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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-12-2011, 05:06 PM
Quote:
Originally Posted by Quiiliitiila
snip

JUPITER CLASS DREADNOUGHT:
Tier 5 Cruiser (Rear Admiral Lower Half and up)
snip

WEAPONRY:
Fore Weapon Slots: 3
Aft Weapon Slots: 3
Point Defense Turret (port): 2
Point Defense Turret (starboard): 2
May not equip cannons
I think just go 4/4 and drop the defense turret. normal turrets would be fine.

Quote:
Originally Posted by Quiiliitiila
BRIDGE OFFICER STATIONS:
Tactical: Lieutenant (1)
Engineering: Ensign (1), Lieutenant (1), Commander (1)
Science: Lieutenant Commander (1)
Just consider this for a carrier.

Tactical: Lieutenant Commander (1)
Engineering: Lieutenant (1), Lieutenant Commander (1)
Science: Lieutenant (1)
Universal: Lieutenant (1)

this will allow higher end cannon for phaser skills or even Attack pattern Omega. As the ship seems older more middle skills seems better, especially for a dreadnought.

Quote:
Originally Posted by Quiiliitiila
MODIFICATION SLOTS:
Tactical: 3
Engineering: 4
Science: 2
I would go 3 for each.

Quote:
Originally Posted by Quiiliitiila
IMPULSE SPEED:
12

TURNING RATE:
3
it should be slow, but I wouldn't go below 6 for the turn rate. Anything less and its a small starbase.

Quote:
Originally Posted by Quiiliitiila
ABILITIES;
Launch Support Wing:
-Summons a wing of 6 leveled Peregrine fighters to aid the Jupiter in combat.
OR
-Summons a wing of 3 leveled Repair shuttles to fix the Jupiter or itís allies
This ability is usable once every 2 minutes and you may only have one wing launched at a time.

+5 Power to all Subsystems

+30% Hull Strength

Point Defense System:
The Jupiter Class Dreadnought, (in order to make up for itís lack of mobility) has four automated turrets mounted on itís sides (two on each). These turrets fire independently from the main weapon system and do not need to be controlled by the ships crew. The turrets are used mainly as a defensive measure and do not inflict serious harm to larger vessels, they do however protect the Jupiter from large torpedoes and smaller more agile craft.

Emergency Maneuvering Thrusters:
The Jupiter, (when necessary) can allocate power to their emergency maneuvering thrusters in order to come about more quickly. This power may be used once every 2 minutes and it increases the Jupiterís turn rate by 3 to a total of 6 for 20 seconds. This ability puts a large drain on the auxiliary power levels and it takes some time for the power to be restored. NOTE: This power does not increase the Jupiterís speed, just the turning rate.
there seems to be too many specials. I'd suggest if its a regular carrier, treat it as such. However instead of the Point defense system, and maneuvering system, why not use the phaser turret ability. it was a special order item, that would be useful to you, and its fairly federation.