[quote=@WilsonTurner] Of no, of course not. The closest I'll be going with hyperspace missiles are Devastator 1/2s, the D1 being slightly more powerful than your standard nuclear WMD with a sublight drive attached, and the D2 being significantly more powerful with a sublight drive attached. Obviously expensive, but they'd only be present on Dreadnoughts or Missile Cruisers. The majority of missiles will just be nuclear or Shrike (which are kind of like HEAT shells from a 76mm barreled tank as opposed to HE shells from a 150mm barreled tank- like HEAT from a Sherman tank as opposed to HE from a KV-2)[/quote]Standard nukes would be 50 in power as for significantly more powerful, that's rather vague here. Stats don't mean anything but that X is stronger than Y. If you really try to imagine what they mean try some exponential scale. Like that 10 points difference means 10 times, 20 points equal 100 times and so on... As I said it isn't set but I do use a similar scale to this in my mind when evaluating the ships' power. And don't worry, my torpedoes are basically cruise missiles or ICBMS in size and effectively they have the same technology as starships. Thus many torpedoes are Warp-capable to travel interplanetary distances fast till they get closer to the target. Torpedoes with their own point-defenses aren't exactly out of question, either. Though these are generally considered redundant. [quote]Cirrus-class ships are meant for espoinage and striking critical enemies- such as finding the weakness of the flagship, and then shooting that at an angle to try and hit where the reactors should be, because no reactors, equals no ship, really. [/quote]Well, ships can also have redundant reactors (especially the kind which doesn't blow the whole vessel up in the process). Still, disabling the main reactor reduces the enemy ship's fighting power considerably. Since this is the second war, your crew might have knowledge on the weak points of most enemy vessels already. Even if your civ would be newcomer to the war, I can't see the Dominion not instructing you how to employ your weapons the best against the enemy. [quote]They'd be the one who finds out your fleet before I find out mine. Could there be like a special ability? Where if I send a Cirrus first, I can pick where I come out in relation to the enemy fleet, at a purposely advantageous position, because they can do that and still surprise them?[/quote]Well, in most situations finding the enemy fleet won't be too difficult. I'd wager that most radars and sensors in general will be superluminal in this RP. But let's say that you need tospot your targets. I think you don't need explicit pre-battle phase to do this. Just mention the Lightships scouting the area or even spying on the enemy fleet right at the moment. Narrative would work well enough here. [quote]But multiple barrels would also be difficult. The barrel has to hold against extreme heat- like really extreme, from void-cold to vaporize-a-diamond in a couple seconds. The redundancy would obviously be useful, but that means the barrel isn't as firmly connected to the ship, which means there's more room of it messing up and malfunctioning, and tearing itself apart. But the laser itself is really just a big hunk of electronics, lightly covered/armored with some really big cables connected to the reactor and batteries. Replacing the laser itself- perhaps each shot is so powerful that it actually fries the device- would be much more likely. [/quote]That was another alternative I was thinking about but wasn't sure if you take that venture. So the carrier would literally give you spare guns after each use. Downtime would be equal to what you need for the switch and other repairs.