Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: krummja on May 22, 2016, 03:07:20 PM
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Alright, after my last post on the Perses-class and a ton of helpful advice, I have put together an entire fleet design. I would love some more pointers on how to optimize this fleet, or whether or not I am making any basic oversights or mistakes in my design.
The fleet is meant to cruise at about 6000 km/s and send out corvettes to sweep a system for EM/thermal signatures. Meanwhile, the collier and supply ships stage at a major sorium supply where possible. Once contacts are found, the warships engage at their maximum 8,000 km/s.
A full battlegroup is meant to have the following:
2x Sioux class Corvette
2x St. Johns class Frigate
2x Mauna Kea class Missile Cruiser
3x Yerevan class Missile Defense Cruiser
1x Chile class Heavy Cruiser
1x Hephaestus class Collier
1x Bacchus class Support Vessel
And possibly a small hospital ship for clean-up and capturing survivors, yet to be designed.
With this in mind, here are my ship designs.
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Sioux class Corvette 1 500 tons 35 Crew 255 BP TCS 30 TH 300 EM 0
10000 km/s Armour 1-11 Shields 0-0 Sensors 16/16/0/0 Damage Control Rating 1 PPV 0
Maint Life 3. 32 Years MSP 106 AFR 18% IFR 0. 2% 1YR 15 5YR 218 Max Repair 150 MSP
Intended Deployment Time: 3 months Spare Berths 3
300 EP Internal Fusion Drive (1) Power 300 Fuel Use 76. 5% Signature 300 Exp 10%
Fuel Capacity 250 000 Litres Range 39. 2 billion km (45 days at full power)
Thermal Sensor TH3. 25-16 (1) Sensitivity 16 Detect Sig Strength 1000: 16m km
EM Detection Sensor EM2-16 (1) Sensitivity 16 Detect Sig Strength 1000: 16m km
This design is classed as a Military Vessel for maintenance purposes
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St. Johns class Frigate 3 750 tons 114 Crew 896. 6 BP TCS 75 TH 600 EM 0
8000 km/s Armour 1-21 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 11 PPV 8
Maint Life 1. 43 Years MSP 149 AFR 112% IFR 1. 6% 1YR 80 5YR 1201 Max Repair 192 MSP
Intended Deployment Time: 12 months Spare Berths 1
200 EP Internal Fusion Drive (3) Power 200 Fuel Use 81% Signature 200 Exp 10%
Fuel Capacity 600 000 Litres Range 35. 6 billion km (51 days at full power)
15cm C3 Far Ultraviolet Laser (2) Range 300 000km TS: 8000 km/s Power 6-3 RM 5 ROF 10 6 6 6 6 6 5 4 3 3 3
Laser Fire Control S08 160-8000 (1) Max Range: 320 000 km TS: 8000 km/s 97 94 91 88 84 81 78 75 72 69
Magnetic Confinement Fusion Reactor Technology PB-1 (1) Total Power Output 10 Armour 0 Exp 5%
Ship 5000T Active Search Sensor MR50-R100 (1) GPS 6300 Range 50. 4m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
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Mauna Kea class Missile Cruiser 12 500 tons 340 Crew 2292. 2 BP TCS 250 TH 2000 EM 0
8000 km/s Armour 3-47 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 37 PPV 30
Maint Life 1. 36 Years MSP 802 AFR 178% IFR 2. 5% 1YR 464 5YR 6966 Max Repair 500 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 222
1000 EP Internal Fusion Drive (2) Power 1000 Fuel Use 45% Signature 1000 Exp 10%
Fuel Capacity 1 000 000 Litres Range 32. 0 billion km (46 days at full power)
Iron Hammer ASM Launcher (5) Missile Size 6 Rate of Fire 45
Iron Hammer ASM Fire Control (2) Range 108. 0m km Resolution 100
Missile Cruiser Active Search Sensor MR150 (1) GPS 30000 Range 150. 0m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
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Yerevan class Missile Defense Cruiser 6 250 tons 146 Crew 1349. 6 BP TCS 125 TH 1000 EM 0
8000 km/s Armour 3-30 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 13 PPV 6
Maint Life 1. 31 Years MSP 405 AFR 104% IFR 1. 4% 1YR 250 5YR 3752 Max Repair 500 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 200
1000 EP Internal Fusion Drive (1) Power 1000 Fuel Use 45% Signature 1000 Exp 10%
Fuel Capacity 500 000 Litres Range 32. 0 billion km (46 days at full power)
Iron Curtain AMM Launcher (8) Missile Size 1 Rate of Fire 15
Iron Curtain Missile Fire Control FC15-R1 (4) Range 15. 1m km Resolution 1
Iron Curtain AMM (200) Speed: 35 200 km/s End: 0. 6m Range: 1. 4m km WH: 0 Size: 1 TH: 258/154/77
AMM Active Search Sensor MR16-R1 (1) GPS 210 Range 16. 8m km MCR 1. 8m km Resolution 1
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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Chile class Heavy Cruiser 12 500 tons 368 Crew 2618 BP TCS 250 TH 2000 EM 0
8000 km/s Armour 3-47 Shields 0-0 Sensors 1/64/0/0 Damage Control Rating 38 PPV 32
Maint Life 1. 79 Years MSP 1047 AFR 156% IFR 2. 2% 1YR 405 5YR 6071 Max Repair 500 MSP
Intended Deployment Time: 12 months Spare Berths 3
1000 EP Internal Fusion Drive (2) Power 1000 Fuel Use 45% Signature 1000 Exp 10%
Fuel Capacity 1 000 000 Litres Range 32. 0 billion km (46 days at full power)
Battlecruiser Spinal Mount 25cm C4 Far Ultraviolet Laser (1) Range 320 000km TS: 8000 km/s Power 16-4 RM 5 ROF 20 16 16 16 16 16 13 11 10 8 8
15cm C3 Far Ultraviolet Laser (6) Range 300 000km TS: 8000 km/s Power 6-3 RM 5 ROF 10 6 6 6 6 6 5 4 3 3 3
Laser Fire Control S08 160-8000 (2) Max Range: 320 000 km TS: 8000 km/s 97 94 91 88 84 81 78 75 72 69
Magnetic Confinement Fusion Reactor Technology PB-1 (6) Total Power Output 60 Armour 0 Exp 5%
Battlecruiser Active Search Sensor MR84-R100 (1) GPS 10500 Range 84. 0m km Resolution 100
EM Detection Sensor EM8-64 (1) Sensitivity 64 Detect Sig Strength 1000: 64m km
This design is classed as a Military Vessel for maintenance purposes
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Hephaestus class Collier 24 650 tons 363 Crew 3595. 64 BP TCS 493 TH 3000 EM 0
6085 km/s Armour 6-75 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 34 PPV 0
Maint Life 1. 49 Years MSP 1276 AFR 347% IFR 4. 8% 1YR 647 5YR 9701 Max Repair 500 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 3000
1000 EP Internal Fusion Drive (3) Power 1000 Fuel Use 45% Signature 1000 Exp 10%
Fuel Capacity 2 000 000 Litres Range 32. 5 billion km (61 days at full power)
Phalanx CIWS-80 (4x6) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
This design is classed as a Military Vessel for maintenance purposes
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Bacchus class Support Vessel 15 900 tons 195 Crew 1898. 8 BP TCS 318 TH 2000 EM 0
6289 km/s Armour 3-56 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 30 PPV 0
Maint Life 1. 49 Years MSP 746 AFR 202% IFR 2. 8% 1YR 375 5YR 5626 Max Repair 500 MSP
Intended Deployment Time: 12 months Spare Berths 1
Fuel Harvester: 2 modules producing 80000 litres per annum
1000 EP Internal Fusion Drive (2) Power 1000 Fuel Use 45% Signature 1000 Exp 10%
Fuel Capacity 3 500 000 Litres Range 88. 0 billion km (162 days at full power)
This design is classed as a Military Vessel for maintenance purposes
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Why does the Sioux have 3 years worth of maintenance life but only 3 months of intended deployment? It's also pretty thin skinned, but maybe small, fast, and unnoticeable is what you're going for here. It ought to have more MSP, though. It currently doesn't have enough to cover its most expensive component breaking.
The St. Johns looks like an anti-ship beam combatant. If the ships you have in mind can fight back in any way, the St. Johns will get blown to smithereens with that thin armor it has. It has to get to the fight before it can fire. It also has the same problem as the Sioux does: Max Repair is less than MSP, so an unlucky maintenance failure can take it out of commission.
The Mauna Kea looks like it can launch 37 salvos of size 6 missiles, 45 seconds apart. That seems like a slow trickle to my eyes. When I tried that it was like being on the wrong end of a tower defense game. My parade of itty bitty salvos got chewed up easily. I would recommend more launchers, even at the expense of shallower magazines.
It was mentioned elsewhere that your AMMs need their warheads fixed. The Yerevan has the same Max Repair vs. MSP problem as the Sioux and St. Johns.
The Chile probably needs more armor, for the same reasons as the St. Johns.
I don't recommend putting Fuel Harvester modules on a fleet's tanker. Whenever the harvester isn't in orbit of a Sorium gas giant that tonnage is dead weight. And on a military ship that's just more expensive stuff to keep maintained. Turn the fuel harvester into its own design and top off the Bacchus' tanks from that one as needed. I like the idea of a semi-permanent staging ground, but without maintenance bases to keep the warships from breaking down and recreational facilities for shore leave, you won't be in orbit long enough to make the sorium harvesting worth it.
Not a single jump capable design in the whole lot, so it looks like you'll be hopping the fleet through jump gates to get to the battle. Keep in mind that you'll be limited to standard transits, which have a jump blindness time frame of 5 to 30 minutes, rather than 5 to 30 seconds. And you'll need a jump gate on the return side to get back.
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Some fair points.
The Sioux should have a 12 month intended deployment - that was just a mistake on my part. Frigates are meant to be fast attack craft, yes.
Fair point on the Mauna Kea class. I'll see if I can't tweak it.
As for the AMM issue - as I mentioned elsewhere I believe that is a bug, since on the missile creation window it definitely gives a readout of WH1. I copied the design directly from Ser Beardian, so I'm not sure what the deal is there.
I'll try to tweak the Chile.
The point about the harvesters is well received. I'll reconfigure the ship to include more fuel rather than rely on replenishing from a sorium supply.
As far as the jump-capable concern, I would agree here from a metagame standpoint but that decision was actually completely RP. In my current game, I've only just started colonizing another system with a jump gate connecting it to Sol, and so my fleet is not anticipating alien contact. Therefore it doesn't make sense RP-wise for me to have warships with jump capability. My navy has never come up against an alien force, so naturally they are going by a fleet doctrine that is anyone's best guess when it comes to alien technology.