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Offline obsidian_green

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First game; third generation warships.
« on: September 12, 2017, 09:40:20 PM »
After two stabs at warship design and combat experience against various threats, I think I've finally designed regret-free warships and wanted to share and maybe get some feedback.

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Asia [Spacecraft Carrier] class Carrier    60 000 tons     1787 Crew     14447.88 BP      TCS 1200  TH 12000  EM 2400
10000 km/s    JR 6-750     Armour 6-136     Shields 80-300     Sensors 1/1/0/0     Damage Control Rating 191     PPV 0
Maint Life 6.75 Years     MSP 25837    AFR 167%    IFR 2.3%    1YR 983    5YR 14751    Max Repair 2216 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 86   
Hangar Deck Capacity 10000 tons     Magazine 864   

J60000(6-750) Military Jump Drive     Max Ship Size 60000 tons    Distance 750k km     Squadron Size 6
2000 EP/E1.25 Inertial Fusion Drive (6)    Power 2000    Fuel Use 26.2%    Signature 2000    Exp 12%
Fuel Capacity 5 750 000 Litres    Range 65.8 billion km   (76 days at full power)
Shields Xi-R300/360 (16)   Total Fuel Cost  240 Litres per hour  (5 760 per day)

CIWS 10/5s-TS32000-ECCM-2.5 (4x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
ASM-SR3 [S6, WH16, R30mk] (144)  Speed: 57 000 km/s   End: 8.8m    Range: 30.3m km   WH: 16    Size: 6    TH: 399/239/119

ECM 40

Strike Group
24x C/A-5 Aesculapian Strikefighter   Speed: 24365 km/s    Size: 3.94
12x C/F-6 Fer-de-lance Interceptor   Speed: 28486 km/s    Size: 6.74
1x Flag Module Command Dropship   Speed: 1 km/s    Size: 5.3
1x SH/SR-3 Rasbora Rescue Shuttle   Speed: 38400 km/s    Size: 5

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 love that I managed to fit the jump engine on the carrier, which I couldn't manage on the previous, 40,000t class. Unfortunately, I only just managed to squeeze it in, so no extra hangar space despite the new craft that go with it being heftier, so my new strikefighters sport only two missile launchers instead of the three on the older design. I retain the same 24 salvos that must be targeted, so I figure this might actually be more efficient if the enemy is taking out, say, eight salvos of two missiles instead of eight salvos of three.

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Sun Tzu [Cruiser] class Battlecruiser    40 000 tons     1140 Crew     13430.4 BP      TCS 800  TH 8000  EM 2400
10000 km/s     Armour 6-104     Shields 80-300     Sensors 1/1/0/0     Damage Control Rating 101     PPV 121.08
Maint Life 7.17 Years     MSP 16996    AFR 158%    IFR 2.2%    1YR 578    5YR 8674    Max Repair 1152 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 40   
Hangar Deck Capacity 5000 tons     Magazine 916   

2000 EP/E1.25 Inertial Fusion Drive (4)    Power 2000    Fuel Use 26.2%    Signature 2000    Exp 12%
Fuel Capacity 3 800 000 Litres    Range 65.3 billion km   (75 days at full power)
Shields Xi-R300/360 (16)   Total Fuel Cost  240 Litres per hour  (5 760 per day)

Quad Turret 15cm C6-TS32k Far UV Laser (2x4)    Range 300 000km     TS: 32000 km/s     Power 24-24     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
Twin Gauss LV4-100/ROF-5 Turret (3x10)    Range 40 000km     TS: 32000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
FC S02-R48k-TS32000 (3)    Max Range: 96 000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
FC S08-R240-TS32000 (2)    Max Range: 480 000 km   TS: 32000 km/s     98 96 94 92 90 88 85 83 81 79
P10-S1 Magnetic Confinement Fusion Reactor (3)     Total Power Output 30    Armour 0    Exp 5%
P6-S0.6 Magnetic Confinement Fusion Reactor (3)     Total Power Output 18    Armour 0    Exp 5%

ML S1-RL5s [AMM] (16)    Missile Size 1    Rate of Fire 5
ML S3-RL300s [33% Reduction] (12)    Missile Size 3    Rate of Fire 300
MFC 34mk/PD2.7mk-R1 [48/24] (4)     Range 34.6m km    Resolution 1
ASM-SR3 [S6, WH16, R30mk] (48)  Speed: 57 000 km/s   End: 8.8m    Range: 30.3m km   WH: 16    Size: 6    TH: 399/239/119
ACM-3 [S3, WH9, R30] (108)  Speed: 51 200 km/s   End: 9.8m    Range: 30.1m km   WH: 9    Size: 3    TH: 358/215/107
AMM-3 [S1, R2.2mk] (304)  Speed: 92 200 km/s   End: 0.4m    Range: 2.2m km   WH: 1    Size: 1    TH: 1383/829/414

Active Search MR403mk-R100 [48/24] (1)     GPS 16800     Range 403.2m km    Resolution 100
Active Search[48/24] MR34mk/PD3.7mk-R1 (1)     GPS 144     Range 34.6m km    MCR 3.8m km    Resolution 1

Compact ECCM-4 (9)         ECM 50

Strike Group
12x C/A-5 Aesculapian Strikefighter   Speed: 24365 km/s    Size: 3.94
6x C/F-6 Fer-de-lance Interceptor   Speed: 28486 km/s    Size: 6.74
1x Flag Module Command Dropship   Speed: 1 km/s    Size: 5.3
1x SH/SR-3 Rasbora Rescue Shuttle   Speed: 38400 km/s    Size: 5

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 have four missile fire controls as a consequence of my PD active sensor. The R1 max range matches the range of ACMs (anti-craft missiles, but with WH9, they also make decent ASMs) and the MCR gives me leeway on my AMMs, so I figured I could save space with these dual-role MFCs. This setup is shared by my destroyers. I might have to make sure the standard assignments are for AMMs to make sure my ACMs aren't going to be wasted shooting at missiles, which goes against my reduced-hassle design and operations philosophies, but the space efficiency makes me feel okay about it.

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Brazil [Missile Destroyer] class Missile Destroyer    20 000 tons     577 Crew     7289.11 BP      TCS 400  TH 4000  EM 2400
10000 km/s     Armour 6-65     Shields 80-300     Sensors 1/1/0/0     Damage Control Rating 53     PPV 91.99
Maint Life 7.2 Years     MSP 7653    AFR 95%    IFR 1.3%    1YR 259    5YR 3879    Max Repair 1152 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 4   
Hangar Deck Capacity 250 tons     Magazine 615   

2000 EP/E1.25 Inertial Fusion Drive (2)    Power 2000    Fuel Use 26.2%    Signature 2000    Exp 12%
Fuel Capacity 1 750 000 Litres    Range 60.1 billion km   (69 days at full power)
Shields Xi-R300/360 (16)   Total Fuel Cost  240 Litres per hour  (5 760 per day)

Quad Turret 15cm C6-TS32k Far UV Laser (1x4)    Range 300 000km     TS: 32000 km/s     Power 24-24     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
Triple Gauss LV4-100/ROF-5 Turret (2x15)    Range 40 000km     TS: 32000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
FC S02-R48k-TS32000 (2)    Max Range: 96 000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
FC S08-R240-TS32000 (1)    Max Range: 480 000 km   TS: 32000 km/s     98 96 94 92 90 88 85 83 81 79
P12-S1 Inertial Confinement Fusion Reactor (2)     Total Power Output 24    Armour 0    Exp 5%

ML S1-RL5s [AMM] (12)    Missile Size 1    Rate of Fire 5
ML S3-RL300s [33% Reduction] (9)    Missile Size 3    Rate of Fire 300
MFC 34mk/PD2.7mk-R1 [48/24] (3)     Range 34.6m km    Resolution 1
ACM-3 [S3, WH9, R30] (105)  Speed: 51 200 km/s   End: 9.8m    Range: 30.1m km   WH: 9    Size: 3    TH: 358/215/107
AMM-3 [S1, R2.2mk] (300)  Speed: 92 200 km/s   End: 0.4m    Range: 2.2m km   WH: 1    Size: 1    TH: 1383/829/414

Active Search[48/24] MR34mk/PD3.7mk-R1 (1)     GPS 144     Range 34.6m km    MCR 3.8m km    Resolution 1

Compact ECCM-4 (6)         ECM 40

Strike Group
1x SH/SR-3 Rasbora Rescue Shuttle   Speed: 38400 km/s    Size: 5

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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Julu [Frigate] class Frigate    10 000 tons     301 Crew     3807.4 BP      TCS 200  TH 2000  EM 1500
10000 km/s     Armour 6-41     Shields 50-300     Sensors 1/1/0/0     Damage Control Rating 33     PPV 61.32
Maint Life 5.14 Years     MSP 3212    AFR 59%    IFR 0.8%    1YR 203    5YR 3043    Max Repair 1000 MSP
Intended Deployment Time: 18 months    Spare Berths 0   

2000 EP/E1.25 Inertial Fusion Drive (1)    Power 2000    Fuel Use 26.2%    Signature 2000    Exp 12%
Fuel Capacity 875 000 Litres    Range 60.1 billion km   (69 days at full power)
Shields Xi-R300/360 (10)   Total Fuel Cost  150 Litres per hour  (3 600 per day)

15cm C6 Far Ultraviolet Laser (3)    Range 300 000km     TS: 10000 km/s     Power 6-6     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
Triple Gauss LV4-100/ROF-5 Turret (2x15)    Range 40 000km     TS: 32000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
FC S02.5 R240mk TS10000 (1)    Max Range: 480 000 km   TS: 10000 km/s     65 64 62 61 60 58 56 55 54 52
FC S02-R48k-TS32000 (2)    Max Range: 96 000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
P12-S1 Inertial Confinement Fusion Reactor (2)     Total Power Output 24    Armour 0    Exp 5%

Active Search [48/24] MR23mk/AM2.5mk S1 R1 (1)     GPS 96     Range 23.0m km    MCR 2.5m km    Resolution 1

Small Craft ECCM-2 (1)     Compact ECCM-4 (2)         ECM 40

This design is classed as a Military Vessel for maintenance purposes
I faced a bit of a dilemma whether to go with ACMs or three 15cm lasers at 10,000km/s tracking speed, but decided the destroyers had the ACM capability covered well enough. I'm hoping auto-fire can handle these fire controls well enough to let my frigates handle cleanup duty on unarmed or damaged opponents---where I can set them to auto-fire and just give movement orders to their targets as I had been doing with fighters. If I can avoid the steps of launching and docking sorties for mop-up duty , these frigates will probably become my favorite designs.

Principal battle groups will consist of a carrier, a battlecruiser, two destroyers, and two frigates, which matches the squadron limit for my jump drive. For deployments requiring less capability, I have the option of dispatching combinations of battlecruisers, destroyers, and frigates, with a battlecruiser and two frigates being a combination I anticipate liking since my old 40,000 ton military jump tenders will remain useful.

I have a shipyard ready to build 30,000 ton cruisers, but can't think of a role that isn't already covered; it won't be large enough to sport my battlecruiser's 5000 ton hangar, and I don't imagine the extra 10,000 tons of HS offer much capability beyond what a pair of destroyers bring. Maybe an assault cruiser to breach camped jump points? I've only had one such encounter, so I don't have a design philosophy for that in mind ... but I've got the shipyard ready for it, I guess.

I'd really like to build some 10,000 ton armed explorers (long endurance grav and geo survey ships) to replace the four surviving of the toothless Yuri Gagarin class, but I'm not finding the space for the actives, FCs, and weapons a full offensive package would need while retaining the long endurance and dual survey capability ... come to think, add the decent thermal sensor I'd need for a ship that wants some ability to stay under the radar as it goes about its business.
 

Offline Iranon

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Re: First game; third generation warships.
« Reply #1 on: September 13, 2017, 08:41:51 AM »
The designs are a little thirsty for my liking, especially with such generous mission lives. I'd use more engines with lower power multipliers, and less fuel.

Maintenance life is also much higher than deployment time. Whether that is ok depends on your use... if they are expected to do some R&R around outer colonies much more often than they will see servicing, it's perfectly fine. If they're expected to remain at base and do long sorties into uncolonies space, this is not ideal.

I wonder whether the carrier needs its speed and defenses. I don't typically expect to expose my carriers to anything unpleasant. My long-ranged missile ships usually don't tangle with beam opponents, so 3 different standards of defenses/speed are plausible to avoid excessive and expensive performance on ships that don't need it. 3 difference performance groups may be overdoing it though.

Your missile armament won't necessarily outrange AMMs (the AI likes to use relatively long-ranged models, and uses it for offense quite liberally).

I prefer small fighters carrying a single missile, to confound defenses with more salvos or get a little more efficiency and shock damage from larger missiles. At the ranges you design for, overhead for one fire control per missile is far from excessive.

Rather like the frigates.
 

Offline obsidian_green

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Re: First game; third generation warships.
« Reply #2 on: September 14, 2017, 12:06:18 AM »
Thanks, Iranon. Some of the design decisions are constrained by doctrine, like the 10,000km/s fleet speed. I want these battlegroups to respond to threats rather than patrol for them, but I also wanted the ability to maintain station if that was ever required (I could dispatch an auxiliary with a recreation module to appease the crews)---the ships might be thirsty, but I don't move them unless they're needed. More engines at greater efficiency would be great, but that means less speed or less mission capability for a given size.

I think the long maintenance lives were the result of lowering the AFR as much as I could. If I could adjust the one and not the other, I would be glad to. If I'm missing how to accomplish that, I'm all ears (especially since I'm still prebuilding components for four of the destroyers and haven't begun actual construction). Also, deployment time that better matches maintenance life requires space and I had very specific intentions about the combat capabilities of each class.

The carrier is really just (haha ... it's also the squadron jumpship, I can't forget that) a long-range missile cruiser, the strikefighters a reusable first stage that gives me ~530mk range. I found myself saving my current destroyer's rangy ASMs, only using them against FACs at fairly short ranges. My initial intention was also to carry sensor pods in the carrier's hangar, making it primary fleet eyes and missile bait that I'd be uncomfortable leaving entirely naked; the CIWSs can also help if I blunder through a jump-point and the carrier, as the largest ship, gets targeted. The reconnaissance role will probably still be employed when I find I don't need full battlegroups. (The carriers pair off with two destroyers, the battlecruisers with a pair of frigates.)

I'm hoping enemy FCs won't be able to target my strikefighters at their 30-20mk launch range, which has been the case thus far---I've only needed to go closer because of my FC deficiencies. The ACMs on warships are secondary/defensive features ... there to kill anything that slips inside the 30mk range of R1 sensors.

I'm disappointed that you think my fighters are large. I thought 197t was doing pretty good. :( I'm trending along your lines however, I gave up that extra ML from the previous design. An extra FC changes the amount of leftover space if I retain the 24/12 attack/interceptor complement and I potentially need that space for sensor or flag-staff pods, or for the two-company marine assault shuttle I'm pondering.

I have hope for my frigates, pudding that needs proving will be how hassle-free they handle mop-up duty.
 

 

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