Possible Improvements to an ISD
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Id replace the TIE fighterds and interceptors with defenders, and id take out two squandrons of them so thered be 3 squads of TIE defenders, then id increase the one squandron of bombers to three, to add some real fire power.
As to the actual ISD id bury the command tower into the armor, and turn those heavy dorsal turrets into a composite beam weapon, like on the gunships from AOTC. Id add more pint defence light TLs, and place a mine layer in the back (wiht the highest yield ones i could get).Id also add some concussion missle laucnhers for anit-gunship defence. And proabbale have back-up shield generators liek mon cals
As to the actual ISD id bury the command tower into the armor, and turn those heavy dorsal turrets into a composite beam weapon, like on the gunships from AOTC. Id add more pint defence light TLs, and place a mine layer in the back (wiht the highest yield ones i could get).Id also add some concussion missle laucnhers for anit-gunship defence. And proabbale have back-up shield generators liek mon cals
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ISD-interception type
Remove ALL ground related vehicles and personnel, replacing them w/various TIE squadrons. Beef up the engines
ISD-bombardment type
Remove all ground forces and half of the TIE squadrons. Insert generators and add more guns, spaced around the hull.
ISD-heavy assault type
Remove all hangar space except for a few shuttles. Add lots of armor and shielding. Move bridge to a central location and add various weapons around the hull.
Remove ALL ground related vehicles and personnel, replacing them w/various TIE squadrons. Beef up the engines
ISD-bombardment type
Remove all ground forces and half of the TIE squadrons. Insert generators and add more guns, spaced around the hull.
ISD-heavy assault type
Remove all hangar space except for a few shuttles. Add lots of armor and shielding. Move bridge to a central location and add various weapons around the hull.
JADAFETWA
Naah, its kinda nice having real windows, assuming that you're against targets that can't hurt you. Granted, it does tend to attract crashing fighters...Grand Admiral Thrawn wrote:Let's see, a big "SHOOT ME" target, blocks the field of fire for the guns, yes.General G wrote:Am i the only one who likes having the bridge in the tower ?
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1)Eliminate the conning tower.The bridge should be placed inside the hull,in
order to be more protected.
2)Place four of the eight heavy turbolaser turrets under the hull and make so that all eight have a good arc of fire forward.
3)Put the weapons under computers control.The computers should be able to fire without central coordination should the need arise.
4)Increase the level of automation,reducing the need of personnel.
order to be more protected.
2)Place four of the eight heavy turbolaser turrets under the hull and make so that all eight have a good arc of fire forward.
3)Put the weapons under computers control.The computers should be able to fire without central coordination should the need arise.
4)Increase the level of automation,reducing the need of personnel.
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I'll keep most of it, but I want backup shield generators.
And I will most definitly move the bridge further downwards, I'll mount proton and concussion missile launchers on the bridge tower also, it's a great place for those weapons since they can reach almost anywhere and require little power, I will also add some extra small autotargetting SWICS turrets there.
I will also add another two double HTL's on the underside of the ISD to make it a less liked weakspot, the proximity of the reactor shouldn't make it too hard to power.
More autotargetting SWICS guns scattered over the ISD around too.
And I will most definitly move the bridge further downwards, I'll mount proton and concussion missile launchers on the bridge tower also, it's a great place for those weapons since they can reach almost anywhere and require little power, I will also add some extra small autotargetting SWICS turrets there.
I will also add another two double HTL's on the underside of the ISD to make it a less liked weakspot, the proximity of the reactor shouldn't make it too hard to power.
More autotargetting SWICS guns scattered over the ISD around too.
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Re: Since you want to hear them, Commando
In Before the Storm a NR SD's shields actually melted too unlike ISD shields who will burn out a couple of boards that can be replaced in minutes and the shields will be back att fullpower.Kazuaki Shimazaki wrote:You will notice that New Republic ships often manage to match ISDs even with a much smaller hull. If we assume it isn't major tech advancement, the only thing left is that they paid for it. With what? With their consumable life. Notice how they only have perhaps 2 years or so (the DSD runs for FIVE MONTHS) rather than the 6 of ISDs. I suspect it really isn't all only the reduced space (which is compensated for by less personnel and equipment), it is also because they run closer to the edge, reducing the time they can safely go out before the reactor needs to be looked at.
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SirNitram wrote:As to the question, 'Am I Sure I Want To Send That Much Power Up', the answer is yes.
A spinal superlaser mount will be dangerous, and cut into usable volume.. This proposed ISD is in serious danger of not having enough space as-in, and will probably need to ditch most of it's army contingent. This pop-up one means that, while it is exposed, a concentrated attack to disable it does not cripple the rest of the ship.
The power-draw is a major problem, but if nothing else we can cut the service life. These would not be ISD's in the main sense, but a HWP to join them for cracking hard targets.
I might even sacrifice some of it's fighter loadout for more reactor space, since this is a ship designed to have heavy support at all times.
A spinal mount superlaser I would put on the underside, I would make it a separate construction with specific access ports and such on the thing, power and data transfer and personell transfer and such, all nice and modular that I can easily dock with the ISD, on the ship I will create those ports too, so I can easily attach or re-attach it if needed, for say like maintenance.
I will also put it's own autotargetting SWICS guns on it and a couple oh heavy turbolaser turrets to make up for the weaker firepower down there.
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I'd disregard the bridge tower completely and instead add an additional terrace. on top of this, two HTL turrets will be mounted, and on the underside, 6 more heavy TL.
However, more heavy weapons require more power, that means a more powerful, larger reactor.
The larger reactor will consume more space, which can be freed by removing the small secondary hangar.
The main hangar will be equipped with a large heavily armored door so that it won't be vulnerable in the event of a shield failure.
However, more heavy weapons require more power, that means a more powerful, larger reactor.
The larger reactor will consume more space, which can be freed by removing the small secondary hangar.
The main hangar will be equipped with a large heavily armored door so that it won't be vulnerable in the event of a shield failure.
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Kazuaki Shimazaki:
I guess you're right about everything. Except I thought that the ISD had TIE Bombers and Assault Gunboats onboard already? Each one is better suited for different situations, right? The Assault Gunboats have bigger payloads and shields. But they lack speed and agility, unlike the TIE Bomber. Or are the Assault Gunboats really faster? I remember in X-Wing Alliance that the Gunboats were slower and less agile. I'm not sure how accurate the game is, but it seems to me that it was pretty realistic in ships' general characteristics. lol But the TIE Defender is better in every respect compared to the other TIEs, which is why I'd completely replace them.
Mr. Bean:
Now that I looked at the SWTC (Star Wars Technical Commentaries) for proof that the globes are sensor globes and not shield generators, I agree. lol
I guess you're right about everything. Except I thought that the ISD had TIE Bombers and Assault Gunboats onboard already? Each one is better suited for different situations, right? The Assault Gunboats have bigger payloads and shields. But they lack speed and agility, unlike the TIE Bomber. Or are the Assault Gunboats really faster? I remember in X-Wing Alliance that the Gunboats were slower and less agile. I'm not sure how accurate the game is, but it seems to me that it was pretty realistic in ships' general characteristics. lol But the TIE Defender is better in every respect compared to the other TIEs, which is why I'd completely replace them.
Mr. Bean:
Now that I looked at the SWTC (Star Wars Technical Commentaries) for proof that the globes are sensor globes and not shield generators, I agree. lol
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TIE Bombers versus Assault Gunboats
Supposedly the Assault Gunboat is faster, according to the RPG (8 to 6), and the RPG is generally rated higher than a computer game (it is debated whether a computer game is acceptable evidence at all - Saxton says yes, ASVS says no and so on). Computer game stats also say it is faster in accelerating too.
I'm not sure about AGILITY, but you know that a bomber in general is very hard pressed to beat a fighter in the maneuverability game. You even get a hyperdrive, which is a huge advantage for your money, and allows your bombers to go off with your fighters for long-range strikes.
TIE Interceptors have been modded with hyperdrives before, but the sources disagree on whether significant maneuverability has been lost, and I've never heard of such a provision for a TIE Bomber.
They have both in the hangars now, but I suspect that the Assault Gunboats are a lot more popular. Even after their shields are down, they are supposed to have extra survivability features that allow them to survive a glancing blow and regain control.
Issue is money, I guess, for the Imps
I'm not sure about AGILITY, but you know that a bomber in general is very hard pressed to beat a fighter in the maneuverability game. You even get a hyperdrive, which is a huge advantage for your money, and allows your bombers to go off with your fighters for long-range strikes.
TIE Interceptors have been modded with hyperdrives before, but the sources disagree on whether significant maneuverability has been lost, and I've never heard of such a provision for a TIE Bomber.
They have both in the hangars now, but I suspect that the Assault Gunboats are a lot more popular. Even after their shields are down, they are supposed to have extra survivability features that allow them to survive a glancing blow and regain control.
Issue is money, I guess, for the Imps
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Wait, is this the "current" Empire, as in the EU against the Vong or is this still during the Galactic Civil War? (Before RotJ...around then...)
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Mounting a scaled-down superlaser without creating structural weakness may be possible, but you will have to make tradeoffs.His Divine Shadow wrote:SirNitram wrote:As to the question, 'Am I Sure I Want To Send That Much Power Up', the answer is yes.
A spinal superlaser mount will be dangerous, and cut into usable volume.. This proposed ISD is in serious danger of not having enough space as-in, and will probably need to ditch most of it's army contingent. This pop-up one means that, while it is exposed, a concentrated attack to disable it does not cripple the rest of the ship.
The power-draw is a major problem, but if nothing else we can cut the service life. These would not be ISD's in the main sense, but a HWP to join them for cracking hard targets.
I might even sacrifice some of it's fighter loadout for more reactor space, since this is a ship designed to have heavy support at all times.
A spinal mount superlaser I would put on the underside, I would make it a separate construction with specific access ports and such on the thing, power and data transfer and personell transfer and such, all nice and modular that I can easily dock with the ISD, on the ship I will create those ports too, so I can easily attach or re-attach it if needed, for say like maintenance.
I will also put it's own autotargetting SWICS guns on it and a couple oh heavy turbolaser turrets to make up for the weaker firepower down there.
If you install such a power consuming device on you ship, you will have to pay, even if you enhance the main reactor. Perhaps after you fired the thing the ship's weapons and shields will be powerless for a certain period of time?
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first, build this bitch from the keel up in a shipyard
Take out about 8000 stormtroopers, minimum.
Look into Katana fleet scale automation, which would reduce crew requirements by at least half.
Keep the existing small craft complement, replaced with tie defenders and scimitar assault bombers, but take out the extra space that lets a star destroyer engulf a corvette.
Use all of the crew space that is no longer required to mount additional power generators, shields, and backup shields.
Mount planetary defence scaled ion and turbolaser cannons on the hull.
If possible, install shielding at least equal to that which protected the rebel base on Hoth.
Increase armor thickness.
If I am too powerful for my own good, and have an unlimited budget, construct the hull out of the armor used on the sun crusher.
Since I am not that powerful, and have nowhere near that budget, try for the alloy they used on the Eclipse.
Regardless, paint the ship black.
Have launchers for seismic charges all over the ship for area defense against fighters.
Use cluster traps for close in defense against fighters if the shields have been knocked down.
Install a full cloaking device, but also have heavily stealthed sensor probes that can be extended just past the cloaking envelope to take readings, then be retracted to provide the crew with usable information.
Install computer cores built by my people to my specifications, so that the emperor, his highest ranking agents, and any schmuck who happens to have discovered the master override can not take over my ship at will.
Finally institute standing orders that the ship is to make an immediate strategic withdrawal if Rogue Squadron or Grand Admiral Thrawn are ever detected among the opposition, For The Scriptwriter Is On Their Side.
Take out about 8000 stormtroopers, minimum.
Look into Katana fleet scale automation, which would reduce crew requirements by at least half.
Keep the existing small craft complement, replaced with tie defenders and scimitar assault bombers, but take out the extra space that lets a star destroyer engulf a corvette.
Use all of the crew space that is no longer required to mount additional power generators, shields, and backup shields.
Mount planetary defence scaled ion and turbolaser cannons on the hull.
If possible, install shielding at least equal to that which protected the rebel base on Hoth.
Increase armor thickness.
If I am too powerful for my own good, and have an unlimited budget, construct the hull out of the armor used on the sun crusher.
Since I am not that powerful, and have nowhere near that budget, try for the alloy they used on the Eclipse.
Regardless, paint the ship black.
Have launchers for seismic charges all over the ship for area defense against fighters.
Use cluster traps for close in defense against fighters if the shields have been knocked down.
Install a full cloaking device, but also have heavily stealthed sensor probes that can be extended just past the cloaking envelope to take readings, then be retracted to provide the crew with usable information.
Install computer cores built by my people to my specifications, so that the emperor, his highest ranking agents, and any schmuck who happens to have discovered the master override can not take over my ship at will.
Finally institute standing orders that the ship is to make an immediate strategic withdrawal if Rogue Squadron or Grand Admiral Thrawn are ever detected among the opposition, For The Scriptwriter Is On Their Side.
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Someone earlier made an excellent point. Keep the ISD the way it is and instead start designing dedicated vessels built on the ISD hull, carrier variants, planetary bombardment variants, fleet killer variants, planetary assault variants, etc.
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Not without a Force-users manning the turbolasers turrets or steering it. SW cloaks renders a ship completely blind to the outside world. Or maybe stick a parascope out and pray no one notices itMr Bean wrote:Also built in cloaking Device and adding another squadren of bombers in the hanger
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1.Add more power to bridge shields...
2.Keep the Bridge at the tower and put automated laser cannons all around to shoot down enemy warheads and incoming fighters.
3.Add a small sensor dome behind the SD so there will be no more blind spots there.
4.Back-up shield Generators
Cyaround,
Jason
2.Keep the Bridge at the tower and put automated laser cannons all around to shoot down enemy warheads and incoming fighters.
3.Add a small sensor dome behind the SD so there will be no more blind spots there.
4.Back-up shield Generators
Cyaround,
Jason
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I doubt there would by any structural weaknesses from creating a few ports to attach to, and why would it work like that? Thats a quite unfeasible idea, due to laws of physics, I mean how on earth could it draw more energy than is generated?Cpt_Frank wrote:Mounting a scaled-down superlaser without creating structural weakness may be possible, but you will have to make tradeoffs.
If you install such a power consuming device on you ship, you will have to pay, even if you enhance the main reactor. Perhaps after you fired the thing the ship's weapons and shields will be powerless for a certain period of time?
No, it would work as I would have capacitor banks on it that I would feed power from the reactor, even during non combat situations, so I always have one 100% shot ready, or say after I fired such a shot I could siphon the reactor power heading for the HTL batteries on the side that is currently not going to fire a broadside into the SL and fire a single shot worth 64 HTL's
I ofcourse would have a focusing dish to allow for off-axis firing.
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I didn'T mean it'll draw more energy than generated. I meant it would not only require all reactor energy but also drain the backup batteries (assuming such a system exists).His Divine Shadow wrote:I doubt there would by any structural weaknesses from creating a few ports to attach to, and why would it work like that? Thats a quite unfeasible idea, due to laws of physics, I mean how on earth could it draw more energy than is generated?Cpt_Frank wrote:Mounting a scaled-down superlaser without creating structural weakness may be possible, but you will have to make tradeoffs.
If you install such a power consuming device on you ship, you will have to pay, even if you enhance the main reactor. Perhaps after you fired the thing the ship's weapons and shields will be powerless for a certain period of time?
No, it would work as I would have capacitor banks on it that I would feed power from the reactor, even during non combat situations, so I always have one 100% shot ready, or say after I fired such a shot I could siphon the reactor power heading for the HTL batteries on the side that is currently not going to fire a broadside into the SL and fire a single shot worth 64 HTL's
I ofcourse would have a focusing dish to allow for off-axis firing.
A superlaser shot with the energy of 64 htls isn't that 'super' by SW standards. Nonetheless, it'd be an interesting design. But I think it'll be difficult to realise.
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One would have to design it as such then, wich would be bad design from the get-go, I intent to simply have it siphon surplus energy or capacity from the reactor, or reroute power from other weapons.Cpt_Frank wrote:I didn'T mean it'll draw more energy than generated. I meant it would not only require all reactor energy but also drain the backup batteries (assuming such a system exists).
A superlaser shot with the energy of 64 htls isn't that 'super' by SW standards. Nonetheless, it'd be an interesting design. But I think it'll be difficult to realise.
And a single shot worth 64 HTL's is enough to blow any ship short of an ISD out of the water and it will bring down one shield section on an ISD with a good shot too.
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