Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: totos_totidis on November 09, 2017, 01:04:42 PM
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Hello Aurora players! This is my first battleship. I plan to use it in numbers to defeat the star swarm. Is it any good?
Ironsides class Battleship 49 850 tons 888 Crew 17052. 4 BP TCS 997 TH 8000 EM 900
8024 km/s JR 3-50 Armour 15-120 Shields 30-300 Sensors 120/90/0/0 Damage Control Rating 1 PPV 54
Maint Life 0 Years MSP 214 AFR 19880% IFR 276. 1% 1YR 85549 5YR 1283232 Max Repair 2880 MSP
Intended Deployment Time: 24 months Spare Berths 1
Magazine 1925
battleship3 J52500(3-50) Military Jump Drive Max Ship Size 52500 tons Distance 50k km Squadron Size 3
battleship 2000 EP Solid Core AM Drive (4) Power 2000 Fuel Use 316. 23% Signature 2000 Exp 25%
Fuel Capacity 17 000 000 Litres Range 19. 4 billion km (27 days at full power)
Battleship main sheilds Epsilon R300/288 Shields (10) Total Fuel Cost 120 Litres per hour (2 880 per day)
Battleship main laser 960 000 km range 30cm C10 Ultraviolet Laser (1) Range 480 000km TS: 8024 km/s Power 24-10 RM 4 ROF 15 24 24 24 24 19 16 13 12 10 9
CWIS MK1 CIWS-320 (4x8) Range 1000 km TS: 32000 km/s ROF 5 Base 50% To Hit
Beam fire control to be upgraded Fire Control S08 240-32000 H20 (1) Max Range: 480 000 km TS: 32000 km/s 98 96 94 92 90 88 85 83 81 79
Laser reactor Gas-core Anti-matter Power Plant Technology PB-1. 2 (1) Total Power Output 24 Armour 0 Exp 16%
standard battleship amm launcher Size 1 Missile Launcher (10) Missile Size 1 Rate of Fire 5
standar battleship launcher Size 7 Missile Launcher (5) Missile Size 7 Rate of Fire 30
AMM Sensor Missile Fire Control FC41-R1 (20%) (10) Range 41. 5m km Resolution 1
standard battleship missile fire control mk1 Missile Fire Control FC259-R100 (5) Range 259. 2m km Resolution 100
Size 7 Anti-ship Missile Mk1 (175) Speed: 82 600 km/s End: 29. 9m Range: 148. 4m km WH: 42 Size: 7 TH: 633/380/190
Size 1 Anti-missile Missile Mk1 (700) Speed: 100 000 km/s End: 0. 5m Range: 3. 2m km WH: 1 Size: 1 TH: 2600/1560/780
AMM Sensor Active Search Sensor MR25-R1 (20%) (1) GPS 144 Range 25. 9m km MCR 2. 8m km Resolution 1
Battleship main sensors Active Search Sensor MR432-R100 (20%) (1) GPS 24000 Range 432. 0m km Resolution 100
Battleship main sensors Thermal Sensor TH5-120 (20%) (1) Sensitivity 120 Detect Sig Strength 1000: 120m km
standard battleship em sensors EM Detection Sensor EM5-90 (20%) (1) Sensitivity 90 Detect Sig Strength 1000: 90m km
ECCM-5 (16) 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 Military Vessel for maintenance purposes
I plan to use it as a ship of the line type vessel. Would it work?
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Um... its weaponry is quite... anemic for a ship that size. You have way to many ECCM. Both your MFCs are far to overengineered for the missiles you are using. You beam FC has a far to high speed rating, you will only be shooting at 8000km/s rating because that is your ships speed and your gun is not in a turret. Magazines are a bit too deep, and you have a bit to much amm ammo. Your engines are boosted way to much for a ship of this size. Having more of lower powered (50HS, ~0.8x power) engines will help you quite a lot. More shields. Also, assuming you have maintenance turned off; otherwise it will randomly explode soon after being built. But you still may want to add Damage controls and Maintenance Storage in order to do field repairs.
Against the swarm in particular... it will be eaten alive no matter how many you have fielded.
In comparison, here is something that is a bit lower tech than yours and the same size.
Partisan class Battlecruiser 50 000 tons 1053 Crew 10832.46 BP TCS 1000 TH 3600 EM 4800
7200 km/s Armour 8-120 Shields 160-300 Sensors 32/32/0/0 Damage Control Rating 56 PPV 171.28
Maint Life 2.06 Years MSP 4902 AFR 552% IFR 7.7% 1YR 1548 5YR 23225 Max Repair 607.5 MSP
Intended Deployment Time: 18 months Spare Berths 0
Magazine 1512
900EP IFD (8) Power 900 Fuel Use 23.05% Signature 450 Exp 9%
Fuel Capacity 6 000 000 Litres Range 93.7 billion km (150 days at full power)
TSR 300 (40) Total Fuel Cost 800 Litres per hour (19 200 per day)
4R5-200 DPC (4) Range 200 000km TS: 7200 km/s Power 10-5 ROF 10 4 4 4 4 4 4 4 4 4 4
Phalanx VI CIWS (4x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
24/C5-PPC (8) Range 240 000km TS: 7200 km/s Power 24-5 RM 1 ROF 25 24 12 8 6 4 4 3 3 2 2
DFCC-S4 160-8000 (1) Max Range: 320 000 km TS: 8000 km/s 97 94 91 88 84 81 78 75 72 69
DFCC-S2 80-8000 (2) Max Range: 160 000 km TS: 8000 km/s 94 88 81 75 69 62 56 50 44 38
TFR P40/S4 (2) Total Power Output 80 Armour 0 Exp 20%
S6R4 L/33 (36) Missile Size 6 Rate of Fire 900
MFC 43-R100/70 (4) Range 43.2m km Resolution 100
ASM(A)-6S9D (252) Speed: 28 000 km/s End: 20.6m Range: 34.6m km WH: 9 Size: 6 TH: 121/72/36
SSA 11-R1/70 (1) GPS 144 Range 11.5m km MCR 1.3m km Resolution 1
SSA MR212-R180/40 (1) GPS 25920 Range 212.5m km Resolution 180
THDS 4-32/70 (1) Sensitivity 32 Detect Sig Strength 1000: 32m km
EMDS 4-32/70 (1) Sensitivity 32 Detect Sig Strength 1000: 32m km
ECCM-2 (3) ECM 20
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
Similar speed, can take a greater beating because of the shields, greater range despite having 1/3 the fuel, and much greater firepower.
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*less engine multiplier, but more engines. thing should be faster but with less fuel consumptions pretty much. lowering the multiplier will let you ahve a lot less fuel and thus more engines.
*either dump the shields or add a lot more of them
*moar guns
*possibly less armor, idk what your armor tech is but 15 is a lot of layers
on that ship you need 2 ecm at most and maybe 2-3 eccm.
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Even if you have maintenance failures switched off, I wouldn't want to have a battleship with no self-repair ability. If you have maintenance on, that ship would blow up in six months.
More importantly, you have a wonderfully long ranged beam and beam FC, but you aren't actually fast enough to kite the swarm ships. Not sure if you have the sustained firepower to knock down a Swarm Mommy's shields.
The Swarm are ridiculously easy to take out with MagnetoPlasma level tech, let alone antimatter.
The 8k level Meson techs and fire controls get you a meson weapon of 200km range, and you can build a speedster of 12-15k with decent enough range. Have some missile fighters prompt the Mommy ship to launch, kite the swarm LACs, and politely Meson the mommy to death from out of its range.
Keep in mind that shields and armor are pretty much irrelevant fighting Mesons, so having them just means your ships are useful against other foes.
ECCM is good to have in a kiting ship, where range is so damned important.
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Pretty sure you would be able to beat Swarm with that ship, it just wouldn't be pretty or efficient.
You could sandpaper the LACs with your AMMs, and if you close to point blank ( <5 second flight time with the missiles), the Swarm Mommy wouldn't be able to use its Mesons to kill your big missiles. And size 42 warheads will be able to knock the shields down.
I generally prefer x.33 or x.25 size launchers, sacrificing rate of fire for volley size. Get enough so that even after point defense, they can blow the shields down in one hit.
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The original one did the job against the swarm Thamk you for your feedback and tips!
Independence class Battleship 65 500 tons 1674 Crew 23786. 25 BP TCS 1310 TH 5600 EM 4500
12213 km/s JR 3-50 Armour 8-144 Shields 150-300 Sensors 120/90/0/0 Damage Control Rating 33 PPV 264
Maint Life 0. 22 Years MSP 2951 AFR 2640% IFR 36. 7% 1YR 13606 5YR 204085 Max Repair 1120 MSP
Intended Deployment Time: 24 months Spare Berths 0
Magazine 1578
J68250(3-50) Military Jump Drive Max Ship Size 68250 tons Distance 50k km Squadron Size 3
battleship mk2 1600 EP Solid Core AM Drive (10) Power 1600 Fuel Use 8. 59% Signature 560 Exp 8%
Fuel Capacity 3 000 000 Litres Range 96. 0 billion km (90 days at full power)
battleship mk2 Epsilon R300/216 Shields (50) Total Fuel Cost 450 Litres per hour (10 800 per day)
battleship mk2 30cm C10 Far Ultraviolet Laser (1) Range 480 000km TS: 12213 km/s Power 24-10 RM 5 ROF 15 24 24 24 24 24 20 17 15 13 12
CWIS MK1 CIWS-320 (5x8) Range 1000 km TS: 32000 km/s ROF 5 Base 50% To Hit
MK2 Main Laser Fire control Fire Control S02. 5 240-10000 H20 (1) Max Range: 480 000 km TS: 10000 km/s 98 96 94 92 90 88 85 83 81 79
Laser reactor Gas-core Anti-matter Power Plant Technology PB-1. 2 (1) Total Power Output 24 Armour 0 Exp 16%
standard battleship amm launcher Size 1 Missile Launcher (10) Missile Size 1 Rate of Fire 5
standar battleship launcher Size 7 Missile Launcher (35) Missile Size 7 Rate of Fire 30
AMM Sensor Missile Fire Control FC41-R1 (20%) (10) Range 41. 5m km Resolution 1
Missile Fire control Mk2 Missile Fire Control FC226-R100 (20%) (7) Range 226. 8m km Resolution 100
Size 1 Anti-missile Missile Mk1 (303) Speed: 100 000 km/s End: 0. 5m Range: 3. 2m km WH: 1 Size: 1 TH: 2600/1560/780
Size 7 Anti-ship Missile mk2 (168) Speed: 82 600 km/s End: 42. 6m Range: 211m km WH: 49 Size: 7 TH: 798/479/239
Battleship main sensors Active Search Sensor MR432-R100 (20%) (1) GPS 24000 Range 432. 0m km Resolution 100
AMM Sensor Active Search Sensor MR25-R1 (20%) (1) GPS 144 Range 25. 9m km MCR 2. 8m km Resolution 1
Battleship main sensors Thermal Sensor TH5-120 (20%) (1) Sensitivity 120 Detect Sig Strength 1000: 120m km
standard battleship em sensors EM Detection Sensor EM5-90 (20%) (1) Sensitivity 90 Detect Sig Strength 1000: 90m km
ECCM-5 (3) 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 Military Vessel for maintenance purposes
This is the improved diesign. Is it any good?
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It's much improved, yeah. I'd say the magazine capacity is low and the sensors poor for the tech level, but its a much more practical ship than your previous one.
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Much improved... except for the engineering spaces. As a rule of thumb, you want at least twice as much maintenance life as you have deployment time, because it takes twice as long to rewind maintenance time as deployment time.
You still have a small mismatch in the speed of your ship and the tracking on your fire control.
The rule of thumb I go with for magazine to launcher ratio is roughly equal HS for magazine and launcher, the faster the launcher, the more you should emphasize the magazine. And that is regardless of whether you go with regular launchers, x.5, x.33 or x.25 launchers. That goes for carrier ammo capacities as well, so plan for about 3 reloads for your fighter's box launchers.
For AMM capacity, my theory is that if I outnumber the enemy 2-1, I should be able to destroy them without taking casualties, at least not more than armor damage. Therefore, the defensive fire of two of my ships should be able to neutralize the offensive power of one, or two of my squadrons should be able to handle the fire of one.
And while this isn't a problem with your ship, there is something you want to keep in mind with fuel tanks. You never want a fuel tank hit to mission kill a capital warship. While commercial ships will want the largest and cheapest fuel tanks possible, a military ship that expects to see combat can't afford to watch a million liters of fuel disappear with a single meson hit. For military, front line ships, I recommend either standard 50,000 liter tanks or 250,000 liter tanks, rather than the very large 1,000,000 liter tanks. The cost savings that comes with reduce HtK is not really worth it.
Because space on a military ship is at a premium, if you can have commercial tankers keep up or preposition fuel supplies when you have to move the fleet in a hurry, you will have a somewhat leaner and more efficient war fleet.
But that is something to do if you like micromanaging, if you want fleets that are much simpler to manage, or if you have a particular horror of your warfleet getting stranded without fuel, internal fuel supply is fine.
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Thank you for your tips. I play with maintenance failures switched off so i do not need engineering spaces. Also an other question is, Should I change my laser to a spinal mount one? And my beam fire control speed rating and ship speed can't exactly match sadly. Lastly any tips for boarding shuttles and carriers? would a boarding ship work against star swarm and precursors?
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Some more engineering spaces may still be worthwhile in case of battle damage.
Main problem with your beam setup is that you have a sophisticated and expensive fire control for a single laser, I'd add some 15cm/c6 or 20cm/c10 lasers in case you expect proper beam battles; one laser may not overcome shield regeneration even if you can stay outside the range of your enemies.
Spinal or not is your choice... 30cm and 40cm lasers are good weapons and usually have good matches for capacitor tech (C8 would be sufficient for 30cm).
Boarding used to work against the Star Swarm, which I found quite amusing - Marines with Meat Cleaves were able to butcher them into submission, probably by rearranging their nervous system. Not any more though. I think it also doesn't work for Precursors.
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It does. I have Precursor DDG Longsword prize right now, and I has them in previous campaigns too.
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Spinal weapons give you bigger and slower weapons. You don't have enough firecontrol range to fully exploit it. The main advantage of a really big weapon is actually the shock damage it does, because the DPS is typically lower.
For the highest dps, you should go for the caliber that can hit out to the furthest extent of your fire control, with either a 5 second rate of fire or a 10 second rate of fire.
Spinals might have a niche application for a ship that fights in a nebula, where the shock damage would be a bigger factor because no need to batter through shields. Or possibly as a jump point assault/defense ship, where the combat may start at close range, and the initial shot is more important than sustained damage.
For boarding ships, you want them to be a minimum of 10x as fast as the target ship (or was it 6?) to have most of your troops survive boarding. Also, it would be nice if the boarding ship could survive 5 seconds of point blank fire, so if the target had any active weapons left, it could drop off the boarders and then run away.
You also want ships that can rapidly retrieve your boarding marines. You can have commercial designs for them.