Author Topic: My Current game ships.  (Read 1814 times)

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Offline tom32 (OP)

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My Current game ships.
« on: November 02, 2011, 08:17:55 PM »
I would like it if some people would give me more suggestions on these ships, Or ideas. 
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Tribal class Destroyer    1,550 tons     189 Crew     253 BP      TCS 31  TH 25  EM 0
806 km/s    JR 3-50     Armour 1-11     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 8
Maint Life 4.71 Years     MSP 102    AFR 19%    IFR 0.3%    1YR 8    5YR 113    Max Repair 100 MSP

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
Nuclear Thermal Engine E6 (1)    Power 25    Fuel Use 60%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 96.7 billion km   (1388 days at full power)

25cm C5 Far Ultraviolet Laser (1)    Range 80,000km     TS: 5000 km/s     Power 16-5     RM 5    ROF 20        16 16 16 16 16 13 11 10 0 0
Fire Control S01 40-5000 (1)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0
Pebble Bed Reactor Technology PB-1 (1)     Total Power Output 0.3    Armour 0    Exp 5%

Active Search Sensor MR22-R100 (1)     GPS 2800     Range 22.4m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes

That is my current destroyer, I am making a missile ship right now, And this is my survey ship:

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King George V class Survey Ship    1,300 tons     123 Crew     192.4 BP      TCS 26  TH 25  EM 0
961 km/s    JR 3-50     Armour 1-10     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 1     PPV 0
Maint Life 5.9 Years     MSP 93    AFR 13%    IFR 0.2%    1YR 5    5YR 68    Max Repair 100 MSP

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
Nuclear Thermal Engine E6 (1)    Power 25    Fuel Use 60%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 115.3 billion km   (1388 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

Last up, My Cargo ship:

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Illustrious class Freighter    6,150 tons     103 Crew     121.6 BP      TCS 123  TH 25  EM 0
203 km/s    JR 3-50     Armour 1-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 0.17 Years     MSP 12    AFR 302%    IFR 4.2%    1YR 71    5YR 1072    Max Repair 25 MSP
Cargo 5000    

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
Nuclear Thermal Engine E6 (1)    Power 25    Fuel Use 60%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 24.4 billion km   (1388 days at full power)

This design is classed as a Military Vessel for maintenance purposes
So guys, Tell me what you think it it  ;D
LE EDIT: Damn, Just noticed this: J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons :  6,150 tons
« Last Edit: November 02, 2011, 08:19:27 PM by tom32 »
 

Offline Beersatron

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Re: My Current game ships.
« Reply #1 on: November 02, 2011, 08:59:15 PM »
I am one for doing the whole 'role play it out until you get stomped' thing but I will say two things:

1. Speed needs up to at about 4000 km/s
2. Armor needs increased to about 3 or 4 layers

Oh, and make a commercial version of your engines, the freighter should use commercial engines and therefore not need any maintenance. And put 5 cargo holds in it.
 

Offline Din182

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Re: My Current game ships.
« Reply #2 on: November 02, 2011, 09:32:54 PM »
Here are a list of my complaints/concerns.
  • Those ships are awfully small. Add a lot of engines to them. You want probably 4000km/s for the destroyer, 2000km/s for the survey ship and 500km/s for the freighter, at minimum.
  • Make your freighter commercial and give it 5 cargo holds.
  • You also want some form of anti-missile technology.
  • It takes 55 seconds to charge your laser because the power plant is so small.
  • Your armour is like an eggshell.
  • Give the survey ship more maintenance supplies, at least so you have more than the max repair.
  • Add another survey sensor to the survey ship.
  • Increase the range of the fire control on the destroyer slightly.
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Offline Gidoran

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Re: My Current game ships.
« Reply #3 on: November 02, 2011, 11:07:46 PM »
4000km/s with nuclear thermals? That's a little out of reach, I'm pretty sure he'd be lucky to have upwards of 1000km/s.
"Orbital bombardment solves a myriad of issues permanently. This is sometimes undesirable."
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Offline HaliRyan

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Re: My Current game ships.
« Reply #4 on: November 02, 2011, 11:13:45 PM »
Yeah, with nuclear thermals there's no way he's getting 4k km/s on a usable ship. He might be able to get 2k km/s, although I'd aim for probably 1500 km/s myself.
 

Offline OAM47

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Re: My Current game ships.
« Reply #5 on: November 02, 2011, 11:45:53 PM »
I aim for 1. 5-2k with NTEs personally.   The first generation, which by the tech I assume they are, can generally be excused in an area or two, but I agree that you're going to want to improve some areas too.
 

Offline tom32 (OP)

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Re: My Current game ships.
« Reply #6 on: November 03, 2011, 03:21:35 AM »
Okaaaaaaaaay, I've worked on the Freighter, Here it is:
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Illustrious class Freighter    16,200 tons     94 Crew     251.8 BP      TCS 324  TH 200  EM 0
617 km/s     Armour 1-57     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 0.01 Years     MSP 10    AFR 2099%    IFR 29.2%    1YR 1030    5YR 15447    Max Repair 50 MSP
Cargo 15000   

Internal Confinement Fusion Drive E6 (2)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 27.8 billion km   (520 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Before you ask, I researched that, Did not instant it.
Now the destroyer:
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Tribal class Destroyer    2,050 tons     256 Crew     501.2 BP      TCS 41  TH 200  EM 0
4878 km/s     Armour 3-14     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 16
Maint Life 3.32 Years     MSP 153    AFR 33%    IFR 0.5%    1YR 21    5YR 315    Max Repair 100 MSP

Internal Confinement Fusion Drive E6 (2)    Power 100    Fuel Use 60%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 146.3 billion km   (347 days at full power)

25cm C5 Far Ultraviolet Laser (2)    Range 80,000km     TS: 5000 km/s     Power 16-5     RM 5    ROF 20        16 16 16 16 16 13 11 10 0 0
Fire Control S01 40-5000 (2)    Max Range: 80,000 km   TS: 5000 km/s     88 75 62 50 38 25 12 0 0 0

Active Search Sensor MR22-R100 (1)     GPS 2800     Range 22.4m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes
As you can see, I yanked up the speed a LOT, I've already got a good search sensor in my standards, Now, I'm going to attempt to make a missile  ship, Wish me luck, And any tips?
 

Offline HaliRyan

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Re: My Current game ships.
« Reply #7 on: November 03, 2011, 04:16:51 AM »
The freighter is VERY slow, try boosting it to 3k km/s at least for ICF drive tech. It also has an odd number of cargo holds. Because installations take 5 cargo holds to transport or a multiple thereof, most people will build their cargo ships with 5 holds (or a multiple of 5 for larger ships). Don't worry too much about it getting big, civilian ships tend to be huge.

The speed on the destroyer is good, but it has no reactors and so it can't shoot at anything. You'll need enough reactors to provide 4 power per laser in order to shoot them at their maximum rate of fire. The armor is also very thin for a beam ship, most knife-fight-range ships will be heavily armored to make sure they can weather the incoming missile fire and make it to their engagement range.
 

Offline metalax

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Re: My Current game ships.
« Reply #8 on: November 03, 2011, 07:36:06 AM »
Freighter:
As already stated you need to create a commercial version of your engines for your freighter. As it is, it is going to fall apart very quickly if you are playing with maintainance required. It will also increase the freighters range due to better fuel efficiency.
Also definetly use 5 cargo holds or a multiple of 5 on your freighters, as occasionaly civilian shipping has been known to loose fragments of installations that have been shipped.

Destroyer:
No power, you need powerplants to match the total capacitors on your weapons, so in this case a total of 10 power.
You only really need one firecontrol for a anti-ship beam ship like this with only 2 weapons. You should also use the increased size/range option as you are unnecessarily hampering yourself with a lower range.
Armour should be higher for a beam ship as it will have to survive to reach it's targets and then be able to survive trading beamspam with any enemy beam ships. This is especially true as you have no point defence.
 

Offline Din182

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Re: My Current game ships.
« Reply #9 on: November 03, 2011, 07:48:28 AM »
Make your freighter commercial and give it 5 cargo holds.
Increase the range of the fire control on the destroyer slightly.
It takes 55 seconds to charge your laser because the power plant is so small. You have no power plant on the destroyer now. How do you expect to fire?
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Offline ZimRathbone

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Re: My Current game ships.
« Reply #10 on: November 03, 2011, 08:16:46 AM »
Unless you're using the no maintenance rule, The freighter is a time-bomb with a VERY short fuse - if it gets beyond the orbit of Mars without exploding I will be very surprised.   The reason for this is that you are using military engines, therefore the freighter becomes a military ship and therefore requires maintenance - which in this case will last a little over 3 days.  If you change these engines to Civillian ones (as someone else advised upthread), the size will go up (Civ engines are 25HS for the same power output), but the fuel consumption will drop to 10% of its current level, and the ship will become a commercial ship which does not need maintenance more than the 1 compulsory engineering space.

I find that the smallest usable freighter is around 40kt.  I have built "tramp freighters" around 8-10kt but mainly for RP reasons - they really dont work well in Aurora.

The in addition to the problems noted earlier, the destroyer will need some anti-missile consorts to get it to survive to 80kkm range - thats myopic in the extreme, and its not got very good tracking speed, so its not going to stop any inbounds itself (missiles frequently travel at 20-30kkms-1 which will mean that your chance to hit them will be 20%-12% or less in the final fire phase) - I would very strongly suggest that you need better fire control as well - certainly a 4x range at least , and the lasers you're using can extend out a LOT further than your BFC can.  I'd also suggest moving the search sensor to another (specilaised) class - while I keep a siz1 res1 ASS sensor on all my beam ships as an emergency backup, the usually operate in fleets so don't need to find the enemy by themselves

rats - ninjad
« Last Edit: November 03, 2011, 08:20:36 AM by ZimRathbone »
Slàinte,

Mike