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Post by Angrybirds on Jun 5, 2013 13:22:42 GMT -8
Let me try and explain this simply: 1. The only time energy is not of a concern is when you have infinite energy, which is physically impossible. 2. Therefore, all ships can only generate a certain amount of energy. Energy will always be a concern. 3. By that logic a multi-role ship will have to delegate energy to each task. The more tasks it performs, the less each function gets. 4. And as a result, a ship of similar (or even lower) energy capabilities that dedicates most of it energy to a single role will outperform the multi-role ship in that role. Exactly! Does this make sense, or will you just ignore it?
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Post by Deleted on Jun 6, 2013 4:00:54 GMT -8
Yeah, I see the sens e in your words, the Dragon Class is not effective against starfighters and bombers any more, and only has slight own defences ( shields and transporters ) against them. That would amke them a Ships of the line, if that is where Dreadnaughts are put. Furthermore I never ignored your posts, I just tried to give more detail to convince you of my opinion.
But one thing. You can produe more energy if you have more reactors. with ahigh enough number you can produce enough energy to maintain the entire system. You donĀ“t always need Zero-point energy ( what is as far as I know low Tier 1 and Tier 0, and so sofar not avaliable to Troodontids ) in order to fix energy problems.
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Post by Angrybirds on Jun 6, 2013 6:57:12 GMT -8
But one thing. You can produe more energy if you have more reactors. We're comparing ship capabilities on the assumption that a ship of similar size and bulk has access to the same amount of reactors. In the end, it isn't a matter of having more reactors, it's where you allocate that energy.
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Post by Deleted on Jun 6, 2013 7:28:08 GMT -8
I know that you said that, I never doubt that. I only wanted to point out that the problem of too less energy could be fixed with more reactors. Personally I tend to the idea to use more reactors on a single ship, mainly because Troodontid weapon systems, shields, cloaks, teleporters, drives, etc. tend to drain much energy. In my mind each system ( weapons, shield, drives ) has an own reactor to provide the neccessary energy.
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Post by TheBuldier on Jun 17, 2013 9:02:41 GMT -8
The problem with that is the huge size of the ship that is needed to use these reactors. Of course, this is solved with a breakthrough in nanotechnology, smaller and more efficient reactors = smaller and cheaper ships.
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Post by Tek0516 on Jun 17, 2013 14:56:00 GMT -8
But there's also other factors that need to be taken into account when you make ships larger. Larger ships have much higher mass, requiring increasingly more powerful engines and fuel. You'll also need the alloys strong enough that the ship won't rip itself apart under its own forces. Then there's others, including a couple more plot-proof factors like cost.
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Post by TheBuldier on Jun 18, 2013 8:35:32 GMT -8
With respect to the hull strength, nanotechnology can help reinforce its hardness if is sufficiently advanced, similar to modern carbon nanotubes, it could get even more resistant materials.
Either way I can not argue that a ship too big could cause the vicious circle that Tek just described.
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Post by Deleted on Jun 18, 2013 10:16:47 GMT -8
I agree that there can be that circle and that it stops ships from becoming planet sized, but if an empire is advanced enough it can negate the forces ( see Drakodominatus and Xhodocto ). But also young empires can have ships of enormous ize ( I asked Wormy about that ), though they acn produce less.
The reactor problem always depends on the used energy source, while advanced ships can produce fuel during missions ( with replicators ).
The costs are problems for almost any empire though the Troodonids are not included in those, because they lack a money system.
On the other hand biggers hips tend to look more fearsome and have higher durability to weapons as well as more space for cargo ( this are the causes why the Troodontids build "huge" ships )
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Post by Deleted on Jun 22, 2013 0:29:32 GMT -8
Sorry for double posting, but I think there should be something similiar for Ground Battles as well.
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