Author Topic: First 3.0 Ship Designs  (Read 3600 times)

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Offline simon

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Re: First 3.0 Ship Designs
« Reply #15 on: February 11, 2009, 11:45:35 AM »
In my current campaign i have a race with decently armored missile ships that cannot survive a high caliber lasers and combat space patrols on a strategic jump point. Using a corvette\warboat (3000t)is proving to expensive so i am thinking of mating a  fighter engine to the most compact jump capable hull, the engine signature is subdued enough and it can carry passive sensors in any space left over. I am also thinking of weaponizing it's squadron mates to provide protection  diring recon missions, has anyone tried this before. P.S is to possible to add captor type mines as missile second stages
 

Offline waresky

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Re: First 3.0 Ship Designs
« Reply #16 on: February 11, 2009, 03:26:20 PM »
A.M.C.R. 1 (590) Speed: 18700 km/s End: 3.2 minutes Range: 3.6m km Warhead: 1 MR: 42 Size: 1

THIS r the AntiMissile-Missiles..so range r more compatible with "Arbalest Active FC.
Yeah this are very "TEST" Heavy Carrier for "my" little Empire in 2075..the mass r enormous for oldest drive.."oldest" for Aurora..NOT for OUR real life expect of tech move (actually am mean:)).)

1 years (game) ago in 2074 ive found another (4 actually.2 Trans 2 not Trans) TransNew Race..and our scientist r in fear:Magneto Plasma..ive send a MineLayer-Drone Carrier to scout and put on geosync orbit some Therm Em Buoy for capture drive information Data..lucky ive collect some..and can "open" a new research in magneto:D..
Hope in some years ive adjust my Naval tech on Drive speed..
 

Offline waresky

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70years game..4 Aliens found..
« Reply #17 on: February 11, 2009, 03:30:48 PM »
..and when we have NPR "Active" races?:D..OMG...we MUST think a completely in new mode,for Strategical naval posture,construction and deployment..
Ahi AHi....
 

Offline SteveAlt

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Re: First 3.0 Ship Designs
« Reply #18 on: February 11, 2009, 05:20:10 PM »
Quote from: "simon"
In my current campaign i have a race with decently armored missile ships that cannot survive a high caliber lasers and combat space patrols on a strategic jump point. Using a corvette\warboat (3000t)is proving to expensive so i am thinking of mating a  fighter engine to the most compact jump capable hull, the engine signature is subdued enough and it can carry passive sensors in any space left over. I am also thinking of weaponizing it's squadron mates to provide protection  diring recon missions, has anyone tried this before. P.S is to possible to add captor type mines as missile second stages
You can create captor mines in v3.2 using missiles as the second stage of a buoy. Here is the relevant thread: viewtopic.php?f=1&t=1312

For your jump point assault problems, you can create jump drives that will send you much further from the jump point when you use a combat transit (the jump point distance parameter). That might help you survive until your own weapons are ready.

Steve
 

Offline waresky

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Useful Captor Missile on "pursue situation"
« Reply #19 on: February 13, 2009, 10:45:24 AM »
In any Escort Squadroon r a good idea put an Minelayer on duty,cargo with some "Captor Mines",in case of fleeing from any enemy this MineLayer can launch the Captor behind and the enemy run into this...are a good tactical idea?..:D