DARKSTAR CAMPAIGN UPDATE: DUCHESS ANNABEL’S WAR IS OVER
Designing "German" Pocket Battleship P2
KMS Von der Tann (KS-1208)
Scharnhorst-class pocket battleship
Imperial Prussian Navy - Psi Serpentis and Duchess Annabel’s War
Design and Roll-Out
Okay, now it’s time to start drawing this baby out (PS14, after concept sketches the old fashioned way just to hammer out ideas).
First, we have the 12-gigawatt rail gun turrets. As naval historians may have guessed, the Scharnhorst’s three triple turrets are inspired by the 11-inch triple turrets of the historical Scharnhorst in WW2.
Then, the smaller 6-gigawatt rail guns, and the 35mm paint defense arrays.
Okay, no more teasing. Here is the full ship layout. Again, she looks huge, not quote three-quarters length of an Imperial II class star destroyer in Star Wars. But in Darkstar, she is a lightweight for a battleship. They come much, much bigger than this. The Scharnhorst class is built for speed, the classic “battlecruiser” that can outrun whatever she can’t outshoot.
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A few design features, some “military,” some “game required,” others purely for aesthetics.
First we have the prow. As you may have seen from other older drawings in this thread, our Prussian ships have that classic WW1-inspired “Kaiser Prow” with the forward-swept bow. Here, the Scharnhorst has a much more sleek version, but the design concept and influence is still there. Also note where I’ve tried to give the mass driver batteries the widest possible arcs … fore and aft, port and starboard, ventral and dorsal. Space combat is in three dimensions, after all.
Next is the stern, where we see her two port engines, more mass driver protection (more on the aft quarters, most enemy commanders like to aim torpedoes at the stern of a ship to get at reactors and engines) , along with maneuvering thrusters to provide lateral movement and turning ability.
Note that in Darkstar, the ion thrust of these engines is managed not through “pipes and nozzles,” but through superconducting containment field magnets. This allows the thrust to be vented with equally forwards or backwards, so ships can decelerate as easily as they can accelerate (helps with game design/ mechanics when the players apply thrust points in the movement phase).
The round objects you see are the shield generators. There are six locations for these on most ships, bow, stern, port bow, starboard bow, port quarter, starboard quarter.
The large fin you see (and elsewhere on the ship) are gravity rudders. By applying a slight bend to the curved space-time that allows these ships to have artificial gravity, gravitic shielding, and even their limited FTL travel, they can also assist with maneuvering by bending the space they’re actually travelling through, especially important since these ships usually fight battles at 15-30 kps and cruise at 30-100 kps.
Also, this keeps the ships moving and turning in a predominantly “forward” direction, maintaining a bit of a “space opera” feel rather than a strict Newtonian movement system where ships could theoretically move sideways as easily as any other direction.
Top view of the primary forward gun deck, with “Anton” 12GW turret and superfiring 6GW secondary battery turret. Again, some 40% of the ship’s weapons are mounted on the ventral “underside” of the ship as well, so the ship can semi-plausibly fight in a 3D combat environment.
Note the mass drivers are on large pylons (those are probably about the size of a five-story building) so the guns have the best possible field of fire against enemy fighters, bombers, missiles, or torpedoes no matter which direction from which they might be approaching.
More maneuvering thrusters, more shield projectors (port and starboard bow mountings).
The only thing left now is to see how well this ship does in combat! 😀
Been looking at this project for a while. I want it! I want it all! So far the setting, spaceship design stuff and more realistic approach to the game really appeals. I love the battle reports so far, with the tactical movement interspersed with savage exchanges of fire. The campaign system is really cool too. Its clear that a lot of effort has gone into making it so far. Please please please keep working on it. I was recently looking for ways to scratch my spaceship battles itch and this looks like it could be the perfect space battle game.
Thanks very much, @muakhah ! Definitely encouraging to get a supportive comment on these projects. 😀 Yeah, we don’t mean for the battles to turn out that way … (very careful staging and movement, careful movement, careful and delicate movement … KILL EVERYTHING! … the dust clears, and now the survivors almost start a “second game” …) But hundreds of successive playtests over hundreds of years have built up tactics that players love to stick to. First, enemy torpedoes and missiles mean it’s always better for ships to stick together for mutual pint-defense support. A ship on its own is… Read more »
Having to use different skills in opening game and end game isn’t too bad as long as the clash is balanced. So far from the battle reports you have posted it seems that they are and usually the only way to achieve it is to risk your own ships too. This in my opinion is a good feature. It seems to me that if large clusters in the beginning period of the game are too commonplace then what is needed is a future equivalent of a fire ship. I know your focus is on a more WW2 style of play… Read more »
Thanks once again, @muakhah ~ Having to use different skills in opening game and end game isn’t too bad as long as the clash is balanced. A big slice of that is also in the different factions. The “verse” has ten in all, as detailed here: https://www.beastsofwar.com/project-entry/1225330/ Anyway, each faction’s ships (while they all drive off the dame Master Root Sheet for actual game values and points cost) make different choices regarding prioritization of design features, weapons load-outs, etc. New Roman Alliance ships tend to put more power and mass into speed and very accurate weapons, at the tradeoff of… Read more »
It is a very beautiful design. I am curious about the software you’ve used to draw it, all the clean vectored lines and templated pieces make it look like it would easily translate to something like sketch-up? Probably still a lot of tidying work, but it’s a hop-skip and a jump from that to 3D printing a pretty bad-ass miniature (certainly could get sufficient detail at scale with something like the ultra-detail plastic from Shapeways). That all being said, I know it’s a real time and effort issue to try and make all ships have mini’s. Something beautiful and elegant… Read more »
Thanks, @davehawes – the software was really just Photoshop 14 … and a lot of time (about 10 hours in all).