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{Project:Enlightenment}

on Sat Jul 25, 2015 10:02 am
So here’s my second commemorative fleet refit: Scare’s Revelation cruiser/destroyer/thingy. Razz I felt bad about submitting the incredibly sub-par work that was the Trinity last year (anyone who disagrees is a heretic and will be purged ), so consider this a somewhat-late apology.

Revelation Medium Artillery Cruiser:


Scare wrote:I know this may look too much like the USS Leviathan Revamp I released, but hopefully you won't think it's a clone Wink. The PCG Revelation was manufactured originally by StarFleet, but when the Federation considered replacing it, the Phoenix Command Group was quick to buy it from them. And it was a "good deal" indeed. The Revelation is armed with 10 phaser banks, 12 tracking torpedoes, 7 turrets and 18 normal torpedoes. Her shields can withstand attacks from Borg cubes exceptionally well, and her warp engines can carry her at maximum emergency speeds of up to Warp 9.95. Pic 2 shows a top view of the Revelation. Pic 3 is a size comparison between the Revelation and Legotrain587's excellent USS Cumberland. Hope you like it! PS to J-red: Could you give me a briefing on starship classes? I know there is the Sovereign Class and the Constitution Class, but I don't know what a starship must have in order to be characterized this way. If you could please tell me, I would be very thankful. See ya around Wink Scarecrow

Overview:
      The Revelation-class is a medium artillery cruiser [because of course it is] designed under {Project:Enlightenment} to act as versatile anticapital vessel for the PCG’s higher-priority fleets- particularly the council-led Battlegroups. The pedigree shows- the vessel combines the heavy firepower of eight Fellhammer artillery cannons, cutting-edge scanning and targeting computers, various stealth aspects, a relatively high fighter complement, and remarkable FTL speeds into a single, sleek package
      The bling further shines through in it’s price tag; for it’s size, the ship is incredibly expensive, and manufacturing time is high. Consequently, the vessel is rarely assigned outside of primary flotillas in active hotzones, council Battlegroups, specialty assault fleets, and other niche/important combat groups. This has become especially true in recent months, as the Cor Redor Incursion has sent demand skyrocketing- and while production has been ratcheted up accordingly, the vessel has become a priority target among Cor Redor armadas, meaning most Revelations simply end up replacing those lost in the field instead of bolstering additional fleets.
      Still, when properly protected, Revelations can absolutely wreak havoc against heavier threat forces such as battleships and installations- making them highly prized through the PCG.

”Design History and Details”:
      Interestingly, the progenitor design of the Revelation dates back to the 2400s, some time after the Battle of Sector 001. Desperate for a counter against the Borg, Starfleet commissioned Special Project JD47B to design a combat-oriented “escort” vessel armed with kinetic weaponry, designed to pierce Borg shielding and circumvent their adaptation to energy-based weaponry. The effort was effectively canceled due to a breakthrough was made in the manufacturing of transpharic torpedoes, allowing them to be supplied much more liberally across the board- but the design stayed on record, lest it be needed again.
      By the 2570s, the “Genesis class” had indeed been resurrected in a bid to diversify weaponry against ever-changing enemies. The project soon received priority status, rapidly producing several operational prototypes for field testing. The fruits of these endeavours were largely judged to be a failure, being considered substandard in several critical areas (particularly acceleration and power consumption*); however, the design’s experimental features -including the precursors to modern projectile weapons and innate stealth features- proved promising enough for limited operational use. Many of the issues raised in testing borne out in deployment- which, when combined with it’s almost-universal unpopularity, lead to an early mothballing.
      When the Phoenix Command Group was officially recognized by Starfleet’s Security Council, the UFP provided the budding combat force with several obsolete or otherwise unwanted ships at a significant discount- the early Genesis prototypes among these. Of the twelve provided, now recommissioned “Revelation”, only one is currently still intact; all others have been either destroyed or decommissioned, mostly in the group’s early days (it would seem that even in the hands of the PCG, the vessels still performed like underachievers). In addition, projectile and stealth tech had advanced by leaps and bounds between the launch of the Genesis and the foundation of the PCG- further degrading the ship’s few advantages.
      The design was revisited several years later under {Project:Enlightenment}, ordered directly by the PCG Council to find a lighter, more versatile alternative to the standard Superdestroyer artillery battleships for the PCG’s more elite combat fleets. To shave off design costs, engineers modified the original Revelation’s hull instead of developing a new one; in doing so, they nearly doubled the size and fixed many of the non-inherent issues. To rectify the power-generation issues, designers chose an unconventional approach: total overkill. The vessel was fitted with an inline octodirectional segmented core (technology usually reserved for large, particularly power-hungry capital ships) and three supporting, ejectable tridirectional cores, providing the vessel with notable power reserves for most situations.
      Previous advantages were also strengthened or brought up to par- primarily the vessel’s stealth capabilities. The updated Revelation was equipped with both cloaking and shader devices, located in close proximity to each other, allowing the captain to quickly shunt power between the two as necessary to optimize time spent stealthed. In addition, several advances were made in terms of passive stealth, making the vessel harder to detect at all ranges- essential for an artillery vessel lacking the durability to withstand returning artillery fire. It is also one of the first vessels to integrate flare-type countermeasures outside of specially-designed “wild-weasel” vessels, designed to distract or confuse hostile tracking- especially that of enemy missiles. Combined, Revelations proved exceedingly difficult to target at range, often forcing enemies to close in while the artillery ship blasted away.
      By far the vessel’s defining feature, however, are its primary armaments: eight Fellhammer warp artillery cannons. By wrapping a standard (albeit large) mass driver shell into a pocket of subspace, similar to how warp-drive-equipped vessels achieve FTL speeds, each Fellhammer can propel a shell at superluminal velocities towards enemy vessels; the bubble bursts upon contact with a ship’s shield, not causing damage but allowing the projectile itself to pass through unmolested and straight on to the ship’s hull**, as well as the ability to engage vessels traveling at warp speeds. Needless to say, such a weapon is absolutely devastating to anything it can hit- though the sheer range at which Revelations typically engage makes hitting all but the slowest targets, such as enemy capital assets, difficult or impossible to hit reliably. However, the projectiles are easily tracked, and the cannons themselves create a large sensor signature- making the ship an obvious target for retaliation from other long-ranged threat forces. Furthermore, each Fellhammer takes at least a minute and a half to reload, recalibrate, and fire again- often longer. Combine these factors with average-at-best survivability under direct fire, and it should be clear Revelations are only effective with significant support.
      Still, while it’s primary weapon systems were extremely potent against capital vessels, the ships remained vulnerable to closer-ranged attacks. To this end, the engineering team included several mid- and short-ranged weapons -including torpedo tubes and quantum phasers- to engage light harassment vessels, as well as heavy anti-fighter defences ranging from Oerlikon flak arrays to several phaser banks throughout the ship. This gained the ire of some captains, who complained the price was unnecessarily inflated by making the ship a jack of all trades when all it needed was stealth, artillery, and light anti-fighter weaponry -especially since actually using many of these weapons disrupted the calibrations on the Fellhammers, further decreasing refire rate- but were soon silenced when other uses for the vessel were found (See “Service History”, below).
      Seeing as the rate of fire on the artillery cannons would be a problem, designers opted for an vast array of advanced fire control subsystem and high-bandwidth communications relays, allowing squadron-command vessels to better transmit coordinates and firing data to other vessels in a squadron. A squadron of Revelations will often partially slave their targeting systems to the lead vessel to ease focusing fire; however, each ship determines its own targeting solution separately, as to prevent the loss of the command ship crippling the entire group’s targeting computers. In the uncommon scenario when Revelations are not the only class of ship in the squadron, they will often form the flagship and serve to coordinate fire control similar to pure-Revelation squadrons. In this way, Revelations can efficiently target enemies to prevent unnecessary overkill and optimize firing patterns.
      Although the Fellhammer mount allows for a wide degree of targeting and rotation, it was fundamentally inhibited by the positioning; structural concerns precluded mounting on the ship’s bow, resulting in most being mounted on the ventral hull (and a pair on the dorsal)- limiting the weapon’s damage potential by restricting the firing arc of its heavy weaponry. To partially rectify this, the ship’s drive system was entirely revamped to include four retropulse maneuvering thrusters -once again, a move usually reserved for unwieldy battleships- and enhanced the existing impulse drives with additional thrust vectoring, allowing for near-unparalleled maneuvering along the ship’s centerline. Still, this proved to exacerbate existing issues with sluggish acceleration and lackluster top speed, as the modifications to the impulse drives required lowering potential thrust output- a loss the additional retropulse engines couldn’t counterbalance. However, the ability to bring maximum firepower against nearly any target in the blink of an eye -or to rapidly adjust shield facing in the case of a close-in assault- was judged to be a higher priority over mobility for the vessel’s designated role.
      Twelve prototype Revelations were built and delivered to Section for Assault Operation’s Jupiter fleet; these were deployed as combat vessels, in order to test the design in the field. As a result of the recommendations generated from these trials, all Revelations built after the initial batch of twelve also featured expanded fighter capacity, improved shield regeneration, and more stealthy FTL performance with decreased charging time. While these changes increased power drain significantly when taken all together, they also made the vessels better able to handle situations wherein support was unavailable- features deemed necessary by analysts, given their sometimes-unconventional usage by several commanders (as well as their propensity to become priority targets for hostile fleets). These changes were later effected to the original twelve Jupiter Fleet ships, a process just being completed when the fleet was ordered to mobilize for war against the Cor Redor.

”Service History”:
      The class flagship, the PCG Revelation, was launched two months ahead of schedule from Proxima Epsilon Fleet Yards in the heart of PCG space. The hull proved capable, if lethargic, and most subsystems operated at or near end-goal target efficiency levels. After three months of testing, the ship was retired to drydock for refitting as another eleven vessels were completed; these were sent to the SAO’s Jupiter fleet for field testing. These original twelve saw their first action against the Eden’s Pillagers pirate cartel, providing fire support as the 64th cruiser artillery squadron for friendly capital ships as they assaulted high-value targets such as illegal black market stations and Takeda marauder battleships.
      Commanders who fought with the 64th spoke highly of the design, citing a superior ability to put superluminal shells downrange compared to most other artillery vessels. Though not capable of outputting the sheer barrage of firepower typical of Superdestroyers, nor of the pinpoint precision and extremely long range associated with light “sniper”-type artillery vessels, Revelations did successfully combine mixes of both to produce a ship capable of easily devastating enemy capital vessels and stations alike- though, that said, their general fire-control or command capabilities did not go completely unnoticed either.
      Perhaps most notable about the vessel’s combat debut, however, was its use in an independent raiding role. Preceding a large attack, the 64th would warp to a secondary target (generally a supporting station or some such) in a nearby system or planet and attempt what amounts to a drive-by shooting: firing shells at long range at targets of opportunity. The Revelations would almost always be out of range of effective retaliation- and even if they weren’t, the ship’s commanders would use the available stealth tech to remain hidden (usually, this meant cloaking while acquiring the target and using the shader once rounds started flying). Though the shells could still be tracked,the use of stealth would make finding an accurate targeting solution nearly-impossible, and thus forcing the enemy to close with fast-attack vessels for fire-control or direct-engagement purposes.
      Once these spotter vessels were detected, half the squadron would reacquire targets to combat them; the rest would continue to hit whatever high-priority targets were in range. In this way, even a smaller group of Revelations could deal significant damage to and enemy force with minimal damage sustained. However, once enemy spotter ships finally did close the range, Revelations had neither the close range weaponry to repulse them for long, nor the survivability to weather the now-incoming return fire; resultingly, the arrival of the first wave of response vessels effectively forced a retreat. It was this alternate role that prompted the refit post-prototype.
      Demand for Revelations rose rapidly once commissioned, being one of the first ships introduced by the PCG smaller than a heavy cruiser while also boast heavy long-range firepower. However, long production times, high up-front costs, and apparent lack of necessity resulted in a slow early production run. This all changed when the Cor Redor hit; when it became clear this new enemy presented quite the formidable force, production was greatly accelerated across the board- and especially so for powerful new vessels like the Revelation. Commanders of all ranks and positions fought for the assignment of a Revelation to their fleet, often to supplement existing artillery groups.
      However, the majority of fleets only acquired a few Revelations, if any, due to the design’s high rate of attrition in higher-priority units- mainly Council Battlegroups and special-operation flotillas. Paradoxically, the Revelation was almost too effective for it’s own good; it’s combination of high anti-capital hitting power and relatively low durability often made it a priority target amongst hostile fleets, and Cor Redor captains would often go out of these way to harass them with whatever strike craft and lighter corvettes they could muster. Many Revelations intended to be used by standard combat fleets were instead rerouted to replace those lost in the frontline assault groups, resulting in only a few units possessing most of the type throughout most of the war.
      In what fleets it was available, however, Revelations were extremely popular; many fleet commanders came to rely on Revelations as dependable, hard-hitting “battleship breakers”, damaging or destroying heavy enemy assets before they could close to weapons range. With the increased fighter screen, Revelations could also fend off hostile strike craft and light ships with limited effectiveness- though they still required significant support against any semi-determined attack.

Summary:
      All told, the Revelation is a highly-effective vessel, designed to lay waste to hostile heavy threat forces at range. Although suffering from a high loss rate, a squadron of Revelations was one of the PCG’s most reliable anti-capital system short of battleships and dreadnoughts Throughout the First Incursion. However, production difficulties resulted in relatively little dispersion, as almost all of the ships produced were routed towards the most important fleets to replace those lost in the conflict.

Spoiler:

Designer’s Notes:
      So I just wanna come out and say, first and foremost, that I had no idea Scare had already refitted the ship as a contest prize. Herp-de-durrrrr… Razz (Not that it makes much of a difference... Razz I mean, I guess I did kinda accidentally retcon the entire class’ history, but meh)
      My main motivation for transforming the Revelation from a combat cruiser was, as already pointed out, it shares it’s name with a certain EVE Online dreadnought. Razz Dreadnoughts, in that game, function as tanky artillery ships; they’re capital-sized vessel with a secondary mode that disables their engines but enables their main guns. These primary guns have a terrible tracking speed, meaning they essentially can’t hit anything smaller that other capital ships- but when they do hit, magical things happen (generally of the explody kind Razz). Obviously, this Revelation isn’t quite analogous (it can still fire on the move Razz), but it’s close enough.
Whether this can even still be considered a refit any more is probably up for debate; the only thing linking the two is the general shape and name. Razz Still, I’m calling it a refit- if only because I need an Anniversary ship and have no time for another one. Razz
      Due to it’s use throughout Council battlegroups, each PCG member gets a squadron of twelve Revelations, to do as they see fit; I, likewise, command a squadron of twelve, in the form of the 64th squadron from the Service History section. Razz Scare, however, gets a special deal of fourteen, seeing as he’s the class creator. Just be warned, though- you’ll have to stock those fighter bays yourself. Razz
      On constructing the ship itself, I don’t have much to say. It took a try or two to get the scale right -Fellhammers are pretty big Razz- but I think I got it now. I decided to go with the dark grey/navy blue color scheme, something usually reserved specifically for ships part of my personal fleet, because of the aforementioned artillery squadron. Razz Other ships would, obviously, have the color scheme of their respective units. I’m only saying thise because I’m going to start moving away from using that on every ship, to only using it on the good ones I plan on using in my fleet. Razz

Stats & Info:
-Classification: PIA (Artillery ship)
-Role: Fire support, strategic raiding, anti-capital-vessel, counter-artillery, light command/fire control roles
-Dimensions:
      • Length: 732 meters
      • Beam: 304 meters
      • Draft: 98 meters
      • Mass: 3,402,000 metric tons
-Armaments: 39 phaser banks, 15 quantum phaser banks, 12 torpedo tubes, 2 tetryon cannons, 3 EMP torpedo tubes, 2 minelaying pods, 5 Archer missile pods, 3 Oerlikon flak arrays, 8 Fellhammer warp artillery cannons
-Shielding:
      • Regenerative dual-layered; 48 Type 1a generators, 28 Type 1b generators, 33 Type 2 generators; Rated to 38 tJ/JC capacity; ARP: 22.5 seconds
      • Standard cruiser deflector array; phasic and temporal protection; Rated to 9 tJ/JC capacity; ARP: 5 seconds
-Armor/Hull:
      • Single-layered Tetraburnium-Duranium hull
      • helical-type Vanadium-Duranium superstructure
      • 4.65" ablative standard; up to 10.35" near key areas
-Impulse: 2x standard-output reactive impulse drives; 4x secondary retropulse maneuvering thrusters
      • Impulse rating: 6
      • Acceleration rating: 4
      • Maneuver rating: 11
-FTL: 2x custom Fortuna Nacelles
      • MCW: 7.84
      • MEW: 9.92
-Power plant: Stable
      • 1x octodirectional segmented core (main)
      • 3x tridirectional cores (ejectable)
      • Hardened EPS conduits
-Sensory/Comms:
      • Advanced high-resolution targeting-acquisition sensors
      • Enhanced long-range fire-control systems
      • High-bandwidth tactical communications relay
-Crew: 146 officers, 438 crew | 16 shuttle pilots, 100 strike craft pilots.
-Strike Craft:
      • 9 Valkyrie shuttles, 2 Hercules heavy shuttles
      • 4 squadrons of strike craft (generally screening fighters or interceptors)
-Ammo: 1,025 standard torpedo casings, 2,760 strike craft munitions, 370 Fellhammer phasic artillery shells
-Assault:
      • 204 marines
      • 34 Tempest hardsuits
-Other: Cloak, XX shader, frontal-mounted flare launchers


Dropbox link: https://www.dropbox.com/s/eq6uw1ya882t83b/PCG%20Revelation%20PIA.lxf?dl=0

*Because you can’t have a Tetra description without someone having energy troubles. Razz

**It should be noted that the shell itself is traveling at subluminal velocities, and can only exceed c because the bubble is also traveling at near c; the observed speed is the sum of the two. When the bubble bursts, the shell returns to normal space and travels at whatever speed it was going at before. Razz Also, even with the bubble up, the shell doesn’t go that fast- “only” 1.1, 1.2 times the speed of light. It’s not a huge boost, but it’s a boost. Razz

Comments/criticism/questions/concerns are welcome, as always!


Last edited by Tetrahedron on Sat Nov 07, 2015 8:19 pm; edited 1 time in total

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Meanwhile, on the chat....
Arik wrote:I'm ready to get back to worldbuilding now... Razz

Tetrahedron wrote:I'm not sure if we should interrupt Ant like this...
He might kill us with his cow bombs

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Re: {Project:Enlightenment}

on Sat Jul 25, 2015 4:50 pm
Well, cool ship! Razz The oval shape is always welcome to set it apart from run-of-the-mill Trek saucers, and the built-in warp drive thingamabobs are also really well-done, and I love the glowy red parts.

It's pretty stud-covered, which I'll admit makes it a little ugly, but even with that the shaping is excellent.

Now, what's a "Fellhammer cannon" do? It sounds cool and dangerous, but alas I've never heard before, so I'd like a description of the destruction it can cause. Razz I'm also pretty interested in those flak guns.

As to the rest... Uhh, sounds good to me. Razz I'll let the Trekkies nitpick its stats. Razz

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Re: {Project:Enlightenment}

on Sun Jul 26, 2015 6:07 pm
That's pretty awesome. Well done, Locutus. ( Razz ) 

As Arik said, there are a lot of studs showing. 

It seems to be both lightly armored AND slow moving, that seems kind of odd, especially for a ship this large. I see a Dino-version refit with more armor and slightly enhanced impulse systems in the future. Razz   

Got to say it, those Fellhammer cannons are pure awesomeness. The name, the design, the idea... yeah, that's just awesome. 

Overall, VERY well done! This ship fills a needed niche very nicely.

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Re: {Project:Enlightenment}

on Sun Jul 26, 2015 9:53 pm
If you want armor and speed, or just lots of armor, I can provide. Razz

I like it, and it has that look of a combat-y, tactical starship, like those four new ships that appeared in Star Trek: First Contact. (Akira, Steamrunner, Norway, Saber)
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Re: {Project:Enlightenment}

on Sun Aug 02, 2015 7:41 pm
Arik: The shaping was all Scare; I basically just upscaled it. Razz

A Fellhammer cannon basically uses the same techniques behind warp drives to accelerate a regular mass-driver shell to FTL velocities; the warp bubble breaks upon contact with an enemy's shields, allowing the shell itself to pass through unhindered. It's an artillery gun, basically. Razz

Dino: The additional engines/armor would've jacked up the cost too much, especially considering it was deemed unnecessary for an artillery ship. Razz

Talmid: I'm sure you can. Razz Yeah, I really see the resemblance, now that you mention it.

All: Thanks! Razz

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Meanwhile, on the chat....
Arik wrote:I'm ready to get back to worldbuilding now... Razz

Tetrahedron wrote:I'm not sure if we should interrupt Ant like this...
He might kill us with his cow bombs

Star-Hunter wrote:"He might kill us with his cow bombs."
I'll take phrases I never thought I'd hear in my lifetime for $500
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Re: {Project:Enlightenment}

on Sat Oct 31, 2015 7:37 pm
Awesome revamp of the Revelation, MM! You somehow managed to honor my past work and put it to shame at the same time. Razz (That's a compliment, BTW. Wink )

Love how you expanded the size and made the ship more narrow-looking. The color scheming is excellent, and you did a great job on the engineering hull, the weaponry, the nacelles, and the navigational deflector. For a non-SNOT ship, this is very well-done! (And hey, a ship doesn't have to be SNOT to be epic. Wink )

Thanks for the 14 ships! They will certainly replace the original and refitted Revelations. Very Happy

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Re: {Project:Enlightenment}

on Sat Oct 31, 2015 8:07 pm
Considering you're the original creator, your praise goes a long way; thanks. Razz

And no prob on the 14 ships; it was least I could do. Razz

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~Tetrahedron the Deceiver, Locutus of Geometry, Chief Librarian of the Phoenix, Mathematical Bloodletter, First Captain of Vanguard Fleet


Meanwhile, on the chat....
Arik wrote:I'm ready to get back to worldbuilding now... Razz

Tetrahedron wrote:I'm not sure if we should interrupt Ant like this...
He might kill us with his cow bombs

Star-Hunter wrote:"He might kill us with his cow bombs."
I'll take phrases I never thought I'd hear in my lifetime for $500
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Re: {Project:Enlightenment}

on Wed Aug 03, 2016 4:11 pm
I know I'm sorta doing voodoo witchcraft and reviving a dead topic, but this is one of the few ships currently on the wiki, and I think it warrants some discussion, specifically in terms of statistics.

After reading up on the statistics of this thing, I'm thinking that this vessel is in dire need of a nerf. While similar in size to the Federation's Galaxy-class, the Revelation mounts weapons in numbers several times greater than the Federation's equivalent of a battleship (for example, in terms of phaser arrays alone, the Revelation sports 44 banks as opposed to the Galaxy's 12). Additionally, the number of strike craft this vessel can carry would be enough to classify it was a medium carrier. An F-35 Lightning II has a length of 15.4m, a wingspan of 10.7m, and a height of 4.6m. Using our scale of 1 stud=10m, each fighter would roughly need a 1x2 plate storage space within the vessel. I don't see space for a hangar within the Revelation large enough to house 100 strike craft, especially with so many other weapons systems taking up space on the vessel. From what I read on the wiki, I know the ship has been criticized for being a jack-of-all-trades, but I'd think such a ship would be significantly less armed and armored that a dreadnaught.

Please don't take this the wrong way; I'm not criticizing the you or the vessel's design; I just think it needs to be a bit less over-powered.
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Re: {Project:Enlightenment}

on Wed Aug 03, 2016 8:59 pm
I partially see your point terms of fighters: in retrospect, it could probably use with being toned down quite a bit, yes.

However, I'm going to have to completely disagree in terms of weapons: although they look similar in name, the Revelation's phaser banks have very little in common with the Galaxy's phaser arrays. Frankly, comparing this ship at all to Federation ships is honestly kind of silly― the relative weapon capabilities and ship sizes/numbers between the canon TNG-era Fed ships and the various modern PCG ships is extreme, to say the least.

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~Tetrahedron the Deceiver, Locutus of Geometry, Chief Librarian of the Phoenix, Mathematical Bloodletter, First Captain of Vanguard Fleet


Meanwhile, on the chat....
Arik wrote:I'm ready to get back to worldbuilding now... Razz

Tetrahedron wrote:I'm not sure if we should interrupt Ant like this...
He might kill us with his cow bombs

Star-Hunter wrote:"He might kill us with his cow bombs."
I'll take phrases I never thought I'd hear in my lifetime for $500
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