Author Topic: Solarian Empire Fleet 2099  (Read 1709 times)

0 Members and 1 Guest are viewing this topic.

Offline Peter Rhodan (OP)

  • Sub-Lieutenant
  • ******
  • P
  • Posts: 117
Solarian Empire Fleet 2099
« on: July 21, 2011, 06:28:31 AM »
Thought I'd post a few ships as I've never reached this stage before:

Fleet operates in Divisions of 6 ships (+ Sensor ships and jump ships)
Basic Fleet doctrine is Missile based.

Backbone of fleet are my 6kT Corvettes:  2 Designs - 1 Anti Ship and the other Anti Missile.

Antiship Corvette
Longbow III class Corvette    6,000 tons     674 Crew     1328.72 BP      TCS 120  TH 210  EM 630
5000 km/s     Armour 1-29     Shields 21-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 36
Annual Failure Rate: 57%    IFR: 0.8%    Maint Capacity 692 MSP    Max Repair 112 MSP    Est Time: 4.15 Years
Magazine 451   

Internal Confinement Fusion Drive E6 (6)    Power 100    Fuel Use 60%    Signature 35    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 100.0 billion km   (231 days at full power)
Epsilon R300/18 Shields (7)   Total Fuel Cost  126 Litres per day

Size 9 ML Mk III (4)    Missile Size 9    Rate of Fire 55
MFC369-R100 (1)     Range 369.6m km    Resolution 100
Size 9 Trebuchet Mk V (38)  Speed: 44,400 km/s   End: 45m    Range: 119.9m km   WH: 6    Size: 9    TH: 207 / 124 / 62
Size 9 Ballista Mk III (12)  Speed: 43,700 km/s   End: 13.7m    Range: 36m km   WH: 13    Size: 9    TH: 204 / 122 / 61

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

Currently 10 in service - still 9 of the older Mk II version remaining to be refitted to the MK III standard - currently 2 being refitted and 1 captured Precursor FAC Killer being refitted plus 2 new building - intend to have 30 Mk III ships on current program (5 Divisions)

Anti-Missile Corvette:

Crossbow III class Corvette    6,000 tons     502 Crew     1830.56 BP      TCS 120  TH 245  EM 1080
5833 km/s     Armour 3-29     Shields 36-400     Sensors 1/1/0/0     Damage Control Rating 5     PPV 6
Annual Failure Rate: 57%    IFR: 0.8%    Maint Capacity 953 MSP    Max Repair 224 MSP    Est Time: 3.35 Years
Magazine 372   

Internal Confinement Fusion Drive E6 (7)    Power 100    Fuel Use 60%    Signature 35    Armour 0    Exp 5%
Fuel Capacity 280,000 Litres    Range 140.0 billion km   (277 days at full power)
Theta R400/20 Shields (9)   Total Fuel Cost  180 Litres per day

Size 1 ML Mk III (6)    Missile Size 1    Rate of Fire 10
MFC73-8mk-R1 (3)     Range 73.9m km    Resolution 1
Size 1 Sparrow Mk V (372)  Speed: 50,000 km/s   End: 12m    Range: 36m km   WH: 1    Size: 1    TH: 400 / 240 / 120

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

Currently 0 in service as Shipyard has not quite finished re-tooling. 13 older Mk II ships in Service in 3 Divisions. Intend to refit these and build 17 new in current program.

Crossbow II class Corvette    6,000 tons     494 Crew     1254.76 BP      TCS 120  TH 560  EM 540
4666 km/s     Armour 3-29     Shields 18-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 6
Annual Failure Rate: 57%    IFR: 0.8%    Maint Capacity 654 MSP    Max Repair 168 MSP    Est Time: 3.19 Years
Magazine 372   

Magneto-plasma Drive E7 (7)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 85.7 billion km   (212 days at full power)
Delta R300/17.5 Shields (7)   Total Fuel Cost  123 Litres per day

Size 1 ML Mk II (6)    Missile Size 1    Rate of Fire 10
MFC40-4.3mk-R1 (3)     Range 40.3m km    Resolution 1
Size 1 Sparrow Mk V (372)  Speed: 50,000 km/s   End: 12m    Range: 36m km   WH: 1    Size: 1    TH: 400 / 240 / 120

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

Notes: You will note MFC on Longbows has much larger range than current longest range ASM (Trebuchet Mk V 118mk) as I have been intending to introduce a 2 stage very long range missile to the inventory for some time (25 years or so) but never actually get a round to it.
The MFC on the Crossbows also has a longer range but this is because the next generation Sparrows will go pretty close to that far and also enemy ECM can reduce maximum range.
You will note the ranges of the Sparrow and Ballista missile are comparable. The Imperial Navy has a doctrine of leading in it's big anti-ship missiles with the AMM's from the Crossbows to absorb enemy counter fire.

I will post other ships of the fleet later
 

Offline Peter Rhodan (OP)

  • Sub-Lieutenant
  • ******
  • P
  • Posts: 117
Re: Solarian Empire Fleet 2099
« Reply #1 on: July 21, 2011, 08:34:50 AM »
Standard muiltifunction Frigate:

City II class Frigate    12,000 tons     1083 Crew     2891.72 BP      TCS 240  TH 420  EM 990
5000 km/s     Armour 4-46     Shields 33-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 62
Annual Failure Rate: 230%    IFR: 3.2%    Maint Capacity 753 MSP    Max Repair 224 MSP    Est Time: 1.23 Years
Magazine 772   

Internal Confinement Fusion Drive E6 (12)    Power 100    Fuel Use 60%    Signature 35    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 100.0 billion km   (231 days at full power)
Epsilon R300/18 Shields (11)   Total Fuel Cost  198 Litres per day

Twin Gauss Cannon R3-100 Turret 4Ok (1x6)    Range 30,000km     TS: 40000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 32-8000 H70 (1)    Max Range: 64,000 km   TS: 8000 km/s     84 69 53 37 22 6 0 0 0 0

Size 1 ML Mk III (4)    Missile Size 1    Rate of Fire 10
Size 9 ML Mk III (4)    Missile Size 9    Rate of Fire 55
MFC73-8mk-R1 (2)     Range 73.9m km    Resolution 1
MFC369-R100 (1)     Range 369.6m km    Resolution 100
Size 1 Sparrow Mk V (196)  Speed: 50,000 km/s   End: 12m    Range: 36m km   WH: 1    Size: 1    TH: 400 / 240 / 120
Size 9 Trebuchet Mk V (52)  Speed: 44,400 km/s   End: 45m    Range: 119.9m km   WH: 6    Size: 9    TH: 207 / 124 / 62
Size 9 Ballista Mk III (12)  Speed: 43,700 km/s   End: 13.7m    Range: 36m km   WH: 13    Size: 9    TH: 204 / 122 / 61

ECM 10

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

Currently 6 in service and 3 of the older Mk I version are currently refitting plus there are 3 new ones building which is all for the current program and will put 2 Divisions in service.

Anti Ship Frigate:

River I class Frigate    12,000 tons     1197 Crew     2697.44 BP      TCS 240  TH 420  EM 990
5000 km/s     Armour 4-46     Shields 33-300     Sensors 1/1/0/0     Damage Control Rating 7     PPV 56
Annual Failure Rate: 164%    IFR: 2.3%    Maint Capacity 983 MSP    Max Repair 224 MSP    Est Time: 1.83 Years
Magazine 910   

Internal Confinement Fusion Drive E6 (12)    Power 100    Fuel Use 60%    Signature 35    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 100.0 billion km   (231 days at full power)
Epsilon R300/18 Shields (11)   Total Fuel Cost  198 Litres per day

Size 9 ML Mk III (6)    Missile Size 9    Rate of Fire 55
Size 1 ML Mk III (2)    Missile Size 1    Rate of Fire 10
MFC73-8mk-R1 (1)     Range 73.9m km    Resolution 1
MFC369-R100 (1)     Range 369.6m km    Resolution 100
Size 1 Sparrow Mk V (127)  Speed: 50,000 km/s   End: 12m    Range: 36m km   WH: 1    Size: 1    TH: 400 / 240 / 120
Size 9 Trebuchet Mk V (32)  Speed: 44,400 km/s   End: 45m    Range: 119.9m km   WH: 6    Size: 9    TH: 207 / 124 / 62
Size 9 Ballista Mk III (55)  Speed: 43,700 km/s   End: 13.7m    Range: 36m km   WH: 13    Size: 9    TH: 204 / 122 / 61

ECM 10

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

Currently 10 in service - will increase to 12 with next version once next engine tech is researched.


Ships of the Line:

Admiral I class 3rd Rate Line of Battle Ship    30,000 tons     2685 Crew     7310.04 BP      TCS 600  TH 910  EM 3510
4333 km/s     Armour 8-86     Shields 117-300     Sensors 1/1/0/0     Damage Control Rating 20     PPV 142
Annual Failure Rate: 351%    IFR: 4.9%    Maint Capacity 3122 MSP    Max Repair 252 MSP    Est Time: 2.18 Years
Flag Bridge    Magazine 1562   

Internal Confinement Fusion Drive E6 (26)    Power 100    Fuel Use 60%    Signature 35    Armour 0    Exp 5%
Fuel Capacity 800,000 Litres    Range 80.0 billion km   (213 days at full power)
Epsilon R300/18 Shields (39)   Total Fuel Cost  702 Litres per day

Twin Gauss Cannon R3-100 Turret 4Ok (2x6)    Range 30,000km     TS: 40000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S06 36-12000 (1)    Max Range: 72,000 km   TS: 12000 km/s     86 72 58 44 31 17 3 0 0 0

Size 1 ML Mk III (8)    Missile Size 1    Rate of Fire 10
Size 9 ML Mk III (10)    Missile Size 9    Rate of Fire 55
MFC73-8mk-R1 (4)     Range 73.9m km    Resolution 1
MFC369-R100 (1)     Range 369.6m km    Resolution 100
Size 1 Sparrow Mk V (212)  Speed: 50,000 km/s   End: 12m    Range: 36m km   WH: 1    Size: 1    TH: 400 / 240 / 120
Size 9 Trebuchet Mk V (99)  Speed: 44,400 km/s   End: 45m    Range: 119.9m km   WH: 6    Size: 9    TH: 207 / 124 / 62
Size 9 Ballista Mk III (51)  Speed: 43,700 km/s   End: 13.7m    Range: 36m km   WH: 13    Size: 9    TH: 204 / 122 / 61

ASS MR20-2.1mk-R1 (1)     GPS 252     Range 20.2m km    Resolution 1

ECCM-1 (1)         ECM 10

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

Current main battleship. 5 in service with 1 building.

My next battleship will have similar armament to the City class Frigates but with same missile capacity, armour and shields as the Admirals and carry 5 1kT gunboats.

I found a need for very fast (16k+) ships but with my current tech it is hard to  get that speed out of a gunboat and still have any sort of endurance so this is the compromise plan.

Jump ship and AWAC ship:
Island II class Jump Ship    12,000 tons     1002 Crew     3878.4 BP      TCS 240  TH 455  EM 2700
5416 km/s    JR 5-50     Armour 7-46     Shields 90-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
Annual Failure Rate: 230%    IFR: 3.2%    Maint Capacity 1010 MSP    Max Repair 672 MSP    Est Time: 0.65 Years

J12000(5-50) Military Jump Drive     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 5
Internal Confinement Fusion Drive E6 (13)    Power 100    Fuel Use 60%    Signature 35    Armour 0    Exp 5%
Fuel Capacity 700,000 Litres    Range 175.0 billion km   (373 days at full power)
Epsilon R300/18 Shields (30)   Total Fuel Cost  540 Litres per day

ASS MR73-8mk-R1 (1)     GPS 672     Range 73.9m km    Resolution 1
ASS MR616-R100 (1)     GPS 56000     Range 616.0m km    Resolution 100

ECM 10

This design is classed as a Military Vessel for maintenance purposes


Note it has the next generation ASS with 616mk range - all my combat ship MFCs will be going up in range next refit cycle as well.

Troop ships:

Viking I class Assault Ship    12,000 tons     395 Crew     1739 BP      TCS 240  TH 280  EM 1800
3333 km/s     Armour 9-46     Shields 60-300     Sensors 1/1/0/0     Damage Control Rating 7     PPV 0
Annual Failure Rate: 164%    IFR: 2.3%    Maint Capacity 634 MSP    Max Repair 88 MSP    Est Time: 2.46 Years
Troop Capacity: 2 Battalions    Drop Capacity: 2 Battalions    Cargo Handling Multiplier 5   

Internal Confinement Fusion Drive E6 (8)    Power 100    Fuel Use 60%    Signature 35    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 87.5 billion km   (303 days at full power)
Epsilon R300/18 Shields (20)   Total Fuel Cost  360 Litres per day

This design is classed as a Military Vessel for maintenance purposes

Main planetary assualt ships. 2 in service. 4 building.


Geronimo I class Assault Ship    3,900 tons     270 Crew     881 BP      TCS 78  TH 280  EM 0
10256 km/s     Armour 1-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 0
Annual Failure Rate: 40%    IFR: 0.6%    Maint Capacity 424 MSP    Max Repair 88 MSP    Est Time: 4.38 Years
Troop Capacity: 2 Companies    Drop Capacity: 2 Companies    Cargo Handling Multiplier 5   

Internal Confinement Fusion Drive E6 (8)    Power 100    Fuel Use 60%    Signature 35    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 153.8 billion km   (173 days at full power)

This design is classed as a Military Vessel for maintenance purposes

Designed for capturing enemy ships. 3 in service. Englarged design on books but not tooled for yet.

General purpose transport ships:

Botany Bay III class Troop Transport    97,400 tons     1360 Crew     3368.2 BP      TCS 1948  TH 6000  EM 0
3080 km/s     Armour 3-188     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 2022 MSP    Max Repair 220 MSP
Troop Capacity: 5 Battalions    Cargo 5000    Cargo Handling Multiplier 10    Tractor Beam     
Fuel Harvester: 7 modules producing 420000 litres per annum
Salvager: 1 module(s) capable of salvaging 750 tons per day

Internal Confinement Fusion Drive E0.6 (24)    Power 250    Fuel Use 6%    Signature 250    Armour 0    Exp 1%
Fuel Capacity 1,000,000 Litres    Range 308.0 billion km   (1157 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

2 in service. 5 earlier Mk I in service 1 of which is refitting and 1 new one is building.

Imperial ship design philosophy is to equip troop transports as salvagers and tankers in the early. Otherwise they spend lots of time sitting around doing nothing. Also means you can go longer earlier game without a dedicated tanker design.


Mayflower I class Troop Transport    83,850 tons     800 Crew     3345.6 BP      TCS 1677  TH 5250  EM 0
3130 km/s     Armour 6-170     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 25 MSP    Max Repair 62 MSP
Troop Capacity: 21 Battalions   

Internal Confinement Fusion Drive E0.6 (21)    Power 250    Fuel Use 6%    Signature 250    Armour 0    Exp 1%
Fuel Capacity 500,000 Litres    Range 178.9 billion km   (661 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Main invasion force transporter. 7 in Service.


Coyote I class Scout    6,000 tons     593 Crew     1509 BP      TCS 30  TH 70  EM 0
1666 km/s    JR 5-50     Armour 1-29     Shields 0-0     Sensors 72/160/0/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 144%    IFR: 2%    Maint Capacity 314 MSP    Max Repair 800 MSP    Est Time: 0.27 Years

J6000(5-50) Military Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 5
Internal Confinement Fusion Drive E6 (2)    Power 100    Fuel Use 60%    Signature 35    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 50.0 billion km   (347 days at full power)

Thermal Sensor TH12-72 (70%) (1)     Sensitivity 72     Detect Sig Strength 1000:  72m km
EM Detection Sensor EM20-160 (1)     Sensitivity 160     Detect Sig Strength 1000:  160m km
Cloaking Device: Class cross-section reduced to 25% of normal

ECM 20

This design is classed as a Military Vessel for maintenance purposes

This is my first ever attempt at a stealth ship - so it is a learning vessel. Currently 0 in service with yard currently retooling.


I also have a supply ship (4 in service) for lugging missiles around. A stop gap FAC tender - 2 in service (filler design to use yard while capacity building) and they only carry 1 FAC each. 2 tugs. A design with maintenance capacity which I am experimenting with and this

Condor I class Salvager    123,250 tons     1665 Crew     2998.8 BP      TCS 2465  TH 2750  EM 0
1115 km/s    JR 2-25(C)     Armour 1-220     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 15 MSP    Max Repair 756 MSP
Cargo 25000    Cargo Handling Multiplier 10   
Fuel Harvester: 2 modules producing 120000 litres per annum
Asteroid Miner: 1 module(s) producing 30 tons per mineral per annum
Salvager: 4 module(s) capable of salvaging 2000 tons per day

JC124K Commercial Jump Drive     Max Ship Size 124000 tons    Distance 25k km     Squadron Size 2
Internal Confinement Fusion Drive E0.6 (11)    Power 250    Fuel Use 6%    Signature 250    Armour 0    Exp 1%
Fuel Capacity 500,000 Litres    Range 121.6 billion km   (1262 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

I wanted a ship with a big commercial jump drive for my troop transports and cargo ships - and made use of the space.... :)

I have an assortment of cargo ships, colony ships and 12 Jump gate Builders.

My survey force consists of 12 TGs with spare ships.
currently each consists of 1:

Galactica II class Mothership    6,000 tons     249 Crew     493.2 BP      TCS 120  TH 600  EM 0
5000 km/s    JR 4-50     Armour 2-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 51 MSP    Max Repair 169 MSP

J6000(4-50) Military Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 4
Magneto-plasma Drive E0.7 (3)    Power 200    Fuel Use 7%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 400,000 Litres    Range 1714.3 billion km   (3968 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

Plus 1 Grav Survey ship:

Magellan II class Gravitational Survey Vessel    6,000 tons     607 Crew     1464.6 BP      TCS 120  TH 720  EM 0
6000 km/s     Armour 1-29     Shields 0-0     Sensors 1/1/7/0     Damage Control Rating 13     PPV 0
Annual Failure Rate: 22%    IFR: 0.3%    Maint Capacity 1983 MSP    Max Repair 100 MSP    Est Time: 12.89 Years

Magneto-plasma Drive E7 (9)    Power 80    Fuel Use 70%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 950,000 Litres    Range 407.1 billion km   (785 days at full power)

Gravitational Survey Sensors (7)   7 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

and 3 Geo Survey ships:

Unobtanium II class Geological Survey Vessel    6,000 tons     266 Crew     884.4 BP      TCS 120  TH 600  EM 0
5000 km/s     Armour 1-29     Shields 0-0     Sensors 1/1/0/6     Damage Control Rating 1     PPV 0
Maint Capacity 92 MSP    Max Repair 100 MSP

Magneto-plasma Drive E0.7 (3)    Power 200    Fuel Use 7%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 350,000 Litres    Range 1500.0 billion km   (3472 days at full power)

Geological Survey Sensors (6)   6 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes
 

Offline Peter Rhodan (OP)

  • Sub-Lieutenant
  • ******
  • P
  • Posts: 117
Re: Solarian Empire Fleet 2099
« Reply #2 on: July 21, 2011, 09:00:44 AM »
The Corvettes alone, even the MK II versions, were sufficient to give the edge over any Precursor force I have come across so far. With the current fleet (less battleships which I don't normally use) I can easily take out a typical Star Swarm horde - I did one with 145 FAC - then got a bug.. sigh. Fleet engagements are limited by missile production at the moment - and also lack of ground forces - I currently have 2 Archaeological Digs just starting and an 2 Intact Cities and a Ruined Outpost I simply don't have the troops for - I do have one ruin with over 1000 installations still to try and recover and I have 3 Engineer brigades there and 2 brigades of combat troops - all the other 10 digs have 1 engineer brigade, 1 garrison battalion and 2-4 combat battalions.
I have also had a shortage of colony ships but new production of my latest 250,000, 2800k colony ship are just starting to come off the slipways which will enable me to speed up the colony building.
I have found 4 space going alien races (all friendly at present) and 1 single planet one which I am slowly gearing up to conquer - never having taken out a planet before I shall almost certainly make all sorts of mistakes
I ahve posted a not very good image of my galaxy in the Gallery section. I have one 6kT maintenance base in the Ceteganda Sector (orange bottom left) and one at Wx Ursae Majoris planet with the shipyard, a 12kt one at Avalon and 30+k at Earth. I am shipping in a 6kT one at Tanelorn in the Sigma Bootis system (middle left next to the aliens with the Green flag) to support the ships based there and I intend to add one somewhere in the bottom right where the single system guys are.
I have a couple more maintenance bases slowly building at colonies but none are even 3kT yet.

Current plan is to take out the Star Swarm at Gliese 615 between my 3rd and 4th biggest colonies and shorten the route by 1 jump. I have done this before but got a glitch and had to drop back to a saved game before I invaded and then things changed and I used my ships elsewhere and started refitting the Frigates besides using up heaps of missiles but getting set now to wipe them out again.. and capture some FACs for me to refit. The aborted 1st assault left me with 90 captured FACs - till they started having maintenance failures....
 

Offline Brian Neumann

  • Vice Admiral
  • **********
  • Posts: 1214
  • Thanked: 3 times
Re: Solarian Empire Fleet 2099
« Reply #3 on: July 21, 2011, 03:20:55 PM »
Current plan is to take out the Star Swarm at Gliese 615 between my 3rd and 4th biggest colonies and shorten the route by 1 jump. I have done this before but got a glitch and had to drop back to a saved game before I invaded and then things changed and I used my ships elsewhere and started refitting the Frigates besides using up heaps of missiles but getting set now to wipe them out again.. and capture some FACs for me to refit. The aborted 1st assault left me with 90 captured FACs - till they started having maintenance failures....
If you really want to get them back in decent shape have a couple of maintenance facilities modules built into ships.  use asteroids ect to establish a temporary base and reverse the clocks on all of these poor facs.  This way they will probably last until you get them back to a shipyard to refit them.

Brian
 

Offline Peter Rhodan (OP)

  • Sub-Lieutenant
  • ******
  • P
  • Posts: 117
Re: Solarian Empire Fleet 2099
« Reply #4 on: July 21, 2011, 04:12:21 PM »
Yes - I  gather that is the way - I have never had 'maintenance' ships before but have a design retooling at present so will be able to experiment - :)