Mr. Autumn had a self-satisfied look on his face as he observed our
reactions. We quickly exchanged glances silently and turned our
attention back to Mr. Autumn.
"Honestly, this is such convenient stuff at such a convenient timing."
"We definitely don't wanna take part in any shady deals though."
"I wonder if they're planning on proposing some unreasonable
exchange conditions?"
"Or maybe this newfangled ship has a big flaw or somethin'?"
"Like exploding all of a sudden?"
"No, that isn't the case, I assure you. I'm a genuine Ideal Starway sales
agent and I'm definitely not trying to deceive you all. I'm proposing an
above-board and absolutely legitimate business transaction."
Mr. Autumn, who received a round of skeptical comments from all of us,
hurriedly waved his hand and denied our suspicions.
Are you serious, man? Fine, let's assume you're simply an agent who's
pretty confident in your company's product. But isn't it way too
convenient to offer us a prototype ship with confidential equipment
that's not even officially released in the market yet at this timing?
"Sorry, but I can't help but feel suspicious about a merchant who
suddenly brings what I want exactly when I want it."
"As expected of a Platinum ranker, how cautious of you."
After Mr. Autumn displayed a bitter smile, Mei opened her mouth and
spoke.
"I've finished confirmation. Mr. Autumn is truly someone who belongs
to Ideal Starway."
"I see. I suppose we can trust him to an extent then."
"It's not unusual to engage in business deals in this place anyway."
Mr. Autumn gave out a strained laugh after hearing our exchange.
"I'm sorry, sir. It's just that we seem to attract trouble often you see,
so…"
"Uhuh. We seem to get into troublesome stuff even without us doing
anything in particular, so we've developed a habit of being really
cautious. Sorry."
"No, no, I don't mind at all."
Mr. Autumn quickly changed from a bitter smile to a perfect business
smile, as if he really didn't mind our earlier vigilance. Un, he sure is
quick to change gears. Impressive.
"So, Gravity Jammer, right? You said it's a miniaturized version of the
Anti-FTL trap, and it really is impressive that you managed to shrink it
to this size. But due to how much energy it needs to operate, I heard
you'd require the large-class ship generator of a destroyer at the very
least in order to use it properly."
After hearing Whisker's question, Mr. Autumn quickly opened his
mouth and replied.
"Due to its compact size, its functions are somewhat limited. The FTL
trap was basically developed by reapplying the technology used in a
type of gravitational wave convergence cannon called Gravity Blast.
Simply put, it works by emitting high-powered gravitational waves that
enable it to effectively put a stop and hinder the activation of FTL
drives. Since it was originally intended for use as a battleship's main
gun, it required a massive energy output, and thus, was difficult to
miniaturize."
"I see. So how exactly is it limited?"
"Gravity Jammers are unable to put a stop to ships whose FTL drives
are already active and are navigating at faster-than-light speeds. The
FTL trap interferes with the mass of the target directly via emitting
powerful gravitational waves, resulting in forcibly deactivating the FTL
drive. The Gravity Jammer, however, tricks a ship's sensors into
detecting an object with a large mass in the immediate vicinity, thereby
causing the safety system of the FTL drive to malfunction."
"Ah, I see. Instead of actually changing a ship's mass, it makes it so the
ship's sensors are tricked into detecting objects like a large asteroid,
colony, or ship nearby, and that leads to hindering the activation of the
FTL drive. If that's the case, then it definitely won't consume that much
energy."
Whisker and Tina kept asking Mr. Autumn some technical questions,
but I could only understand about half of what they were talking about.
They were even probably dumbing it down so us laymen would be able
to follow the conversation as well.
"In short, you can't stop a ship that's already traveling at faster-thanlight speeds, but you can preemptively stop ships from activating their
FTL drives to escape mid-combat."
"That's basically it. The effective range is about a radius of 50 km."
"A radius of about 50 km huh… It's not that wide."
"Yeah."
In a general sense, 50 km seemed like a pretty extensive distance, but
considering the fact that ships can reach average speeds of 1000 m/s
with their thrusters at full blast, and particularly fast ones can even
reach up to 5000 m/s, that 50 km doesn't sound particularly extensive
after all. Well, it wasn't particularly small either.
"Well, the effective range will move together with the ship anyway, so
it's plenty usable."
"Yeah. The next problem is about the ship's specs."
Just like Elma said, even if the Gravity Jammer was a pretty useful piece
of equipment, it wouldn't do us any good if the mobility, firepower, and
defensive strength of the ship it's equipped on weren't up to par. If
that's the case, then it would be better if we equipped the Gravity
Jammer on the Black Lotus instead.
"Of course, we haven't made compromises on the overall performance
of the ship. It's equipped with a state-of-the-art large generator and
energy capacitors to power the Gravity Jammers, but due to that,
livability and cargo capacity were a bit compromised instead."
As far as I could confirm by checking out the model on the tablet
terminal, the ship's living space was certainly small, and the cargo
space was also set to the minimum. However, the generator certainly
was pretty large and seemed to have more than enough power output,
and since it was equipped with large capacitors as well, it was possible
to fire high-output energy weapons instantaneously. Well, since the
capacitors were mainly meant to be used to operate the Gravity
Jammers, using them to power energy weapons will affect the run time
of the Jammers.
"The large generator, capacitors, and Gravity Jammers are all stuffed in
the rear block. If that's the case, can the front block be freely replaced?"
"It's possible."
"I see."
Ideal makes use of their patented Ideal Block System that divides their
ships into front blocks and rear blocks, enabling you to mix and match
blocks freely.
The power generator, shield generator, thrusters, cargo space, and such
were mainly located in the rear block. There were many variations of
combinations of generator size, the number of main and sub thrusters,
cargo space, living space, cargo space, and equipment storage space
depending on the size of the rear block. There was also a varied
selection of front blocks with different sets of hardpoints for weapons
and equipment such as laser cannons, missile pods, torpedo tubes,
sensors, and so on.
The main advantage of this block system is that if the ship gets
damaged, the blocks themselves can be easily replaced. If the front
block gets damaged, it was possible to just quickly replace it with a new
one and immediately return to the fray during combat. The overall
durability of the hull does suffer a bit as a consequence, but starships
mainly tank attacks using their energy shields anyway. Hence, the hull
durability tends to be a secondary concern.
"We'll keep the rear block. As for the front block… the current
configuration has six Class II cannon slots and two missile pod slots for
a total of eight weapon slots."
"The overall firepower is just so-so. How about this block? This seems
better."
"Ah, yeah, you're right. Two Class III and two Class II slots do seem
better overall. We can also equip two seeker missile pods as well."
By the way, you can just think of Class I weapons as small arms, Class II
as medium guns, and Class III as large guns.
Class I guns are usually used by small high-speed recon ships and are
usually sufficient to deal with civilian ships. However, they can be
considered practically useless in battles between proper combat ships.
Pirates often employed such guns on their ships.
Class II weapons are your standard cannons and are the most popular
armaments employed by most starships. Therefore, there is a very
extensive selection and you can easily choose something according to
your needs.
Lastly, Class III guns were the largest caliber cannons for starships
available on the market. Due to their large size, their power was quite
high. However, they also consumed plenty of energy. But since they had
high firepower, it also meant that they were capable of saturating the
energy shields of starships in a short amount of time. Hence, as long as
the energy reserve holds up, Class III guns were pretty devastating
weapons.
There was a lot of debate in SOL regarding whether it was better to
equip many Class II weapons or just a few high-power Class III
weapons on combat ships, and I was on the side of Class III fans who
loved them for their excellent power and range. I was all for high burst
power instead of sustained damage.
After all, in dogfights, you wouldn't be able to constantly keep a lock on
your enemies to take full advantage of that sustained barrage. I think
it's advantageous to have sustained firepower against stationary
targets, but against mobile ones, you definitely needed to be able to
destroy them instantly with punchy high-powered weapons.
"According to the data here, the overall mobility isn't bad at all. It also
has enough leeway to stuff an additional two shield generators."
"In terms of firepower, it's in a good place among medium-class ships. If
you combine its mobility with the Gravity Jammers, its overall
performance is quite high. In other words–"
""It's a very ideal starship!""
Elma and I were totally in sync as we raised our voices together. Aside
from the Gravity Jammer, its other performance specs were just okay. It
didn't particularly excel at anything, but it had an overall balanced
performance coupled with the Ideal Block System.
"Now it all depends on the price."
Will it fit our budget? That is the question