Author Topic: Ridiculously large Carrier Dreadnought  (Read 4297 times)

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Offline Shininglight (OP)

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Ridiculously large Carrier Dreadnought
« on: June 28, 2012, 10:13:02 AM »



I'm doing a conventional start and accidentally left one of my shipyards on cont cap expansion..... for 43 in game years, so i decided to put it to use with the Dahak class Supercarrierdreadnought. or Destroyer carrier.



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Dahak class Destroyer Carrier    988,200 tons     84240 Crew     154640.2 BP      TCS 19764  TH 7770  EM 4500
1123 km/s     Armour 20-883     Shields 150-300     Sensors 110/110/0/0     Damage Control Rating 5720     PPV 385.8
Maint Life 37.87 Years     MSP 554664    AFR 1377%    IFR 19.1%    1YR 754    5YR 11303    Max Repair 336 MSP
Flag Bridge    Hangar Deck Capacity 400000 tons     Magazine 5856   

Ion Engine E6 (370)    Power 60    Fuel Use 60%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 21,550,000 Litres    Range 65.4 billion km   (674 days at full power)
Delta R300/15 Shields (60)   Total Fuel Cost  900 Litres per day

Twin 12cm C4 Ultraviolet Laser Turret (10x2)    Range 128,000km     TS: 21000 km/s     Power 8-8     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Twin 10cm C3 Ultraviolet Laser Turret (10x2)    Range 120,000km     TS: 21000 km/s     Power 6-6     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
12cm C4 Ultraviolet Laser (10)    Range 128,000km     TS: 5000 km/s     Power 4-4     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
10cm C3 Ultraviolet Laser (10)    Range 120,000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
CIWS-160 (40x4)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Fire Control S08 64-20000 H40 (10)    Max Range: 128,000 km   TS: 20000 km/s     36 33 30 27 24 21 18 14 12 8
Gas-Cooled Fast Reactor Technology PB-1 (12)     Total Power Output 216    Armour 0    Exp 5%

Size 4 Missile Launcher (30)    Missile Size 4    Rate of Fire 30
Missile Fire Control FC55-R100 (50%) (10)     Range 55.4m km    Resolution 100
 Anti-missile Missile (1336)  Speed: 24,000 km/s   End: 4.2m    Range: 6m km   WH: 1    Size: 1    TH: 208 / 124 / 62
Kraken Anti-ship Missile (790)  Speed: 15,000 km/s   End: 50m    Range: 45m km   WH: 6    Size: 4    TH: 105 / 63 / 31

Active Search Sensor MR7-R1 (50%) (1)     GPS 69     Range 7.5m km    Resolution 1
Active Search Sensor MR231-R100 (50%) (1)     GPS 21000     Range 231.0m km    Resolution 100
Thermal Sensor TH10-110 (40%) (1)     Sensitivity 110     Detect Sig Strength 1000:  110m km
EM Detection Sensor EM10-110 (50%) (1)     Sensitivity 110     Detect Sig Strength 1000:  110m km

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

There's Dahak and here's the ships it'll carry


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Covington class Parasite Destroyer    10,000 tons     1106 Crew     2278.3 BP      TCS 200  TH 210  EM 1050
3000 km/s     Armour 3-41     Shields 35-300     Sensors 11/11/0/0     Damage Control Rating 18     PPV 56.58
Maint Life 5.87 Years     MSP 1068    AFR 106%    IFR 1.5%    1YR 53    5YR 791    Max Repair 336 MSP
Magazine 244   

Ion Engine E6 (10)    Power 60    Fuel Use 60%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 35,000 Litres    Range 10.5 billion km   (40 days at full power)
Delta R300/15 Shields (14)   Total Fuel Cost  210 Litres per day

10cm C3 Ultraviolet Laser (1)    Range 120,000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
12cm C4 Ultraviolet Laser (1)    Range 128,000km     TS: 5000 km/s     Power 4-4     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Twin 10cm C3 Ultraviolet Laser Turret (1x2)    Range 120,000km     TS: 21000 km/s     Power 6-6     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Twin 12cm C4 Ultraviolet Laser Turret (1x2)    Range 128,000km     TS: 21000 km/s     Power 8-8     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
CIWS-160 (1x4)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Fire Control S08 64-20000 H40 (1)    Max Range: 128,000 km   TS: 20000 km/s     92 84 77 69 61 53 45 37 30 22
Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 4.5    Armour 0    Exp 5%
Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 18    Armour 0    Exp 5%

Size 4 Missile Launcher (6)    Missile Size 4    Rate of Fire 30
Size 1 Missile Launcher (6)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC55-R100 (50%) (2)     Range 55.4m km    Resolution 100
Missile Fire Control FC8-R1 (50%) (3)     Range 8.3m km    Resolution 1
 Anti-missile Missile (112)  Speed: 24,000 km/s   End: 4.2m    Range: 6m km   WH: 1    Size: 1    TH: 208 / 124 / 62
Kraken Anti-ship Missile (33)  Speed: 15,000 km/s   End: 50m    Range: 45m km   WH: 6    Size: 4    TH: 105 / 63 / 31

Active Search Sensor MR63-R100 (50%) (1)     GPS 5775     Range 63.5m km    Resolution 100
Active Search Sensor MR7-R1 (50%) (1)     GPS 69     Range 7.5m km    Resolution 1
Thermal Sensor TH1-11 (40%) (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (50%) (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

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
Also some frigates for picket and long range recon

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Vulcan class Frigate    5,000 tons     546 Crew     1228.4 BP      TCS 100  TH 126  EM 540
3600 km/s     Armour 2-26     Shields 18-300     Sensors 55/55/0/0     Damage Control Rating 14     PPV 16
Maint Life 7.97 Years     MSP 691    AFR 44%    IFR 0.6%    1YR 19    5YR 290    Max Repair 102 MSP
Magazine 147   

Ion Engine E6 (6)    Power 60    Fuel Use 60%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 105,000 Litres    Range 63.0 billion km   (202 days at full power)
Delta R300/15 Shields (7)   Total Fuel Cost  105 Litres per day

Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 10
Size 4 Missile Launcher (3)    Missile Size 4    Rate of Fire 30
Missile Fire Control FC8-R1 (50%) (2)     Range 8.3m km    Resolution 1
Missile Fire Control FC55-R100 (50%) (1)     Range 55.4m km    Resolution 100
 Anti-missile Missile (84)  Speed: 24,000 km/s   End: 4.2m    Range: 6m km   WH: 1    Size: 1    TH: 208 / 124 / 62
Kraken Anti-ship Missile (15)  Speed: 15,000 km/s   End: 50m    Range: 45m km   WH: 6    Size: 4    TH: 105 / 63 / 31

Active Search Sensor MR7-R1 (50%) (1)     GPS 69     Range 7.5m km    Resolution 1
Active Search Sensor MR63-R100 (50%) (1)     GPS 5775     Range 63.5m km    Resolution 100
Thermal Sensor TH5-55 (40%) (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM Detection Sensor EM5-55 (40%) (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

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
« Last Edit: June 28, 2012, 12:41:13 PM by Shininglight »
Admiral Damien James Winter, Defender of the Proxima Gate.
 

Offline blue emu

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Re: Ridiculously large Carrier Dreadnought
« Reply #1 on: June 28, 2012, 11:02:44 AM »
Whenever I build a warship that big, I build it as a Civilian design and use Military "strap-ons"... a large number of Hangar / Gauss PD / Laser / ASM / Magazine modules, locked to it by Tractor beam.

That way only the weaponized modules need multiple Engineering sections (the main ship, being Civilian, cannot break down).
 

Offline TheDeadlyShoe

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Re: Ridiculously large Carrier Dreadnought
« Reply #2 on: June 28, 2012, 01:12:38 PM »
Probably wise to have such a huge maintenance life, but you're still going to get like infinite maintenance failures every 5 day tick. I'm curious - what is the build time?

Also, I would leverage your size to mount nigh-impregnable shielding. If you can get like 1500 points at 300 recharge, thats 25 points of shield regeneration *per tick*, rendering you nigh invincible to lighter assaults.

Finally engines. If you're going to be super slow, you may just want to use commercial engines anyway.  That thing is going to eat fuel like crazy and you're never going to win speed awards with that design.  Then I would radically speed up your parasites. Speeds of 4500-5000 km/s are possible and practical with ion tech, especially if you research a couple levels of efficiency reduction.

 

Offline Shininglight (OP)

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Re: Ridiculously large Carrier Dreadnought
« Reply #3 on: June 28, 2012, 01:20:41 PM »
Probably wise to have such a huge maintenance life, but you're still going to get like infinite maintenance failures every 5 day tick. I'm curious - what is the build time?

Also, I would leverage your size to mount nigh-impregnable shielding. If you can get like 1500 points at 300 recharge, thats 25 points of shield regeneration *per tick*, rendering you nigh invincible to lighter assaults.

Finally engines. If you're going to be super slow, you may just want to use commercial engines anyway.  That thing is going to eat fuel like crazy and you're never going to win speed awards with that design.  Then I would radically speed up your parasites. Speeds of 4500-5000 km/s are possible and practical with ion tech, especially if you research a couple levels of efficiency reduction.



the build time was about 2 years  i just used that desjgn in combat..... it took nearly 10 minutes in game for my shields to die. after that i actually opened fire the enemy home fleet died halfway through my third salvo.
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Offline Redshirt

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Re: Ridiculously large Carrier Dreadnought
« Reply #4 on: June 28, 2012, 04:32:21 PM »
Stick a bunch of Plasma Carronades on it, and call it the "Death Star".
Living up to my username. . .
 

Offline fflaguna

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Re: Ridiculously large Carrier Dreadnought
« Reply #5 on: August 03, 2012, 10:25:28 PM »
Whenever I build a warship that big, I build it as a Civilian design and use Military "strap-ons"... a large number of Hangar / Gauss PD / Laser / ASM / Magazine modules, locked to it by Tractor beam.

That way only the weaponized modules need multiple Engineering sections (the main ship, being Civilian, cannot break down).

Isn't it one tractor beam per ship? You can't have multiple tractor beam links on the same ship, can you?
 

Offline jimz

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Re: Ridiculously large Carrier Dreadnought
« Reply #6 on: August 06, 2012, 04:46:25 AM »
Haha.

I probably played my game longer than 43 years and your ships needs more fuel than my Empire actually has.  :D
 

Offline Thiosk

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Re: Ridiculously large Carrier Dreadnought
« Reply #7 on: August 06, 2012, 12:56:39 PM »
I love megadesigns.  Bravo!

I sorta petered out on my current game, but I was working towards a shipyard of this magnitude for this kind of reason :D


However, 43 in game years and you haven't done near to antimatter drives yet?!  At least the step before...

Boggle  ???  ???  ???

Isn't it one tractor beam per ship? You can't have multiple tractor beam links on the same ship, can you?

This was my question as well.  I guess you can have five tractor modules hook to the core ship with the engines?!
« Last Edit: August 06, 2012, 12:58:13 PM by Thiosk »
 

Offline Charlie Beeler

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Re: Ridiculously large Carrier Dreadnought
« Reply #8 on: August 07, 2012, 07:39:15 AM »
I love megadesigns.  Bravo!

I sorta petered out on my current game, but I was working towards a shipyard of this magnitude for this kind of reason :D


However, 43 in game years and you haven't done near to antimatter drives yet?!  At least the step before...

Boggle  ???  ???  ???

This was my question as well.  I guess you can have five tractor modules hook to the core ship with the engines?!

You regularly expect to have spent close to 1,000,000 research points for engines alone at 43 years of game time???  Just how large a population to you start with?
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline jseah

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Re: Ridiculously large Carrier Dreadnought
« Reply #9 on: August 07, 2012, 11:34:55 AM »
43 years seems pretty long to me.  True, I do TN starts, but even by 20 years I am at MagCon drives. 
My current game is at internal confinement by year 9...

If you play pure missiles, it really is only missile tech, sensor tech and engines that you need.  Well, that and C&P stuff. 
 

Offline Person012345

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Re: Ridiculously large Carrier Dreadnought
« Reply #10 on: August 07, 2012, 12:28:14 PM »
43 years seems pretty long to me.  True, I do TN starts, but even by 20 years I am at MagCon drives. 
My current game is at internal confinement by year 9...

If you play pure missiles, it really is only missile tech, sensor tech and engines that you need.  Well, that and C&P stuff. 
My recent conventional start, I started with a fairly high population (in the billions IIRC) although I don't think I started with the number of labs to match it (I usually decrease it somewhat). Regardless, I got to 85 before mineral shortages forced me to cut back a little. I'm about 35 years in and will have MagCon reactors (not engines) in about a year and a half. I doubt I will have antimatter drives by 45 years. Trans-Newtonian and conventional starts are quite different beasts I guess.
 

Offline Shininglight (OP)

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Re: Ridiculously large Carrier Dreadnought
« Reply #11 on: August 07, 2012, 12:33:19 PM »
Indeed, I started with around 7 billion people for my conventional start. Though i was researching Inter Confinement engines at the time when i got this design out, sadly i gave up on that game after meetign the npr who'd started with me instead of minor nprs. I smashed 6 systems before the computer got it's real battle fleet in system, the Dreadnougth lasted about 42 5 sec increments before their fighters turned my fleet into astral dust. I tend to neglect figthers in favour of massive point defense armaments, that appears to have been a bad idea.
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Offline madmarcus

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Re: Ridiculously large Carrier Dreadnought
« Reply #12 on: August 08, 2012, 10:28:43 AM »
Quote from: jseah link=topic=5014. msg52813#msg52813 date=1344357295
43 years seems pretty long to me.   True, I do TN starts, but even by 20 years I am at MagCon drives.  
My current game is at internal confinement by year 9. . .

If you play pure missiles, it really is only missile tech, sensor tech and engines that you need.   Well, that and C&P stuff.  

I am so going to get killed when the initial NPR finals makes contact.  I'm playing a TN base start.  After 35 years I've explored 5 systems, still use Ion drives, and only have one colony that isn't just automated mines.  On the other hand I've been advancing all tech paths (except Logistics for the most part).  For that matter I tend to be conservative with resource use so I'm not always running my factories all out or keeping my transport ships fully occupied.

My mental fiction just goes better with completely, and somewhat inefficiently, exploiting the initial system before moving on.  Which is the opposite of my behavior in most 4x games.  Its a refreshing change of pace actually.