Author Topic: First Ships of the Stardust Federation  (Read 1730 times)

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Offline tryrar (OP)

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First Ships of the Stardust Federation
« on: September 14, 2012, 06:55:38 PM »
I'm well into my latest game, and doing pretty good all told. So, I got my first extrasolar colony(in a pretty DAMN good alpha centauri) when it comes under attack by some large missiles and some ground troops(granted I didn't actually have a pop there and had just landed some troops to exploit some ruins I found, but still...). So, these are the ships I threw together to help them out:


Essex class Frigate
Code: [Select]
Essex class Frigate    5,550 tons     582 Crew     1230 BP      TCS 111  TH 360  EM 600
6486 km/s     Armour 1-27     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 3     PPV 16
Maint Life 4.21 Years     MSP 416    AFR 82%    IFR 1.1%    1YR 38    5YR 565    Max Repair 115 MSP

Starbolt WT-8 Ion Engine (10)    Power 72    Fuel Use 84%    Signature 36    Armour 0    Exp 16%
Fuel Capacity 250,000 Litres    Range 96.5 billion km   (172 days at full power)
Lightbender QT2-2 Shield (10)   Total Fuel Cost  120 Litres per day

Nulton Electronics 15cm Laser (2)    Range 180,000km     TS: 6486 km/s     Power 6-4     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Single H.D.I. LTK-5 10cm Meson Cannon Turret (2x1)    Range 45,000km     TS: 16600 km/s     Power 3-4     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
KTI 48-16 Turret Sighting (2)    Max Range: 96,000 km   TS: 16000 km/s     90 79 69 58 48 38 27 17 6 0
KTI 128-5 Sighting (1)    Max Range: 256,000 km   TS: 5000 km/s     96 92 88 84 80 77 73 69 65 61
General Electric FR5-1 Reactor (3)     Total Power Output 15.52    Armour 0    Exp 12%

This design is classed as a Military Vessel for maintenance purposes

Coontz class Frigate Leader
Code: [Select]
Coontz class Frigate Leader    5,000 tons     501 Crew     1209 BP      TCS 100  TH 324  EM 600
6480 km/s     Armour 1-26     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 3     PPV 8
Maint Life 4.71 Years     MSP 453    AFR 66%    IFR 0.9%    1YR 33    5YR 502    Max Repair 115 MSP

Starbolt WT-8 Ion Engine (9)    Power 72    Fuel Use 84%    Signature 36    Armour 0    Exp 16%
Fuel Capacity 250,000 Litres    Range 107.1 billion km   (191 days at full power)
Lightbender QT2-2 Shield (10)   Total Fuel Cost  120 Litres per day

Nulton Electronics 15cm Laser (1)    Range 180,000km     TS: 6480 km/s     Power 6-4     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Single H.D.I. LTK-5 10cm Meson Cannon Turret (1x1)    Range 45,000km     TS: 16600 km/s     Power 3-4     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
KTI 48-16 Turret Sighting (1)    Max Range: 96,000 km   TS: 16000 km/s     90 79 69 58 48 38 27 17 6 0
KTI 128-5 Sighting (1)    Max Range: 256,000 km   TS: 5000 km/s     96 92 88 84 80 77 73 69 65 61
General Electric FR5-1 Reactor (2)     Total Power Output 10.35    Armour 0    Exp 12%

Arginal JLR 11-1 AMM Radar (1)     GPS 105     Range 11.6m km    Resolution 1
Arginal PTD 81-50 Radar (1)     GPS 5250     Range 81.7m km    Resolution 50

This design is classed as a Military Vessel for maintenance purposes
The way I usually do beam ships is to have two command ships followed by 8 or so main combatants, though I only have 4 Essex right now.

As a side note, didn't find any ships when I got there, but did find some loitering size 28 missile contacts, so that led me to believe what my scout ship encountered was a minefield around the planet. Oh well, I at least now have some offensive reach for those OHsmeg moments
 

Offline Redshirt

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Re: First Ships of the Stardust Federation
« Reply #1 on: September 14, 2012, 08:42:06 PM »
Interesting. Most people go with missiles at lower tech levels, but you've got speed for those ships, so it might work. At least you won't have resupply problems. However- you will need to be able to survive missile volleys to get close enough to use the lasers. Not much AMM tech on there. Plus, zero armor. Your shields go down, you're toast.

I also assume you've got jump gates? They won't be able to take the fight to an out-of-system enemy, since there's no jump engines.

Anyway, go ahead, give 'em a try and see what happens. That's half the fun of the game.
Living up to my username. . .
 

Offline tryrar (OP)

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Re: First Ships of the Stardust Federation
« Reply #2 on: September 15, 2012, 01:08:51 AM »
yeah, these were just things I threw together quickly. If I had more time, I might have gone with more turrets and maybe actual armor, but they do work pretty well for something I just put together on the fly trying to relieve my trops...from what turned out to be a minefield. So, se la vie
 

Offline Icecoon

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Re: First Ships of the Stardust Federation
« Reply #3 on: September 15, 2012, 01:54:47 AM »
They are good for guarding and escort roles, but you'll have to design some bigger ships for offensive ops.
They will fare badly against a missile armed ship. 
But I'm a newbie so maybe I'm not right.   ;D
If it's stupid but it works, it isn't stupid.


If fire fighters fight fire and crime fighters fight crime, what do freedom fighters fight?
 

Offline Zook

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Re: First Ships of the Stardust Federation
« Reply #4 on: September 15, 2012, 04:34:53 AM »
I'm guessing that's 500 tons of shield generators you have there. For that you might get 4-5 armor layers, depending on tech levels.
 

Offline WHCnelson

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Re: First Ships of the Stardust Federation
« Reply #5 on: October 26, 2012, 07:30:58 PM »

Ok, nice ships but how can you get these designs?
 

Offline tryrar (OP)

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Re: First Ships of the Stardust Federation
« Reply #6 on: October 27, 2012, 02:03:45 AM »
 ??? Not sure I understand the question, and these designs are obsolete as of 6.1 anyways