EckhartsLadder hey can you do a video on missiles. The new Star Wars movie confuses me. Main weapons have a short range and are blocked by shields, but physical weapons are not as we see a star fighter go through, so why not use more missiles?
If you like flat vessels I recommend you check out the Agamemnon carrier from the Homeworld, I think it is an absolute beauty and a good flagship overall. I’d really like to know what to think of it ^^
anno 2070 fan 22 ^This It's easy to rip on the Star Destroyer, but they were built to serve a particular purpose within a fleet and would fill that role well in a fleet that supports it properly. Star Destroyers are not meant to be lone wolves but to be the beta wolves in packs. A lot of imperials just like to get cocky so they assemble a fleet of ISDs and of only ISDs for the terror factor but do not give them proper support. Fortunately, some imperials like Thrawn and Palleon know better and use the ISD properly within a fleet.
Yeah, almost every time we see a Star Destroyer get taken down or disabled, it's usually by fighters and not because of duking it out with another capital ship of equal power or greater. Even the Executor at Endor was taken down by fighters who managed to slip through its defenses - defenses meant more for taking on other capital ships ala the Death Star I.
I cant get over how refined and styleized this channel is for just around 200k. Everything is perfect, the style matches the music and theres more personality involved than in other star wars channels.
Milk 7504 Yeah I agree, I remember when Star Wars Theory was like this somewhat but ever since he got 300k plus subs (and I subbed to him back when he had 11k subs) he seems much more scripted and stopped making the content that got him to 1mil although he has come up with some good content recently.
Capital ships should always operate in a fleet. There role is it to kill other capital ships. I don't think they need large hangers because carriers serve that role better and I would rather use the space for extra weapons, shielding and powergenaration.
Your capital ships could be multirole and versatile to support itself in case of any event. And in the SW universe, that always happens and star fighters play a key role, aside from the support ships, which wouldn't be as strong as your capital ships, capital ships would be better way to keep more valuable assets. In our world's fleet, there's a carrier for ship to ship combat has become rarer, for them, it's common, so a mixture in design could have some sense. I personally would create two versions, one has a more dedicated carrier/transport role while the other would be overall be balanced.
The role of my Capital ship is it to kill other capital ships but it also should have strong point defence to shoot down fighters, missiles and torpedoes. I would like to have starfighters with hyperdrive or a smaller carrier like a Venator and Corvettes to shoot down fighters.
I would combine the two by having multiple power generators and some of these generators devoted to the shields and engines while other generators devoted to general systems and sensors. you can have generators devoted to supplying power to the weapons as well. in the long run it is more expensive though but it can keep the flexibility of having hangers and the ship to ship kill power.
Get the Mandalorians and Mon Calimari to work on a ship together and it will be perfect with great ship design, no blind spots, absurd amounts of fire power, able to carry a large amount of star fighters, and nobody will be able to beat it.
Personally I think this is kind of a poor choice in design. If you create one ship and scale it up or down to do everything the ship becomes a jack of all trades and you lose any room for tactics and versatility during a battle, and if you included the best of the best of everything your ship would be cripplingly expensive and hard to produce. My perfect SHIPS would be: A cruiser much like you describe. But I would completely remove Starfighter carrying hangars, superlaser and interdiction bulbs to make more room for weapons and shield generators. I would slant the ship twoards heavy guns and weapons designed to hit other capital ships, but not neglect point defenses entirely. I would place the heavy guns along the blade of the wedge, above and below it and have no bridge or superstructure if I could, the ship would essentially be mirrored top to bottom. I would also inversely taper the wedge toward the rear to provide some coverage of the engines. I would probably build this ship at around the size of an ISD or a Venator. You don't commonly see ships bigger than ISDs in the SW universe and when i did I could use wolf-pack tactics to bring them down. I would call this the Dominator-Class star destroyer A dedicated carrier, which would be around 500-750 meters long. This would probably just be a big brick with a row of hangars along the side, to maximize the amount of hangar space I could build while minimizing the resources needed to build the ship. I would add some laser cannons and ion cannons for point defense, but its main job would be to bring lots of fighters into battle and stay away from combat. Ideally these would stay at the rear of a fleet or use hyperdrive capable fighters and not go into battle at all. It would also be able to land on planets to deploy ground armies. This could be called the Protectorate-Class Carrier A dedicated corvette/gunship. Something with which to kill starfighters. Probably a similar shape to my cruiser but for screening against fighters, so laser cannons would be along the blade of the wedge. I would want it to be as compact and fast moving as possible, ideally less than 100 meters in length so that I could (assuming resource scarcity) produce vast amounts of them for my fleet. I might include a pair of turbolasers on the top and bottom and some torpedoes if it had to duke it out with another capital ship, but the main focus would be on the lasers. And I'd name this one the Saggitate-Class Gunship I can think of about a dozen others for different roles, but those are the three most important ones that come to mind right away.
That carrier seems unoptimal. Putting a hyperdrive on all your fighters is a waste of resources. If you have a dedicated carrier that can deploy a ton of fighters extremely quickly, you just don't need it. You need your carrier to survive--that means speed and shielding to stay away from combat. Either go all-in on hypderdrive capable fighters and make your carrier a transport/fuel depot that doesn't fight at all, or make a carrier that will bring fighters in and survive long enough to bring them back out. It's largely a question of resource efficiency. Just don't do both
Those are some very good points, and I would probably prefer the former strategy; non-hyperdrive capable fighters and bring the carriers into battle but keep them at the rear of the fleet. And I would bring emphasis to either speed or shielding. But creating a full doctrine and combat strategy set in a fictional universe is a little beyond the scope of this youtube comment.
This is a video specifically about Ecks choice of capital ship, a command vessel at heart, not necessarily a front line battleship. Having a highly versatile capital ship would mean it could be assigned to any task force or fleet without needed any specific support ships to go with it. If it's needed to command a small group of cruisers and corvettes to control a small system then it's an asset with few drawbacks, where having a battleship bristling with heavy turbolasers might not be practical. On the other hand, having a capital ship loaded with laser cannons and sent to engage a fleet of Imperial Star Destroyers would also likely end badly. I think for the most part this ship would be used in conjunction with other ships with have that specific role, such as anti-starfighter corvettes and heavier front line cruisers or battleships.
Jesus Christ, do you have any idea how much all of that is gonna cost? I mean, you might as well ask for your fighters in your hangers to all be Tie Defenders if you're moving for the quality over quantity, unless you're looking for a flagship.
My favourite capital ship has got to be the resurgence class star destroyer for the amount of troops and fighters it can hold as well as the firepower necessary for ship to ship combat oh and it also looks cool too
D.R.D Productions Also the big structures that makes the Turbolasers wouldn't be a very big problem because of the amount of Turbolasers but I found 1 problem with it and that is that it is hard for it to defend from attacks form behind
A problem with it is that fighters can easily fly through the open parts of the hull and cripple the thing from the inside. Hell, based on the size of that opening, a whole CR90 could fit in there!
@@a.morphous66 That’s why particle shields exists. It can vaporize, missiles, starfighters, starships and asteroids which are coming to close from the ship. But the plot forgot them very often
The endurance fleet carrier is a joke. At 1040 meters, it is about the same size as the Venator, but the Endurance only carries 2 wings of starfighters compared to the Venator's 5+ wings, while also being horrendously outgunned by the Venator's eight heavy turbolaser turrets. I have no idea why any sane defense procurement agency would ever consider buying the Endurance, but hey, the New Republic in legends wasn't exactly the best at this.
my perfect capital ship varies actually, I want something that is the mix of a battleship and carrier, lot's of point defense and anti-star destroyer laser's, and multi-function role's to be played 1: I prefer the shape to be a mix of the venator and the liberty to be bulky to have a strong hull while still being flexible in battle 2: laser cannons placed in smart place's to fire at all side's with as little blind spot's as possible 3: I would have a non-exposed bridge like what the finalizer done with 2 bridges, but one in a non exposed way and another deep in the hanger 4: a small superweapon like the super ion cannon or a small super laser able to destroy another star destroyer's in second's 5: able to carry a lot of star fighter's, but not a dedicated carrier with a venator style launch bay with mon calamari shielding with a mix between organic and droid star fighter's to have the maximum amount of fighter's at my disposal 6: and finally, depending on the type it is, another star destroyer or dreadnaught, I would like every turbo laser to be maned by droid's to limit the crew needed to operate the ship and also have my ship able to carry frigate's or star destroyer's to bring a fleet with me at all time's
When designing the perfect ship the shape, size, weaponry, and fighter capacity don't matter. The only thing that matters is plot armor. How else do you think that the Rebels ever accomplished anything?
One idea I have for a capital ship is that it can have 2 attachments 1 on top and 1 below. This can be a shield generator for protecting itself and other ships, a radar dish for intercepting and jamming transmissions, a massive turbolaser like the one at the start of the Last Jedi or a gravity well to pull ships out of hyperspace
The Resergence Star Destroyer is my dream ship! It's bridge is not that exposed, it's got shields compatible to Mon Calimari shields, it has an overwhelming amount of turbo lasers and ion canons and plenty of anti star fighter laser canons and ventral cannon missiles and has multiple hanger bays that hold 2 wings of well made star fighters. (1 wing is usually 72 fighters)
my perfect ship would be less star wars and more halo. due to how focused the star wars galaxy is on energy logic and reason dictates they would have less defense against solid projectile (though one of my friends referred to the absolutely insane legends numbers which really do not make sense) so i would build a ship to counter standard star wars conventions. giant cannons in place of turbo lasers. i would still use energy based point defense though. and to use part from halo i would likely mount something like a MAC gun on it. aside from this the ship would have a light fighter escort and mostly operate as a mobile command center with enough fire power to protect itself from most other ship.
Giant cannons shooting physical projectiles only work at close ranges. If you believe that star wars ships are firing lasers from miles away, operating from beyond visual range, then cannons will never work. Any ship with decent sensors and maneuverability would dodge your shots. You'd have to accelerate things to near-lightspeed to have a chance of hitting your target. Or have guided missiles. IF you're fighting at close ranges, as is shown in the movies, then large cannons are a great idea. But if your opposing ship's captain has more logic and tactics than flair for the cinematic, you'll get picked apart at range.
very good point my friend. that is why i would add something i almost forgot. and that is missiles. while many ships like the mon calamari cruiser is excellent at point defense. if facing something like an imperial star destroyed tracking missiles would be an excellent choice in my opinion. but i could be wrong once again
Tom C. It also depends on what cannons you are talking about. railguns or coilguns, more likely coilguns are able to shoot projectiles at relativistic speeds, given enough power. If you can shoot a projectile at least 10% of the speed of light you can do pretty well in long range combat. There's also a point where kinetic energy stops going up in increments and skyrockets instead. High relativistic speeds create overwhelming kinetic energy.
If we imply that the shields in star wars can and do regularily deal with micro meteors hurdling at them going thousands of miles an hour without comment (though it has been several times in lore) we can also assume that standard projectiles pose little to no threat when normal shields are up.
Well, we saw an ISD lose its bridge to an asteroid in ESB, which tells me that most ships in Star Wars do no have shields that can stop physical objects. Examples can also be made of the first Death Star and the Executor. So, I think a cannon firing a decent sized round(say 10 kilograms) at any decent percentage of the speed of light (say 5%+) would do massive damage to a ship. Hell, a 2 kilo round at 1% the speed of light would do more damage than the bombs that nuked Hiroshima and Nagasaki.
I don't know if you've ever played Empyrion or Space Engineers, but you can get a pretty good idea what works and what doesn't work in ship design from designing ships in those games. For one, the larger your ship and the more weapons you have the more power you need. Power generation isn't cheap, it requires a lot of room for all your generators and the more of them you have the more vulnerable you are to catastrophic detonation. If you have a large ship you need a lot of power to the engines in order to move it, you need a lot of power to inertial dampers so people inside don't get thrown against the walls, you need a lot of power to shield it because you can only tack on so much armor before you need more power to move. Ideally important and especially volatile systems are not adjacent to each other within the ship, that way you avoid chain reactions that destroy the entire thing. This may be the purpose of placing shield generators outside the main superstructure like on a Star Destroyer, the point being, if you want to penetrate the main body of the ship, first you're going to have to target these little things that rest nowhere near the important components. Besides moving the ship and shielding the ship, you still need power for your weapons, this is tough because weapons draw a lot of power, especially if you want them to be effective against enemy capital ships. In this regard, Star Destroyers can reroute power to only the cannons that are firing on enemy ships. Star Destroyer design allows them to bring all of their guns to bear on a target in front of them or half their cannons to bear on a ship flanking them while rerouting power from the other cannons to their shields. The armor layout of Star Destroyers is very efficient as well being angled to maximize effective armor from both the front and the sides. To better explain this, say your armor is 50 cm thick, at an angle the armor becomes a lot thicker and more difficult to penetrate. The Star Destroyer's primary role is Capital ship to ship combat and orbital bombardment. To make up for the lack of fighter defenses, they carry several wings of tie fighters and tie bombers. The fighter screen is what protects the ship from enemy fighters, not the armor or a plethora of small laser batteries. Each little turret sticking out of the armor on a Star Destroyer would be a weakness that an enemy capital ship could exploit, thus negating the Star Destroyer's primary role. A spinal laser battery would be a terrible idea since it would make a choice target for any capital ship you were pointing it at. The system wouldn't be particularly fortified and would contain a number of energy capacitors and relays that would explode in a fantastic fashion if they took any damage. All of that of course would be running through the center of your ship where your reactors and important internal components reside. Just imagine a single bomber shoving a few proton torpedoes up the barrel of your massive laser and you get the drift. Much of the inside of the front of a Star Destroyer is devoted to hangars where Tie Fighters can be stored, launched and serviced. This area is not particularly vital to the Star Destroyer, but if it's destroyed they know they can't hang in the fight and they can get the hell out of there.
Well, you pretty much hit all the main points I would want to consider when designing a ship. A variety of weapons, a plausible combat design, adequate defenses, and fighter capacity. Naturally I'd want to throw a super weapon in too, but it seems implausible on anything that isn't a dreadnought sized hull. But the overall versatility and self sufficiency is a huge asset. My experience playing games like Homeworld, Sins, etc always had me relying on anti-fighter ships once carriers became prominent, so having point defense on larger vessels would certainly be a big boon.
I loved the video. I have personally designed my own capital ship for the universe I write in. It includes a lot of what you said, including a command center buried deep in the belly of the ship.
Great video! My summary:Decent point defence weapon, shield device on defended position, main gun turret with extensive angle of traverse, fighter&bomber carrier capability(about hundreds of), economic super laser, some gravity well device. And all these equipment put in to ship hull with minimum superstructure and not exposed bridge or make protected command center inside the hull. I all agree this view. Maybe this ship eat a cost to build, but who cares a cost when make a capital ship of the fleet that have to protect at any cost. My only oppinion is "When you build this, deploy at least 2 ship in single fleet". Becase if there is only one, your enemy will concentrate all fire power to your dreadnought. United Federation of Planets vs Galactic Empire.
Eckharts. What if the rebel alliance never existed. Like "Rebels, Rouge One and A New Hope" never happened. Would there someday still be a civil war between ,The Empire vs The Empire(Old Republic).
The Empire would likely stabilize the galaxy after a little while and last for a long time. If the Alliance never formed, Palpatine and Vader wouldn’t die at Endor, the DS battlestation wouldn’t be destroyed, and the Empire would have no organized opposition. It would be a significantly better timeline.
I would have a rectangular capital ship with a very big spinele mass driver accelerator like a Mac in halo which should be strong enough to break through even moncala ship’s shield, then on the each sides 35 light quadruple turbo lasers that can aim in 360 degrees, 5 warhead launchers, 2 mass driver missiles launchers, 15 heavy laser canons, 10 ion canons, 25 laser point defenses and 25 missiles port defenses. It would also have its command center in the center of the ship and room for 100 or so fighters with a venitor type hanger on the bottom so fights can just drop out of it and go straight in to battle. Moncala redundant shields would be nice too, a class 1 hyper drive and a secondary class 6. And the name is heer adenn which is mand’o for the merciless and mand’o is what the mandalorian speaks and of course a capital ship with so many weapons is mandalorian so in total there are 1 super sized mass driver accelerator, 70 quadruple light turbo lasers, 5 war head launchers, 2 mass driver missiles, 30 heavy laser canons, 20 ion canons, 50 laser point defense, 50 missile point defense and 100 or so fo a mix of star fights, bombers and interceptors
My perfect capital ship: To be honest, an Ion cannon is massivly useful in a lot of situations, as well as good carrier capabilties, but that would add some predictability. If the fighters retreat, it's probably because the ion cannons are about to fire, but then the other starfighters go bye-bye. Long range Turbolasers like on the Munificent Frigates/Destroyers would be required, with good point defence should something come near. You wouldn't really need that many other turbolasers, just quite a few long-range ones focused near the front. On the sides and near the front you could have point defence, but as you would have very good fighter cover, it isn't needed too much, and you have a fleet too. So, something like a very bulky spear would be nice. Triangular/cone front for the guns, and the body would bulk out and be rather like a flatter bit of a Mon-Calamari ship, with shield generator bulges, engine housing, and maybe a hangar towards the back. This would be a blind spot, but I think it would be well-covered by a backing fleet, or simply by having turrets on top of an engine housing bay-thing near the back. Tl;dr Bulky spear shape, fighter hangar at the back, heavy weapons at the front, ion cannon and lots of point defence.
One of my two perfect capital ships is essentially a redesigned malevolence. First, we take all the guns and put them on the top and bottom of the ship instead of built into the sides like most separatist ships. This would provide those oh so coveted firing arcs, including rear protection. Then we update everything to whatever the “current day” cutting edge tech is. For the main guns, I think we redesign the octuple barbette gun as a square of 4 guns on each side rather than a line of 4 guns. It does reduce the chance of glancing blows, but drastically increases penetration by focusing the blasts more. More penetration increases the possibility of creating new weak spots for fighters to exploit. Depending on the spacing, you may be able to stuff a fifth barrel on each side, (think a 5 on a die) Obviously stuff as many on as possible. For point defense, I like quad laser cannons since they can also contribute towards capital ship fights, while still wrecking star fighters. In addition, I would have missile launchers utilizing the cluster seeker missiles from the first rogue squadron game. Those things were so overpowered it wasn’t even funny. Those things could kill up to six fighters at a time, and even shred the one assault shuttle you fight. A capital ship with several dozen tubes or turrets dedicated to those should have no problem defending itself from fighters, and they can again add to capital ship damage. You can probably also have a signal from your own fighters to distinguish friendlies. Now we get to the ion weapon. I personally believe the ion weapon is the most useful super weapon in all of star wars. Firstly, it has a much better firing arc than a superlaser, and can also line that firing arc up more easily than sighting a super laser straight down the middle. Secondly, I believe that when scaled to the technology of whatever time it’s dropped into, the weapon should have no trouble doing nearly irreparable damage to a ship’s systems. My evidence for this is how rebel ion weapons have been able to deactivate huge portions of star destroyers for fatal periods of time with just one or two hits (my sources are the battles of hoth and scariff) the regular ion cannons and bombs seem to have a huge area of effect. Now take the malevolence’s ion weapon, which was presumably still in the testing phase when it was destroyed, and give it the improvements in speed and power it would get from tech upgrades during the gap between the clone wars and the galactic civil war, and you have something truly omnipotent towards capital ships, requiring at least several hours of unharassed repair to restore function, (also sits better with the public than a planet busting laser. Ion cannons don’t hurt living people) Lastly, for fighters I would use a mix of up to date droid tri-fighters for air superiority (can buzz droids be useful vs frigates?) and b wings (preferably the super laser wielding kind from that one episode of rebels) to bomb any slippery frigates and light cruisers into dust. Probably have the hangars in slanted positions in some of the spaces where guns used to be on the sides. And there you go. Clean up the obvious exposed bridge and stuff like that, update the regular tech like shields and stuff to cutting edge, and you have my first perfect capital ship. All wrapped up nice for General Grievous to kill dumb jedi with.
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It seems that what you want is something like the battlestar pegasus, what with the extensive defence grid, superior fighter launching ability, CIC deep within the ship and capital ship crushing forward firepower. The only glaring weakness would be the lack of point defence at the back because of the massive engine block.
An interesting video, thanks for sharing the ideas! If we are to explore the concept of what a "Perfect Capital Ship" in the Star Wars universe would be, I think we first need to define what a capital ship is. I think William Lind defined them best thusly: "If the capital ships are beaten, the navy is beaten. But if the rest of the navy is beaten, the capital ships can still operate. Another characteristic that defines capital ships is that their main opponent is each other." I think it appropriate to replace Navy with Fleet, especially for our purposes here. Another telling aspect of the Capital Ship is that it doesn't matter what the composition of the rest of the fleet is, a Capital ship is always a Capital Ship, meaning that if you've got an Imperial II Heavy Cruiser being escorted by a half dozen Nebulon-Bs, and 4 Carrack Light Cruisers, the Imperial II is acting like a Capital Ship in this fleet, but if you put a dozen Imperial IIs in a fleet with an Assertor, it's no longer a Capital Ship, while the Assertor is always a Capital Ship, even if there are twenty of them in a fleet. The spirit of this can be perhaps best exhibited by the Battle of Endor in RotJ. The major turning point in that battle was the defeat of the Executor. The Alliance Victory was then secured by the destruction of the Death Star II. The rest was mop up work. When one looks at real world examples of capital ships, we really only have two examples. Battleships and Aircraft Carriers. Battleships had numerous big guns primarily for blowing the snot out of other battleships. They also had smaller guns, for defending themselves against small highly maneuverable targets, like PT Boats and fighters. Aircraft Carriers may have omitted the big guns for pounding on enemy shipping, but still maintain various weapons with which to defend themselves. When looking at the existing ships in Star Wars, the ships that qualify best are the Assertor, Viscount, Executor, Eclipse, Sovereign, Bellator, and Mandator classes. I think that the Executor, Eclipse, Bellator, Mandator and Sovereign all have good features worth looking at, but are all flawed in the same basic way, no starfighter defense. Each of the five classes carry large numbers of starfighters, all have large numbers of heavy turbolasers, regular turbolasers, heavy ion cannons, concussion missiles tubes, and tractor beams, but only the Assertor and the Viscount have any form of point defense. Also, as has been mentioned by yourself and those in the comments section, shape of the vessel does matter. You should have as many of your weapons systems capable of pointing at the enemy as possible at any given time. The shape of your vessel can either help or hinder you in this matter. The shape of your vessel also has an impact on your armor. A sphere is good because half of your weapons will always be able to point at the enemy regardless of orientation. It's less good in the armor department because of the angle at which enemy fire will be coming in at. Most fire is going to strike perpendicular to your armor, or nearly so. A wedge shape is good for similar reasons, but less so, because it's really only maximally effective when the enemy is directly in front of you. An Arrowhead design is better because it opens up your cone of effectiveness substantially, but still leaves you with a blind spot to the rear. Another major weakness of the wedge and arrowhead design is that they are weak to attacks from above and below. A cube is good for maximum internal volume, and if you point one of the vertices at the enemy, you retain the ability to have half of your weapons pointed at the enemy, and the only weak points would be perpendicular to the six faces of the cube. Unlike other designs, no matter what the orientation to the enemy, it doesn't take much reorientation of your own vessel to present a vertex to the enemy. My preference for overall shape is a diamond, much like you mentioned you would prefer. It maintains the arrowhead shape but eliminates the aft blind spot. It gives you excellent coverage for your armor making nearly all incoming fire come in at oblique angles, maximizing your armor's effectiveness. One of the problems I've noticed with almost all warship designs in the Star Wars universe is that they usually put weapons only on the dorsal surface. It's a very rare ship that has weapon on the ventral hull. My preference is that you keep 3/4 of your weapons forward and 1/4 aft, while half are port, the other half are of course starboard, and finally, half are dorsal and half are ventral. This way, you have maximum firepower forward, but maintain good coverage in all other directions and don't have any blind spots. Some weapons turrets should even be placed along the ridges so that they may fire into both of the arcs upon which it straddles, again, maximizing your firepower regardless of angle of attack. Another problem with most ships in universe is that they don't have smooth hulls. It's one thing to have weapons blisters that you can't shoot through, but as you mentioned with the Executor, stuff on the hull means that enemy starfighters that wind up getting close have great places to hide from your guns. Most of the time though, this problem is exemplified by massive superstructures. The Eclipse and the Viscount both do a fair job of avoiding that, except that they both have those idiotic command towers with the bridge raised up above everything else. In my opinion, the only thing that should be proud of the hull would be weapons turrets. Anything that can be kept internally, will be. If you need more internal volume for something, then do it by changing the angles of the hull. For me, I would like to see a large number of heavy weapons, so heavy turbolaser batteries would be most numerous. Backing those up would be heavy ion cannon batteries, maybe half as many as the heavy turbolaser batteries. For point defense, go with the old stand by of quad laser cannon turrets, and while I would like to have lots of them, you probably don't need more point defense turrets than you have heavy turbolasers. I also like the idea of having missile weapons for the rare occasion where the enemy is apparently immune to turbolasers and ion cannons, I also don't consider them a primary weapon. And yes, I also agree that a gravity well generator is a necessity, as are tractor beam generators. They may not be weapons themselves, but are still incredibly useful in combat. As others have beaten me in saying, hangar bays are a weak point. There are ways to mitigate this, such as having retractable armored bay doors, which absolutely must be done. I would want a very large hangar capacity, including the ability to carry several escort frigates, such as the Carrack Light Cruiser. Ideally, you should be able to perform launch and landing operations simultaneously, and your compliment of carried vessels should be able to launch or land out of the line of enemy fire, assuming your ship is on its primary attack vector. The Venator cruiser has a very good bay, but should have the option of opening either ventrally, dorsally, or both. My Capital ship would have something similar, though aft of the thickest portion of the hull with one being port and the other being starboard. As for what I would design the ship to carry besides the 12 Carrack Light Cruisers, I would carry 288 Tie Defenders as the primary attack craft, 144 B-wings as my strike craft, 48 Assault shuttles for boarding parties, 96 regular shuttles for normal fleet transfers of crew and cargo, 12 gunboats, 12 missile boats (yes, the ones capable of killing Tie Defenders), landing craft for the marine contingent, landing barges for the heavy armored ground combat vehicles, heavy armored ground combat vehicles themselves (and I think I've got to go with the HAVw A6 Juggernaut and the AT-TE as my two heavy units, the AT-XT as the scout, and the X-1 Viper as an assault droid). I think I would be aiming for a Marine Contingent somewhere in the vicinity of 10,000 biological troops with at least 500 of them being the equivalent of special forces. It would also be carrying lots of droids as well. Everything from combat droids, astromechs, repair droids, administrator droids, cleaning droids, and maintenance droids, you name a droid type, it'll likely be aboard. Finally, the ship should be fully automated with as advanced an intelligence(s) as can be built into it. There are First Class droid brains equal to the intellects of very smart people, I see no reason that they can't be used to make running and operating the ship easier. I want my crews to be thinking up ways to improve the ship, not scrubbing waste conduits, general maintenance is for non-sentient droids under the control of the central computer. Think Andromeda Ascendant's AI, and yes, Star Wars is very capable of that level of automation, and the prequel trilogy shows every one of those technologies, except for slave circuitry, which is still very much part of the Star Wars Universe.
You raise a lot of good points for a good capitol ship design. Though instead of a superlaser, which seams to be ether rare or difficult to make, I would replace it with a large, fixed mount, Planetary Ion Cannon, like the one the Rebels had on Hoth. It is able to completely disable a stardestroyer in just a few shots, leaving the other guy vulnerable to a turbolaser barrage, or if you are feeling really cheeky, boarding parties to try and take the ship for yourself. I don't actually know how big that weapon was, but it couldn't be too big, the rebels had to get it illegaly and then smuggle it to Hoth, and actually set it up after all. And I doubt it takes more power than a capitol ship could give it, as any power supply the Rebels had would also have to have been smuggled in and set up too. It also had to be a fairly common weapon system ... how would the rebels have gotten it otherwise?
I would definitely use the lurk hulk hull design and layout, but, obviously heavily mod it, based on what you've said. The hulks design by which I mean a circle that surrounds a sphere. Is very much overlooked.
For my ideal ship I'd go for something more along the "in-between" sizes, something between a Victory and ISD or between an ISD and an Allegiance. I'd also rely more heavily on missile based weapons than heavy turbolasers and try to gear the weapons to execute a kind of ship-based Nova Flair or "reverse torpedo sphere" where I'd focus fire from turbolasers and ion cannons on single spots on enemy ships to weaken the shields enough for a quick concentrated barrage of missiles to punch through. I'd also go for the same carrier battleship hybrid design but gear it almost exclusively for space warfare and only have enough troopers for boarding engagements or small-scale commando or decapitation strikes ground side.
A big role I would have for my primary capital ship is the ability to act as a carrier for smaller warships (obviously inspired by the Infinity from halo). In addition to having enough space for fighters, I'd be sure to include enough internal hangar space to house a few light cruisers or smaller frigates/corvettes, heavily armed ships that would be more dedicated to speed and firepower without any large or advanced navigation or targeting systems. As a result I'd focus more of my capital carrier's power on high power shielding and point defense, targeting, and navigation systems with the goal of acting as a heavily defended tank that does high level logistics providing intelligence and targeting information to its smaller ships. It would definitely have enough heavy ion/turbolaser weapons to defend itself but the main offensive power would be in its smaller ships that would be able to outmaneuver and outgun the enemy.
I've been concepting a Star Destroyer style vessel code name Principes or in universe Victory 3. Its a ship based on the style and ideas of the Victory class of Star destroyer, upscaled to 1.0-1.2km long and inherits old ideas from the Venator. It has a Ventral massive hangar bay using the ships own artificial gravity to catapult TIE Avengers and TIE Defenders to Sortie. The ship additionally has a typical SD style hangar behind this strike hangar capable of housing a corvette, and the bay extends to the dorsal side of the ship where doors open up allowing a second Corvette class ship to undock. In short this is a 1.2km long ship with massive strike capacity as it can basically store its own fleet internally and has native atmospheric flight capability WITHOUT using repulsars (it uses the Victory's wings to generate lift), and a massive missile battery capacity. The main weaknesses is Average at best turbolaser firepower and lack of specialization. The ship was designed for flexibility and DEFENSE. A client world of the Remnant or other such government would request aid and this Victory III/Praetor/Principes would respond rapidly, deploy a massive fighter screen with corvette support and bear down on the foe. The ship would likely fail in massive fleet engagements where its lack of specialization beyond its ability to store its own fleet will prove a hindrence. However for a government seeking to defend their borders and clients it should be an ideal vessel.
I have two names: Galaxy and Universe.My favorite design are a ship whom are an extended oval shape when seeing it from above and where the centerline of that oval are filled with guns that can move anywhere in theyre firing arch. Thus you can maximaze the arch each gun can fire and you can fire half the gun to the front, the back and the side and almost all the guns can fire at top or bottom attacks. I would also place hangar bays at both the bottom (Like the star destroyers has) and smaller ones at the top of the ship facing both front and back. And maybe a couple of point defence towers filled with AA guns. I would have at least two bridges and a CCC burried deep inside the superstructure so that no single hit can take out all of the comand capabilties. Johan.
I took to designing a ship based on your specifications. Instead of simply making new ships from the ground up, I thought I'd try to adapt existing ships to your ideas. I've created a rough design for more practical Star Destroyer, though I almost accidentally made it a 4.5km battlecruiser with thousands of fighters. The big visual differences are the addition of gravity well projectors, much like the Legends Interdictor-class Star Destroyer and the octuple barbette turrets have been relocated. The number remains the same, but half of them new reside along the belly, and half along the spine, each set in a tiered line so that they can shoot over the turret in front of them. As you were hoping to see, it features a spinal hangar, much like the Venator-class and carries a total of 160 fighters in that spinal hangar while still having three additional bays in the main hangar that can be used for transports, shuttles and landing craft. I didn't have enough space on the hull for both the hangar and axial superlaser, but if you wanted to scale the ship up and down, you would probably find the room in larger ships. I've also added gravity well projectors to the ship, making it resemble the Interdictor-class Star Destroyer from legends. I haven't yet figured out what I want to do with the bridge. I want to keep to the iconic design of the Star Destroyer, but that exposed bridge is a problem, as you pointed out. I would likely move the command deck deeper into the hull and have the former bridge be where non-essential systems are kept.
As an engineer I think you also have to take other considerations into mind. It often leads to a more realistic design that will fit more. Things like cost, ease of maintenance, power consumption."The best of the best" is often much more expensive. A hundred Sherman tanks will defeat a single King Tiger tank.Maintenance is also often an important design element. The CR-90 might look the way it does because it is a long distance fast ship, where the engines might need regular maintenance and easy access.You might also be limited in what you can put on a ship by power consumption. Power generation seems to be bulky in Star Wars.And an exposed bridge is often done so that even if systems go down, the command still has an idea of what is going on. It also works well in movies.
So what you want is the Covenant Assault Carrier from Halo. Excellent point defense, Death Laser( Glassing Beam), able to carry a large amount of fighters, and plenty of damage potential.
The Worldship’s chance depends on how old it is. If it’s a more mature Worldship (100-150 km) it can likely win with little problem. But if it’s a younger one (50-80 km), it’ll have more trouble.
My pick: A ship with a shipyard built into it. Then add a planetary shield to make it (and any friendlies near it) effectively invincible to attacks from the front (short of a superweapon or a star destroyer successfully ramming it). Arm the ship itself with mostly anti-fighter weapons and ion weapons. In place of anti-ship weapons, give it a set of powerful tractor beams so it can push enemy capital ships that try to circumvent the forward "planetary" shield (you can also use it to capture small ships if you wanted, or use them to crash some enemy capital ships into each other). Add some gravity well gens as well to force enemy ships out of hyperspace where you want them to come out. Use this ship to construct and maintain other capital ships and to house large quantities of fighters. In battle, use the ship's "planetary" shield to act as cover for your other ships to move in and out from behind whenever they need to pull back and let their weapons and shields recharge. .
Ideal shape: a double edge sword with fuller and tang, engines located either side of the tang. There wouldn't be any outward identifiers as to which side was the 'top' of the ship unless you see it in atmosphere, or make assumptions when its aligned in orbit. Weapons: an even mix of point defense, laser cannon, turbo laser and ion cannons, but a lot of them, along the flats of the 'blade', mirrored top and bottom, as well as along the 'edge of the blade' to prevent side-trench blind spots, and on the 'tang' to protect the rear and the engines. Missile silos scattered about but mostly located in the 'edges' where they'd be less in the way of broadside line of firing. Relatively flat sloping of the surfaces would allow a great deal of coverage and lack of super structure would mean the large cannons on the sides of the fullers can shoot across it over their counterparts if needed. Forward is the most devastating to target though, with a lesser super laser through the center of the ship for those really hard targets, and even without that, nearly every weapon on the 'flat' and 'edge' could still fire forward as well. Super laser would be either a reserved weapon for large targets (dreadnoughts, etc.) or an intimidating opening shot to take out the other fleet's flag ship. Hangers: a couple smaller closable ones located within each of the 'edges', with point defense weaponry on either side, and a pair of main hangers within the dip of the dorsal and ventral fullers, with a cover that can either open like a Venator's during 'safe' deployment and recovery or like an overly long ramp during combat deployment to minimize exposure of the insides, and likewise having point defenses along the inner ridge of the fullers. Side hangers would hold fighters and interceptors, while main hangers could hold a larger variety including bombers, shuttles, etc. Bridge: would be fully contained and located in front of dorsal main hanger and above the super laser, with a secondary bridge located below it in front of the ventral main hanger, and then tertiary and quandary bridges located behind the dorsal and ventral main hangers. Shielding: redundant isn't a bad idea when it comes to protection. Mirrored to both sides, one shield generator somewhere between the tip and the fuller, and another two astride of the fuller around the half way point, totaling six for the main portion, plus a seventh and eighth dedicated within the tang for rear defense. Name: The Severance, because its both blade shaped and with focused firing, even without the super laser, it could probably slice through any normal ship defenses, plus for the crazy captains, the double forward shielding allows for 'stabbing' the enemy ship; ideally, roll the Severance so it can cut the other whip in half instead of stabbing an overly wide whole through it. If down scaled, replace the side hangers with more missile silos.
EckhartsLadder how I would design my dream ship/ships: Ship #1: 1) I would go for a finned design instead of a flat design. and what I mean by this is having a top and bottom "fin" with the sides slopped. these sides would be lined up with guns (both PD and anti-capital, with PD being placed between the anti-capital) all the way to the top or bottom fin. The top and bottom fins would have a mid point allowing stagger placement of the guns facing forward and to the rear. this design allows Omni-directional firing basically. 2) I would have a engine "block" at its rear where the ship has these indents at the top and bottom after a gradual flat line. inside these indentations would be the engines allowing Omni-directional flight force. these indents however would only be big enough to allow the engines to push the ship forward and produce counter force at the same time so any fighter pilot getting the bright idea to use these indents as cover may very well end up being roasted by the engines. the sides of these indents will also be protected by PD guns to help dissuade fighters and bombers. an as you get further away from the engine "block" the less PD guns there are and more normal anti-capital guns; however between lines of these guns there would be hanger bays (2 on each side of the flat line with the engine block for a total of six hanger bays) to carry sub-craft. 3) redundant shielding like the kalimaria and advanced sensory arrays, holographic feeders which feed information to the command station/bridge inside of the ship towards the middle. 4) in the event of an emp (assuming it only knocks out sensors and holographic feed) or lose of power for what ever reason to the holographic feeders, there will be a back up bridge at the front of the ship (where instead of coming to a point there is a round off which is the back up bridge) 5) its name would be the Draco 6) the guns on the craft would be turbo lasers and proton cannons. the PD guns would be a mix of proximity flak shells and turbo lasers as well. Ship #2: 1) I would go with a tower esque design. there would be a central structure connecting the bottom and top half; the bottom and top half would consist of rectangles coming out of the central structure into the 4 main directions of north, south, west, and east. These rectangles would than have fin like structures in the middle going towards and connecting to the central structure. these fins would be staggered so the closer you get to the middle the higher/talleer the fin is allowing guns to shoot over each other. these fins would be equipped with anti-capital guns. than there would be a wedge built on top of the rectangle; this wedge will be lower than the lowest fin to not intrude upon the anti-capital ship guns and these wedges would be out fitted with purely PD guns. the rectangular structure would go on for a bit than indent with the same design feature as the Draco mentioned above and than continue further down. Meanwhile the top would taper to a slant/angle. This angle will be were torpedoes/missiles are fired from and stored at (giving a total of 8 torpedo bays). 2) the sides of the rectangular structure would have a single fin going from the forward edge down to the rear and connecting with the fin from the other rectangular structure. there would be guns that are staggered following the fin structure. in between the fins where they touch there would be shield generators and power generators that are covered with one anti-capital ship gun on the top and bottom. PD guns would be installed on the sides of the fins with stagger placement going upwards towards the top (but not reaching the top) 3) the bottom of the rectangular structure (view point of the bottom anyways on the other end of the central structure it would be the top) would have a singular large fin that moves towards the center and links with the other fins with a round structure in the center. these round structures serve as back up bridges and observation decks with a anti-capital gun on top. on the fins there will be cut outs with stubs in a row of three where anti-capital ship guns will be placed. The middle stub will be higher allowing the middle gun to fire off at both directions. an this pattern repeats to the end of the fin. in between these cut outs are three rows staggered PD guns. in front of these fins there will be the same indentation seen on the top for the engines protected by more PD guns. the rest of the structure after wards become hanger bays with more PD guns to protect the hangers. 4) the central tower will have the main bridge in the middle where information is fed via holograms and advanced sensors. outside of the main bridge is were more power generators and shield generators are kept and further out will be mostly mechanic stations and crew quarters. On the outside of the central tower however there will be multiply hanger bays leading to the bottom and top of the central structure. Along with the hanger bays there would be multiply platforms sticking out of the central tower. These platforms are gun platforms were additional anti-capital ship guns will be placed and in between on the sides there would be PD guns. 5) it would be named Athena 6) same weapon set up as the Draco. now granted #2 is a dreadnought while #1 is closer to a battleship. the main idea of them both however being flexibility as they can act as carriers and siege ships like the lucerhulks can while acting as a battleship. #2 has the additional principle of being a functional fear weapon. meaning it is not just looking pretty or fancy but can bring down actual pain as a functional weapon. fear and terror causation would be greatly aided in the fact it is functional after all.
adjustment to number 2 after thinking of its design I would place a additional observation deck that goes around in the middle of the central structure.
A starfighter carrier with lots of anti-starfighter weapons. Ideally the starfighters (and bombers) can be deployed at a long range, leaving the carrier well out of range of enemy ships.
My perfect capital ship would probably be something along the lines of the Battlestar Galactica. A ship that has plenty of fire power and room for fighters. This would also be great in Star Wars since fighters are such a major part of space combat.
My ship would be a more of an elongated diamond, with essentially ridges or 'spines' fore, and 4 steeper ridges aft. The slope of the taper would be enough that it provides clearance for weapons mounted along it, and that's where all my capitol grade weapons turrets would be located. Ideally, it would be arranged so any point can be targetted by nearly 3/4ths of all capitol weapons. In function it would serve as something of a 'Battlestar', boasting a mix of capitol weapons and fighters. It would definitely have all types of weapons, with a focus on Point Defense weapons and Ion Cannons (I've always liked the idea of capturing enemy ships for my own use.) To complement this, my onboard ships would be highly trained and equipped for boarding actions. My ship would definitely have a gravity well generator, if at all possible. If I can fit a light axial superlaser it would be nice, but that is a lower priority. I would definitely want redundant regenerative shields if at all possible, and would expend significant resources on finding a way to deflect (not stop, that's way outside any power budget,) a light axial superlaser.
I think the Supremacy could be amazing as a literal Capital Ship, with a few upgrades. 1) Better shielding which doesn’t have a fractional refresh rate. 2) Heavier weapons, think of a Superlaser or Orbital Autocannons. 3) A competent Commanding Officer (my pick’s Captain Canady). 4) A well layed out and extensive Point Defense System (though I don’t know if it already has this). 5) Better, bigger and more engines.
My ideal ship would have a base structure looking like a mix of a Mon Cala cruiser and a Providence-Class Battleship. It would mainly be equipped with two medium and one large beam weapons, a few hull-focused turbolasers, ion torpedoes and a healthy scattering of point-defense systems. It would have "wings" (see below) which would extend slightly backward of the back of the ship, and then come to meet at the front. These would almost exclusively be devoted to weapons, including the two medium beam weapons. The side of the base section would hold most of the turbolasers (while yes, as Eckhart pointed out, this would harm the amount that can be used on one ship, turbolasers should really only be used against other capital ships, which are slow in nature, which makes up for some of the loss of effectiveness) and fighter bays, which would be jam-packed with Vulture-Class fighters, a lesser amount of Droid Trifighters, and Droch-class boarding ships. The ship would have high durability, meaning top-of-the-line shielding and hull. It would make up for all this power cost with slow engines, but the ships somewhat flatter design should make up for that. *Base part of the ship here, w/ engines at back* / / / / / / / / / / / / ------------------------Beam-------------------------
The Crusader-Class Heavy Cruiser. It would sort of look like a cross between a providence and hammerhead cruisers. It would be around 700 meters long. The side would be armed with the standard turbo laser and ion cannons. Though the drive section would have a v section with quad laser cannon point defense. The hammerhead portion in the front would have two duel heavy laser cannon, proton torpedo and buzz droid missal tubes. I also like the idea of the Star destroyer’s protected underbelly hanger to safely deploy fighters. So I would incorporate that too.
I tend to favor smaller ships with an emphasis on versatility. Something in the neighborhood of a Dreadnaught-Class Heavy Cruiser. I agree with you that the"Self sufficient fleet carrier" doctrine seems pretty solid. My ideal ship would have hangar space for about 3 squadrons of small craft, though, at the size of a Dreadnaught-class, It would have to really pack them in like sardines. One thing I've put a lot of thought into is the hangar layout. My ship would have a common parking area shared between two through-deck launch/landing pods, for a total of four externally visible openings to the hangar bay, with an almost Battlestar-like exterior aesthetic. Ideally, my ship, like yours, would have mon-cal style redundant shields, but on such a small scale, with so much internal space already accounted for, I don't really think that would be practical, so that just leaves armaments. I fully agree with your emphasis on point defense, but instead of worrying about covering all my blind spots, I'd merely make sure to defend all the major vulnerabilities, such as shield generators, engines, and sensor arrays, and protect everything else with shields and armor. As for offensive weaponry, I prefer the Star Trek doctrine of quality over quantity, and my ship would have just a few main assault batteries, with a few turbolasers, ion cannons, and mass drivers each, giving even coverage to about a 270 degree firing arc around the ship. On top of that, however, My ship would have a little bit of a hangy-down bit on the prow, similar to the Nebulon-B frigate, housing a single Superheavy Turbolaser, Superheavy Ion Cannon, and Superheavy Mass Driver for frontal assault, all three weapons covering about a 30 degree firing arc.
Good video topic as always! For my design of the capital ship, i would have a star destroyer with a length of about 1500-1600 meters I would have it covered with point-defense from bow to stern, heavy turbolasers covering both flanks on top, and below. command structure would be swarming with point-defense to cover critical areas. I would have elongated backside to have a platform for armament to reach behind, making an end to the blind-spot once and for all. the command structure itself would be mostly inserted into the hull itself. At least few auxiliary bridges on board in case of emergency. Reactor would have to take considerable space in the main structure, with the bottom having extended superstructure as well to cover it up. hangar for this ship would be something between venator and imperial. Large enough force to strike enemies from afar is important factor, as i believe fighter superiority is extremely important factor. the ship would also have a lower secondary hangar for a corvette, or a larger landing-craft which could be used as a base of operations on a planetary surface, delivering troops, supplies, tanks, etc. Now the most interesting part, i think i would have 2 large ion TURRETS on top of the superstructure. Strong enough to power down shields of a capital ship with a single salvo. eliminating the need for a super-laser, taking less maintenance and space. She should have very few torpedo, or missile launchers as i do not believe in their relevvance that much. turbolasers are also more cost-effective. Shield-generators would be inserted to the hull, making them almost impossible to disable/incapacitate/destroy. armor plating should also be a priority, as durability is the most important factor on a capital ship. period. As a last point, i would have enlarged 'command' variant of about 2300-2400 meters, with improved armament, bigger carrying capacity, and possibly better communications arrays. Hope i'm not too late for this topic, have a good one!
My dream flag ship in Star Wars: 1.) Good mixture of all weapon types leaving no blind spot and also leaving no weaknesses, but also making it a jack of all trades and not as powerfull as a dedicated vessel. 2.) Best available shielding and armor. 3.) 2 gravity generators like Interdictors have. 4.) Carrying capability to control or invade a star system in regards to ground forces with the capability to establish a full forward ground base and support craft to transport things. 5.) Carrying capability of 10 fighter squads and 5 bomber squads for small craft as well as landing craft, shuttles, etc. 6.) A bit more space to deploy 3 or 4 mining bases and ground installations that can harvest and refine rescources on a scale that my vessel is completely self sufficient. 7.) sized down galaxy gun embedded into the middle of the ship to instakill anything it points it nose on and to avoid prolonged planetary bombardments by just using one torpedo per continent to wipe a planet clean. 8.) Best Hyperdrive that is available (preferably even an oversized one to minimize travel time). 9.) Cloaking device like the Tie-Phantom from Empire at war. 10.) Thrusters big enough to allow for good manouverability and sublight speed. 11.) Shape: Like an Osaka from X3: The Terran Conflict, galaxy gun point is in the middle of the round superstructure and fires straight forward. Guidance systems of the projectile activate after passing safety distance. The top and bottom of the ship and it´s engine nacelles can be covered in a way to have no real blind spot. Hangars can be put on the round superstructure.
Hmmm, another thing to consider as a qualifier for "perfection" can also be external factors like economic cost and logistics. I have two contenders, don't know what I would name them though. For smaller scale capitol ships; I would have a battlecruiser (2+ km) outfitted as a battle carrier with strong and redundant shield systems, point-defense network, and ion cannons to disable capital ships. Then for primary capitol ship warfare; have massive hangars to deploy large fighter squadrons of various types, both manned and droid. This compliments the ion weapons greatly, with enemy caps disabled, the fighters can swoop in and make short work of primary systems. These ships are easily disposable too sense I'm not spending a whole bunch of caps on state of the art weapons and power generators. If I am, I would use it to upgrade the shields and ion weapons. My problem with super star destroyers is all they do is add more guns on them the larger they get. Even though the credits would have been put to better use by creating multiple ships with the same combined firepower (Thrawn approves). No, if I am to create a bigger battleship, then I would build it with the idea and purpose of bringing bigger weapons and logistics to a fight that I couldn't ordinarily do with a mass of smaller ships. So for larger scaled dreadnoughts to compliment these battle carriers of mine; I would have largely the same carrier role and design but only as a secondary addition to its build. Its carrier role should exist to fulfill a self-defensive function, not offensive like the battle carriers. I would make better use of the ships larger size by including two if not more assertor style superlasers so I am getting a better bang for my buck. With a fair amount of heavy turbo lasers (no where near as much as most SSDs) serving as secondary weapons to pick off stragglers and lower level threats. But these superlasers are its primary function, so most secondary resources should be focused on defenses including armor, shields, point defense, and fighter support. Turbo lasers are a last priority. Hell, looking at the Legends Assertor, its total reactor power output was 5 TIMES (if not more) than that of its superlaser's firepower. If I am going to devote resources to building a ship with this same reactor output, I am sacrificing turbo lasers in favor of at least one more superlaser because if I am going to have fleet killer, mine as well have it insta-kill high priority targets before they become a significant threat, rather than build the ship for slugging matches with them.
I would go with Mon Cal shields, armor, power core, triple redundant retractable sensor arrays and engine distribution. A point defense network that is robust enough to not require star fighters to supplement it. First Order turbolasers both medium and heavy (with the kyber crystal upgrades), Capitol ship class torpedoes, Ion cannons light, medium and heavy. Two bridges, one primary and one secondary built inside the vessel using camera feeds and sensor displays instead of viewports. No unnecessary view-ports on the ship unless they had external retractable blast shields. 2 separate ventral star fighter bays with retracting doors (think of the Venator but upside own). Several fighter wings. The T-85 X-wing for multipurpose, RZ-2 A-wing for interceptor, and the legends K-wing for a bomber. I would also want several boarding craft and a company of marines for repelling and boarding action. Good recreational, and mess hall facilities for the crew to keep moral up. A pair of internally docked corvettes and finally a dedicated cloaking device. I would avoid gravity well generators and superlasers because they are too power hungry and tend to take up a massive amount of room. Plus with the traditional armaments and support craft used properly it shouldn't prove too difficult to take down a target.
The heavy weapons introduced in TLJ bring about some additional interesting options. The weapons seen on the Monitor and Supremacy obviously require a lot of structure and support considering the size of ships they are on, but a single spinal mounted one might be what you want. The siege laser they deployed to the planet was smaller, but still more dangerous than a turbolaser but seemed slow to fire and also appears to have a rather short range, relatively speaking. Of course weaponizing hyperdrives is now canon, although I'm pretty sure I can't be the only one to think of it decades ago, it seems navigational computers and the hyperdrives themselves had built in safety features probably since the time of the old republic since few people that aren't crazy (Han Solo and VA Holdo) even consider disabling or overriding all those safety features. It probably got to the point that it wasn't considered because everyone was so used to those safety features they didn't think about them, except that the entire purpose of Interdictors and artificial gravity well generators is to fool those same safety features. (I theorize that one of the reasons Han Solo disabled the safety features on the Falcons hyperdrives was so Interdictors couldn't catch him but his modifications are also whay it's always breaking down and nerds more preventive maintenance than most) However this brings about the idea off a new type of ship, with the potential to destroy a planet with out being as big as a Death Star. Long range hyperspace missile ships, the hyperspace missiles them selves need an ultra high density penetrator head, a simple navigation computer a possibly complex targeting computer and real space and hyperdrives with enough fuel for one long and one short jump for the long range version of the missiles. Basically you designate a target, jettison the hyper-missile from the foreign ship, it orients on the target (capital ship or planet) and the it engages it's hyperdrives to go through the target. The ultra high density penetrator nose of the missile is so you get results like Holdo instead of like the rebel ship trying to flee Scarif that tried to jump to hyperspace just as Vader ISD arrived and splattered across its how. The long range version of the missile is fired at planet's of orbital structures from outsided the target system, the hyperspace missiles make a long hyperspace jump to near the target, make any corrections the need to and the engage the hyperdrives again to hit the target, this might not be necessary for planet's as much as orbital facilities or bases that might alter their orbital track.
This is very interesting, and the first and foremost thing I would do is: 1: Place a high priority on automation, automation of regular maintenance, of weapons systems, of power management, etc. One of the main reasons why ISDs of practically all configurations have that huge superstructure is because they have absolutely massive crews who's size could be greatly reduced by automating a lot of ship functions which don't demand that special human touch. Aiming guns, sensors, managing electrical power to subsystems, etc is something which machines can do better than living beings and don't have to be smart (and therefor expensive) to do well. 2: Clarify the role of my ship, Star Destroyers for example despite on the surface being battleship/battlecruisers, also place an odd amount of emphasis on planetary invasion, and so yet more internal volume is dedicated to landing craft, walkers, and barracks for non-navy personnel, if my ship is to be a flagship or capital ship filling the battleship/fast battleship role, it needs only sufficient marines to repel boarding actions, this will further reduce the need for it's internal volume to be taken up by living space. 3: The shaping of the ship will be at least similar to an ISD, but reduced in width and increased in length, the superstructure will sink bellow the deck and all of the vital systems will be contained in modular units with anchor points attached directly to the ship's skeleton. This will allow things like vital sensors, shield generators, main and auxiliary reactors, propulsion, etc to be easy to remove, perform maintenance on, and replace in the event of a technology update. 4: Defense, all shield systems will draw their power supply from either the main or redundant reactor, which reactor is drawn from will be overseen by a number of redundant droid brains tasked with managing power flow and power priority, in place of the ISD's two primary shield domes my capital ship will have eight sets of three smaller shield generators, four dorsal and four ventral, placed so that each one provides coverage for a dedicated quadrant of the the dorsal or ventral hull. These shields instead of being permanently "on" when activated will talk with sensors placed regularly over the surface of their quadrant, and when they detect incoming fire however many shields are necessary to absorb the hit will "pulse" on to absorb the hit, this will allow them downtime to cool and prevent overloading without sacrificing the maximum stopping power of larger shields. 5: Offense, primary offensive weapons will consist of 40 ventral and dorsal hybrid turbolaser/ion cannon emplacements, each one will incorporate four turbolaser barbetes and a heavy ion cannon into one gun mount, and they will be mounted evenly over the hull in paired sets to give each set clear firing lines of at least 180 degrees or more. They fire ion shot first followed up by either a rippled salvo or all-at-once salvo from the turbos, this ensures that every hit from every anticapital gun will significantly deplete enemy shields and possibly overload and cripple vital systems while also inflicting physical damage. Supplementing these will be twice their number of quadruple laser cannon emplacements, clustered densely ontop of shield generator domes, near engines, hangars, and other vital systems. Four distinct hangars located on either side of the ship will each hold 50 dedicated space supremacy fighters for a total compliment of 200, being 150 multirole strike fighters, 25 dedicated bombers, and 25 dedicated anticapital torpedo bombers, along with assorted shuttles and crew transports to get people to-and-from the ship. Combat craft are pre-loaded on electromagnetic launch rails that kick them from the hangar at a rapid pace. 7: Propulsion, two very large primary and six medium secondary engines will provide propulsion, the engines use separate power lines to draw from the main reactor, meaning that the disruption of any one engine will not ensure the failure of any other engine, power lines to engines, shields, and weapons systems are hardened to reduce the likelyhood an ion cannon strike will short them out immediately. 8: Sensors, sensors are distributed across the ship and run through droid brains which form composites of the battlefield, allowing for higher fidelity of information than one large sensor system could provide, and ensuring redundancy of sensors, there are two larger receivers which allow this capital ship to network at high speeds with any other two capital ships. Like shield generators they're kept in hardened up-armored domes sunken halfway into the hull, preventing them from easily being destroyed. 9: Armor is partially conventional but may vital systems and patches of hull will incorporate an additional layer of applique high temperature ceramic armor, while more brittle than metal this extremely low thermal conductivity armor will be designed to absorb huge quantities of heat before melting or buckling, backed by an insulation layer which will allow the armor to absorb but not conduct the charge of ion weapons, and further protect vital systems from being overloaded. This armor will be especially prevalent over shield domes, sensor domes, engines, weapons emplacements, and parts of the hull where power systems or explosive fuel could be hit when shields collapse. 10: Special systems, the ship will include two heavy spinal ion cannons which will draw their charge directly from the ship's main reactor, designed to lay out an alpha strike that can cripple other similarly sized ships, or badly deplete the shields of supersized ships or heavily shielded stations and emplacements. An automated power switching system will allow the ship to prioritize different systems, feeding extra power from engines, shields, weapons, sensors, or fighter launch bays to improve their performance. Cooling systems will be robust, working fluids and the crew's water supplies will route around weapons and shield systems, and when not being used during combat will be channeled to overheating systems to lend them extra cooling. In spite of writing about this ship for half an hour, I have no idea what I'd call it.
I know I'm 3 years late, but Bident-Class. It's a two-pronged spear. If you had a cloaking device it could be the Hades-Class, but I... dunno if they ever made a capital ship-sized one. I know they had one on like a corvette but that's a much smaller ship.
@@rookiedrifter4273 Oh cool, I've never had a three-year-old reply before! So far as I know cloaking systems suffer inflated energy demands based on the size (probably surface area and power output) of ships they cloak. If we assume this follows the square-cube law then a ship twice as large will require 4x the power to cloak it, and so forth. By the time you reach the sizes of capital ships it might un-ironically demand the power output of a small star just to sustain a cloaking field, which is probably why we never see stealth capital ships using some kind of active cloaking. Operating in fleet formations with dedicated Electronic Warfare ships is probably a good idea though, dazzling other capital ship's gunnery targeting systems and sending enemy torpedoes and missiles off course would greatly prolong the life of most ships.
@@youtubeisapublisher6407 This is true. However, when you consider that some ships (i.e. those of the Eternal Empire) use literal SUNS to power their warships, maybe using a star to power your dream ship isn't such an outlandish idea after all.
When it comes to the super laser option there's already something reasonable, and it kinda got used on the dreadnought from Last Jedi. It's finding a way to mount a planetary type turbo laser on it. Powerful, destroys most ships it hits in one shot or salvo, just limited by it's overall size for targeting.
For my perfect Capital Ship/ Ship of the Line Hull- Start with Imp-star hull. Flare the upper and lower spine of the wedge to make the main hull deeper. At the 3/4 or so mark, start decreasing the flare in the aft. Final base hull should look like a squashed diamond. Bridge will be recessed into the upper spine section, visible but not hanging in the wind. No wings to improve coverage angles. Hanger space in original position. No reactor bulge on bottom due to increased internal space. Armament- Consolidation is the story here. Maintaining the Octuple Turbolaser Turrets on the hull broadside, with 2 more on the lower hull. All but the #4 upper turret are super-firing forward, numbers 3 and 4 upper and #2 lower can fire aft. All the original superstructure casement guns are removed, replaced with 2 spinal mounted Octuple turrets top and bottom. A total of 24 ion cannons in triple ball mounts along the edges of the hull, 4 turrets per side, aft most can engage rear quarter. Torp launcher battery in the bow. 30 quad laser around ship, overlapping as much as possible. A quarter can engage within rear quarter. Protection- Modern shield systems, as high as possible after weapons and propulsion (Mon-cal type if possible). Armor in line with a brawler. Doors for hanger if not too costly. Fighters- Space for 72 armed craft. For theme purpose, a mix of advanced Tie models (TIE-A, TIE-Def) and Assault Gunboats. I picture this as a replacement for the Imperial and Allegiance Star destroyers. Less variety of emplacements for easier replacement. Lessened vulnerability. I could see a warlord or remnant faction making this. In my head this seems like a good cruiser.
Could you do a lore video on the “ghost fire” lightsaber crystal. I saw one briefly touching on them, and this seemed like the obscure lore that you excel in!! Love your videos!! Keep it up!!
I’d pick the Harrower class dreadnought with quad turbolasers around the edges of the ship even the end of it, with 4 octupule barrette lasers 2 on each side, and with dual turbolasers covering them along with trackerbeams and point defense cannons. I’d have tri-fighters and vulture droids
My perfect Star Wars capital ship would probably be some sort of updated Venator. Give it a more powerful generator or whatever, lower those bridge spines and put some guns around them, mount more guns all along the hull (especially along the spinal hangar doors to provide cover fire for deploying fighters), and maybe add in some dedicated hangar areas on the bottom for deployment of frigates. When you can bring in starfighters, why not also deploy heavier ships?
the finest capital ship, in my opinion, would use a mix of weapons, with one aft hanger for recovering fighters and launch tubes along the body of the ship, redundant shields, no super-laser, possibly some gravity well generators, and spaced armor. Auxiliary and command systems would include multiple redundant life support, emergency system automation, redundant sensors and communications, and a centralized bridge with multiple redundant backups. The power and propulsion would include body molded engines, redundant hyperdrives, redundant power generators, and a reactor ejection system so in the event of an overload the reactor can be ejected to prevent the complete destruction of the ship. Fighter storage would be done in launch racks near the launch tubes, approximate fighter capacity would be 200 tube launch capable with about 20 heavier hangar launch fighters. Additional hangars would be positioned on either side, and the top in a similar fashion to the Venator. The bottom would have an auxiliary craft, about the size of a CR-90 for emergency evacuation procedures.
My capital ship’s main weapon would be a large series of ion canon emplacements with the goal of knocking out enemy ships then sending in commandos to rush the bridge and either turn the internal defense against the occupants or flush out the oxygen. We would be left with new capital ships to use or scrap to make new ships. It would be called something like the bloody conversion.
The Bellator is my favorite Star Wars capital ship. I would combine it with a Infinity style belly hangar, in wich it could carry a few small escort vessels. It would have multiple hangarbays along the port and starbort edge to launch fighters and bombers. It would have multiple bomber squadrons and the fighters needed to escort those. The bombers could soften up targets, that outgunn it, while the escorts intercept faster vessels. The main armament would be less than the Bellator, but it would have next to turbolaser and ion canon batterirs a large number of missile launchers and an extensive point defens suit.
Slope the top and bottom hull to be thicker at the back, do the heavy cannons along the sides and you'd be able to being most or all of them to bare on targets in front of it. A few along the spine might be nice as well, as they should have huge firing arcs. With a flat hull and some heavies etc at the back you should be able to cover the engines and let the read heavies also engage targets in front. As smooth a hull as you can top and bottom like a star destroyer. It might be closer to Executor size in the end for power requirements, dot point defence all over, but its rate of fire should be terrifying. And anything in front of it should be demolished in short order. If it is being pounded from one side, role.maybe try to make to turbo lasers can be fired radically off bore on the side. If the main hull top/bottom then has a powerful shield, even though it is presenting a big target, should it not then be able to present heavy armour and an absolute shit storm of point defence and offensive fire? Even point the nose up relative to ships coming in behind would then mean they can be pounded to scrap. The kind of monster I would actually lie to see in action :P Not sure how fighters would dock, but if internal space is limited I wonder about parasite docking instead, which could be done all over. That might take from fancy tube work and raise turrets, not sure. A fun thought experiment any way. And should allow it to temporarily carry a stupid amount of fighter craft externally. There could be compromises with that as it might have to launch everything or have blind spots, but it would be an alarming of parasite craft.
My ship: The Skakoan Dream I'd probably imitate the design and shielding of Mon Calamari ships, and also have the hangars angled downward, along with the fighters, and I'd use magnetic clamps to keep them attached. I would use a similar arsenal to the MC30c, with cluster bombs and torpedoes being its primary weapons, but with some laser cannons to deal with fighters. I would also ensure that it had a small detachment of infantry troops. It would be manned by loyal and efficient droids. Basically, I would scale up the MC30c, give it some downward-angled hangars, and give it its own detachment of elite infantry.
Eckharts perfect ship is what we call a "Assault Carrier" the firepower of battlecruiser or higher magnetude and some starfighters because "F your ISD's cause I got B-wings."
Yeah, sounds like he wants a ship that if it jumped into the Battle of Scariff the imperials would have been like" nope, we give up". And that's without a support fleet.
I think best solution for ship weapon are Trek style 360 degree Arrays able to cover almost 95% of area around ship when remaining 5% (usually around bridge and engines) can be covered by gun points. And if you add to them a dedicated point defence system for intercepting missiles and fighters you might get pretty balanced ship without overextended power draining weapons systems. It's worth to mention that concentrated overloaded Arrays could be used as equivalent of super laser and it's easy to guess that with even Imperial class SD power source such combined beam would be absolutely devastated for the planet surface.
Personally, for capital ships, I’d base them on the Nebula and Endurance classes. For the battleship, I’d take the Nebula class, increase its size and power generation capabilities. Reason being is that I would install the spinal mount cannons from the Aggressor class (the ion cannon and plasma cannon). The increased power generation is to allow simultaneous operation of both those cannons as well as the regular systems and weapons, something which was a major weakness of the Aggressors. Next, I’d mount 6 superfiring quad heavy turbolasers on the centerline of the ship facing forward, 3 on the top and 3 on the bottom. Throw in a dedicated point defense grid as well as Mon Cal shields as well as heavy armor, subdivisioning, and bulkheads and that would b about it. As for the carrier, I’d give it a similar relationship to the aforementioned battleship as the Endurance has with the Nebula. Only changes I’d make is having dedicated launch and recovery bays leading to a centralized hangar deep within the ship as well as having the ship designed and built from the start as a dedicated fleet carrier. This allows rapid and simultaneous launch and recovery of fighters and whatnot even in the midst of battle as well as avoiding any design flaws that come with having a ship design based on someth8ng that might not b optimal. While the battleship would carry enough fighters to help defend itself against enemy attacks as well as contributing to the overall fighter/bomber strength of the fleet and the carrier would have enough weapons to defend itself, I refuse to have them b “dual purpose” or hybrid ships. There is a reason y hybrids were never popular in real life, as they r more vulnerable than dedicated designs as well as the fact that they aren’t as effective. Battleships r designed to slug it out with the enemy and carriers r designed to support the fleet while staying away from the front lines of battle
Ironically, the ideal battleship that Eckhart specs out is the Space Battleship Yamato: Turreted guns with wide firing arcs. Virtually no blind spots (you may think that the bottom of the hull is a blind spot, but all you need to do is roll the ship 90 degrees to correct this, and the ship is shown as being very nimble), it carries a couple of squadrons of its own fighters, and it has one of the most OP main weapons in Sci Fi, the Wave Motion Gun. Oh, and it has impenetrable Plot Armor and can use asteroids in a fast spinning electro-magnetic field as another shield layer. Yamato's turbo lasers would one shot any other star wars capital ship, if its performance against Gamilon warships is any indication. Weapon variety: Yamato has the Wave Motion Gun, turreted heavy guns, AA guns, torpedoes and missiles, and fighters. It even has a marine contingent for boarding actions.
If I remember the cross sections right the superstructure on Star Destroyers was partially to protect their large reactors, without them you run into the problem that dreadnought in the Last Jedi. I would keep the large superstructure, but I would have it sloped similar to the Pellaeon Class Star Destroyers, I would move the heavy anti ship guns to the center on both the top and bottom of the ship so they have a better firing arc and also move the tower forward to have its peak at 2/3 or 3/4 the length of the ship, that way I can mount one or two heavy turbos, a few missile launcher and point defense batteries on the aft of the ship to act as stern chasers for anyone that wants to get up in my engines. For weapons and hangers I would borrow from the First Order's Resurgent Class, good to have a mix of point defense, missiles and turbos to deal with threats, and I do like the idea of multiple hangers to rapidly cycle fighters and bombers. I completely agree that the exposed command bridge is a bad idea, I would move that into the hull and use the tower for flight control and other such tasks with redundant systems built into the hull. I would do the same with the shield generators, get those under the hull armor if possible, if not possible leave them as flush against the hull as possible so it isn't such an obvious target. For larger ships, the Superlaser is cool but kind of impractical, I like the Mandator IV autocannons, faster recharge, smaller reactor drain, and turret mounted so easier to target fast moving ships.
I think having one of those Malevolence-style giant ion cannons mounted to the front would be a good idea (instead of a superlaser), but also backed up by lots of point-defence lasers as starfighters can dodge it better than capital ships
If I could have a capital ship, what I would need in it would be: 1: Multiple turbolasers 2: Tons of point defense 3: A menacing superlaser like the eclipse's 4: A good color scheme of a base color of black with a light cyan (green mixed with blue) stripe going down the middle 5: An Imperial star destroyer looking shape 6: Hull-installed command bridge (like the invisible hand's) 7: Hangar bays 8: Support fleet of an identical ship (so no enemy can know which one is which) and other ships
I've been working on a story where the flagships are called leviathans and are Built with the bridge low and a raised superlaser as an anti capital ship, full turning radius and is designed to be the main target from the enemy while it's main cannons do the leg work. It's also built to make speedy turns with small thrustsers facing in both directions on the sides. I haven't yet thought of starship deployment though. I got a lot of ideas from the star wars universe and the ship design would look like two star destroyers back to back but with the main engines on only one side. It's all styled after my Lego design I made when I was 14, it's supposed to be my version of a super star destroyer, instead of a triangle more of a diamond shape. There are a few other concepts I'm working on story wise to correct flaws, like missile sites as anti fighter systems and other things that I am trying to find out would scientifically be possable but that's probably 1-2 thousand years of science before the possibilities are known. Simply put a short ranged teleportation device, and (thanks to stargate for the idea) phase shifting devices. A giant ship with devastating firepower that can teleport or shift out of phase would be near impossible to beat. The main issue would be power consumption as these ships would burn through vast amounts of energy during a fight, on of my favorite ideas was styled after Halo Reaches mack turrets, which is a magnetic quad-fire cannon, meant to pierce right through various kinds of shielding to take advantage of any weakpoints like external power systems or key turrets. This is supposed to be a race older than earth with technology that would seem impossible, few in number but impossible to conquer. If anyone has suggestions I'd love to hear them, I was reading NightRavens post and realize if I used my Lego design, my ship has quite a few weaknesses, but hey it's hard to make a great design when I'm using Legos and not militarily inclined.
my ideal flagship would be a large battlecruiser, similar in appearence to the praetor mk-2, with an array of centerline mounted turbolaser batteries along it's centerline. these turrets would be indiviually more powerful than most on ships of comparable size in order to compensate for their fewer number, a drawback necessitated by their placement (in order to optimize their fields of fire.) they would be armored against smaller laser and turbolaser weapons, with a thicker armor belt on the front of the turrets, and would be mounted in superfiring positions, allowing the ship to concentrate the majority of it's main weapons in a forward firing arc. the battlecruiser's secondary weapons would consist of numerous dual purpose medium and heavy laser batteries capable of engaging enemy fighters and corvettes alike. each battery would consist of several of the smaller turrets flanking the larger turret in such a way as to maximize their field of fire, especially that of the main, larger laser turret. the main laser turret in each battery would be armored to resist starfighter grade laser weaponry, and the gun's targeting would be semi-automated, requiring the crew to designate priority targets while the weapons aim themselves. the battlecruiser would possess additional offensive armament in the form of several missile/ torpedo launcher batteries located along the ship's broadside, located in small gaps between the ship's dorsal and ventral armor slabs. these launch tubes are primarily used to fire guided, anti-capital ship warheads not limited by firing arcs, and are especially effective at quickly finishing off enemy warships who have had their shields taken down by sustained turbolaser fire. the entire length of the ship would be encased in two slabs of angular armor, dorsal and ventral, similar to how many imperial space triangles were. this armor would be strong enough to resist sustained turbolaser fire from weapons comparable to those used on imperial-II class star destroyers. this ship would utilize a very powerful reactor buried deep in the core of the ship to power it's weapons, engines and shields. it's command bridge, and other critical systems, would likewise be buried deep in the ship's core, with the less critical spaces being further from the core and would be destroyed first if enemy weapons fire did manage to penetrate the ship's defenses. this ship would use several, smaller, weaker shield generators rather than one large one, with overlapping generators providing greater protection towards the ship's fore and near structural weak points like it's hangers, engines and weapons. the ship would be capable of, if pressured by a superior enemy force, selectively lowering it's shields to take hits to it's thick armor while leaving the more critical parts of the ship protected by smaller shield generators. this would lessen the burden on the ship's reactor, allowing it to continue to operate it's engines and weapons at a higher degree without lowering it's defenses completely. this ship would have engines that, at full power, would allow it to keep pace with a star destroyer so that it would not be left behind in a fleet battle. while it's shielding is unexceptional in raw power for a ship of it's size, it remains an effective defense when combined with it's armor. the excess power diverted to weapons and engines allows for it to match even small dreadnaughts on terms of firepower, while possessing better than average maximum speed for a ship of it's size (albeit with unremarkable acceleration due to the sheer mass of it's armor.) this ship is primarily a warship, however, it can carry it's own fighters into battle using a series of relatively small hangers located along the ship's flanks, in small gaps between the ship's armor plates. these smaller hangers allow for more rapid launching of fighters than a single large hanger, while also removing the structural weakness of a single large hanger. these small hangers would possess armored blast doors that could close to seal the ship's interior off to enemy fire even in the event of a shield failure in one section.
The Bombastic + Templin Institute fortnite stream: th-cam.com/video/e58jpwzh9Qs/w-d-xo.html
EckhartsLadder mega star destroyer ⃣VS 2/3 viscounts?
EckhartsLadder hey can you do a video on missiles. The new Star Wars movie confuses me. Main weapons have a short range and are blocked by shields, but physical weapons are not as we see a star fighter go through, so why not use more missiles?
EckhartsLadder The Bellator is my favorite capital ship in Star Wars!
If you like flat vessels I recommend you check out the Agamemnon carrier from the Homeworld, I think it is an absolute beauty and a good flagship overall.
I’d really like to know what to think of it ^^
I’d take the mandator ll class, Republic era. That’s me favorite
I'd name it "my mom" so I could say my mom took out your entire fleet
Gem of a comment
Eck's perfect capital ship: anything that doesn't end with "Star Destroyer"
Star Destroyers where great ships but they wheren't supported correctly.
Yeah, most were meant solely for overwhelming firepower, except for the Venators and Interdictors.
How about the Nebula, which had the pros of the MC80 and the ISD.
anno 2070 fan 22
^This
It's easy to rip on the Star Destroyer, but they were built to serve a particular purpose within a fleet and would fill that role well in a fleet that supports it properly. Star Destroyers are not meant to be lone wolves but to be the beta wolves in packs.
A lot of imperials just like to get cocky so they assemble a fleet of ISDs and of only ISDs for the terror factor but do not give them proper support. Fortunately, some imperials like Thrawn and Palleon know better and use the ISD properly within a fleet.
Yeah, almost every time we see a Star Destroyer get taken down or disabled, it's usually by fighters and not because of duking it out with another capital ship of equal power or greater.
Even the Executor at Endor was taken down by fighters who managed to slip through its defenses - defenses meant more for taking on other capital ships ala the Death Star I.
I cant get over how refined and styleized this channel is for just around 200k. Everything is perfect, the style matches the music and theres more personality involved than in other star wars channels.
Milk 7504 Yeah I agree, I remember when Star Wars Theory was like this somewhat but ever since he got 300k plus subs (and I subbed to him back when he had 11k subs) he seems much more scripted and stopped making the content that got him to 1mil although he has come up with some good content recently.
Milk 7504 I also like eks content that involves different scenarios for different ships or factions and his vs series.
5:12 Superlaser*
salty boi
Capital ships should always operate in a fleet. There role is it to kill other capital ships. I don't think they need large hangers because carriers serve that role better and I would rather use the space for extra weapons, shielding and powergenaration.
Your capital ships could be multirole and versatile to support itself in case of any event. And in the SW universe, that always happens and star fighters play a key role, aside from the support ships, which wouldn't be as strong as your capital ships, capital ships would be better way to keep more valuable assets.
In our world's fleet, there's a carrier for ship to ship combat has become rarer, for them, it's common, so a mixture in design could have some sense.
I personally would create two versions, one has a more dedicated carrier/transport role while the other would be overall be balanced.
The role of my Capital ship is it to kill other capital ships but it also should have strong point defence to shoot down fighters, missiles and torpedoes. I would like to have starfighters with hyperdrive or a smaller carrier like a Venator and Corvettes to shoot down fighters.
I see, different doctrines cause I'd have it like a Carrier and a Multirole classes.
I would combine the two by having multiple power generators and some of these generators devoted to the shields and engines while other generators devoted to general systems and sensors. you can have generators devoted to supplying power to the weapons as well. in the long run it is more expensive though but it can keep the flexibility of having hangers and the ship to ship kill power.
Imperial-class Star Destroyers are capable capital ships.
Get the Mandalorians and Mon Calimari to work on a ship together and it will be perfect with great ship design, no blind spots, absurd amounts of fire power, able to carry a large amount of star fighters, and nobody will be able to beat it.
Personally I think this is kind of a poor choice in design. If you create one ship and scale it up or down to do everything the ship becomes a jack of all trades and you lose any room for tactics and versatility during a battle, and if you included the best of the best of everything your ship would be cripplingly expensive and hard to produce.
My perfect SHIPS would be:
A cruiser much like you describe. But I would completely remove Starfighter carrying hangars, superlaser and interdiction bulbs to make more room for weapons and shield generators. I would slant the ship twoards heavy guns and weapons designed to hit other capital ships, but not neglect point defenses entirely. I would place the heavy guns along the blade of the wedge, above and below it and have no bridge or superstructure if I could, the ship would essentially be mirrored top to bottom. I would also inversely taper the wedge toward the rear to provide some coverage of the engines. I would probably build this ship at around the size of an ISD or a Venator. You don't commonly see ships bigger than ISDs in the SW universe and when i did I could use wolf-pack tactics to bring them down.
I would call this the Dominator-Class star destroyer
A dedicated carrier, which would be around 500-750 meters long. This would probably just be a big brick with a row of hangars along the side, to maximize the amount of hangar space I could build while minimizing the resources needed to build the ship. I would add some laser cannons and ion cannons for point defense, but its main job would be to bring lots of fighters into battle and stay away from combat. Ideally these would stay at the rear of a fleet or use hyperdrive capable fighters and not go into battle at all. It would also be able to land on planets to deploy ground armies.
This could be called the Protectorate-Class Carrier
A dedicated corvette/gunship. Something with which to kill starfighters. Probably a similar shape to my cruiser but for screening against fighters, so laser cannons would be along the blade of the wedge. I would want it to be as compact and fast moving as possible, ideally less than 100 meters in length so that I could (assuming resource scarcity) produce vast amounts of them for my fleet. I might include a pair of turbolasers on the top and bottom and some torpedoes if it had to duke it out with another capital ship, but the main focus would be on the lasers.
And I'd name this one the Saggitate-Class Gunship
I can think of about a dozen others for different roles, but those are the three most important ones that come to mind right away.
Yeah, I thought the doge liked specialization, why the break with doctrine?
That carrier seems unoptimal. Putting a hyperdrive on all your fighters is a waste of resources. If you have a dedicated carrier that can deploy a ton of fighters extremely quickly, you just don't need it. You need your carrier to survive--that means speed and shielding to stay away from combat.
Either go all-in on hypderdrive capable fighters and make your carrier a transport/fuel depot that doesn't fight at all, or make a carrier that will bring fighters in and survive long enough to bring them back out. It's largely a question of resource efficiency. Just don't do both
Those are some very good points, and I would probably prefer the former strategy; non-hyperdrive capable fighters and bring the carriers into battle but keep them at the rear of the fleet. And I would bring emphasis to either speed or shielding. But creating a full doctrine and combat strategy set in a fictional universe is a little beyond the scope of this youtube comment.
This is a video specifically about Ecks choice of capital ship, a command vessel at heart, not necessarily a front line battleship. Having a highly versatile capital ship would mean it could be assigned to any task force or fleet without needed any specific support ships to go with it. If it's needed to command a small group of cruisers and corvettes to control a small system then it's an asset with few drawbacks, where having a battleship bristling with heavy turbolasers might not be practical. On the other hand, having a capital ship loaded with laser cannons and sent to engage a fleet of Imperial Star Destroyers would also likely end badly.
I think for the most part this ship would be used in conjunction with other ships with have that specific role, such as anti-starfighter corvettes and heavier front line cruisers or battleships.
Well, the goal here is to create the perfect ship, not the perfect fleet.
Jesus Christ, do you have any idea how much all of that is gonna cost? I mean, you might as well ask for your fighters in your hangers to all be Tie Defenders if you're moving for the quality over quantity, unless you're looking for a flagship.
I made TIE Defenders, I can reduce their price by 5%
Just don't build two Death Stars....
This a dream if you had an unlimited defence budget like the empire
J3 x wings in mass will prove more efficient
My favourite capital ship has got to be the resurgence class star destroyer for the amount of troops and fighters it can hold as well as the firepower necessary for ship to ship combat oh and it also looks cool too
D.R.D Productions Also the big structures that makes the Turbolasers wouldn't be a very big problem because of the amount of Turbolasers but I found 1 problem with it and that is that it is hard for it to defend from attacks form behind
A problem with it is that fighters can easily fly through the open parts of the hull and cripple the thing from the inside. Hell, based on the size of that opening, a whole CR90 could fit in there!
@@a.morphous66 That’s why particle shields exists. It can vaporize, missiles, starfighters, starships and asteroids which are coming to close from the ship.
But the plot forgot them very often
The perfect capital ship is the venator with its big sexy stripe
The endurance fleet carrier is a joke. At 1040 meters, it is about the same size as the Venator, but the Endurance only carries 2 wings of starfighters compared to the Venator's 5+ wings, while also being horrendously outgunned by the Venator's eight heavy turbolaser turrets. I have no idea why any sane defense procurement agency would ever consider buying the Endurance, but hey, the New Republic in legends wasn't exactly the best at this.
Yea, they made the absolutely amazing Nebula and thought “oh yeah lets make a ship thats just there as like a bonus to this one haha funy funnny”
These are my favorite kind of videos that you make, keep it up!
Aaaaand you sponsored yourself again...
EDIT:
GEEZ WHY SO MANY LIKES WHAT
Jay LOL
my perfect capital ship varies actually, I want something that is the mix of a battleship and carrier, lot's of point defense and anti-star destroyer laser's, and multi-function role's to be played
1: I prefer the shape to be a mix of the venator and the liberty to be bulky to have a strong hull while still being flexible in battle
2: laser cannons placed in smart place's to fire at all side's with as little blind spot's as possible
3: I would have a non-exposed bridge like what the finalizer done with 2 bridges, but one in a non exposed way and another deep in the hanger
4: a small superweapon like the super ion cannon or a small super laser able to destroy another star destroyer's in second's
5: able to carry a lot of star fighter's, but not a dedicated carrier with a venator style launch bay with mon calamari shielding with a mix between organic and droid star fighter's to have the maximum amount of fighter's at my disposal
6: and finally, depending on the type it is, another star destroyer or dreadnaught, I would like every turbo laser to be maned by droid's to limit the crew needed to operate the ship and also have my ship able to carry frigate's or star destroyer's to bring a fleet with me at all time's
If you can dominate the skys with your starfithers...
* Venator intensifies *
When designing the perfect ship the shape, size, weaponry, and fighter capacity don't matter. The only thing that matters is plot armor. How else do you think that the Rebels ever accomplished anything?
They had the main character for goodness sake
Good video, and may i ask what was the mon cal ship you used at 2:07-2:26, I've never seen that design before.
I LOVE the musical openings to these clips. They are absolutely fitting to your material, sir. :)
The Power Requirements of the ship you requested would be off the charts
X-83 Twintail vs. Tie Defender (the Legends version)
Your ship is awesome and My ship would have tractor beams, laser cannon, turbo laser cannon, hangers, shields, hyperdrive and to be a fast ship too
One idea I have for a capital ship is that it can have 2 attachments 1 on top and 1 below. This can be a shield generator for protecting itself and other ships, a radar dish for intercepting and jamming transmissions, a massive turbolaser like the one at the start of the Last Jedi or a gravity well to pull ships out of hyperspace
The Resergence Star Destroyer is my dream ship! It's bridge is not that exposed, it's got shields compatible to Mon Calimari shields, it has an overwhelming amount of turbo lasers and ion canons and plenty of anti star fighter laser canons and ventral cannon missiles and has multiple hanger bays that hold 2 wings of well made star fighters. (1 wing is usually 72 fighters)
This looks really cool! Keep it up Eck!
my perfect ship would be less star wars and more halo. due to how focused the star wars galaxy is on energy logic and reason dictates they would have less defense against solid projectile (though one of my friends referred to the absolutely insane legends numbers which really do not make sense) so i would build a ship to counter standard star wars conventions. giant cannons in place of turbo lasers. i would still use energy based point defense though. and to use part from halo i would likely mount something like a MAC gun on it. aside from this the ship would have a light fighter escort and mostly operate as a mobile command center with enough fire power to protect itself from most other ship.
Giant cannons shooting physical projectiles only work at close ranges. If you believe that star wars ships are firing lasers from miles away, operating from beyond visual range, then cannons will never work. Any ship with decent sensors and maneuverability would dodge your shots. You'd have to accelerate things to near-lightspeed to have a chance of hitting your target. Or have guided missiles.
IF you're fighting at close ranges, as is shown in the movies, then large cannons are a great idea. But if your opposing ship's captain has more logic and tactics than flair for the cinematic, you'll get picked apart at range.
very good point my friend. that is why i would add something i almost forgot. and that is missiles. while many ships like the mon calamari cruiser is excellent at point defense. if facing something like an imperial star destroyed tracking missiles would be an excellent choice in my opinion. but i could be wrong once again
Tom C. It also depends on what cannons you are talking about. railguns or coilguns, more likely coilguns are able to shoot projectiles at relativistic speeds, given enough power. If you can shoot a projectile at least 10% of the speed of light you can do pretty well in long range combat. There's also a point where kinetic energy stops going up in increments and skyrockets instead. High relativistic speeds create overwhelming kinetic energy.
If we imply that the shields in star wars can and do regularily deal with micro meteors hurdling at them going thousands of miles an hour without comment (though it has been several times in lore) we can also assume that standard projectiles pose little to no threat when normal shields are up.
Well, we saw an ISD lose its bridge to an asteroid in ESB, which tells me that most ships in Star Wars do no have shields that can stop physical objects. Examples can also be made of the first Death Star and the Executor. So, I think a cannon firing a decent sized round(say 10 kilograms) at any decent percentage of the speed of light (say 5%+) would do massive damage to a ship. Hell, a 2 kilo round at 1% the speed of light would do more damage than the bombs that nuked Hiroshima and Nagasaki.
I don't know if you've ever played Empyrion or Space Engineers, but you can get a pretty good idea what works and what doesn't work in ship design from designing ships in those games.
For one, the larger your ship and the more weapons you have the more power you need. Power generation isn't cheap, it requires a lot of room for all your generators and the more of them you have the more vulnerable you are to catastrophic detonation. If you have a large ship you need a lot of power to the engines in order to move it, you need a lot of power to inertial dampers so people inside don't get thrown against the walls, you need a lot of power to shield it because you can only tack on so much armor before you need more power to move. Ideally important and especially volatile systems are not adjacent to each other within the ship, that way you avoid chain reactions that destroy the entire thing. This may be the purpose of placing shield generators outside the main superstructure like on a Star Destroyer, the point being, if you want to penetrate the main body of the ship, first you're going to have to target these little things that rest nowhere near the important components.
Besides moving the ship and shielding the ship, you still need power for your weapons, this is tough because weapons draw a lot of power, especially if you want them to be effective against enemy capital ships. In this regard, Star Destroyers can reroute power to only the cannons that are firing on enemy ships. Star Destroyer design allows them to bring all of their guns to bear on a target in front of them or half their cannons to bear on a ship flanking them while rerouting power from the other cannons to their shields. The armor layout of Star Destroyers is very efficient as well being angled to maximize effective armor from both the front and the sides. To better explain this, say your armor is 50 cm thick, at an angle the armor becomes a lot thicker and more difficult to penetrate.
The Star Destroyer's primary role is Capital ship to ship combat and orbital bombardment. To make up for the lack of fighter defenses, they carry several wings of tie fighters and tie bombers. The fighter screen is what protects the ship from enemy fighters, not the armor or a plethora of small laser batteries. Each little turret sticking out of the armor on a Star Destroyer would be a weakness that an enemy capital ship could exploit, thus negating the Star Destroyer's primary role.
A spinal laser battery would be a terrible idea since it would make a choice target for any capital ship you were pointing it at. The system wouldn't be particularly fortified and would contain a number of energy capacitors and relays that would explode in a fantastic fashion if they took any damage. All of that of course would be running through the center of your ship where your reactors and important internal components reside. Just imagine a single bomber shoving a few proton torpedoes up the barrel of your massive laser and you get the drift. Much of the inside of the front of a Star Destroyer is devoted to hangars where Tie Fighters can be stored, launched and serviced. This area is not particularly vital to the Star Destroyer, but if it's destroyed they know they can't hang in the fight and they can get the hell out of there.
Well, you pretty much hit all the main points I would want to consider when designing a ship. A variety of weapons, a plausible combat design, adequate defenses, and fighter capacity. Naturally I'd want to throw a super weapon in too, but it seems implausible on anything that isn't a dreadnought sized hull. But the overall versatility and self sufficiency is a huge asset.
My experience playing games like Homeworld, Sins, etc always had me relying on anti-fighter ships once carriers became prominent, so having point defense on larger vessels would certainly be a big boon.
I loved the video. I have personally designed my own capital ship for the universe I write in. It includes a lot of what you said, including a command center buried deep in the belly of the ship.
Great video!
My summary:Decent point defence weapon, shield device on defended position, main gun turret with extensive angle of traverse, fighter&bomber carrier capability(about hundreds of), economic super laser, some gravity well device.
And all these equipment put in to ship hull with minimum superstructure and not exposed bridge or make protected command center inside the hull.
I all agree this view. Maybe this ship eat a cost to build, but who cares a cost when make a capital ship of the fleet that have to protect at any cost.
My only oppinion is "When you build this, deploy at least 2 ship in single fleet". Becase if there is only one, your enemy will concentrate all fire power to your dreadnought.
United Federation of Planets vs Galactic Empire.
Eckharts. What if the rebel alliance never existed. Like "Rebels, Rouge One and A New Hope" never happened. Would there someday still be a civil war between ,The Empire vs The Empire(Old Republic).
Without the rebels: Peace, freedom, justice, and security for the new Empire.
The Empire would likely stabilize the galaxy after a little while and last for a long time. If the Alliance never formed, Palpatine and Vader wouldn’t die at Endor, the DS battlestation wouldn’t be destroyed, and the Empire would have no organized opposition. It would be a significantly better timeline.
I would have a rectangular capital ship with a very big spinele mass driver accelerator like a Mac in halo which should be strong enough to break through even moncala ship’s shield, then on the each sides 35 light quadruple turbo lasers that can aim in 360 degrees, 5 warhead launchers, 2 mass driver missiles launchers, 15 heavy laser canons, 10 ion canons, 25 laser point defenses and 25 missiles port defenses. It would also have its command center in the center of the ship and room for 100 or so fighters with a venitor type hanger on the bottom so fights can just drop out of it and go straight in to battle. Moncala redundant shields would be nice too, a class 1 hyper drive and a secondary class 6. And the name is heer adenn which is mand’o for the merciless and mand’o is what the mandalorian speaks and of course a capital ship with so many weapons is mandalorian so in total there are 1 super sized mass driver accelerator, 70 quadruple light turbo lasers, 5 war head launchers, 2 mass driver missiles, 30 heavy laser canons, 20 ion canons, 50 laser point defense, 50 missile point defense and 100 or so fo a mix of star fights, bombers and interceptors
I love Home One, Amazing shields and armour has a large hanger also many weapon emplacements spread across the ship.
i personally like star destroyers, but your ship design was still really good
My perfect capital ship:
To be honest, an Ion cannon is massivly useful in a lot of situations, as well as good carrier capabilties, but that would add some predictability. If the fighters retreat, it's probably because the ion cannons are about to fire, but then the other starfighters go bye-bye.
Long range Turbolasers like on the Munificent Frigates/Destroyers would be required, with good point defence should something come near.
You wouldn't really need that many other turbolasers, just quite a few long-range ones focused near the front. On the sides and near the front you could have point defence, but as you would have very good fighter cover, it isn't needed too much, and you have a fleet too.
So, something like a very bulky spear would be nice. Triangular/cone front for the guns, and the body would bulk out and be rather like a flatter bit of a Mon-Calamari ship, with shield generator bulges, engine housing, and maybe a hangar towards the back. This would be a blind spot, but I think it would be well-covered by a backing fleet, or simply by having turrets on top of an engine housing bay-thing near the back.
Tl;dr
Bulky spear shape, fighter hangar at the back, heavy weapons at the front, ion cannon and lots of point defence.
One of my two perfect capital ships is essentially a redesigned malevolence. First, we take all the guns and put them on the top and bottom of the ship instead of built into the sides like most separatist ships. This would provide those oh so coveted firing arcs, including rear protection. Then we update everything to whatever the “current day” cutting edge tech is.
For the main guns, I think we redesign the octuple barbette gun as a square of 4 guns on each side rather than a line of 4 guns. It does reduce the chance of glancing blows, but drastically increases penetration by focusing the blasts more. More penetration increases the possibility of creating new weak spots for fighters to exploit. Depending on the spacing, you may be able to stuff a fifth barrel on each side, (think a 5 on a die) Obviously stuff as many on as possible.
For point defense, I like quad laser cannons since they can also contribute towards capital ship fights, while still wrecking star fighters. In addition, I would have missile launchers utilizing the cluster seeker missiles from the first rogue squadron game. Those things were so overpowered it wasn’t even funny. Those things could kill up to six fighters at a time, and even shred the one assault shuttle you fight. A capital ship with several dozen tubes or turrets dedicated to those should have no problem defending itself from fighters, and they can again add to capital ship damage. You can probably also have a signal from your own fighters to distinguish friendlies.
Now we get to the ion weapon. I personally believe the ion weapon is the most useful super weapon in all of star wars. Firstly, it has a much better firing arc than a superlaser, and can also line that firing arc up more easily than sighting a super laser straight down the middle. Secondly, I believe that when scaled to the technology of whatever time it’s dropped into, the weapon should have no trouble doing nearly irreparable damage to a ship’s systems. My evidence for this is how rebel ion weapons have been able to deactivate huge portions of star destroyers for fatal periods of time with just one or two hits (my sources are the battles of hoth and scariff) the regular ion cannons and bombs seem to have a huge area of effect. Now take the malevolence’s ion weapon, which was presumably still in the testing phase when it was destroyed, and give it the improvements in speed and power it would get from tech upgrades during the gap between the clone wars and the galactic civil war, and you have something truly omnipotent towards capital ships, requiring at least several hours of unharassed repair to restore function, (also sits better with the public than a planet busting laser. Ion cannons don’t hurt living people)
Lastly, for fighters I would use a mix of up to date droid tri-fighters for air superiority (can buzz droids be useful vs frigates?) and b wings (preferably the super laser wielding kind from that one episode of rebels) to bomb any slippery frigates and light cruisers into dust. Probably have the hangars in slanted positions in some of the spaces where guns used to be on the sides.
And there you go. Clean up the obvious exposed bridge and stuff like that, update the regular tech like shields and stuff to cutting edge, and you have my first perfect capital ship. All wrapped up nice for General Grievous to kill dumb jedi with.
You choose. Please like and comment a number. Thank you 🙂. 50+ times posted.
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Kenneth Kates 3
"and something like an endurance fleet carrier" Inserts photo of it getting torn to shreds
It seems that what you want is something like the battlestar pegasus, what with the extensive defence grid, superior fighter launching ability, CIC deep within the ship and capital ship crushing forward firepower. The only glaring weakness would be the lack of point defence at the back because of the massive engine block.
Great video. #NoNOTIFICATIONS Squadron reporting in.
edit: purposely off but challenge to be early, just to avoid some confusion.
Make sure you click the bell!
EckhartsLadder With all due respect sir, that's the point of my squadron, be early with notifications, kinda a challenge.
NoNOTIFICATION 2 standing by
An interesting video, thanks for sharing the ideas!
If we are to explore the concept of what a "Perfect Capital Ship" in the Star Wars universe would be, I think we first need to define what a capital ship is. I think William Lind defined them best thusly: "If the capital ships are beaten, the navy is beaten. But if the rest of the navy is beaten, the capital ships can still operate. Another characteristic that defines capital ships is that their main opponent is each other." I think it appropriate to replace Navy with Fleet, especially for our purposes here. Another telling aspect of the Capital Ship is that it doesn't matter what the composition of the rest of the fleet is, a Capital ship is always a Capital Ship, meaning that if you've got an Imperial II Heavy Cruiser being escorted by a half dozen Nebulon-Bs, and 4 Carrack Light Cruisers, the Imperial II is acting like a Capital Ship in this fleet, but if you put a dozen Imperial IIs in a fleet with an Assertor, it's no longer a Capital Ship, while the Assertor is always a Capital Ship, even if there are twenty of them in a fleet. The spirit of this can be perhaps best exhibited by the Battle of Endor in RotJ. The major turning point in that battle was the defeat of the Executor. The Alliance Victory was then secured by the destruction of the Death Star II. The rest was mop up work.
When one looks at real world examples of capital ships, we really only have two examples. Battleships and Aircraft Carriers. Battleships had numerous big guns primarily for blowing the snot out of other battleships. They also had smaller guns, for defending themselves against small highly maneuverable targets, like PT Boats and fighters. Aircraft Carriers may have omitted the big guns for pounding on enemy shipping, but still maintain various weapons with which to defend themselves.
When looking at the existing ships in Star Wars, the ships that qualify best are the Assertor, Viscount, Executor, Eclipse, Sovereign, Bellator, and Mandator classes. I think that the Executor, Eclipse, Bellator, Mandator and Sovereign all have good features worth looking at, but are all flawed in the same basic way, no starfighter defense. Each of the five classes carry large numbers of starfighters, all have large numbers of heavy turbolasers, regular turbolasers, heavy ion cannons, concussion missiles tubes, and tractor beams, but only the Assertor and the Viscount have any form of point defense.
Also, as has been mentioned by yourself and those in the comments section, shape of the vessel does matter. You should have as many of your weapons systems capable of pointing at the enemy as possible at any given time. The shape of your vessel can either help or hinder you in this matter. The shape of your vessel also has an impact on your armor. A sphere is good because half of your weapons will always be able to point at the enemy regardless of orientation. It's less good in the armor department because of the angle at which enemy fire will be coming in at. Most fire is going to strike perpendicular to your armor, or nearly so. A wedge shape is good for similar reasons, but less so, because it's really only maximally effective when the enemy is directly in front of you. An Arrowhead design is better because it opens up your cone of effectiveness substantially, but still leaves you with a blind spot to the rear. Another major weakness of the wedge and arrowhead design is that they are weak to attacks from above and below. A cube is good for maximum internal volume, and if you point one of the vertices at the enemy, you retain the ability to have half of your weapons pointed at the enemy, and the only weak points would be perpendicular to the six faces of the cube. Unlike other designs, no matter what the orientation to the enemy, it doesn't take much reorientation of your own vessel to present a vertex to the enemy.
My preference for overall shape is a diamond, much like you mentioned you would prefer. It maintains the arrowhead shape but eliminates the aft blind spot. It gives you excellent coverage for your armor making nearly all incoming fire come in at oblique angles, maximizing your armor's effectiveness.
One of the problems I've noticed with almost all warship designs in the Star Wars universe is that they usually put weapons only on the dorsal surface. It's a very rare ship that has weapon on the ventral hull.
My preference is that you keep 3/4 of your weapons forward and 1/4 aft, while half are port, the other half are of course starboard, and finally, half are dorsal and half are ventral. This way, you have maximum firepower forward, but maintain good coverage in all other directions and don't have any blind spots. Some weapons turrets should even be placed along the ridges so that they may fire into both of the arcs upon which it straddles, again, maximizing your firepower regardless of angle of attack.
Another problem with most ships in universe is that they don't have smooth hulls. It's one thing to have weapons blisters that you can't shoot through, but as you mentioned with the Executor, stuff on the hull means that enemy starfighters that wind up getting close have great places to hide from your guns. Most of the time though, this problem is exemplified by massive superstructures. The Eclipse and the Viscount both do a fair job of avoiding that, except that they both have those idiotic command towers with the bridge raised up above everything else.
In my opinion, the only thing that should be proud of the hull would be weapons turrets. Anything that can be kept internally, will be. If you need more internal volume for something, then do it by changing the angles of the hull.
For me, I would like to see a large number of heavy weapons, so heavy turbolaser batteries would be most numerous. Backing those up would be heavy ion cannon batteries, maybe half as many as the heavy turbolaser batteries. For point defense, go with the old stand by of quad laser cannon turrets, and while I would like to have lots of them, you probably don't need more point defense turrets than you have heavy turbolasers. I also like the idea of having missile weapons for the rare occasion where the enemy is apparently immune to turbolasers and ion cannons, I also don't consider them a primary weapon. And yes, I also agree that a gravity well generator is a necessity, as are tractor beam generators. They may not be weapons themselves, but are still incredibly useful in combat.
As others have beaten me in saying, hangar bays are a weak point. There are ways to mitigate this, such as having retractable armored bay doors, which absolutely must be done. I would want a very large hangar capacity, including the ability to carry several escort frigates, such as the Carrack Light Cruiser. Ideally, you should be able to perform launch and landing operations simultaneously, and your compliment of carried vessels should be able to launch or land out of the line of enemy fire, assuming your ship is on its primary attack vector. The Venator cruiser has a very good bay, but should have the option of opening either ventrally, dorsally, or both. My Capital ship would have something similar, though aft of the thickest portion of the hull with one being port and the other being starboard. As for what I would design the ship to carry besides the 12 Carrack Light Cruisers, I would carry 288 Tie Defenders as the primary attack craft, 144 B-wings as my strike craft, 48 Assault shuttles for boarding parties, 96 regular shuttles for normal fleet transfers of crew and cargo, 12 gunboats, 12 missile boats (yes, the ones capable of killing Tie Defenders), landing craft for the marine contingent, landing barges for the heavy armored ground combat vehicles, heavy armored ground combat vehicles themselves (and I think I've got to go with the HAVw A6 Juggernaut and the AT-TE as my two heavy units, the AT-XT as the scout, and the X-1 Viper as an assault droid). I think I would be aiming for a Marine Contingent somewhere in the vicinity of 10,000 biological troops with at least 500 of them being the equivalent of special forces. It would also be carrying lots of droids as well. Everything from combat droids, astromechs, repair droids, administrator droids, cleaning droids, and maintenance droids, you name a droid type, it'll likely be aboard.
Finally, the ship should be fully automated with as advanced an intelligence(s) as can be built into it. There are First Class droid brains equal to the intellects of very smart people, I see no reason that they can't be used to make running and operating the ship easier. I want my crews to be thinking up ways to improve the ship, not scrubbing waste conduits, general maintenance is for non-sentient droids under the control of the central computer. Think Andromeda Ascendant's AI, and yes, Star Wars is very capable of that level of automation, and the prequel trilogy shows every one of those technologies, except for slave circuitry, which is still very much part of the Star Wars Universe.
You raise a lot of good points for a good capitol ship design. Though instead of a superlaser, which seams to be ether rare or difficult to make, I would replace it with a large, fixed mount, Planetary Ion Cannon, like the one the Rebels had on Hoth. It is able to completely disable a stardestroyer in just a few shots, leaving the other guy vulnerable to a turbolaser barrage, or if you are feeling really cheeky, boarding parties to try and take the ship for yourself.
I don't actually know how big that weapon was, but it couldn't be too big, the rebels had to get it illegaly and then smuggle it to Hoth, and actually set it up after all. And I doubt it takes more power than a capitol ship could give it, as any power supply the Rebels had would also have to have been smuggled in and set up too. It also had to be a fairly common weapon system ... how would the rebels have gotten it otherwise?
I would definitely use the lurk hulk hull design and layout, but, obviously heavily mod it, based on what you've said. The hulks design by which I mean a circle that surrounds a sphere. Is very much overlooked.
For my ideal ship I'd go for something more along the "in-between" sizes, something between a Victory and ISD or between an ISD and an Allegiance. I'd also rely more heavily on missile based weapons than heavy turbolasers and try to gear the weapons to execute a kind of ship-based Nova Flair or "reverse torpedo sphere" where I'd focus fire from turbolasers and ion cannons on single spots on enemy ships to weaken the shields enough for a quick concentrated barrage of missiles to punch through. I'd also go for the same carrier battleship hybrid design but gear it almost exclusively for space warfare and only have enough troopers for boarding engagements or small-scale commando or decapitation strikes ground side.
A big role I would have for my primary capital ship is the ability to act as a carrier for smaller warships (obviously inspired by the Infinity from halo). In addition to having enough space for fighters, I'd be sure to include enough internal hangar space to house a few light cruisers or smaller frigates/corvettes, heavily armed ships that would be more dedicated to speed and firepower without any large or advanced navigation or targeting systems. As a result I'd focus more of my capital carrier's power on high power shielding and point defense, targeting, and navigation systems with the goal of acting as a heavily defended tank that does high level logistics providing intelligence and targeting information to its smaller ships. It would definitely have enough heavy ion/turbolaser weapons to defend itself but the main offensive power would be in its smaller ships that would be able to outmaneuver and outgun the enemy.
Ecks got a ship for every situation now
Great
I've been concepting a Star Destroyer style vessel code name Principes or in universe Victory 3. Its a ship based on the style and ideas of the Victory class of Star destroyer, upscaled to 1.0-1.2km long and inherits old ideas from the Venator. It has a Ventral massive hangar bay using the ships own artificial gravity to catapult TIE Avengers and TIE Defenders to Sortie. The ship additionally has a typical SD style hangar behind this strike hangar capable of housing a corvette, and the bay extends to the dorsal side of the ship where doors open up allowing a second Corvette class ship to undock.
In short this is a 1.2km long ship with massive strike capacity as it can basically store its own fleet internally and has native atmospheric flight capability WITHOUT using repulsars (it uses the Victory's wings to generate lift), and a massive missile battery capacity. The main weaknesses is Average at best turbolaser firepower and lack of specialization. The ship was designed for flexibility and DEFENSE. A client world of the Remnant or other such government would request aid and this Victory III/Praetor/Principes would respond rapidly, deploy a massive fighter screen with corvette support and bear down on the foe. The ship would likely fail in massive fleet engagements where its lack of specialization beyond its ability to store its own fleet will prove a hindrence. However for a government seeking to defend their borders and clients it should be an ideal vessel.
I have two names: Galaxy and Universe.My favorite design are a ship whom are an extended oval shape when seeing it from above and where the centerline of that oval are filled with guns that can move anywhere in theyre firing arch. Thus you can maximaze the arch each gun can fire and you can fire half the gun to the front, the back and the side and almost all the guns can fire at top or bottom attacks. I would also place hangar bays at both the bottom (Like the star destroyers has) and smaller ones at the top of the ship facing both front and back. And maybe a couple of point defence towers filled with AA guns. I would have at least two bridges and a CCC burried deep inside the superstructure so that no single hit can take out all of the comand capabilties. Johan.
Eck, Big fan of your channel. What would you call your capital ship type?
Ajudicator Class Dreadnought
EckhartsLadder That is EPIC!!!
Eck, I would get copyright claims before someone takes from you. Unless you don't care.
i think the best ship is space battleship yamato sorry i just think star wars battleships are kinda big fails
EckhartsLadder dang that’s sound cool and menacing
I took to designing a ship based on your specifications. Instead of simply making new ships from the ground up, I thought I'd try to adapt existing ships to your ideas.
I've created a rough design for more practical Star Destroyer, though I almost accidentally made it a 4.5km battlecruiser with thousands of fighters.
The big visual differences are the addition of gravity well projectors, much like the Legends Interdictor-class Star Destroyer and the octuple barbette turrets have been relocated. The number remains the same, but half of them new reside along the belly, and half along the spine, each set in a tiered line so that they can shoot over the turret in front of them.
As you were hoping to see, it features a spinal hangar, much like the Venator-class and carries a total of 160 fighters in that spinal hangar while still having three additional bays in the main hangar that can be used for transports, shuttles and landing craft.
I didn't have enough space on the hull for both the hangar and axial superlaser, but if you wanted to scale the ship up and down, you would probably find the room in larger ships.
I've also added gravity well projectors to the ship, making it resemble the Interdictor-class Star Destroyer from legends.
I haven't yet figured out what I want to do with the bridge. I want to keep to the iconic design of the Star Destroyer, but that exposed bridge is a problem, as you pointed out. I would likely move the command deck deeper into the hull and have the former bridge be where non-essential systems are kept.
The perfect ship doesn't exis-
As an engineer I think you also have to take other considerations into mind. It often leads to a more realistic design that will fit more. Things like cost, ease of maintenance, power consumption."The best of the best" is often much more expensive. A hundred Sherman tanks will defeat a single King Tiger tank.Maintenance is also often an important design element. The CR-90 might look the way it does because it is a long distance fast ship, where the engines might need regular maintenance and easy access.You might also be limited in what you can put on a ship by power consumption. Power generation seems to be bulky in Star Wars.And an exposed bridge is often done so that even if systems go down, the command still has an idea of what is going on. It also works well in movies.
So what you want is the Covenant Assault Carrier from Halo. Excellent point defense, Death Laser( Glassing Beam), able to carry a large amount of fighters, and plenty of damage potential.
May i give you an idea?,good could you do a vid on the best “ugly” type ship?
EckhartsLadder puts together a thoughtful and interesting video which makes my day.
In other news: Water is wet.
thank you ekhart!
may the farce be with you.
A Yuzhan Vong Worldship vs The Supremacy
Simon Nimstrand That's a really good idea
Considering in canon the supremacy is defeated by a 3km ship hyperspace ram I don't think it stands a chance
Miles Holder I think they do
The Worldship’s chance depends on how old it is. If it’s a more mature Worldship (100-150 km) it can likely win with little problem. But if it’s a younger one (50-80 km), it’ll have more trouble.
It was even a close range hyperspace ram so it had not even properly accelerated before it hit.
My pick: A ship with a shipyard built into it. Then add a planetary shield to make it (and any friendlies near it) effectively invincible to attacks from the front (short of a superweapon or a star destroyer successfully ramming it). Arm the ship itself with mostly anti-fighter weapons and ion weapons. In place of anti-ship weapons, give it a set of powerful tractor beams so it can push enemy capital ships that try to circumvent the forward "planetary" shield (you can also use it to capture small ships if you wanted, or use them to crash some enemy capital ships into each other). Add some gravity well gens as well to force enemy ships out of hyperspace where you want them to come out.
Use this ship to construct and maintain other capital ships and to house large quantities of fighters. In battle, use the ship's "planetary" shield to act as cover for your other ships to move in and out from behind whenever they need to pull back and let their weapons and shields recharge.
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Ideal shape: a double edge sword with fuller and tang, engines located either side of the tang. There wouldn't be any outward identifiers as to which side was the 'top' of the ship unless you see it in atmosphere, or make assumptions when its aligned in orbit.
Weapons: an even mix of point defense, laser cannon, turbo laser and ion cannons, but a lot of them, along the flats of the 'blade', mirrored top and bottom, as well as along the 'edge of the blade' to prevent side-trench blind spots, and on the 'tang' to protect the rear and the engines. Missile silos scattered about but mostly located in the 'edges' where they'd be less in the way of broadside line of firing. Relatively flat sloping of the surfaces would allow a great deal of coverage and lack of super structure would mean the large cannons on the sides of the fullers can shoot across it over their counterparts if needed. Forward is the most devastating to target though, with a lesser super laser through the center of the ship for those really hard targets, and even without that, nearly every weapon on the 'flat' and 'edge' could still fire forward as well. Super laser would be either a reserved weapon for large targets (dreadnoughts, etc.) or an intimidating opening shot to take out the other fleet's flag ship.
Hangers: a couple smaller closable ones located within each of the 'edges', with point defense weaponry on either side, and a pair of main hangers within the dip of the dorsal and ventral fullers, with a cover that can either open like a Venator's during 'safe' deployment and recovery or like an overly long ramp during combat deployment to minimize exposure of the insides, and likewise having point defenses along the inner ridge of the fullers. Side hangers would hold fighters and interceptors, while main hangers could hold a larger variety including bombers, shuttles, etc.
Bridge: would be fully contained and located in front of dorsal main hanger and above the super laser, with a secondary bridge located below it in front of the ventral main hanger, and then tertiary and quandary bridges located behind the dorsal and ventral main hangers.
Shielding: redundant isn't a bad idea when it comes to protection. Mirrored to both sides, one shield generator somewhere between the tip and the fuller, and another two astride of the fuller around the half way point, totaling six for the main portion, plus a seventh and eighth dedicated within the tang for rear defense.
Name: The Severance, because its both blade shaped and with focused firing, even without the super laser, it could probably slice through any normal ship defenses, plus for the crazy captains, the double forward shielding allows for 'stabbing' the enemy ship; ideally, roll the Severance so it can cut the other whip in half instead of stabbing an overly wide whole through it. If down scaled, replace the side hangers with more missile silos.
DP20 is one of the greatest smaller ships. I honestly didn’t know the armament until I looked it up today and it’s nice
EckhartsLadder how I would design my dream ship/ships: Ship #1: 1) I would go for a finned design instead of a flat design. and what I mean by this is having a top and bottom "fin" with the sides slopped. these sides would be lined up with guns (both PD and anti-capital, with PD being placed between the anti-capital) all the way to the top or bottom fin. The top and bottom fins would have a mid point allowing stagger placement of the guns facing forward and to the rear. this design allows Omni-directional firing basically.
2) I would have a engine "block" at its rear where the ship has these indents at the top and bottom after a gradual flat line. inside these indentations would be the engines allowing Omni-directional flight force. these indents however would only be big enough to allow the engines to push the ship forward and produce counter force at the same time so any fighter pilot getting the bright idea to use these indents as cover may very well end up being roasted by the engines. the sides of these indents will also be protected by PD guns to help dissuade fighters and bombers. an as you get further away from the engine "block" the less PD guns there are and more normal anti-capital guns; however between lines of these guns there would be hanger bays (2 on each side of the flat line with the engine block for a total of six hanger bays) to carry sub-craft.
3) redundant shielding like the kalimaria and advanced sensory arrays, holographic feeders which feed information to the command station/bridge inside of the ship towards the middle.
4) in the event of an emp (assuming it only knocks out sensors and holographic feed) or lose of power for what ever reason to the holographic feeders, there will be a back up bridge at the front of the ship (where instead of coming to a point there is a round off which is the back up bridge)
5) its name would be the Draco
6) the guns on the craft would be turbo lasers and proton cannons. the PD guns would be a mix of proximity flak shells and turbo lasers as well.
Ship #2: 1) I would go with a tower esque design. there would be a central structure connecting the bottom and top half; the bottom and top half would consist of rectangles coming out of the central structure into the 4 main directions of north, south, west, and east. These rectangles would than have fin like structures in the middle going towards and connecting to the central structure. these fins would be staggered so the closer you get to the middle the higher/talleer the fin is allowing guns to shoot over each other. these fins would be equipped with anti-capital guns. than there would be a wedge built on top of the rectangle; this wedge will be lower than the lowest fin to not intrude upon the anti-capital ship guns and these wedges would be out fitted with purely PD guns. the rectangular structure would go on for a bit than indent with the same design feature as the Draco mentioned above and than continue further down. Meanwhile the top would taper to a slant/angle. This angle will be were torpedoes/missiles are fired from and stored at (giving a total of 8 torpedo bays).
2) the sides of the rectangular structure would have a single fin going from the forward edge down to the rear and connecting with the fin from the other rectangular structure. there would be guns that are staggered following the fin structure. in between the fins where they touch there would be shield generators and power generators that are covered with one anti-capital ship gun on the top and bottom. PD guns would be installed on the sides of the fins with stagger placement going upwards towards the top (but not reaching the top)
3) the bottom of the rectangular structure (view point of the bottom anyways on the other end of the central structure it would be the top) would have a singular large fin that moves towards the center and links with the other fins with a round structure in the center. these round structures serve as back up bridges and observation decks with a anti-capital gun on top. on the fins there will be cut outs with stubs in a row of three where anti-capital ship guns will be placed. The middle stub will be higher allowing the middle gun to fire off at both directions. an this pattern repeats to the end of the fin. in between these cut outs are three rows staggered PD guns. in front of these fins there will be the same indentation seen on the top for the engines protected by more PD guns. the rest of the structure after wards become hanger bays with more PD guns to protect the hangers.
4) the central tower will have the main bridge in the middle where information is fed via holograms and advanced sensors. outside of the main bridge is were more power generators and shield generators are kept and further out will be mostly mechanic stations and crew quarters. On the outside of the central tower however there will be multiply hanger bays leading to the bottom and top of the central structure. Along with the hanger bays there would be multiply platforms sticking out of the central tower. These platforms are gun platforms were additional anti-capital ship guns will be placed and in between on the sides there would be PD guns.
5) it would be named Athena
6) same weapon set up as the Draco.
now granted #2 is a dreadnought while #1 is closer to a battleship. the main idea of them both however being flexibility as they can act as carriers and siege ships like the lucerhulks can while acting as a battleship. #2 has the additional principle of being a functional fear weapon. meaning it is not just looking pretty or fancy but can bring down actual pain as a functional weapon. fear and terror causation would be greatly aided in the fact it is functional after all.
adjustment to number 2 after thinking of its design I would place a additional observation deck that goes around in the middle of the central structure.
correction to #1 there would be 12 hanger bays not 6.
A starfighter carrier with lots of anti-starfighter weapons. Ideally the starfighters (and bombers) can be deployed at a long range, leaving the carrier well out of range of enemy ships.
ECKHEART DUDE I FUCKING LOVE YOUR VIDEOS MAN KEEP UP THE AMAZING WORK
Derek Chavez E X A C T L Y
My perfect capital ship would probably be something along the lines of the Battlestar Galactica. A ship that has plenty of fire power and room for fighters. This would also be great in Star Wars since fighters are such a major part of space combat.
My ship would be a more of an elongated diamond, with essentially ridges or 'spines' fore, and 4 steeper ridges aft. The slope of the taper would be enough that it provides clearance for weapons mounted along it, and that's where all my capitol grade weapons turrets would be located. Ideally, it would be arranged so any point can be targetted by nearly 3/4ths of all capitol weapons. In function it would serve as something of a 'Battlestar', boasting a mix of capitol weapons and fighters. It would definitely have all types of weapons, with a focus on Point Defense weapons and Ion Cannons (I've always liked the idea of capturing enemy ships for my own use.) To complement this, my onboard ships would be highly trained and equipped for boarding actions. My ship would definitely have a gravity well generator, if at all possible. If I can fit a light axial superlaser it would be nice, but that is a lower priority. I would definitely want redundant regenerative shields if at all possible, and would expend significant resources on finding a way to deflect (not stop, that's way outside any power budget,) a light axial superlaser.
I think the Supremacy could be amazing as a literal Capital Ship, with a few upgrades.
1) Better shielding which doesn’t have a fractional refresh rate.
2) Heavier weapons, think of a Superlaser or Orbital Autocannons.
3) A competent Commanding Officer (my pick’s Captain Canady).
4) A well layed out and extensive Point Defense System (though I don’t know if it already has this).
5) Better, bigger and more engines.
My ideal ship would have a base structure looking like a mix of a Mon Cala cruiser and a Providence-Class Battleship. It would mainly be equipped with two medium and one large beam weapons, a few hull-focused turbolasers, ion torpedoes and a healthy scattering of point-defense systems. It would have "wings" (see below) which would extend slightly backward of the back of the ship, and then come to meet at the front. These would almost exclusively be devoted to weapons, including the two medium beam weapons. The side of the base section would hold most of the turbolasers (while yes, as Eckhart pointed out, this would harm the amount that can be used on one ship, turbolasers should really only be used against other capital ships, which are slow in nature, which makes up for some of the loss of effectiveness) and fighter bays, which would be jam-packed with Vulture-Class fighters, a lesser amount of Droid Trifighters, and Droch-class boarding ships. The ship would have high durability, meaning top-of-the-line shielding and hull. It would make up for all this power cost with slow engines, but the ships somewhat flatter design should make up for that.
*Base part of the ship here, w/ engines at back*
/ / / /
/ / / /
/ / / /
------------------------Beam-------------------------
The Crusader-Class Heavy Cruiser. It would sort of look like a cross between a providence and hammerhead cruisers. It would be around 700 meters long. The side would be armed with the standard turbo laser and ion cannons. Though the drive section would have a v section with quad laser cannon point defense. The hammerhead portion in the front would have two duel heavy laser cannon, proton torpedo and buzz droid missal tubes. I also like the idea of the Star destroyer’s protected underbelly hanger to safely deploy fighters. So I would incorporate that too.
GR-75 is obviously the best capital ship of all time.
Eck you should make a video telling us to submit drawings and stats of a capital ship we draw, and in the next video you show the top five submitted
I tend to favor smaller ships with an emphasis on versatility. Something in the neighborhood of a Dreadnaught-Class Heavy Cruiser. I agree with you that the"Self sufficient fleet carrier" doctrine seems pretty solid. My ideal ship would have hangar space for about 3 squadrons of small craft, though, at the size of a Dreadnaught-class, It would have to really pack them in like sardines.
One thing I've put a lot of thought into is the hangar layout. My ship would have a common parking area shared between two through-deck launch/landing pods, for a total of four externally visible openings to the hangar bay, with an almost Battlestar-like exterior aesthetic.
Ideally, my ship, like yours, would have mon-cal style redundant shields, but on such a small scale, with so much internal space already accounted for, I don't really think that would be practical, so that just leaves armaments. I fully agree with your emphasis on point defense, but instead of worrying about covering all my blind spots, I'd merely make sure to defend all the major vulnerabilities, such as shield generators, engines, and sensor arrays, and protect everything else with shields and armor.
As for offensive weaponry, I prefer the Star Trek doctrine of quality over quantity, and my ship would have just a few main assault batteries, with a few turbolasers, ion cannons, and mass drivers each, giving even coverage to about a 270 degree firing arc around the ship. On top of that, however, My ship would have a little bit of a hangy-down bit on the prow, similar to the Nebulon-B frigate, housing a single Superheavy Turbolaser, Superheavy Ion Cannon, and Superheavy Mass Driver for frontal assault, all three weapons covering about a 30 degree firing arc.
Good video topic as always!
For my design of the capital ship, i would have a star destroyer with a length of about 1500-1600 meters
I would have it covered with point-defense from bow to stern, heavy turbolasers covering both flanks on top, and below.
command structure would be swarming with point-defense to cover critical areas.
I would have elongated backside to have a platform for armament to reach behind, making an end to the
blind-spot once and for all.
the command structure itself would be mostly inserted into the hull itself. At least few auxiliary bridges on board in case of emergency.
Reactor would have to take considerable space in the main structure, with the bottom having extended superstructure as well
to cover it up. hangar for this ship would be something between venator and imperial. Large enough force to strike enemies
from afar is important factor, as i believe fighter superiority is extremely important factor. the ship would also have a lower secondary hangar for a corvette, or a larger landing-craft which could be used as a base of operations on
a planetary surface, delivering troops, supplies, tanks, etc.
Now the most interesting part, i think i would have 2 large ion TURRETS on top of the superstructure.
Strong enough to power down shields of a capital ship with a single salvo.
eliminating the need for a super-laser, taking less maintenance and space.
She should have very few torpedo, or missile launchers as i do not believe in their relevvance that much.
turbolasers are also more cost-effective.
Shield-generators would be inserted to the hull, making them almost impossible to disable/incapacitate/destroy.
armor plating should also be a priority, as durability is the most important factor on a capital ship. period.
As a last point, i would have enlarged 'command' variant of about 2300-2400 meters,
with improved armament, bigger carrying capacity, and possibly better communications arrays.
Hope i'm not too late for this topic, have a good one!
My dream flag ship in Star Wars:
1.) Good mixture of all weapon types leaving no blind spot and also leaving no weaknesses, but also making it a jack of all trades and not as powerfull as a dedicated vessel.
2.) Best available shielding and armor.
3.) 2 gravity generators like Interdictors have.
4.) Carrying capability to control or invade a star system in regards to ground forces with the capability to establish a full forward ground base and support craft to transport things.
5.) Carrying capability of 10 fighter squads and 5 bomber squads for small craft as well as landing craft, shuttles, etc.
6.) A bit more space to deploy 3 or 4 mining bases and ground installations that can harvest and refine rescources on a scale that my vessel is completely self sufficient.
7.) sized down galaxy gun embedded into the middle of the ship to instakill anything it points it nose on and to avoid prolonged planetary bombardments by just using one torpedo per continent to wipe a planet clean.
8.) Best Hyperdrive that is available (preferably even an oversized one to minimize travel time).
9.) Cloaking device like the Tie-Phantom from Empire at war.
10.) Thrusters big enough to allow for good manouverability and sublight speed.
11.) Shape: Like an Osaka from X3: The Terran Conflict, galaxy gun point is in the middle of the round superstructure and fires straight forward. Guidance systems of the projectile activate after passing safety distance. The top and bottom of the ship and it´s engine nacelles can be covered in a way to have no real blind spot. Hangars can be put on the round superstructure.
Hmmm, another thing to consider as a qualifier for "perfection" can also be external factors like economic cost and logistics. I have two contenders, don't know what I would name them though.
For smaller scale capitol ships; I would have a battlecruiser (2+ km) outfitted as a battle carrier with strong and redundant shield systems, point-defense network, and ion cannons to disable capital ships. Then for primary capitol ship warfare; have massive hangars to deploy large fighter squadrons of various types, both manned and droid. This compliments the ion weapons greatly, with enemy caps disabled, the fighters can swoop in and make short work of primary systems. These ships are easily disposable too sense I'm not spending a whole bunch of caps on state of the art weapons and power generators. If I am, I would use it to upgrade the shields and ion weapons.
My problem with super star destroyers is all they do is add more guns on them the larger they get. Even though the credits would have been put to better use by creating multiple ships with the same combined firepower (Thrawn approves). No, if I am to create a bigger battleship, then I would build it with the idea and purpose of bringing bigger weapons and logistics to a fight that I couldn't ordinarily do with a mass of smaller ships. So for larger scaled dreadnoughts to compliment these battle carriers of mine; I would have largely the same carrier role and design but only as a secondary addition to its build. Its carrier role should exist to fulfill a self-defensive function, not offensive like the battle carriers. I would make better use of the ships larger size by including two if not more assertor style superlasers so I am getting a better bang for my buck. With a fair amount of heavy turbo lasers (no where near as much as most SSDs) serving as secondary weapons to pick off stragglers and lower level threats. But these superlasers are its primary function, so most secondary resources should be focused on defenses including armor, shields, point defense, and fighter support. Turbo lasers are a last priority. Hell, looking at the Legends Assertor, its total reactor power output was 5 TIMES (if not more) than that of its superlaser's firepower. If I am going to devote resources to building a ship with this same reactor output, I am sacrificing turbo lasers in favor of at least one more superlaser because if I am going to have fleet killer, mine as well have it insta-kill high priority targets before they become a significant threat, rather than build the ship for slugging matches with them.
I would go with Mon Cal shields, armor, power core, triple redundant retractable sensor arrays and engine distribution. A point defense network that is robust enough to not require star fighters to supplement it. First Order turbolasers both medium and heavy (with the kyber crystal upgrades), Capitol ship class torpedoes, Ion cannons light, medium and heavy. Two bridges, one primary and one secondary built inside the vessel using camera feeds and sensor displays instead of viewports. No unnecessary view-ports on the ship unless they had external retractable blast shields. 2 separate ventral star fighter bays with retracting doors (think of the Venator but upside own). Several fighter wings. The T-85 X-wing for multipurpose, RZ-2 A-wing for interceptor, and the legends K-wing for a bomber. I would also want several boarding craft and a company of marines for repelling and boarding action. Good recreational, and mess hall facilities for the crew to keep moral up. A pair of internally docked corvettes and finally a dedicated cloaking device. I would avoid gravity well generators and superlasers because they are too power hungry and tend to take up a massive amount of room. Plus with the traditional armaments and support craft used properly it shouldn't prove too difficult to take down a target.
The heavy weapons introduced in TLJ bring about some additional interesting options. The weapons seen on the Monitor and Supremacy obviously require a lot of structure and support considering the size of ships they are on, but a single spinal mounted one might be what you want. The siege laser they deployed to the planet was smaller, but still more dangerous than a turbolaser but seemed slow to fire and also appears to have a rather short range, relatively speaking.
Of course weaponizing hyperdrives is now canon, although I'm pretty sure I can't be the only one to think of it decades ago, it seems navigational computers and the hyperdrives themselves had built in safety features probably since the time of the old republic since few people that aren't crazy (Han Solo and VA Holdo) even consider disabling or overriding all those safety features. It probably got to the point that it wasn't considered because everyone was so used to those safety features they didn't think about them, except that the entire purpose of Interdictors and artificial gravity well generators is to fool those same safety features. (I theorize that one of the reasons Han Solo disabled the safety features on the Falcons hyperdrives was so Interdictors couldn't catch him but his modifications are also whay it's always breaking down and nerds more preventive maintenance than most) However this brings about the idea off a new type of ship, with the potential to destroy a planet with out being as big as a Death Star. Long range hyperspace missile ships, the hyperspace missiles them selves need an ultra high density penetrator head, a simple navigation computer a possibly complex targeting computer and real space and hyperdrives with enough fuel for one long and one short jump for the long range version of the missiles. Basically you designate a target, jettison the hyper-missile from the foreign ship, it orients on the target (capital ship or planet) and the it engages it's hyperdrives to go through the target. The ultra high density penetrator nose of the missile is so you get results like Holdo instead of like the rebel ship trying to flee Scarif that tried to jump to hyperspace just as Vader ISD arrived and splattered across its how. The long range version of the missile is fired at planet's of orbital structures from outsided the target system, the hyperspace missiles make a long hyperspace jump to near the target, make any corrections the need to and the engage the hyperdrives again to hit the target, this might not be necessary for planet's as much as orbital facilities or bases that might alter their orbital track.
This is very interesting, and the first and foremost thing I would do is:
1: Place a high priority on automation, automation of regular maintenance, of weapons systems, of power management, etc. One of the main reasons why ISDs of practically all configurations have that huge superstructure is because they have absolutely massive crews who's size could be greatly reduced by automating a lot of ship functions which don't demand that special human touch. Aiming guns, sensors, managing electrical power to subsystems, etc is something which machines can do better than living beings and don't have to be smart (and therefor expensive) to do well.
2: Clarify the role of my ship, Star Destroyers for example despite on the surface being battleship/battlecruisers, also place an odd amount of emphasis on planetary invasion, and so yet more internal volume is dedicated to landing craft, walkers, and barracks for non-navy personnel, if my ship is to be a flagship or capital ship filling the battleship/fast battleship role, it needs only sufficient marines to repel boarding actions, this will further reduce the need for it's internal volume to be taken up by living space.
3: The shaping of the ship will be at least similar to an ISD, but reduced in width and increased in length, the superstructure will sink bellow the deck and all of the vital systems will be contained in modular units with anchor points attached directly to the ship's skeleton. This will allow things like vital sensors, shield generators, main and auxiliary reactors, propulsion, etc to be easy to remove, perform maintenance on, and replace in the event of a technology update.
4: Defense, all shield systems will draw their power supply from either the main or redundant reactor, which reactor is drawn from will be overseen by a number of redundant droid brains tasked with managing power flow and power priority, in place of the ISD's two primary shield domes my capital ship will have eight sets of three smaller shield generators, four dorsal and four ventral, placed so that each one provides coverage for a dedicated quadrant of the the dorsal or ventral hull. These shields instead of being permanently "on" when activated will talk with sensors placed regularly over the surface of their quadrant, and when they detect incoming fire however many shields are necessary to absorb the hit will "pulse" on to absorb the hit, this will allow them downtime to cool and prevent overloading without sacrificing the maximum stopping power of larger shields.
5: Offense, primary offensive weapons will consist of 40 ventral and dorsal hybrid turbolaser/ion cannon emplacements, each one will incorporate four turbolaser barbetes and a heavy ion cannon into one gun mount, and they will be mounted evenly over the hull in paired sets to give each set clear firing lines of at least 180 degrees or more. They fire ion shot first followed up by either a rippled salvo or all-at-once salvo from the turbos, this ensures that every hit from every anticapital gun will significantly deplete enemy shields and possibly overload and cripple vital systems while also inflicting physical damage. Supplementing these will be twice their number of quadruple laser cannon emplacements, clustered densely ontop of shield generator domes, near engines, hangars, and other vital systems. Four distinct hangars located on either side of the ship will each hold 50 dedicated space supremacy fighters for a total compliment of 200, being 150 multirole strike fighters, 25 dedicated bombers, and 25 dedicated anticapital torpedo bombers, along with assorted shuttles and crew transports to get people to-and-from the ship. Combat craft are pre-loaded on electromagnetic launch rails that kick them from the hangar at a rapid pace.
7: Propulsion, two very large primary and six medium secondary engines will provide propulsion, the engines use separate power lines to draw from the main reactor, meaning that the disruption of any one engine will not ensure the failure of any other engine, power lines to engines, shields, and weapons systems are hardened to reduce the likelyhood an ion cannon strike will short them out immediately.
8: Sensors, sensors are distributed across the ship and run through droid brains which form composites of the battlefield, allowing for higher fidelity of information than one large sensor system could provide, and ensuring redundancy of sensors, there are two larger receivers which allow this capital ship to network at high speeds with any other two capital ships. Like shield generators they're kept in hardened up-armored domes sunken halfway into the hull, preventing them from easily being destroyed.
9: Armor is partially conventional but may vital systems and patches of hull will incorporate an additional layer of applique high temperature ceramic armor, while more brittle than metal this extremely low thermal conductivity armor will be designed to absorb huge quantities of heat before melting or buckling, backed by an insulation layer which will allow the armor to absorb but not conduct the charge of ion weapons, and further protect vital systems from being overloaded. This armor will be especially prevalent over shield domes, sensor domes, engines, weapons emplacements, and parts of the hull where power systems or explosive fuel could be hit when shields collapse.
10: Special systems, the ship will include two heavy spinal ion cannons which will draw their charge directly from the ship's main reactor, designed to lay out an alpha strike that can cripple other similarly sized ships, or badly deplete the shields of supersized ships or heavily shielded stations and emplacements. An automated power switching system will allow the ship to prioritize different systems, feeding extra power from engines, shields, weapons, sensors, or fighter launch bays to improve their performance. Cooling systems will be robust, working fluids and the crew's water supplies will route around weapons and shield systems, and when not being used during combat will be channeled to overheating systems to lend them extra cooling.
In spite of writing about this ship for half an hour, I have no idea what I'd call it.
I know I'm 3 years late, but Bident-Class. It's a two-pronged spear. If you had a cloaking device it could be the Hades-Class, but I... dunno if they ever made a capital ship-sized one. I know they had one on like a corvette but that's a much smaller ship.
@@rookiedrifter4273 Oh cool, I've never had a three-year-old reply before! So far as I know cloaking systems suffer inflated energy demands based on the size (probably surface area and power output) of ships they cloak. If we assume this follows the square-cube law then a ship twice as large will require 4x the power to cloak it, and so forth. By the time you reach the sizes of capital ships it might un-ironically demand the power output of a small star just to sustain a cloaking field, which is probably why we never see stealth capital ships using some kind of active cloaking.
Operating in fleet formations with dedicated Electronic Warfare ships is probably a good idea though, dazzling other capital ship's gunnery targeting systems and sending enemy torpedoes and missiles off course would greatly prolong the life of most ships.
@@youtubeisapublisher6407 This is true. However, when you consider that some ships (i.e. those of the Eternal Empire) use literal SUNS to power their warships, maybe using a star to power your dream ship isn't such an outlandish idea after all.
When it comes to the super laser option there's already something reasonable, and it kinda got used on the dreadnought from Last Jedi. It's finding a way to mount a planetary type turbo laser on it. Powerful, destroys most ships it hits in one shot or salvo, just limited by it's overall size for targeting.
For my perfect Capital Ship/ Ship of the Line
Hull- Start with Imp-star hull. Flare the upper and lower spine of the wedge to make the main hull deeper. At the 3/4 or so mark, start decreasing the flare in the aft. Final base hull should look like a squashed diamond. Bridge will be recessed into the upper spine section, visible but not hanging in the wind. No wings to improve coverage angles. Hanger space in original position. No reactor bulge on bottom due to increased internal space.
Armament- Consolidation is the story here. Maintaining the Octuple Turbolaser Turrets on the hull broadside, with 2 more on the lower hull. All but the #4 upper turret are super-firing forward, numbers 3 and 4 upper and #2 lower can fire aft. All the original superstructure casement guns are removed, replaced with 2 spinal mounted Octuple turrets top and bottom. A total of 24 ion cannons in triple ball mounts along the edges of the hull, 4 turrets per side, aft most can engage rear quarter. Torp launcher battery in the bow. 30 quad laser around ship, overlapping as much as possible. A quarter can engage within rear quarter.
Protection- Modern shield systems, as high as possible after weapons and propulsion (Mon-cal type if possible). Armor in line with a brawler. Doors for hanger if not too costly.
Fighters- Space for 72 armed craft. For theme purpose, a mix of advanced Tie models (TIE-A, TIE-Def) and Assault Gunboats.
I picture this as a replacement for the Imperial and Allegiance Star destroyers. Less variety of emplacements for easier replacement. Lessened vulnerability. I could see a warlord or remnant faction making this. In my head this seems like a good cruiser.
Could you do a lore video on the “ghost fire” lightsaber crystal. I saw one briefly touching on them, and this seemed like the obscure lore that you excel in!!
Love your videos!! Keep it up!!
I’d pick the Harrower class dreadnought with quad turbolasers around the edges of the ship even the end of it, with 4 octupule barrette lasers 2 on each side, and with dual turbolasers covering them along with trackerbeams and point defense cannons. I’d have tri-fighters and vulture droids
My perfect Star Wars capital ship would probably be some sort of updated Venator. Give it a more powerful generator or whatever, lower those bridge spines and put some guns around them, mount more guns all along the hull (especially along the spinal hangar doors to provide cover fire for deploying fighters), and maybe add in some dedicated hangar areas on the bottom for deployment of frigates. When you can bring in starfighters, why not also deploy heavier ships?
the finest capital ship, in my opinion, would use a mix of weapons, with one aft hanger for recovering fighters and launch tubes along the body of the ship, redundant shields, no super-laser, possibly some gravity well generators, and spaced armor. Auxiliary and command systems would include multiple redundant life support, emergency system automation, redundant sensors and communications, and a centralized bridge with multiple redundant backups. The power and propulsion would include body molded engines, redundant hyperdrives, redundant power generators, and a reactor ejection system so in the event of an overload the reactor can be ejected to prevent the complete destruction of the ship. Fighter storage would be done in launch racks near the launch tubes, approximate fighter capacity would be 200 tube launch capable with about 20 heavier hangar launch fighters. Additional hangars would be positioned on either side, and the top in a similar fashion to the Venator. The bottom would have an auxiliary craft, about the size of a CR-90 for emergency evacuation procedures.
My capital ship’s main weapon would be a large series of ion canon emplacements with the goal of knocking out enemy ships then sending in commandos to rush the bridge and either turn the internal defense against the occupants or flush out the oxygen. We would be left with new capital ships to use or scrap to make new ships. It would be called something like the bloody conversion.
The Bellator is my favorite Star Wars capital ship. I would combine it with a Infinity style belly hangar, in wich it could carry a few small escort vessels. It would have multiple hangarbays along the port and starbort edge to launch fighters and bombers. It would have multiple bomber squadrons and the fighters needed to escort those. The bombers could soften up targets, that outgunn it, while the escorts intercept faster vessels. The main armament would be less than the Bellator, but it would have next to turbolaser and ion canon batterirs a large number of missile launchers and an extensive point defens suit.
Slope the top and bottom hull to be thicker at the back, do the heavy cannons along the sides and you'd be able to being most or all of them to bare on targets in front of it. A few along the spine might be nice as well, as they should have huge firing arcs.
With a flat hull and some heavies etc at the back you should be able to cover the engines and let the read heavies also engage targets in front. As smooth a hull as you can top and bottom like a star destroyer. It might be closer to Executor size in the end for power requirements, dot point defence all over, but its rate of fire should be terrifying. And anything in front of it should be demolished in short order. If it is being pounded from one side, role.maybe try to make to turbo lasers can be fired radically off bore on the side.
If the main hull top/bottom then has a powerful shield, even though it is presenting a big target, should it not then be able to present heavy armour and an absolute shit storm of point defence and offensive fire?
Even point the nose up relative to ships coming in behind would then mean they can be pounded to scrap. The kind of monster I would actually lie to see in action :P Not sure how fighters would dock, but if internal space is limited I wonder about parasite docking instead, which could be done all over. That might take from fancy tube work and raise turrets, not sure. A fun thought experiment any way. And should allow it to temporarily carry a stupid amount of fighter craft externally. There could be compromises with that as it might have to launch everything or have blind spots, but it would be an alarming of parasite craft.
My ship: The Skakoan Dream
I'd probably imitate the design and shielding of Mon Calamari ships, and also have the hangars angled downward, along with the fighters, and I'd use magnetic clamps to keep them attached.
I would use a similar arsenal to the MC30c, with cluster bombs and torpedoes being its primary weapons, but with some laser cannons to deal with fighters.
I would also ensure that it had a small detachment of infantry troops.
It would be manned by loyal and efficient droids.
Basically, I would scale up the MC30c, give it some downward-angled hangars, and give it its own detachment of elite infantry.
Excellent video as always, if I could make a request I'd love to see the Flood vs the Necromorphs from Dead Space.
Ecks i hope you do a simmilar episode regarding halo: perfect fleet, perfect capital ships, generaly more halo
Eckharts perfect ship is what we call a "Assault Carrier" the firepower of battlecruiser or higher magnetude and some starfighters because "F your ISD's cause I got B-wings."
Yeah, sounds like he wants a ship that if it jumped into the Battle of Scariff the imperials would have been like" nope, we give up". And that's without a support fleet.
Jacob Liebfried Well I've designed my own fleet and I did placed several Assault Carriers as flagships.
I think best solution for ship weapon are Trek style 360 degree Arrays able to cover almost 95% of area around ship when remaining 5% (usually around bridge and engines) can be covered by gun points.
And if you add to them a dedicated point defence system for intercepting missiles and fighters you might get pretty balanced ship without overextended power draining weapons systems.
It's worth to mention that concentrated overloaded Arrays could be used as equivalent of super laser and it's easy to guess that with even Imperial class SD power source such combined beam would be absolutely devastated for the planet surface.
I would name it "That One Ship That Kicks But" good video I agree
Knew you'd never *not* mention the Assertor. You're obsessed with it.
Personally, for capital ships, I’d base them on the Nebula and Endurance classes. For the battleship, I’d take the Nebula class, increase its size and power generation capabilities. Reason being is that I would install the spinal mount cannons from the Aggressor class (the ion cannon and plasma cannon). The increased power generation is to allow simultaneous operation of both those cannons as well as the regular systems and weapons, something which was a major weakness of the Aggressors. Next, I’d mount 6 superfiring quad heavy turbolasers on the centerline of the ship facing forward, 3 on the top and 3 on the bottom. Throw in a dedicated point defense grid as well as Mon Cal shields as well as heavy armor, subdivisioning, and bulkheads and that would b about it. As for the carrier, I’d give it a similar relationship to the aforementioned battleship as the Endurance has with the Nebula. Only changes I’d make is having dedicated launch and recovery bays leading to a centralized hangar deep within the ship as well as having the ship designed and built from the start as a dedicated fleet carrier. This allows rapid and simultaneous launch and recovery of fighters and whatnot even in the midst of battle as well as avoiding any design flaws that come with having a ship design based on someth8ng that might not b optimal. While the battleship would carry enough fighters to help defend itself against enemy attacks as well as contributing to the overall fighter/bomber strength of the fleet and the carrier would have enough weapons to defend itself, I refuse to have them b “dual purpose” or hybrid ships. There is a reason y hybrids were never popular in real life, as they r more vulnerable than dedicated designs as well as the fact that they aren’t as effective. Battleships r designed to slug it out with the enemy and carriers r designed to support the fleet while staying away from the front lines of battle
Ironically, the ideal battleship that Eckhart specs out is the Space Battleship Yamato: Turreted guns with wide firing arcs. Virtually no blind spots (you may think that the bottom of the hull is a blind spot, but all you need to do is roll the ship 90 degrees to correct this, and the ship is shown as being very nimble), it carries a couple of squadrons of its own fighters, and it has one of the most OP main weapons in Sci Fi, the Wave Motion Gun. Oh, and it has impenetrable Plot Armor and can use asteroids in a fast spinning electro-magnetic field as another shield layer. Yamato's turbo lasers would one shot any other star wars capital ship, if its performance against Gamilon warships is any indication. Weapon variety: Yamato has the Wave Motion Gun, turreted heavy guns, AA guns, torpedoes and missiles, and fighters. It even has a marine contingent for boarding actions.
If I remember the cross sections right the superstructure on Star Destroyers was partially to protect their large reactors, without them you run into the problem that dreadnought in the Last Jedi. I would keep the large superstructure, but I would have it sloped similar to the Pellaeon Class Star Destroyers, I would move the heavy anti ship guns to the center on both the top and bottom of the ship so they have a better firing arc and also move the tower forward to have its peak at 2/3 or 3/4 the length of the ship, that way I can mount one or two heavy turbos, a few missile launcher and point defense batteries on the aft of the ship to act as stern chasers for anyone that wants to get up in my engines. For weapons and hangers I would borrow from the First Order's Resurgent Class, good to have a mix of point defense, missiles and turbos to deal with threats, and I do like the idea of multiple hangers to rapidly cycle fighters and bombers. I completely agree that the exposed command bridge is a bad idea, I would move that into the hull and use the tower for flight control and other such tasks with redundant systems built into the hull. I would do the same with the shield generators, get those under the hull armor if possible, if not possible leave them as flush against the hull as possible so it isn't such an obvious target.
For larger ships, the Superlaser is cool but kind of impractical, I like the Mandator IV autocannons, faster recharge, smaller reactor drain, and turret mounted so easier to target fast moving ships.
I think having one of those Malevolence-style giant ion cannons mounted to the front would be a good idea (instead of a superlaser), but also backed up by lots of point-defence lasers as starfighters can dodge it better than capital ships
If possible, I would design a weapon that could fire both an ion pulse and a superlaser, depending on the power setting
If I could have a capital ship, what I would need in it would be:
1: Multiple turbolasers
2: Tons of point defense
3: A menacing superlaser like the eclipse's
4: A good color scheme of a base color of black with a light cyan (green mixed with blue) stripe going down the middle
5: An Imperial star destroyer looking shape
6: Hull-installed command bridge (like the invisible hand's)
7: Hangar bays
8: Support fleet of an identical ship (so no enemy can know which one is which) and other ships
I've been working on a story where the flagships are called leviathans and are Built with the bridge low and a raised superlaser as an anti capital ship, full turning radius and is designed to be the main target from the enemy while it's main cannons do the leg work. It's also built to make speedy turns with small thrustsers facing in both directions on the sides. I haven't yet thought of starship deployment though. I got a lot of ideas from the star wars universe and the ship design would look like two star destroyers back to back but with the main engines on only one side. It's all styled after my Lego design I made when I was 14, it's supposed to be my version of a super star destroyer, instead of a triangle more of a diamond shape. There are a few other concepts I'm working on story wise to correct flaws, like missile sites as anti fighter systems and other things that I am trying to find out would scientifically be possable but that's probably 1-2 thousand years of science before the possibilities are known. Simply put a short ranged teleportation device, and (thanks to stargate for the idea) phase shifting devices. A giant ship with devastating firepower that can teleport or shift out of phase would be near impossible to beat. The main issue would be power consumption as these ships would burn through vast amounts of energy during a fight, on of my favorite ideas was styled after Halo Reaches mack turrets, which is a magnetic quad-fire cannon, meant to pierce right through various kinds of shielding to take advantage of any weakpoints like external power systems or key turrets. This is supposed to be a race older than earth with technology that would seem impossible, few in number but impossible to conquer.
If anyone has suggestions I'd love to hear them, I was reading NightRavens post and realize if I used my Lego design, my ship has quite a few weaknesses, but hey it's hard to make a great design when I'm using Legos and not militarily inclined.
my ideal flagship would be a large battlecruiser, similar in appearence to the praetor mk-2, with an array of centerline mounted turbolaser batteries along it's centerline. these turrets would be indiviually more powerful than most on ships of comparable size in order to compensate for their fewer number, a drawback necessitated by their placement (in order to optimize their fields of fire.) they would be armored against smaller laser and turbolaser weapons, with a thicker armor belt on the front of the turrets, and would be mounted in superfiring positions, allowing the ship to concentrate the majority of it's main weapons in a forward firing arc.
the battlecruiser's secondary weapons would consist of numerous dual purpose medium and heavy laser batteries capable of engaging enemy fighters and corvettes alike. each battery would consist of several of the smaller turrets flanking the larger turret in such a way as to maximize their field of fire, especially that of the main, larger laser turret. the main laser turret in each battery would be armored to resist starfighter grade laser weaponry, and the gun's targeting would be semi-automated, requiring the crew to designate priority targets while the weapons aim themselves.
the battlecruiser would possess additional offensive armament in the form of several missile/ torpedo launcher batteries located along the ship's broadside, located in small gaps between the ship's dorsal and ventral armor slabs. these launch tubes are primarily used to fire guided, anti-capital ship warheads not limited by firing arcs, and are especially effective at quickly finishing off enemy warships who have had their shields taken down by sustained turbolaser fire.
the entire length of the ship would be encased in two slabs of angular armor, dorsal and ventral, similar to how many imperial space triangles were. this armor would be strong enough to resist sustained turbolaser fire from weapons comparable to those used on imperial-II class star destroyers.
this ship would utilize a very powerful reactor buried deep in the core of the ship to power it's weapons, engines and shields. it's command bridge, and other critical systems, would likewise be buried deep in the ship's core, with the less critical spaces being further from the core and would be destroyed first if enemy weapons fire did manage to penetrate the ship's defenses.
this ship would use several, smaller, weaker shield generators rather than one large one, with overlapping generators providing greater protection towards the ship's fore and near structural weak points like it's hangers, engines and weapons. the ship would be capable of, if pressured by a superior enemy force, selectively lowering it's shields to take hits to it's thick armor while leaving the more critical parts of the ship protected by smaller shield generators. this would lessen the burden on the ship's reactor, allowing it to continue to operate it's engines and weapons at a higher degree without lowering it's defenses completely.
this ship would have engines that, at full power, would allow it to keep pace with a star destroyer so that it would not be left behind in a fleet battle. while it's shielding is unexceptional in raw power for a ship of it's size, it remains an effective defense when combined with it's armor. the excess power diverted to weapons and engines allows for it to match even small dreadnaughts on terms of firepower, while possessing better than average maximum speed for a ship of it's size (albeit with unremarkable acceleration due to the sheer mass of it's armor.)
this ship is primarily a warship, however, it can carry it's own fighters into battle using a series of relatively small hangers located along the ship's flanks, in small gaps between the ship's armor plates. these smaller hangers allow for more rapid launching of fighters than a single large hanger, while also removing the structural weakness of a single large hanger. these small hangers would possess armored blast doors that could close to seal the ship's interior off to enemy fire even in the event of a shield failure in one section.