Author Topic: Cruiser Fleet and Beam Cruiser  (Read 2069 times)

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Offline superchaussette (OP)

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Cruiser Fleet and Beam Cruiser
« on: December 30, 2011, 05:52:52 PM »
Hello everyone, merry christmas and all that sort of stuff

I'm a beginner in Aurora and a poor english speaker

And i'm here to ask you some advice about the followings designs

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Parabole Mk2 class Surveillance Cruiser    9,000 tons     749 Crew     2022.6 BP      TCS 180  TH 480  EM 0
5333 km/s    JR 4-50     Armour 5-38     Shields 0-0     Sensors 40/25/0/0     Damage Control Rating 5     PPV 0
Maint Life 1.58 Years     MSP 702    AFR 129%    IFR 1.8%    1YR 325    5YR 4868    Max Repair 625 MSP

J9000(4-50) Military Jump Drive     Max Ship Size 9000 tons    Distance 50k km     Squadron Size 4
Magneto-plasma Drive E6 (12)    Power 80    Fuel Use 60%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 310,000 Litres    Range 103.3 billion km   (224 days at full power)

ASS 5mKm-R1 (1)     GPS 63     Range 5.0m km    Resolution 1
ASS 151mKm-R5000T (1)     GPS 18900     Range 151.2m km    Resolution 100
Thermal Sensor TH5-40 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
EM Detection Sensor EM5-25 (1)     Sensitivity 25     Detect Sig Strength 1000:  25m km

This design is classed as a Military Vessel for maintenance purposes

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Mausin Mk2 class Missile Cruiser    9,000 tons     786 Crew     1563.6 BP      TCS 180  TH 480  EM 0
5333 km/s     Armour 5-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 11     PPV 27
Maint Life 9.15 Years     MSP 1194    AFR 58%    IFR 0.8%    1YR 26    5YR 385    Max Repair 60 MSP
Magazine 639   

Magneto-plasma Drive E6 (12)    Power 80    Fuel Use 60%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 116.7 billion km   (253 days at full power)

S1 Missile Launcher (27)    Missile Size 1    Rate of Fire 10
MFC 5mkm-R1 (2)     Range 5.0m km    Resolution 1
S1 AMM Pirvert (639)  Speed: 40,700 km/s   End: 1.2m    Range: 3m km   WH: 1    Size: 1    TH: 380 / 228 / 114

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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Chassepot Mk3 class Missile Frigate    9,000 tons     895 Crew     1625.6 BP      TCS 180  TH 480  EM 0
5333 km/s     Armour 5-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 14     PPV 36
Maint Life 12.45 Years     MSP 1580    AFR 46%    IFR 0.6%    1YR 19    5YR 283    Max Repair 63 MSP
Magazine 444   

Magneto-plasma Drive E6 (12)    Power 80    Fuel Use 60%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 310,000 Litres    Range 103.3 billion km   (224 days at full power)

S6 Missile Launcher (6)    Missile Size 6    Rate of Fire 45
MFC 151mKm-R5000T (1)     Range 151.2m km    Resolution 100
S6 ASM Perroquet  (24)  Speed: 24,700 km/s   End: 50.5m    Range: 74.8m km   WH: 9    Size: 6    TH: 156 / 93 / 46
S6 ASM Corbeau (24)  Speed: 27,700 km/s   End: 60.2m    Range: 100.1m km   WH: 4    Size: 6    TH: 203 / 121 / 60
S6 ASM Goeland (24)  Speed: 20,400 km/s   End: 40.8m    Range: 50m km   WH: 15    Size: 6    TH: 102 / 61 / 30

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

Did you see any way to improve them ? (or any fatal issue)

And, what kind of Beam Cruiser (PD role and maybe close ranged atack) should i make to escort them ?

 

Offline blue emu

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Re: Cruiser Fleet and Beam Cruiser
« Reply #1 on: December 30, 2011, 06:23:06 PM »
Bear in mind that your Parabole will only spot incoming missiles at a bit over half a million km. I like my battle-management vessels to be able to see incoming missiles somewhat further than that. The maintenance life is a bit short, too. It has only enough supplies to repair its big sensor once.

If the Mausin is intended as a PD Escort, it should trade a few of those missile tubes for more FCs. Each FC can only engage one incoming salvo at a time, regardless of how many missile tubes it controls.

Are you sure that your size-1 missiles have been properly optimized? A to-Hit of 114% looks rather low for your tech level. What is your warhead strength per MSP, your engine strength per MSP, your missile agility per MSP and your fuel efficiency? All four items can be found on the Missile design page.

The same with your size-6 missiles... I could probably improve those designs, given the above four bits of data.

For Beam Cruisers, Beam PD requires a different set-up than Beam Main Armament.

Beam PD Lasers should be small (10 cm), mounted in high-speed turrets, and should have high-speed, short-range FCs and enough power to fire every five seconds.

Main Armament Lasers should have long-range FCs. Ships which rely on Beams as a main armament should be very fast and heavily armored, since they need to catch their targets, and must usually weather a missile storm before reaching them. Efficient point defense is a must. Gauss Cannons make the best "cheap" point defense... although nothing beats a dedicated PD escort class, with a layered defense of 10 cm turreted lasers, gauss cannons and anti-missiles.
 

Offline superchaussette (OP)

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Re: Cruiser Fleet and Beam Cruiser
« Reply #2 on: December 30, 2011, 06:39:46 PM »
Look better ?

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Active Sensor Strength: 357   Sensitivity Modifier: 80%
Sensor Size: 850 Tons    Sensor HTK: 1
Resolution: 1    Maximum Range vs 50 ton object (or larger): 28,560,000 km
Range vs Size 6 Missile (or smaller): 3,110,184 km
Range vs Size 8 Missile: 4,569,600 km
Range vs Size 12 Missile: 10,281,600 km
Chance of destruction by electronic damage: 100%
Cost: 357    Crew: 85
Materials Required: 89.25x Duranium  267.75x Uridium

My missile techs are the following

Warhead per MSP 5

Engine power per MSP 4

Missile agility per MSP 64

And fuel effency 0.  6

For maintenance supply i supply my parabole with the supply of the others ships since they have a lot to spare. 

So 10cm laser with 5sec firerate for PD that it ? Could it does some damage in close combat ?
« Last Edit: December 30, 2011, 06:52:00 PM by superchaussette »
 

Offline Hawkeye

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Re: Cruiser Fleet and Beam Cruiser
« Reply #3 on: December 30, 2011, 06:53:43 PM »
Aside from what blue emu said, you might consider concentrating on one, or at most, two missile designs. Managing your three size-6 missiles types will become a logistic nightmare later on, if you get into a prolonged war.
Ralph Hoenig, Germany
 

Offline blue emu

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Re: Cruiser Fleet and Beam Cruiser
« Reply #4 on: December 30, 2011, 08:14:29 PM »
Look better ?

Code: [Select]
Active Sensor Strength: 357   Sensitivity Modifier: 80%
Sensor Size: 850 Tons    Sensor HTK: 1
Resolution: 1    Maximum Range vs 50 ton object (or larger): 28,560,000 km
Range vs Size 6 Missile (or smaller): 3,110,184 km
Range vs Size 8 Missile: 4,569,600 km
Range vs Size 12 Missile: 10,281,600 km
Chance of destruction by electronic damage: 100%
Cost: 357    Crew: 85
Materials Required: 89.25x Duranium  267.75x Uridium

My missile techs are the following

Warhead per MSP 5

Engine power per MSP 4

Missile agility per MSP 64

And fuel effency 0.  6

For maintenance supply i supply my parabole with the supply of the others ships since they have a lot to spare. 

So 10cm laser with 5sec firerate for PD that it ? Could it does some damage in close combat ?

Yeah, that sensor can see incoming missiles out to the max range of your own PD missiles.

It looks like your size-1 missiles are pretty close to optimum. Distributing the points 0.2/0.4775/0.01/0.3125 will increase your to-hit very slightly:

Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 30
Speed: 38200 km/s    Endurance: 1 minutes   Range: 3.0m km
Cost Per Missile: 1.3867
Chance to Hit: 1k km/s 1146%   3k km/s 360%   5k km/s 229.2%   10k km/s 114.6%
Materials Required:    0.25x Tritanium   0.8867x Gallicite   Fuel x25

Development Cost for Project: 139RP

Your Perroquet ASM could also be very slightly improved... with 1.8/1.95/1.5/0.75, you would have a slightly better to-hit and would also be 1,300 kps faster (and harder to shoot down with PD).

Missile Size: 6 MSP  (0.3 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 18
Speed: 26000 km/s    Endurance: 48 minutes   Range: 75.0m km
Cost Per Missile: 5.05
Chance to Hit: 1k km/s 468%   3k km/s 144%   5k km/s 93.6%   10k km/s 46.8%
Materials Required:    2.25x Tritanium   3.55x Gallicite   Fuel x3750

Development Cost for Project: 505RP

Overall, though, your missiles seem to be pretty well optimized. Have you been using the formula from my "Missile Design for Noobs" thread?

Engine/Agility = (T/2) +/- (5*S/A)
 

Offline Brian Neumann

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Re: Cruiser Fleet and Beam Cruiser
« Reply #5 on: December 31, 2011, 06:00:36 AM »
On the question of the beam weapons for point defense.  If your tech is up to having either the 12 or 15cm lasers/mesons fire every 5 seconds (capaciter 4 and 6 respectivly) I find they make fairly good point defense weapons.  What you give up is the maximum number of weapons in exchange the weapons are longer ranged and do more damage.  The reason I specify the 12 and 15cm sizes is that both of them only take up 4 hull spaces, the 10cm uses 3 hull spaces so the lost space is fairly minimal.  By the time you get to the 15cm laser howerver you have double the range and damage potential.  It makes for a more dual role weapon that is somewhat effective against enemy ships as well as point defense.  With the mesons you don't get extra damage but you do get the range and if you ever use them against heavily armored enemy ships it is a delight as your mesons just shishkebab them.

Brian
 

Offline superchaussette (OP)

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Re: Cruiser Fleet and Beam Cruiser
« Reply #6 on: December 31, 2011, 12:12:48 PM »
@Brian research on the way, soon a first design of the beam ship

@Blue emu Yes i've used the Missile Design for Noobs" thread
And i have enjoy a lot your AAR on the Parodox forum, thanks you for this huge and helpfule story =)

@Hawkeye I like to have a lot differents missiles of same size for differents situation.  It isn't a good thing ?
 

Offline blue emu

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Re: Cruiser Fleet and Beam Cruiser
« Reply #7 on: December 31, 2011, 01:22:58 PM »
@Blue emu Yes i've used the Missile Design for Noobs" thread
And i have enjoy a lot your AAR on the Parodox forum, thanks you for this huge and helpfule story =)

 ;D Glad you liked it. The desperate Battle of Wolf 294 was really the climax of the game... everything after that was too easy to be called exciting.

Several different types of missiles is fine. I also do that... designing a few different marks of size-6 missile, for instance, with different speeds.

That way, if I am facing an opponent with very strong PD defenses (a planet guarded by PDCs, for example), I can fire the slowest ones first, then the next slowest, then the fastest ones... and they all arrive on-target at the same time, overloading the enemy's PD fire. It's called a Time-on-Target salvo.

As long as you bear in mind that more types of missiles means more complicated logistics and supply, it's fine.