cost 530
DI Cost 180
Time 3

(S) Space Control Ship (LHD)
Designed to dominate the orbitals over a heavily defended planet, an SCS can drop multiple brigades onto a planet’s surface and support them from orbit with command & control and ortillery fire
Tram Span: Capital
Speed: 1
Modules: 6 + 2 Slotless Landing Force
Logistics Weight: 36
Hit Points: 350
Protection: 12
Avoidance: 6
Base Attacks: 6
Base Damage: 8
Hangars: 4
Traits: Orbital Support
Base Cost: $400, 100 DI
Construction Time: 3 Years

(S) Strike Carrier (CVA)
Tram Span: Capital
Speed: 1
Modules: 6
Weight: 26
HP: 200
Protection: 10
Avoidance: 9
Attacks: 4
Damage: 10
Hangars: 6
Base Traits:
Hull Base Modules: Magnum Catapult
$ Cost: $350
DI Cost: 95
Time: 3 years

(S) Supercarrier (CVB)
Tram Span: Capital
Speed: 1
Modules: 6
Weight: 33
HP: 290
Protection: 13
Avoidance: 6
Attacks: 4
Damage: 6
Hangars: 12
Base Traits:
Hull Base Modules: Point Defense Battery Network
$ Cost: $475
DI Cost: 130
Time: 3 years