Starstreak Class Escort Frigate
Starstreak Class Escort Frigate
Name/Type: Starstreak Class Escort Frigate
Designer/Manufacturer: Stellar Enterprises
Combat Role: Escort Frigate
Personnel: 350 + 65 Gunners
Size: Main Body: 275m
Height/Beam: 85/60m
Speed: 58 MGLT
Shield Rating: 2,650 SBD
Hull: 2,100 RU
Weapons: 4 Repeater Turbolaser Batteries, 10 Dual Turbolaser Turrets, 4 Ion Cannons, 6 Repeater Heavy Laser Cannons, 6 Dual Warhead Launchers (60 warheads)
Fighter Complement: 2 Squadrons
Troops: 50 Marines+250 Defense Droids
Description: The Starstreak escort frigate was started as a technology testbed project by Stellar Enterprises. It was constructed to test and evaluate new and future technologies that were being developed. As such, the ship utilizes the newest in the forms of hull contruction, interior design, materials used, sensor equipment, and weaponry. The ship also contains a one of a kind hanger/fighter launch system.
Unlike many other ships, the Starstreak contains an internal bridge. This bridge is mostly automated and can to run by five trained crew membered and one commanding officer. This bridge is fully surrounded with displays allowing the crew to see everything that's happening around the ship. These displays are feed from hundreds of holocams all over the ship's hull. The cam images go through a high speed computer, which assembles the many feeds into one 360 degree view, that is then projected along the bridge walls as if it was a view from viewports.
Unlike a true viewport, however, each display can be commanded to zoom in on targets or color code different ships. There are also many other functions that this sophisticated display system contains within it, all of which allow the command crew to operate with the utmost efficiency. This all is done with the knowledge that the crew is well protected inside the ship's hull
The ship's fighter compliment is contained with two specially designed side hanger/launch systems. These hangrs extende out form the ship's sides, but are open only at the bottom. The fighters are all kept along the hangers length, but inside the ship's hull. Each fighter is secured on a movable deck plate by graplers and once loaded and manned is moved into position for launch.
This movement is unique in that the deck plate moves forward and rotates down to nessel along the Starstreaks side, but still inside the hanger bay armor covering. Their exit would now be directly in front and they would launch vertically straight down, emerging almost level with the bottom of the ship. Before the fighters launch, they fire their engines and only then are the graplers disengaged, causing the fighters to rocket out of hanger at hit speeds.
The method of keeping the fighters side by side has other advantaged as well. It allows the whole squadron to launch as one unit without the need of waiting for flights to launch separately. This way, the full compliment of 24 fighters is able to launch at the same time and attack the enemy as complete group almost instantly.
Another advanged is the massive internal space that is freed up. Since there is only one fighter per holding bay, designers could make the bays slimer and shorter. Each fighter bay only extended into the ship a little over the length of the fighter it holds. In return this freed up internal space could be used to house other systems, like power generators and largers engines.
The frames and bulkheads of the ship are made from high strength, yet lightweight metal alloys. These are suplemented by high compression carbon-composite structures, which are both strong as steel and much lighter. They reinforce and make up the compartmentalized interior of the Starstreak, allowing the ship to take much damage yet still hold together to protect the crews inside.
Carbon Matrix Sandwiched Armor: This newly developed armor system is a major breakthrough in armor design. It creates strength without using heavy and expensive metals. It is designed as a sandwich type armor that is manufactured right over the hull of the ship, making it all one piece.
The top and bottom layers of this armor are made from bonding carbon atoms into a matrix like structure which has the same proporties as diamond. This makes it both strong, greatly resistant to pressures, and also great at thermal conductivity. Having diamond like properties the layers are capable of dissipating tremendous amounts of heats, while still staying cool. This makes it a great armor against lasers and turbolasers, allowing it to reflect, refract, or just plain shatter turbolaser shots. It also makes the ship's hull dissipate ion cannon blasts by trapping and channeling these ions through the ship's hull and away from internal systems.
This does not protect the systems on the outside of the ship. The weapons and sensor arrays are still effected by the ion cannons as always. Even though the gunner station inside the ship might be protected, if the weapon itself is ionized, it would become useless.
This heat/energy is transfered throughout the whole hull to keep each section of the ship from getting too hot. This energy is just dissipated and not in any way used inside the ship. The capability of it to take hits does not cause this armor to go unharmed, however. Over time the energy being absorbed by this carbon matrix whelms the bonds between them, causing fractures to occur or even the shattering of whole sections of armor. This shattering also happens from warhead impacts since the carbon matrix layers are not elastic enough to bend.
To help with impact forces an extreme heat capable polymer is sandwiched between the carbon matrix layers. This flexible polymer is bound to the layers and keep them glued together. They also help the structure bend and if fractured to stay connected. It keeps one fracture from expanding into other sections of the hull.
If multiple impacts occure in the same place, it makes that sections of the hull very succeptable to damage from other strikes. To help keep the hull layers together and strengthen it further, a honeycomb type layer is fitted between the upper and lower layers of carbon matrix. This layer is also manfuctured from carbon and uses the honeycombs own structural properties to provide a low weight, yet strong support structure that is good as absorbing impact forces. It spreads these impact forces over a wider area, while keeping surrounding structures free from damage. This allowes the undamaged sections of the hull to stay stronge even if sections nearby are heavily damaged.
The space inside these honeycombs are filled with a specially designed inert gel. This gel, when exposed to air and heat, as from a hull rupture, instantly foams up to seal the whole that was just punctured in the hull. With the coldness of space, this foam becomes instant hard, but stays brittle. If something were to impact that section once more, it would shatter. This Gel/foam is there to allow the crews to evacuate the hit area and seal off all blastdoors to prevent more decompression.
This strong armor is very light compared to metal armor types and allows the ship to reach higher speeds than normal with even faster acceleration. The decrease in weight allows for smaller engines to get the ship upto full speed. It also allows for heavier shields or power systems to be put onboard the ship without the loss of speed associated with the increase in weight.
Spectorgraphic Sensor Array: This is a new form of detection and tracking system designed and built at Stellar Enterprises labs. It uses the property of light to detect shields and other objects in space even if they are stealthed or cloaked. The system gathers information from detectors arranged all around the hull and does not give off any pulses itself. Do it this fact, the system is passive and can not be detected by other ships.
It locates its targets by analyzing all light that hits the ship. Since light gets reflected in all directions, a ship in space can be seen by the light that reflects off of it. This light travels through space and hits the Starstreaks sensor arrays where it is checked against the light radiating from the background. The light that is given off by a ship in space would be different from the surrounding light since it would contain shades of light that are not found in the surrounding areas.
For example, a grey ship would give off light only that single spectum, while the light around it would have a mixed spectrum completely different from the ship's. These differences will be seen by the sensor computers and the targets location will be displayed.
Since light travels great distances, the system can detect ships at ranges beyond normal. It could also detect cloaked ships and abjects by just seeing them bend the light around them. The system would see these bends in what otherwise should be a straight line spectrum and alert the crews to something in the area or at least get them to send out a fighter to investigate and stay out of the objects weapon range.
Repeater Turbolasers: These are similar to repeater laser cannons, but contain multiple barrels. They consist of four barrels that rotate with the capacitors and allow the weapon to have a high rate of fire for around twenty seconds. After this period of time, the weapons need to cool down. These 20 seconds, however, second out so many laser blasts into a relatively small section of the enemy ship's shields that they weaken it severly or sometimes even take the shields down completely. This allows the Starstreak's other turbolasers to finish the job or hold the shields from recharging quickly. This would give the repeater Turbolasers the 30-40 needed seconds of cool down before they could unleash their fury against the enemy once more.
A drawback to these weapons is their tremendous use of power and their large size. The weapons use so much power that the frigates speed must be cut in half in order to support them. More power generators always need to carried, but this is possible do to the ships heavily automated systems, cutting down on the internal space needed for crew accomidations. As a result, almost the whole rear of the ship is filled with power generators and engines.
The ship will be finished IC here
Comments
#16 12:35am 11/08/06
[QUOTE]And Corise, you have no right to tell him this ship is uber when You'vemade a ship 600m long that could make a VSD say uncle.[/QUOTE]
Don't even go there Kach. At the very least, my ship is backed completely by mathematical stats from a canon vessel, which is more than what most people can say.
#15 11:57pm 10/08/06
Beff is right when it comes down to application.
Most people will take the change in rules and lack of approval to mean they can produce whatever shit they want and for the most part, it's true.
Design uber ships by the dozen. Design a ship that can defeat anything and everything currently out there and post as many specs as you want and as many words in your rp as you want.
I guarantee that as soon as the ship goes against another faction in an rp not planned by both parties, someone is going to lose their R&D privileges. When that happens, all your R&D designs will be stripped from TRF retroactively.
Harsh?
Of course.
What counts is application in fleet rp's.
#14 11:17pm 10/08/06
[QUOTE=Beff Pike]
There is no approval process. No one bitched when Lance built the MC-170 Krakana and I like to think that it's because the design and story both incorporate the extreme nature of such a ship.
[/QUOTE]
My first though when I saw that was ... BS Undetectable! Then I realized it wansn't completely undetectible adn I merely needed to go back to the drawing board.
I have somethin now. It's just not posted as and R&D, and nor is it likely to be for the near future (no sooner than two years)
TRF is an arms race, everybody. And don't you forget it. As Beff said to me not too long agao "It's an arms race, not a bunny foo foo easter egg hunt" (BTW beff, thank you for snapping me back into R&D reality with that quote)
And Corise, you have no right to tell him this ship is uber when You'vemade a ship 600m long that could make a VSD say uncle.
#13 7:11pm 10/08/06
It should also be noted that the Millennium Falcon cannot outrun an ISD but can keep pace with all Rebel fighters, thus suggesting that an ISD is in fact faster than Rebel fighter craft. This, of course, is from the movies, and is therefore an unimpeachable source.
#12 7:00pm 10/08/06
[QUOTE]Anyone who says otherwise is wrong.[/QUOTE]
You're wrong. And right. But mostly wrong. Heh
Mwah!
#11 1:19pm 10/08/06
I just know I'm gonna take heat for this, but I quite simply do not care...
The Carrack IS as fast as an X-Wing. Full stop. Anyone who says otherwise is wrong. West End Games invented the Carrack and were the originators of the X-Wing's speed, which was later used by Lucasarts in a converted form. The Carrack has ALWAYS been as fast as the X-Wing just as the ISD has always been 75% as fast as the X-Wing. If you play it differently here, that's fine. I'm not challenging that. But my sources are unimpeachable on this point. In official Star Wars lore, the Carrack can keep pace with an X-Wing all day long and have no trouble whatsoever doing it.
#10 12:44am 10/08/06
its on top where it says: The ship will be completed here.
but here it is: [url]http://therebelfaction.com/forums/showthread.php?t=8813[/url]
#9 12:36am 10/08/06
Link to this thread, please.
#8 12:21am 10/08/06
the RP for the ship is complete
#7 12:12am 10/08/06
[QUOTE]Generally for your average ship at TRF things are divided into 3 catagories, Armour, Speed, Weapons, pick two high and one low.[/QUOTE]
I disagree and have done so for ages and ages. The change in rules, meterage and fleeting implies that this is not the case; it all comes down to application.
So, can you have teh uber ship? Yes, I say you can. Money buys everything and anything, but it's not in endless supply. As it was, I would have been fine with the design assuming that Rob took into account the exobanant cost for the construction and development of this ship.
Can a B2 Sprit defeat most forms of radar and detection, insert itself into hostile territory and drop a bombload? Yes. Does it have to be fair? No. Then again, each B2 costs billions of dollars and only sees deployment in situations where there is a plus 95% probability of sucess.
Application, folks.
There is no approval process. No one bitched when Lance built the MC-170 Krakana and I like to think that it's because the design and story both incorporate the extreme nature of such a ship.
Just a thought.
And very good work Rob. Bery.
We've moved beyond squabbling, or so I hope, and into a place where the most important thing is the story, and all for the sake of it.
#6 11:41pm 09/08/06
I don't understand the problem, why do people look at just length and not volume. my hangers are close to the outside of the ship, as are the 4 large turbolasers. The shields aren't pretty close to the power of a neb b frigate, which also carries 2 squads of fighters. The hull is high, but it'll still get damaged, just let me play it and see if you like it or not or if I do it far enough.
You guys allow people with ships that just absorb almost all the turbolaser power and use it for their benfit, but then say my ship it too powerful even though I don't do that. I don't have any backup shields either. I think the weapons are fair considering I wont have a lot of these ships and I don't use a lot of space on the ship for crew support. If you have problems with the speed, I'll lower that a little.
If you look at the 120 meter corellian gunship it has 8 dual t-lasers, 6 quad cannons and 4 missle launchers, my ship it over half the length and has a lot more volume in it. If all of you think its wrong, I'll make it a little bigger then and add some more weapons. Personally I don't see the problem with a limited production ship.
Yes is kinda like synthetic diamond.
edit: changed the speed, shields and hull
#5 11:37pm 09/08/06
[QUOTE]The high RU is for the hull as a whole. It is high not because it doesn't take damage, but because the damage is not wide spread from a single impact. [/QUOTE]
Right; I realize that, and technically the Seraph is like that as well. However, practice at TRF is generally not to include how the special armor design effects the armor rating. This is practiced by the TNO(Raptor-class), BDE(All designs), and KDI(Seraph, etc). The Raptor-class R&D shows this quite explicitly.
[QUOTE]The speed is high because of the ships relatively low weight and the whole rear of this ship is pretty much all engines. I'll of course rp it fairly, but if need be I can drop the speed if others are against it. The ship is fairly small, only 275 meters.[/QUOTE]
True. But even the fastest ships this size at TRF don't move as fast. One of the fastest ships (and maybe the fastest) at TRF is the Fire-class Light Frigate at 285 meters which moves at 70 MGLT. However, the armament of the vessel is lighter than that here.
[QUOTE]It should be noted that the 350 meter Carrack-class Light Cruiser has a combat speed of 100 MGLT and hull and shield ratings roughly on par with the Dreadnaught-class Heavy Cruiser.[/QUOTE]
Yes, the Carrack can move at 100 MGLT on most sites. The ISD Mk I and Strike cruiser can move 60 MGLT. However, the MGLT rating used here at TRF (and at the Imperial Navy Database) is different. For example, a Strike cruiser moves at 16 MGLT while the ISD Mk I moves at a mere 10 MGLT. The Carrack is also significantly slower as well, moving at 16 MGLT (That can be found[URL=http://therebelfaction.com/forums/showthread.php?t=7817&highlight=Carrack]here[/URL].
SOmewhat off topic, am I correct in thinking that the armor for the Starstreak is basically synthetic diamonds or possesses all of the properties of diamonds?
#4 10:41pm 09/08/06
I don't know what your source is for the Carrack, but nobody here plays it as being the same speed as an X-wing. As for the hull and shields being roughly on pay with the Dreanaught-class Heavy Cruiser, yeah that's a problem seeing as the Dreadnaught is 600m whereas this is less than half that (unless you were saying that the Dreadnaught has twice the shields and hull of this thing).
Rob, the main problem isn't that one of the aspects of the ship is high, its that every aspect is high. It's got amazing shields, hull, speed and hangar capacity. Furthermore the weapons are good for a ship that size. Generally for your average ship at TRF things are divided into 3 catagories, Armour, Speed, Weapons, pick two high and one low. Fighters are generally seen as being fine, depending on how many there are, or in someways can be used as a fourth catagory.
I'd suggest looking over this and thinking of it in that way. If you want it to be good at everything, then drop the weapons a bit (like 1 or two turbolasers, not a lot) and half the speed, armour/shields and fighters. Or something along those lines. As it has been stated, the numbers don't matter as much as how you RP it. But if you are going to be RPing it with super shields/armour, super speed, good weapons and an amazing fighter capacity, there will be issues.
Or if you want, up the size by say 150 - 200m and lower the speed to 40 MGLT ish and add a bit more weapons. That would be kind of reasonable as well.
#3 7:51pm 09/08/06
It should be noted that the 350 meter Carrack-class Light Cruiser has a combat speed of 100 MGLT and hull and shield ratings roughly on par with the Dreadnaught-class Heavy Cruiser.
Indeed, what I find more troubling than the durability and speed of this ship is its large hangar capacity.
#2 7:33pm 09/08/06
The high RU is for the hull as a whole. It is high not because it doesn't take damage, but because the damage is not wide spread from a single impact. The speed is high because of the ships relatively low weight and the whole rear of this ship is pretty much all engines. I'll of course rp it fairly, but if need be I can drop the speed if others are against it. The ship is fairly small, only 275 meters.
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