Author Topic: Ships of the Colonial Defence Force  (Read 1855 times)

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Offline Demosthenes (OP)

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Ships of the Colonial Defence Force
« on: August 12, 2013, 11:59:46 PM »
Well, managed to take out a swarm of 77 FACs with mensons with my frigates, but they were more or less designed to out manuver and out range them.  Curious how my fleet would stand up against any real forces. 

We'll start with my main backbone forces. 

The Thanatos Light Carrier.  I have about 8 of these babies fleeted together sitting back with my colliers.  Able to hold 5 Kestrels each (below)
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Thanatos MKII class Light Carrier    15,000 tons     278 Crew     2812.5 BP      TCS 300  TH 1500  EM 0
5000 km/s     Armour 11-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 12     PPV 32.64
Maint Life 2.37 Years     MSP 1406    AFR 150%    IFR 2.1%    1YR 342    5YR 5134    Max Repair 750 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 12   
Hangar Deck Capacity 5000 tons     Magazine 404   

Carrier Class I-CFD MKI (1)    Power 1500    Fuel Use 55.11%    Signature 1500    Exp 15%
Fuel Capacity 1,000,000 Litres    Range 21.8 billion km   (50 days at full power)

Quad Fly Swatter MK1 RoF:4 S:3 Turret (2x16)    Range 10,000km     TS: 32000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Final Fire BFC MKII (1)    Max Range: 120,000 km   TS: 32000 km/s     92 83 75 67 58 50 42 33 25 17

Scourge Heavy Missile ASM MKI (100)  Speed: 60,000 km/s   End: 8.3m    Range: 29.8m km   WH: 10    Size: 4    TH: 360/216/108

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

The Thanatos' FACs, used for softening up the enemy while my frigates and destroyers do the close in work.  20 missiles each, 5 for each carrier.  8 Carriers in my fleet.  800 WH10 Salvo, not bad, right?
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Kestrel MKI class Fighter-bomber    1,000 tons     4 Crew     271 BP      TCS 20  TH 360  EM 0
18000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 12
Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 77    5YR 1156    Max Repair 180 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   
Magazine 80   

FAC Class I-CFD MKI (1)    Power 360    Fuel Use 586.13%    Signature 360    Exp 30%
Fuel Capacity 15,000 Litres    Range 0.5 billion km   (7 hours at full power)

Stinger Missle Rack S:4 (20)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Kestrel MFC MKI  (1)     Range 52.6m km    Resolution 20
Scourge Heavy Missile ASM MKI (20)  Speed: 60,000 km/s   End: 8.3m    Range: 29.8m km   WH: 10    Size: 4    TH: 360/216/108

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

The Collier, pretty standard.  Matches speed with the Thanatos and sits in the back. 
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Hoarder MKI class Collier    15,000 tons     227 Crew     2220 BP      TCS 300  TH 1500  EM 0
5000 km/s     Armour 4-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 0
Maint Life 2.31 Years     MSP 925    AFR 180%    IFR 2.5%    1YR 235    5YR 3528    Max Repair 750 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 3568   

Carrier Class I-CFD MKI (1)    Power 1500    Fuel Use 55.11%    Signature 1500    Exp 15%
Fuel Capacity 1,000,000 Litres    Range 21.8 billion km   (50 days at full power)

Scourge Heavy Missile ASM MKI (600)  Speed: 60,000 km/s   End: 8.3m    Range: 29.8m km   WH: 10    Size: 4    TH: 360/216/108
Hornet AMM MKI (1168)  Speed: 72,000 km/s   End: 0.7m    Range: 3m km   WH: 1    Size: 1    TH: 720/432/216

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

The Rifter Frigate, these were designed to take out a swarm of 77x 10000km/s mesons armed FACs, so kind of specialized.  Due for an update or upsize to destroyer. 
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Rifter MKII class Frigate    5,000 tons     174 Crew     1744.5 BP      TCS 100  TH 1050  EM 0
10500 km/s     Armour 5-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 24
Maint Life 2.3 Years     MSP 654    AFR 66%    IFR 0.9%    1YR 167    5YR 2510    Max Repair 525 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Frigate Class I-CFD MKI (1)    Power 1050    Fuel Use 113.44%    Signature 1050    Exp 17%
Fuel Capacity 515,000 Litres    Range 16.3 billion km   (18 days at full power)

Medium Pulse Laster 25cm MKII (3)    Range 320,000km     TS: 10500 km/s     Power 16-8     RM 5    ROF 10        16 16 16 16 16 13 11 10 8 8
Fire Control S08 160-10000 (1)    Max Range: 320,000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Fusion Buddy 1HS (3)     Total Power Output 24    Armour 0    Exp 5%

500ton Sweeper MKI (1)     GPS 1120     Range 49.6m km    Resolution 10

This design is classed as a Military Vessel for maintenance purposes

The Thrasher AMM Platform, new ground to me not sure if I'm doing things properly.  Also, how do you get them to fire at missile volleys? These go up with the frigates/destroyers and knifefight with the enemy. 
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Thrasher MKI class AMM Platform    7,500 tons     222 Crew     1632.5 BP      TCS 150  TH 1575  EM 0
10500 km/s     Armour 5-34     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 30
Maint Life 2.23 Years     MSP 816    AFR 75%    IFR 1%    1YR 220    5YR 3307    Max Repair 787.5 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 434   

Destroyer Class I-CFD MKI (1)    Power 1575    Fuel Use 89.13%    Signature 1575    Exp 17%
Fuel Capacity 1,000,000 Litres    Range 26.9 billion km   (29 days at full power)

Size 1 Missile Launcher (30)    Missile Size 1    Rate of Fire 10
Thrasher 5mKM AMM MKI (1)     Range 47.0m km    Resolution 1
Hornet AMM MKI (434)  Speed: 72,000 km/s   End: 0.7m    Range: 3m km   WH: 1    Size: 1    TH: 720/432/216

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

And now for completely untouched ground, Gauss Cannon PD used as final defence.  No idea how to use these, to be honest.  These should go up with the frigs and protect them on the journey. 
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Hellcat MKI class Point Defence Ship    7,500 tons     187 Crew     1894 BP      TCS 150  TH 1575  EM 0
10500 km/s     Armour 7-34     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 48.96
Maint Life 2.29 Years     MSP 947    AFR 75%    IFR 1%    1YR 244    5YR 3666    Max Repair 787.5 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Destroyer Class I-CFD MKI (1)    Power 1575    Fuel Use 89.13%    Signature 1575    Exp 17%
Fuel Capacity 1,000,000 Litres    Range 26.9 billion km   (29 days at full power)

Quad Fly Swatter MK1 RoF:4 S:3 Turret (3x16)    Range 10,000km     TS: 32000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Final Fire BFC MKII (1)    Max Range: 120,000 km   TS: 32000 km/s     92 83 75 67 58 50 42 33 25 17

This design is classed as a Military Vessel for maintenance purposes

I know, I know.  Nothing has sensors! I have dedicated sensor ships, as well as a few backups on the frigs/destroyers. 
General fleet doctrine is to provide covering fire for the frigs/destroyers while they move up and shred. 

Comments, suggestions? First time I've ever even got to the combat portion of this game, usually focus on the industry/exploration aspect but ran into a bunch of baddies on the way. 
The world goes round and round, which is why I've strapped several engines to it.  That's right, I turned off orbits to save CPU.
 

Offline Hawkeye

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Re: Ships of the Colonial Defence Force
« Reply #1 on: August 13, 2013, 09:49:10 AM »
Haven´t looked much on the other ships, but the Hellcat really should have three fire cons, one per quad turret, or it will be overwhealmed if an enemy uses many small salvos (a carrier with a bunch of fighters comes to mind).
Ralph Hoenig, Germany
 

Offline Whitecold

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Re: Ships of the Colonial Defence Force
« Reply #2 on: August 13, 2013, 11:14:34 AM »
On the other ships you could use more Firecons, a single one has no redundancy, same goes for engines, if I see correctly there is just one on each design, for small ships that is okay, but your larger ones you don't want them to be a immovable target by one lucky hit destroying the single engine. Also an engine maintenance failure almost eats up your entire repair capacity.
 

Offline davidb86

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Re: Ships of the Colonial Defence Force
« Reply #3 on: August 15, 2013, 02:10:53 PM »
On missile defense ships (Thrasher or Hellcat) I generally provide a small resolution 1 active sensor with 10 seconds range against my own missiles.  Thus I would need 600,000 to 720,000 km range against a size 6 or smaller missile (~6.6 million KM against 1 Hull space)to ensure that I detect and can engage enemy volleys.  This sensor has a very small signature (less than the thermal on the engines) and can be left on without giving away the fleet position.  I also use a dedicated scout for my main sensor, but often leave it off while I maneuver, depending on passives to give me time to engage.  Leaving the anti-missile active sensors on, means that I do not get blindsided by an approaching volley.  As each anti-missile ship has a sensor it gives redundancy to the missile defense and does not shut down the defense based on a lucky hit on a high visibility target.

I also provide one fire control for each turret, or each 5 AMM launchers, to deal with small volleys and to give redundancy in case of damage.  For the Kestrals I would consider multiple MFC's perhaps three MFC's and 15 -18 launchers for volleys of 5-6.
 

Offline Demosthenes (OP)

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Re: Ships of the Colonial Defence Force
« Reply #4 on: August 16, 2013, 03:50:13 AM »
Alrighty, redid a few of my ships as per the advice.  Are they looking a bit better now?

The Thrasher went through a small update, the Defender Class AMM platform now has a RoF of 5 instead of 10.  Dropped the launchers from 30 to 27, just didn't have the room without sacrificing other things.  Put a res 1 sensor on it as well, should detect size 6 missiles at about 1million KM, which should give me some wiggle room in the event I come across very fast enemy missiles.  Fleet runs with 10 Thrashers. 
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Thrasher MKII class AMM Platform    7,500 tons     218 Crew     1967 BP      TCS 150  TH 1584  EM 0
10560 km/s     Armour 5-34     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 27
Maint Life 1.49 Years     MSP 492    AFR 150%    IFR 2.1%    1YR 249    5YR 3730    Max Repair 396 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 431   

Destroyer Class I-CFD 22HS (2)    Power 792    Fuel Use 135.62%    Signature 792    Exp 18%
Fuel Capacity 880,000 Litres    Range 15.6 billion km   (17 days at full power)

Defender Launcher MKI (27)    Missile Size 1    Rate of Fire 5
Thrasher 5mKM AMM MKI (3)     Range 47.0m km    Resolution 1
Hornet AMM MKI (434)  Speed: 72,000 km/s   End: 0.7m    Range: 3m km   WH: 1    Size: 1    TH: 720/432/216

Thrasher Backup Sensor MKI (1)     GPS 56     Range 7.8m 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

Hellcat went through a small redesign as well.  One Fire Control per turret now, and halved the size of the engines for the 7,500 ton ships.  Fleet runs with 10 Hellcats.
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Hellcat MKII class Point Defence Ship    7,500 tons     188 Crew     2481.5 BP      TCS 150  TH 1584  EM 0
10560 km/s     Armour 7-34     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 48.96
Maint Life 1.43 Years     MSP 620    AFR 150%    IFR 2.1%    1YR 332    5YR 4982    Max Repair 396 MSP
Intended Deployment Time: 12 months    Spare Berths 2   

Destroyer Class I-CFD 22HS (2)    Power 792    Fuel Use 135.62%    Signature 792    Exp 18%
Fuel Capacity 820,000 Litres    Range 14.5 billion km   (15 days at full power)

Quad Fly Swatter MK1 RoF:4 S:3 Turret (3x16)    Range 10,000km     TS: 32000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Final Fire BFC MKII (3)    Max Range: 120,000 km   TS: 32000 km/s     92 83 75 67 58 50 42 33 25 17

This design is classed as a Military Vessel for maintenance purposes

Forgot to post my sensor ship design.  The Heron MKII.  The Fleet runs with 3 of these.  I know, we have no passive sensors, I plan on making a capital ship sized carrier that will mount the beastly 5000ton sensors I've designed (i've found that any less is kind of pointless)
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Heron MKII class Sensor Ship    7,500 tons     203 Crew     2720 BP      TCS 150  TH 1584  EM 0
10560 km/s     Armour 11-34     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
Maint Life 2.65 Years     MSP 1360    AFR 75%    IFR 1%    1YR 275    5YR 4118    Max Repair 700 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Destroyer Class I-CFD 22HS (2)    Power 792    Fuel Use 135.62%    Signature 792    Exp 18%
Fuel Capacity 950,000 Litres    Range 16.8 billion km   (18 days at full power)

Flyswatter Search Sensor Mk1 (1)     GPS 560     Range 78.4m km    Resolution 1
System Sweeper MKI (1)     GPS 28000     Range 619.8m km    Resolution 40

This design is classed as a Military Vessel for maintenance purposes

Along with new technology comes a newer ship.  Behold, the Harbinger Battlecruiser.  I'll probably have -maybe- 3-6 of these supported by the Hellcats, Thrashers, and a Destroyer I have yet to design.  9x 30cm lasers, standard 10500km/h speed, 10 layers of armor (it's getting heavy now), 2 CIWS, backup sensors and 1 fire control for 3 guns.  No turret, the Harbinger is rather fast as it stands.  Havn't seen too many variations of aliens yet, but all I've come across so far have been slower than me (their fighters topped out at 10km/s, their carrier was a laugh worthy 1km/s). 
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Harbinger MKI class Battlecruiser    15,000 tons     502 Crew     6116.5 BP      TCS 300  TH 3150  EM 0
10500 km/s     Armour 10-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 81
Maint Life 1.15 Years     MSP 1529    AFR 300%    IFR 4.2%    1YR 1178    5YR 17670    Max Repair 787.5 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Destroyer Class I-CFD MKI (2)    Power 1575    Fuel Use 89.13%    Signature 1575    Exp 17%
Fuel Capacity 1,050,000 Litres    Range 14.1 billion km   (15 days at full power)

30cm Afocal Maser MKI (9)    Range 480,000km     TS: 10500 km/s     Power 24-8     RM 6    ROF 15        24 24 24 24 24 24 20 18 16 14
Phil the Ripper CIWS MKI (2x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Hard Point Firecontrol MKIII (3)    Max Range: 480,000 km   TS: 10000 km/s     98 96 94 92 90 88 85 83 81 79
Fusion Buddy 1HS (9)     Total Power Output 72    Armour 0    Exp 5%

Thrasher Backup Sensor MKI (1)     GPS 56     Range 7.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes



The world goes round and round, which is why I've strapped several engines to it.  That's right, I turned off orbits to save CPU.
 

Offline Hawkeye

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Re: Ships of the Colonial Defence Force
« Reply #5 on: August 16, 2013, 05:00:54 AM »
One thing I see is, that you have only enough spare parts in each ship to repair one of those engines once.
If you have a supply ship accompanying the fleet, that is not a problem (just remember to top the spare parts up when one of your ships suffers such a failur).
If you haven´t and you are very unlucky, you might have two engine failurs in a row, which means, you can´t repair the 2nd damaged engine in the field (IIRC, you need twice the amount of spares to repair it, if it can´t be repaired when the failur happens). This, in turn means: Speed to 1/2 and repair only posible in a shipyard.

The Thrasher still has a lot of launch tubes for only 3 firecons (my personal rule of thumb is to have one FC per 4 to 5 tubes). I would probably go for 24 tubes and 4 FCs or 20 tubes and 5 FCs. Especially, as you will have 10 of those ships in your fleet, so you will still be launching 200 AMMs per 5 second tic - and that should be enough to deal with anything, the AI can throw at you.
Note: If you play several races against each other yourself, all bets are off, of course.

Oh, something else.
I just noticed, that you FC outranges the range of your AMMs. This is not a bad thing per se, but you have to be careful with the settings for your PD, especially vs. slow enemy missiles (as the AI is using in 6.2), or you will launch AMMs that will run out of fuel before reaching the enemy ASMs.

Hellcat looks fine as does the Heron and the Harbringer, well, it is designed to slug it out at short range (compared to missiles) and that it will do _very_ well. I like it.


Just looing over your designs again and I noticed, that, while range (in terms of fuel) seems ok-ish with 15+ billion km, due to the high speed of your ships (I have never gotten that far in the tech-tree), the actual time your ships have fuel to burn is extremely short (less than three weeks) while having a deployment time of a year.
Not sure you´d get a lot of space by halfing the deployment time, but if you need a few tons to squeeze another goody in, you might consider that.



Ralph Hoenig, Germany
 

Offline Demosthenes (OP)

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Re: Ships of the Colonial Defence Force
« Reply #6 on: August 16, 2013, 05:28:57 AM »
I do have supply ships, as well as fuel tankers I bring along.  I have about 100 Rockafellers. .  Fuel Harvesters chewing away at the wolf system. .  which is nothing but gas giants.  Fuel really isn't an issue, 15bil range is enough to get through a few systems, fuel up before heading into hostile territory, and be able to move around the system without many restrictions.  As for the Thrashers, Perhaps I did overdo the amount of missile tubes, never actually had to counter missiles before and therefore don't really know what is too much, or too little.
The world goes round and round, which is why I've strapped several engines to it.  That's right, I turned off orbits to save CPU.
 

Offline joeclark77

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Re: Ships of the Colonial Defence Force
« Reply #7 on: August 23, 2013, 06:06:12 PM »
I generally prefer a shield tank on a Rifter.  Makes it go faster and anyway there's no stasis webifiers or warp scramblers in Aurora so you have those mid-power slots free for it...
 

Offline justleroy

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Re: Ships of the Colonial Defence Force
« Reply #8 on: August 24, 2013, 10:10:15 AM »
Warp scramblers would be an interesting idea for a future addition.