Author Topic: Marine Frigate Mk. II  (Read 2395 times)

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Offline xenoscepter (OP)

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Marine Frigate Mk. II
« on: April 11, 2019, 01:33:20 PM »
Marine Frigate Mk.II:
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Code: [Select]
Marine Frigate Mk. II class Marine Frigate    7,500 tons     124 Crew     1016 BP      TCS 150  TH 600  EM 0
8000 km/s     Armour 2-34     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 24     PPV 0
Maint Life 2.47 Years     MSP 1305    AFR 125%    IFR 1.7%    1YR 296    5YR 4443    Max Repair 337.5 MSP
Intended Deployment Time: 5 months    Spare Berths 1   
Troop Capacity: 1 Company    Drop Capacity: 1 Company    Cargo Handling Multiplier 10   

600 EP Magneto-plasma Drive (2)    Power 600    Fuel Use 12.18%    Signature 300    Exp 7%
Fuel Capacity 530,000 Litres    Range 104.4 billion km   (151 days at full power)

This design is classed as a Military Vessel for maintenance purposes


 --- Lighter and using Magneto-Plasma Engine Technology. Contains a Small Troop Transport Bay and a single Combat Drop Module (Company). This version is unarmed, not shielded and has no armaments, but is very fast for it's tech level. Five months of deployment time, with fuel to match, means it can undertake a one month transit to and from the area of operations. No sensors means it must work in conjunction with other fleet assets. The vessel mounts a single Improved Damage Control system, a single Maintenance Storage Bay and a single Improved Cargo Handling System. It is clad in two layers of Composite Armor, and it's engines make use of 50% Thermal reduction, 0.5 Litre Fuel Consumption Technology and 0.75x Engine Power; giving each one equivalent power to an Ion Engine of the same size, but with 1.00x Power (and fuel consumption) At 8,000 km/s; the Marine Frigate Mk.II can catch and board most prey, while being a 7,500 Ton ship affords it some cost-effectiveness.
« Last Edit: April 11, 2019, 01:35:08 PM by xenoscepter »
 

Offline JacenHan

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Re: Marine Frigate Mk. II
« Reply #1 on: April 11, 2019, 05:03:14 PM »
For boarding enemy ships speed is the most important factor: the faster you are than the enemy, the fewer troops you will lose in the drop (you must be 20x as fast to incur no casualties). For that reason, I would suggest replacing the engines with boosted ones, and maybe try to squeeze in another company of marines if possible, otherwise you will probably end up losing a lot of marines.

For example, boarding a 2000 km/s ship (a typical commercial vessel speed for magneto plasma engines, or maybe a damaged warship) will incur 16-160% casualties, with an average loss of 88%. On the other hand, if you boosted your engines up to 16,000 km/s (which would be replacing your engines with 1.5x boost engines), you would receive 12-120% casualties, with an average of 66%, or just fewer than three times the average number of successfully landed troops. This would come at the cost of fuel efficiency, but that's why most people use FACs as boarding craft.
 
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Offline Jorgen_CAB

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Re: Marine Frigate Mk. II
« Reply #2 on: April 11, 2019, 06:36:29 PM »
I agree... a ship at 8000km/s is not good enough against most opponents for boarding actions.

What you usually do is to equip a super fast FAC with a drop module and put a 1000t hangar on that assault ship. When the assault ship get close to the target you transfer the marines to the dropship and launch them against the target.

Another way is of course to shoot at the target until they loose their engines to drop their speed to a reasonable speed or to no speed at all, but you will then risk the ship blowing up before that happens. But engines are very large so you are bound to destroy some of them long before the ship actually blows up.
 

Offline Michael Sandy

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Re: Marine Frigate Mk. II
« Reply #3 on: April 12, 2019, 01:02:19 PM »
For comparison, my magnetoplasma boarding boats:

    Valkyr class Dropship    1 000 tons     18 Crew     211 BP      TCS 20  TH 256  EM 0
    12800 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
    Maint Life 0 Years     MSP 0    AFR 200%    IFR 2.8%    1YR 61    5YR 910    Max Repair 60 MSP
    Intended Deployment Time: 2 months    Spare Berths 1   
    Drop Capacity: 1 Battalion   

    Turbo MP fighter 32 EP Magneto-plasma Drive (8)    Power 32    Fuel Use 392.02%    Signature 32    Exp 20%
    Fuel Capacity 30 000 Litres    Range 1.4 billion km   (29 hours at full power)

    This design is classed as a Military Vessel for maintenance purposes

1/5 the cost, and they drop a battalion, not a company.  (because I wanted boarders before i got the tech for marine companies).

Once I get marine companies, I expect I can get a 50% increase in speed with boarding fighters because of the engine to payload ratio.

Which is a general problem with your ship, there are no applications where you want an 80-1 support to payload ratio.  Even my bleeding edge scouts have a 6-1 total mass to sensor payload.  If you are even contemplating it, you have to consider other ways of boosting your efficiency and effectiveness.

Another technical issue:  if you ARE going to have non-parasite boarding pods that travel independently for months, you HAVE to use cryo boarding pods or you will lose morale and combat value on your embarked troops.  If you are planning on using non-cryo boarding modules, then you are planning on having a troop transport with your fleet anyway, and you may as well have support carriers transporting your boarding pods as well, getting better performance.

The main targets for boarding pods are:
Enemy civilian ships.  You need speed, but not really armor, and endurance in the few billion km at most.  You want to have enough speed advantage so you don't lose many troops to landing issues.  But comparing the cost of a marine company to the cost of a captured freighter, even if scrapped, a few casualties are acceptable.
Enemy space stations and certain slow Spoiler ships.  Again, speed is necessary to cross their energy envelope, to deliver their payload before being shot.  They will be shot afterwards, so building CHEAP is a good idea.
Crippled and semi-crippled warships.  Here is the complicated part:  After you have reduced an enemy to a single engine, it is very likely the next shot will blow them up, so plan on boarding pods with enough speed to effectively board a still moving warship.  You are also likely to take pod losses from beam warships with intact armament.  Microwaves can help, but if your goal is to capture intact examples of enemy fire control and sensor tech, somewhat counter-productive.

You can try baiting enemy fire with a heavily shielded warship that dances in at extreme enemy beam range as the pods close, or you can set the subphase high so the enemy only gets to shoot the boarding pods after they drop off their boarding parties.

If you don't want that payload issue I mentioned, you could simply put a cryo boarding module on your fast beam warships, which have the shields and armor to withstand a close approach, and use them, so you don't have the issue of ridiculous payload ratios.
 
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Offline Garfunkel

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Re: Marine Frigate Mk. II
« Reply #4 on: April 16, 2019, 12:01:47 PM »
Yeah, as others stated out, the design is bit schizophrenic - it's not durable enough to withstand beam fire if the purpose is to board an OWP / station / damaged ships but it's not fast enough to reliably catch intact ships, civilian or military. And taking a 7,500 ton ship to deliver a single company is bit nuts.

If it's a multi-faction Earth start, and there is a valid RP reason for the existence of this ship - like delivering "spec ops" units at asteroid mining platforms or other similar missions, then why not. But it's a really inefficient design.
 

Offline Steve Walmsley

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Re: Marine Frigate Mk. II
« Reply #5 on: April 16, 2019, 02:37:59 PM »
In C# Aurora, you only need to be 10x faster to avoid casualties, which makes boarding a little easier.
 
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