Topic: Size matters not

Designing some ships, I'm struck by the very weak correlation between ship size and CR. Both of these are the same size (and waste little space):

(198) Haymaker-class frigate
Hull: 6 5 4 3 2 1                  
Engines: 5 5 4 3 2 1                  
Shields: 4 4 3 2 2 1                  
Weapons:
1:YZ 2:YZ 3:YZ 4:YZ 5:YZ 6:Z
Y: Medium Lasers: 2/4/6, 1/3+/1/1
Range-Based IMP
[G][G][G][G][G] 
Z: Light Lasers: 1/2/3, 1/3+/1/1
Range-Based IMP
[ACE][ACE][ACE][BDF][BDF][BDF] 
Special: Hyperdrive; Countermeasures; Armor Plating

(400) Stalwart-class destroyer
Hull: 6 5 4 3 2 1                  
Engines: 1 1 1 1 1 1                  
Shields: 5 5 4 3 2 1                  
Weapons:
1:X2Z 2:X2Z 3:X2Z 4:2Z 5:2Z 6:2Z
X: Heavy Lasers: 3/6/9, 1/3+/1/1
Range-Based IMP
[G][G][G] 
Z: Light Lasers: 1/2/3, 1/3+/1/1
Range-Based IMP
[ACE][ACE][ACE][ACE][ACE][ACE][BDF][BDF][BDF][BDF][BDF][BDF] 
Special: Hyperdrive; Carrier (84); Countermeasures; Armor Plating

Do other people tend to pick a size and cram it full of equipment, aim for a particular CR value, or what? Do you have a lot of empty space in your ships?

Re: Size matters not

I go for CR Value personally
For my Tech 0 ships, Destroyers cost 300, Cruisers 600, Battleships 900, Cannons 150, Missile Carriers 750, its easier for me to make my ships cost one particular template.

Re: Size matters not

I tend to go for the pick a ship size and put as much onboard as I can. Carriers always cost more--the first generation u'Lakor'ai torpedo cruisers cost much more than their equivalent Ilnaari cruisers. However, I always try and keep a particular feel to them. If I reach the desired result (maybe I wanted a small carrier presence with a few heavy weapons and several weapon turrets along the sides) and have a few SUs, even enough for another light weapon mount, I won't install one as I've got the feel of the ship.

Re: Size matters not

depends.

If I'm running a convention game, I pick one big ship two small ships per person, generally.  then I'll stay away from ships with lots of special abilities. Just easier to teach that way.

Noel ran an awesome campaign a couple years ago where the ships were designed by someone else and I had to figure out the best way to fight... turns out it was the fighters that won that campaign (big surprise there)

My personal tastes run to the eclectic so I'll build theme fleets but most times I fill up the ship and see what happens to the CR.

If you think about it tho, it's not too odd that you'll have the same amount of hull and one will be much higher CR than the other.  those 1/2/3 weapons don't have much oomph, at least not versus the 3/6/9 weapons, you've got a ton more firepower at 9 hexes than 3...but I'm sure you've considered that...so yes, it is strange smile

Re: Size matters not

Not so strange look at the destroyer it has a movement of "1"

Re: Size matters not

Inari7 wrote:

Not so strange look at the destroyer it has a movement of "1"

And with weapons that shoot to 9 o.o

Re: Size matters not

I tend to design my ships for particular missions and let the CR be what it is. So I guess size is my guide line per the OPs question.