Author Topic: Ridiculously large warship just because  (Read 2782 times)

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Offline Niladen (OP)

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Ridiculously large warship just because
« on: August 23, 2013, 02:47:25 PM »
So, I've lurked these forums for awhile but never posted yet.  Love this game, absolutely amazing, although I'm terrible at it.  I still can't get a grip on half the stuff in this game, I'll be a newb for a long time.  As I often do when the mood takes me I'll load up a game I have where I used the Spacemaster to max out all my research and design ridiculous warships.  This time I thought, "Hey, why not make a four and a half million ton monstrosity? I wonder. . . " And so I did.  So without further ado, here is the most powerful warship I have yet to see posted on these forums.  What do you people think? Other than how impractical it is, I'm aware of that point.  Any design philosophies I'm violating? Any way this could potentially be improved? Other than the impracticality, I'm aware of that point. . .  :P

Quote
Illustrious class Cruiser    4,663,850 tons     107980 Crew     8605841. 0012 BP      TCS 466. 385  TH 25000  EM 225000
26801 km/s     Armour 100-2486     Shields 7500-300     Sensors 3750/3750/0/0     Damage Control Rating 6600     PPV 17160
Maint Life 2. 5 Years     MSP 6920104    AFR 28999%    IFR 402. 8%    1YR 1541371    5YR 23120561    Max Repair 31500 MSP
Intended Deployment Time: 36 months    Spare Berths 2   
Flag Bridge    Magazine 120000   

5000 EP Photonic Drive (500)    Power 5000    Fuel Use 5%    Signature 50    Exp 10%
Fuel Capacity 1,000,000,000 Litres    Range 771. 9 billion km   (333 days at full power)
Omega R300/360 Shields (500)   Total Fuel Cost  7,500 Litres per hour  (180,000 per day)

Quad 30cm C25 Far Gamma Ray Laser Turret (100x4)    Range 1,400,000km     TS: 100000 km/s     Power 96-100     RM 12    ROF 5        24 24 24 24 24 24 24 24 24 24
80cm C25 Far Gamma Ray Laser (100)    Range 1,400,000km     TS: 26801 km/s     Power 168-25     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Quad Gauss Cannon R6-100 Turret (100x32)    Range 60,000km     TS: 100000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
CIWS-1000 (500x16)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
50cm Railgun V9/C25 (100x4)    Range 1,400,000km     TS: 26801 km/s     Power 60-25     RM 9    ROF 15        20 20 20 20 20 20 20 20 20 18
Fire Control S16 700-100000 H10 (40)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-1. 5 (30)     Total Power Output 18000    Armour 0    Exp 35%

Size 6 Missile Launcher (500)    Missile Size 6    Rate of Fire 15
Size 2 Missile Launcher (1000)    Missile Size 2    Rate of Fire 5
Missile Fire Control FC20250-R1 (10%) (10)     Range 20,250. 0m km    Resolution 1
Size 6 Anti-ship Missile (10000)  Speed: 200,000 km/s   End: 6. 1m    Range: 72. 8m km   WH: 81    Size: 6    TH: 1133/680/340
Size 2 Anti-ship Missile (30000)  Speed: 299,000 km/s   End: 3. 8m    Range: 67. 9m km   WH: 24    Size: 2    TH: 2990/1794/897

Active Search Sensor MR6750-R1 (10%) (2)     GPS 9000     Range 6,750. 0m km    Resolution 1
Active Search Sensor MR67500-R100 (10%) (2)     GPS 900000     Range 67,500. 0m km    Resolution 100
Thermal Sensor TH50-3750 (10%) (2)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) (2)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Cloaking Device: Class cross-section reduced to 0. 5% of normal

Compact ECCM-10 (40)         ECM 100

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

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Missile Size: 2 MSP  (0. 1 HS)     Warhead: 24    Armour: 0     Manoeuvre Rating: 30
Speed: 299000 km/s    Engine Endurance: 4 minutes   Range: 67. 9m km
Cost Per Missile: 14. 3
Chance to Hit: 1k km/s 8970%   3k km/s 2970%   5k km/s 1794%   10k km/s 897%
Materials Required:    6x Tritanium   8. 3x Gallicite   Fuel x250

Development Cost for Project: 1430RP

Quote
Missile Size: 6 MSP  (0. 3 HS)     Warhead: 81    Armour: 0     Manoeuvre Rating: 17
Speed: 200000 km/s    Engine Endurance: 6 minutes   Range: 72. 8m km
ECM Level: 10
Cost Per Missile: 41. 05
Chance to Hit: 1k km/s 3400%   3k km/s 1122%   5k km/s 680%   10k km/s 340%
Materials Required:    20. 25x Tritanium   5x Uridium   15. 8x Gallicite   Fuel x500

Development Cost for Project: 4105RP

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Offline Erik L

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Re: Ridiculously large warship just because
« Reply #1 on: August 23, 2013, 02:56:19 PM »
It's not jump capable. And a number of years ago this thread http://aurora2.pentarch.org/index.php/topic,1135.0.html was born. I initially dealt only in jump capable ships, but it's still an interesting read I think.

Offline joeclark77

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Re: Ridiculously large warship just because
« Reply #2 on: August 23, 2013, 06:00:13 PM »
Maintenance life does not sync with fuel capacity does not sync with intended deployment.

Also, if you're going to go that big on everything else, why not go with some big missile launchers?  Like a whopping size 20 anti-ship MIRV with half a dozen warheads.

Finally, if you're going to build a ship that "titanic", better add a lifeboat with 100k cryogenic berths in case you need to abandon ship and want to get your people home.

I would love to see a battle between this ship and a fleet of endgame-tech microwave and meson FACs.
 

Offline MarcAFK

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Re: Ridiculously large warship just because
« Reply #3 on: August 23, 2013, 08:45:48 PM »
That sounds like it could be fun, BRB,
Edit:
Hmm, so the SDF-1 Macross was 18 million tons? ....
« Last Edit: August 23, 2013, 08:52:21 PM by MarcAFK »
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Niladen (OP)

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Re: Ridiculously large warship just because
« Reply #4 on: August 23, 2013, 09:14:08 PM »
Okay, so I tried matching up the fuel/deployment/maintenance times but there's nothing I can do about he jump engine as it is far too large.  It's my understanding that jump gates can transport any size ship though, so it shouldn't be too much of an issue but maybe I'm wrong.  I redid it with some improvements, check it out.

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Apocalypse class Superdreadnought    17,533,100 tons     475050 Crew     38939495. 0092 BP      TCS 1753. 31  TH 50000  EM 450000
14258 km/s     Armour 100-6011     Shields 15000-300     Sensors 3750/3750/0/0     Damage Control Rating 15000     PPV 132600
Maint Life 1. 08 Years     MSP 16656470    AFR 204944%    IFR 2846. 5%    1YR 14348363    5YR 215225448    Max Repair 31500 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 2   
Flag Bridge    Hangar Deck Capacity 500000 tons     Magazine 890500   

5000 EP Photonic Drive (1000)    Power 5000    Fuel Use 5%    Signature 50    Exp 10%
Fuel Capacity 2,000,000,000 Litres    Range 410. 6 billion km   (333 days at full power)
Omega R300/360 Shields (1000)   Total Fuel Cost  15,000 Litres per hour  (360,000 per day)

Quad 30cm C25 Far Gamma Ray Laser Turret (1000x4)    Range 1,400,000km     TS: 100000 km/s     Power 96-100     RM 12    ROF 5        24 24 24 24 24 24 24 24 24 24
80cm C25 Far Gamma Ray Laser (1000)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Quad Gauss Cannon R6-100 Turret (1000x32)    Range 60,000km     TS: 100000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
50cm Railgun V9/C25 (1000x4)    Range 1,400,000km     TS: 25000 km/s     Power 60-25     RM 9    ROF 15        20 20 20 20 20 20 20 20 20 18
Fire Control S16 700-100000 H10 (200)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-1. 5 (300)     Total Power Output 180000    Armour 0    Exp 35%

Size 100 Box Launcher (200)    Missile Size 100    Hangar Reload 750 minutes    MF Reload 125 hours
Size 6 Missile Launcher (1000)    Missile Size 6    Rate of Fire 15
Size 2 Missile Launcher (1000)    Missile Size 2    Rate of Fire 5
Missile Fire Control FC20250-R1 (10%) (250)     Range 20,250. 0m km    Resolution 1
Size 6 Anti-ship Missile (48000)  Speed: 200,000 km/s   End: 6. 1m    Range: 72. 8m km   WH: 81    Size: 6    TH: 1133/680/340
Size 2 Anti-ship Missile (101250)  Speed: 299,000 km/s   End: 3. 8m    Range: 67. 9m km   WH: 24    Size: 2    TH: 2990/1794/897
Size 100 Missile Stage (2000)  Speed: 160,000 km/s   End: 30. 5m    Range: 293m km   WH: 0    Size: 100    TH: 533/320/160
Size 100 Anti-ship Missile (2000)  Speed: 100,000 km/s   End: 37. 5m    Range: 225m km   WH: 1600    Size: 100    TH: 833/500/250

Active Search Sensor MR6750-R1 (10%) (20)     GPS 9000     Range 6,750. 0m km    Resolution 1
Active Search Sensor MR67500-R100 (10%) (20)     GPS 900000     Range 67,500. 0m km    Resolution 100
Thermal Sensor TH50-3750 (10%) (20)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) (20)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Cloaking Device: Class cross-section reduced to 0. 5% of normal

Compact ECCM-10 (200)         ECM 100

Strike Group
250x Badger Fighter-bomber   Speed: 30000 km/s    Size: 10
250x Mongoose Fighter-bomber   Speed: 30000 km/s    Size: 10
500x Viper Fighter   Speed: 30303 km/s    Size: 9. 9

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Quote
Badger class Fighter-bomber    500 tons     6 Crew     962. 5 BP      TCS 10  TH 3  EM 450
30000 km/s     Armour 5-5     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6. 3
Maint Life 3. 79 Years     MSP 120    AFR 20%    IFR 0. 3%    1YR 13    5YR 197    Max Repair 600 MSP
Intended Deployment Time: 1 months    Spare Berths 4   
Magazine 42   

300 EP Photonic Drive (1)    Power 300    Fuel Use 154. 33%    Signature 3    Exp 30%
Fuel Capacity 10,000 Litres    Range 2. 3 billion km   (21 hours at full power)
Omega R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

Size 6 Box Launcher (7)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7. 5 hours
Missile Fire Control FC40-R1 (10%) 0. 1 HS (FTR) (1)     Range 40. 5m km    Resolution 1
Size 6 Anti-ship Missile (7)  Speed: 200,000 km/s   End: 6. 1m    Range: 72. 8m km   WH: 81    Size: 6    TH: 1133/680/340

ECM 50

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and maintenance purposes

Quote
Mongoose class Fighter-bomber    500 tons     20 Crew     953. 5 BP      TCS 10  TH 3  EM 450
30000 km/s     Armour 6-5     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 3. 39 Years     MSP 119    AFR 20%    IFR 0. 3%    1YR 16    5YR 236    Max Repair 600 MSP
Intended Deployment Time: 1 months    Spare Berths 0   
Magazine 38   

300 EP Photonic Drive (1)    Power 300    Fuel Use 154. 33%    Signature 3    Exp 30%
Fuel Capacity 10,000 Litres    Range 2. 3 billion km   (21 hours at full power)
Omega R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

Size 2 Missile Launcher (2)    Missile Size 2    Rate of Fire 5
Missile Fire Control FC40-R1 (10%) 0. 1 HS (FTR) (1)     Range 40. 5m km    Resolution 1
Size 2 Anti-ship Missile (19)  Speed: 299,000 km/s   End: 3. 8m    Range: 67. 9m km   WH: 24    Size: 2    TH: 2990/1794/897

ECM 50

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and maintenance purposes

Quote
Viper class Fighter    495 tons     19 Crew     2967 BP      TCS 9. 9  TH 3  EM 450
30303 km/s     Armour 2-5     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 5
Maint Life 3. 93 Years     MSP 375    AFR 19%    IFR 0. 3%    1YR 39    5YR 578    Max Repair 1969 MSP
Intended Deployment Time: 1 months    Spare Berths 1   

300 EP Photonic Drive (1)    Power 300    Fuel Use 154. 33%    Signature 3    Exp 30%
Fuel Capacity 10,000 Litres    Range 2. 4 billion km   (21 hours at full power)
Omega R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

Gauss Cannon R6-17 (5x8)    Range 60,000km     TS: 30303 km/s     Accuracy Modifier 17%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S01 175-25000 H10 (FTR) (1)    Max Range: 350,000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71

Small Craft ECCM-5 (1)         ECM 50

This design is classed as a Fighter for production, combat and maintenance purposes

Quote
Missile Size: 100 MSP  (5 HS)     Warhead: 1600    Armour: 15     Manoeuvre Rating: 25
Speed: 100000 km/s    Engine Endurance: 38 minutes   Range: 225. 0m km
ECM Level: 10
Cost Per Missile: 563. 03
Chance to Hit: 1k km/s 2500%   3k km/s 825%   5k km/s 500%   10k km/s 250%
Materials Required:    403. 75x Tritanium   5x Uridium   154. 28x Gallicite   Fuel x5000

Development Cost for Project: 56303RP

Quote
Missile Size: 100 MSP  (5 HS)     Warhead: 0    Armour: 10     Manoeuvre Rating: 10
Speed: 160000 km/s    Engine Endurance: 30 minutes   Range: 292. 5m km
ECM Level: 10
Cost Per Missile: 535. 9
Second Stage: Size 6 Anti-ship Missile x8
Second Stage Separation Range: 150,000 km
Overall Endurance: 37 minutes   Overall Range: 365. 3m km
Chance to Hit: 1k km/s 1600%   3k km/s 530%   5k km/s 320%   10k km/s 160%
Materials Required:    164. 5x Tritanium   45x Uridium   326. 4x Gallicite   Fuel x6500

Development Cost for Project: 53590RP

Quote
Missile Size: 6 MSP  (0. 3 HS)     Warhead: 81    Armour: 0     Manoeuvre Rating: 17
Speed: 200000 km/s    Engine Endurance: 6 minutes   Range: 72. 8m km
ECM Level: 10
Cost Per Missile: 41. 05
Chance to Hit: 1k km/s 3400%   3k km/s 1122%   5k km/s 680%   10k km/s 340%
Materials Required:    20. 25x Tritanium   5x Uridium   15. 8x Gallicite   Fuel x500

Development Cost for Project: 4105RP

Quote
Missile Size: 2 MSP  (0. 1 HS)     Warhead: 24    Armour: 0     Manoeuvre Rating: 30
Speed: 299000 km/s    Engine Endurance: 4 minutes   Range: 67. 9m km
Cost Per Missile: 14. 3
Chance to Hit: 1k km/s 8970%   3k km/s 2970%   5k km/s 1794%   10k km/s 897%
Materials Required:    6x Tritanium   8. 3x Gallicite   Fuel x250

Development Cost for Project: 1430RP

I may have (probably) overdone it as the design is now over seventeen million tons.  But I'd like to see anything short of the Death Star go up against this.  XD
"The way my brain is wired you can almost hear the fuses blowing. " ~Bill Watterson
 

Offline Erik L

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Re: Ridiculously large warship just because
« Reply #5 on: August 23, 2013, 09:35:21 PM »
I think the same argument against yours as was used against mine would work.

You have 1 17 million ton ship. 200 fire controls.

Give me 17 million tons of shipping. Say... 17,000x 1000 ton FACs. The swarm wins.

Offline Niladen (OP)

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Re: Ridiculously large warship just because
« Reply #6 on: August 23, 2013, 11:42:42 PM »
I only put two hundred on as I figured it might be difficult to micro so many fire controls, but you're right.  Perhaps I should just throw on four thousand fire controls or something.
"The way my brain is wired you can almost hear the fuses blowing. " ~Bill Watterson
 

Offline joeclark77

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Re: Ridiculously large warship just because
« Reply #7 on: August 24, 2013, 12:45:20 AM »
I like it now.  However, if you're gonna have half a million crew, maybe you should throw in a casino or something (i.e. recreation module).
 

Offline Niladen (OP)

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Re: Ridiculously large warship just because
« Reply #8 on: August 24, 2013, 01:32:40 AM »
I did think about throwing an orbital habitat on it for RP reasons.  Flying city in space.  XD
"The way my brain is wired you can almost hear the fuses blowing. " ~Bill Watterson
 

Offline MarcAFK

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Re: Ridiculously large warship just because
« Reply #9 on: August 24, 2013, 02:02:40 AM »
Having trouble replicating your missiles, they don't exactly seem speed optimised, larger missile engines could get you longer range and higher speeds.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Niladen (OP)

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Re: Ridiculously large warship just because
« Reply #10 on: August 24, 2013, 08:07:01 AM »
For the size two missile I use a single size one engine with a power multiplier of six.  For the size six missile I use a single size two engine with a power multiplier of six.  For the size one hundred ASM I used five size five missiles with a power multiplier of four, and the size one hundred missile stage uses eight size five engine with a power multiplier of four.  All technology in this game has been maxed for testing purposes/the hell of it.
"The way my brain is wired you can almost hear the fuses blowing. " ~Bill Watterson
 

Offline Brian Neumann

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Re: Ridiculously large warship just because
« Reply #11 on: August 24, 2013, 09:07:52 AM »
One thing I noticed is that your size 6 submissiles have a good range of 72m km, but you are not using that range with the separation range.  As you currently have it the bus will need to get into very close range before it releases it's warheads.  If on the approach the bus is hit and destroyed then you loose all of the warheads as well.  At the tech level you are working at I would recommend setting the release range to about 50m km.  This will leave plenty of fuel for catching up to a fast moving target while leaving you plenty of margin for error.
I realize you have 10 points of armor on the main missile, that is probably not going to be enough to keep your missile alive.  It will only take a three hits from anti-missiles of comparable tech to statistically get a kill.  Here is a sample size 1 anti-missile.
Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 8    Armour: 0     Manoeuvre Rating: 94
Speed: 299000 km/s    Engine Endurance: 1 minutes   Range: 17.0m km
Cost Per Missile: 7.43
Chance to Hit: 1k km/s 28106%   3k km/s 9306%   5k km/s 5621.2%   10k km/s 2810.6%
Materials Required:    2x Tritanium   5.43x Gallicite   Fuel x50

Development Cost for Project: 743RP
Please note that this size 1 missile is guaranteed to hit any of the missiles you have.  Against the heavy ASM it has a 32% kill chance due to the massive armor.  Against the Mirv missile it is a 44% chance.  With the range of this amm it will have lots of firing chances against any incoming missile attack (approx. 10-12 depending on geometry)  The missile ecm will help a lot against a lower tech enemy, but against one of similar tech it won't do much.  The difference in ecm vs eccm levels is applied as a percentage penalty to the range of the missile fire control shooting at the missile.  Let's say that the defender was cheap and only put on compact eccm 5 for his point defense.  This would result in a 50% range reduction that the point defense missile fire control could actually fire on the incoming missiles.  A .5hs fire control has a range of just over 22m km against size 6 missiles, against these monsters it is over 200m km.  Net result is against the size 6 missile they would start firing at 11m km.  Against these monsters it would be at 17m km, the maximum range of the amm.

In general the ecm/eccm involved with missiles rarely makes much difference once the two sides know what is going on.  This is because it is to easy to refit a ship with a little larger missile fire control to get around an enemy having better ecm than you can counter.  If your missile gets into energy range the ecm on board may end up making a big difference as there the difference is applied as a penalty to the base to hit chance.  So even couple of points difference can end up resulting in a major difference to the hit rates.  Unfortunately most races use a combination of amm and point defense beam weapons.  Your huge missiles are just to easy to destroy at long range with amm.

For the mirv missile I would recommend ditching all the armor and ecm to add a larger engine, more fuel and 1 extra warhead.  This will give you significantly more range and complicate matters for your enemy.  If you know what the enemies missile range is for amm I would recommend setting the release range just inside of that.  This will make them waste a salvo or two on the busses that will dispear as soon as the warheads are released.

Brian
 

Offline Niladen (OP)

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Re: Ridiculously large warship just because
« Reply #12 on: August 24, 2013, 09:36:20 AM »
Man, you guys are really smart when it comes to this game.  I should post here more often.  XD.  I designed two new missiles, check them out. 

Quote
Missile Size: 100 MSP  (5 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 150000 km/s    Engine Endurance: 46 minutes   Range: 416. 4m km
ECM Level: 10
Cost Per Missile: 644. 05
Second Stage: Size 6 Anti-ship Missile x11
Second Stage Separation Range: 60,000,000 km
Overall Endurance: 52 minutes   Overall Range: 489. 2m km
Chance to Hit: 1k km/s 1500%   3k km/s 500%   5k km/s 300%   10k km/s 150%
Materials Required:    222. 75x Tritanium   60x Uridium   361. 3x Gallicite   Fuel x25500

Development Cost for Project: 64405RP

And one MIRV with my size two missiles.

Quote
Missile Size: 100 MSP  (5 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 150000 km/s    Engine Endurance: 60 minutes   Range: 538. 8m km
ECM Level: 10
Cost Per Missile: 650. 1
Second Stage: Size 2 Anti-ship Missile x32
Second Stage Separation Range: 60,000,000 km
Overall Endurance: 1 hours   Overall Range: 606. 7m km
Chance to Hit: 1k km/s 1500%   3k km/s 500%   5k km/s 300%   10k km/s 150%
Materials Required:    192x Tritanium   5x Uridium   453. 1x Gallicite   Fuel x33000

Development Cost for Project: 65010RP

I kept the ECM on both as it only takes up one percent of the total size of the missile which seems too good a deal to pass up for racial max ECM.  One point more fuel would only give me about forty million kilometers longer range.  Plus, you never know when the enemy will screw up and not have ECCM.  XD
"The way my brain is wired you can almost hear the fuses blowing. " ~Bill Watterson
 

Offline Nathan_

  • Pulsar 4x Dev
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Re: Ridiculously large warship just because
« Reply #13 on: September 02, 2013, 06:09:09 PM »
The cloak is kinda pointless, so you can free up some tonnage there.