Author Topic: Flotte du directoire  (Read 3254 times)

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Offline bobterrius (OP)

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Flotte du directoire
« on: November 10, 2010, 05:23:19 AM »
After have some problems to play du to my misunderstanding about the regional parameters, here i am.  And also apogolize if my english is not totally correct.


So this is the present design of my fleet for the year 2064

First, a "Fregate de commandement", (command Frigate), his duty is to carry flag bridge and a full set of sensor.  She is the expression of the old doctrine of my fleet.  Before, i would not deal with Carrier, but nowadays my idea have slighty changed.

Quote
Duquesne V class Fregate de commandement    9,050 tons     776 Crew     2995. 2 BP      TCS 181  TH 300  EM 0
6906 km/s    JR 3-50     Armour 8-38     Shields 0-0     Sensors 216/216/0/0     Damage Control Rating 14     PPV 6
Annual Failure Rate: 163%    IFR: 2. 3%    Maint Capacity 827 MSP    Max Repair 216 MSP    Est Time: 1. 67 Years
Flag Bridge    Magazine 210   

Moteur de saut Fregate II     Max Ship Size 9200 tons    Distance 50k km     Squadron Size 3
Snecma MCFDT Camoufle (10)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 99. 4 billion km   (166 days at full power)

DAMA  (2x10)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
LAMAN 2/10 (3)    Missile Size 2    Rate of Fire 10
CT Thales 95 (2000). 36 (1)     Range 95. 6m km    Resolution 40
Scalp 100/54 (105)  Speed: 100,000 km/s   End: 9m    Range: 54m km   WH: 2    Size: 2    TH: 433 / 260 / 130

Thales Detecteur Actif 20/145 (1)     GPS 3600     Range 144. 9m km    Resolution 20
Thales Detecteur Thermique 216 (1)     Sensitivity 216     Detect Sig Strength 1000:  216m km
Detecteur passif 216 (1)     Sensitivity 216     Detect Sig Strength 1000:  216m km

ECCM-4 (1)         ECM 40

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


In a second have you have the "Fregate anti missile", Frigate to fight against missile threat.  This design is based on size 1 missile anti missile.

Quote
Gloire IV class Fregate Anti Missile    9,200 tons     841 Crew     3011. 2 BP      TCS 184  TH 300  EM 0
6793 km/s    JR 3-50     Armour 5-39     Shields 0-0     Sensors 28/1/0/0     Damage Control Rating 15     PPV 10
Annual Failure Rate: 135%    IFR: 1. 9%    Maint Capacity 1023 MSP    Max Repair 360 MSP    Est Time: 1. 55 Years
Magazine 622   

Moteur de saut Fregate II     Max Ship Size 9200 tons    Distance 50k km     Squadron Size 3
Snecma MCFDT Camoufle (10)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 97. 8 billion km   (166 days at full power)

LMAM 1/5 (10)    Missile Size 1    Rate of Fire 5
CTM 3/72 (5)     Range 30. 2m km    Resolution 1
Aster 98/3 (622)  Speed: 98,000 km/s   End: 0. 6m    Range: 3. 6m km   WH: 0    Size: 1    TH: 1045 / 627 / 313

Thales Detecteur Actif 1/65 (1)     GPS 360     Range 64. 8m km    Resolution 1
Detecteur thermique 28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

ECCM-4 (4)         ECM 30

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 finally the backbone of my fleet the "Fregate lance missile", FFG.

Quote
Suffren V class Fregate Lance missile    8,850 tons     784 Crew     2366. 6 BP      TCS 177  TH 300  EM 0
7062 km/s    JR 3-50     Armour 6-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 24     PPV 20
Annual Failure Rate: 156%    IFR: 2. 2%    Maint Capacity 669 MSP    Max Repair 132 MSP    Est Time: 2. 08 Years
Magazine 836   

Moteur de saut Fregate II     Max Ship Size 9200 tons    Distance 50k km     Squadron Size 3
Snecma MCFDT Camoufle (10)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 101. 7 billion km   (166 days at full power)

LAMAN 2/10 (10)    Missile Size 2    Rate of Fire 10
CT Thales 95 (2000). 36 (1)     Range 95. 6m km    Resolution 40
Scalp 100/54 (418)  Speed: 100,000 km/s   End: 9m    Range: 54m km   WH: 2    Size: 2    TH: 433 / 260 / 130

ECCM-4 (1)         ECM 40

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 i will forget!!

Our newborn, "Corvette sonar".

Quote
La Fantasque I class Corvette Sonar    1,050 tons     101 Crew     469 BP      TCS 21  TH 60  EM 0
11904 km/s     Armour 1-9     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8%    IFR: 0. 1%    Maint Capacity 279 MSP    Max Repair 280 MSP    Est Time: 4. 26 Years

Snecma MCFDT Camoufle GB (1)    Power 250    Fuel Use 400%    Signature 60    Armour 0    Exp 15%
Fuel Capacity 100,000 Litres    Range 42. 9 billion km   (41 days at full power)

Detecteur Actif 1000/175 (1)     GPS 5600     Range 175. 3m km    Resolution 20

This design is classed as a Military Vessel for maintenance purposes

Their task are to illuminate the targets from a long range.  And during this time, my frigate can proceed to get closer (around 20 mkm) and launch their wave of missile.


 A standard Fleet is composed of
-1x FC Duquesne
-2x FAM Gloire
-5x FLM Suffren

The 2 Sonar corvette are rattached to the fleet for the jump transit, but act alone during the battle.


If you have some tips for a new player, I will take with pleasure.
 

Offline Brian Neumann

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Re: Flotte du directoire
« Reply #1 on: November 10, 2010, 09:35:05 AM »
You have a major problem currently.  Your jump drive ship is to small.  The limit on how big of a ship can go through a jump point with other ships is the smaller of the jump ships actual size (181) or the jump engine capacity (184)  Because of this the Gloria is to large to accompany your jump ship through the jump point.  You can fix this fairly easily by adding a little more shields/engineering spaces.

Brian
 

Offline UnLimiTeD

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Re: Flotte du directoire
« Reply #2 on: November 10, 2010, 09:49:38 AM »
He got Jump Drives on all frigates. See below on feedback for that one.

Ships at 1000 tons or below don't need a bridge, as far as I remember.
Taking that of your sensor FAC will probably reduce it to 1000 tons, thus making itself obsolete, and result in a tiny speed advantage.
Also, get a Hangar in your Frigates to consume less fuel.

Despite the missleading designation, Missiles need at least one warhead to deal any damage.
Whatever you want to do with those fast tiny missiles, unless it's swarming the enemy Anti-Missile Screen, they won't succeed at it.
I think they are supposed to be Anti-Missiles, in which case they can't intercept anything currently. If the enemy is the same tech-level as you are, it is also likely his missiles might be as fast as yours, in which case your AMMs aren't even able to catch their target.

Speaking of ASMs, 2 WH is really, really low.
It would take you a good 100+ missiles to take down a ship of the caliber of your own command ship, assuming they all hit and none are shot down, and even if you win such a battle it ends up being a strain to your logistics.

Also, you don't need Jump Drives on every ship, normally, one in three is enough.
It is also recommended to get your ships to roughly the same speed, they are likely to move together anyways.

You'll also need a tanker with you, your maintenance is ok, a little on the low side for my taste, but you only have a half years worth of fuel.
On Offensive operations, you can expect deployments of up to two years, you don't only need to get there, but also get back.

Last but not least, why does your Anti-Missile ship have ECM 30, the others ECM 40?
The eccm is also a little on the high side, your MFCs have 10x the range of the actual missiles, either build new missiles (you need anyways) or save space by using smaller MFCs. Or a little cost, by only using eccm 2, which on an enemy ECM 100 would still give your enough range to intercept their missiles.
 

Offline bobterrius (OP)

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Re: Flotte du directoire
« Reply #3 on: November 10, 2010, 10:33:44 AM »
Thank you for this early answer.

Quote
Ships at 1000 tons or below don't need a bridge, as far as I remember.
Taking that of your sensor FAC will probably reduce it to 1000 tons, thus making itself obsolete, and result in a tiny speed advantage.

Ok, I think it will possible to deal with this.

Quote
Despite the missleading designation, Missiles need at least one warhead to deal any damage.
Whatever you want to do with those fast tiny missiles, unless it's swarming the enemy Anti-Missile Screen, they won't succeed at it.
I think they are supposed to be Anti-Missiles, in which case they can't intercept anything currently.

In fact in the design missiles windows we can see this.

Quote
Aster 98/3     MSP
Warhead strength     0. 04  (my warhead strength per MSP is 12 so it's make  0. 48 for the value)
Engine power           0. 784
Fuel capacity           0. 006
Agility                     0. 17

So, Aurora don't use the value of the warhead strength if she is not above 1?

Quote
Missile Size: 1 MSP  (0. 05 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 32
Speed: 98000 km/s    Endurance: 1 minutes   Range: 4. 3m km
Cost Per Missile: 2. 1833
Chance to Hit: 1k km/s 3136%   3k km/s 1024%   5k km/s 627. 2%   10k km/s 313. 6%
Materials Required:    1. 9273x Gallicite   Fuel x15

And with this i have 31% to catch an ennmy 100k km/s missile.  It's not enough?


Quote
Speaking of ASMs, 2 WH is really, really low. 
It would take you a good 100+ missiles to take down a ship of the caliber of your own command ship, assuming they all hit and none are shot down, and even if you win such a battle it ends up being a strain to your logistics.

I have made this to have a very fast missile, so i have reduced at the maximum the WH strength.  However, each of my frigate can carry 418 of them.
But you are true, If my 3 fleet fight together, I must to have 6000+ missile in supply.

Quote
Also, you don't need Jump Drives on every ship, normally, one in three is enough.
It is also recommended to get your ships to roughly the same speed, they are likely to move together anyways.

You are right, but it is to allowed a damaged ship to come back alone a the shipyard.  I will try to create ship which only make pass fleet trough the jump point.

Quote
why does your Anti-Missile ship have ECM 30, the others ECM 40?
A mistake, i will fix it for the next generation.

Quote
The eccm is also a little on the high side, your MFCs have 10x the range of the actual missiles, either build new missiles (you need anyways) or save space by using smaller MFCs.  Or a little cost, by only using eccm 2, which on an enemy ECM 100 would still give your enough range to intercept their missiles.

It's true.




In fact I don't have show you all the fleet.

I have also a "Groupe aeronavale" (carrier).

Quote
Charles de Gaulle class Carrier    18,000 tons     1074 Crew     4212. 4 BP      TCS 360  TH 450  EM 0
5208 km/s    JR 3-50     Armour 1-61     Shields 0-0     Sensors 216/216/0/0     Damage Control Rating 5     PPV 0
Annual Failure Rate: 518%    IFR: 7. 2%    Maint Capacity 2731 MSP    Max Repair 506 MSP    Est Time: 1. 02 Years
Flag Bridge    Hangar Deck Capacity 6000 tons     Magazine 404   

Aerosptiale Moteur de saut 18000     Max Ship Size 18000 tons    Distance 50k km     Squadron Size 3
Snecma MCFDT Camoufle (15)    Power 125    Fuel Use 40%    Signature 30    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 100. 0 billion km   (222 days at full power)

DAMA  (4x10)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Exocet 83/37 (101)  Speed: 83,100 km/s   End: 7. 5m    Range: 37. 5m km   WH: 10    Size: 4    TH: 498 / 299 / 149

Thales Detecteur Thermique 216 (1)     Sensitivity 216     Detect Sig Strength 1000:  216m km
Detecteur passif 216 (1)     Sensitivity 216     Detect Sig Strength 1000:  216m km

Strike Group
33x Rafale  Fighter-bomber   Speed: 20270 km/s    Size: 3. 7

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 fighter.

Quote
Rafale  class Fighter-bomber    185 tons     6 Crew     66. 2 BP      TCS 3. 7  TH 18  EM 0
20270 km/s     Armour 2-2     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1. 2
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 45 MSP    Max Repair 25 MSP    Est Time: 15. 72 Years
Magazine 8   

FTR Magnetic Confinement Fusion Drive E400 Camoufle (1)    Power 75    Fuel Use 4000%    Signature 18    Armour 0    Exp 25%
Fuel Capacity 5,000 Litres    Range 1. 2 billion km   (16 hours at full power)

Lanceur Exocet (2)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Siemens CT 80/35 (1)     Range 34. 8m km    Resolution 80
Exocet 83/37 (2)  Speed: 83,100 km/s   End: 7. 5m    Range: 37. 5m km   WH: 10    Size: 4    TH: 498 / 299 / 149

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
This design is classed as a Fighter for production and combat purposes

And tanker.  I have 5 of them.

Quote
Saphir class Ravitailleur    10,100 tons     360 Crew     1181. 4 BP      TCS 202  TH 1562  EM 0
7732 km/s     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 73 MSP    Max Repair 78 MSP

Magnetic Confinement Fusion Drive E0. 4 (5)    Power 312. 5    Fuel Use 4%    Signature 312. 5    Armour 0    Exp 1%
Fuel Capacity 3,500,000 Litres    Range 15592. 7 billion km   (23340 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


 

Offline Hawkeye

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Re: Flotte du directoire
« Reply #4 on: November 10, 2010, 11:57:35 AM »
Missile Damage:
   0 to 0.999  --> 0 damage
   1 to 1.999  --> 1 damage
and so on. Look at the stats of the missile (down, where you also save the design). The number there is the actual damage the missile will do. There is no fractional damage. Damage is allways rounded down to the closest full number.

   AMM:
Yes, you can catch most enemy missiles, but your hits will do no damage (note the "Warhead: 0")

   Jump Engines:
You can go your route. Personally, I use a few dedicated jumpships (usually heavily armored, in case the jumppoint is defended) that will stay back at the jumppoint and leave the fighting to the fighters.

   Carrier:
While you do have tankers, be advised, that your fighters will automaticaly refuel, whenever they return to their carrier. Now, your fighters have rather small fuel tanks, so they won´t suck the carrier empty in one go, still. 400k fuel for a carrier is pretty low. If it used 1/4 of his fuel to go to the fight, he can just refuel his fighters once and return without refueling.

Your Activé´s range of 100m against enemy ships is rather pathetic (at that techlevel). Personally, I´d design a fleet scout with a large res 100 to 120 sensor (range 500m+) and res 3 to 6 (range 80m+) and have one or two accompany each fleet.
Remember: Knowledge is Power :)

Oh, and another thing.
Usually, I combine tanker/collier in one design. Saves on retooling shipyards and when I need to refuel my fleet, reloading is quite often also necessary. The drawback is, of course, magazines are military parts, so the ship will no longer be a commerial vessel.

Ralph Hoenig, Germany
 

Offline UnLimiTeD

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Re: Flotte du directoire
« Reply #5 on: November 10, 2010, 05:07:29 PM »
For your AMMs, the speed CAN be a problem. It's not likely.
If the enemy missiles are as fast as yours, with some luck you hit them, but if your missiles move first (it's turn based after all), then theirs, you end up behind the target and can't catch it.
However, it is very unlikely someone will build that fast missiles, at least 4 WH strength are a must to penetrate armor properly.
Most reasonably enemy missiles will be around 50k speed at those tech levels. I don't think you'll be running into a problem there, aside from the fact that a hit doesn't do anything, of course.
I'd recommend just increasing your missile to Size 3, and using reduced size launchers. Yes, they fire less quickly, but given enough range, Alpha Strike is all that counts. If you already built your ships, add a few WH 4 missiles with shorter range to punch the enemy if he comes close, that way you get the best of both worlds, if your economy is up to the task.

If an enemy has a ship like your carrier, with 10 levels or armor (Which is agreeably on the heavy side), that would be 610 points of armor total, and with the flat craters of wh2 missiles, you'll need a good 250 hits before you do any internal damage.
Now it happens that in all likelyhood your missiles are already roughly as expensive as the whole enemy ship, and if you have ships fireing those missiles, you might lack missiles in the end to kill everything. As such, try to get at least a single ship with heavy beam weapons to finish off enemy stragglers, just in case. It doesn't need to be particularly good, because if you ever happen to get into a knife fight, your dead anyways.

I would suggest going strongly with the fighters here, they pack a heavy punch, add decent range to your attack (at that tech level, a missile should itself have 100-150m range, with sensors way longer, as already said^^), and you can spread fire close to the target and thus evaluate the results more quickly. However, the maintenance on your Carrier is pathetic, that thing will break down before it reaches the combat zone, it's fuel it not really on the high side, and the magazine size needs an overhaul as well.

Keep in mind those Jump drives are of considerable size, which could just as well be invested in an additional level of armor, more speed, or shields, to prevent needing to retreat in the first place. ;)
 

Offline bobterrius (OP)

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Re: Flotte du directoire
« Reply #6 on: November 22, 2010, 11:56:40 AM »
As I've read all your advice, I have make a new generation.

Nowadays, the Fregate de commandement is the only ship to carry a jump engine.  She is totally disarmed and carry a Sonar boat.

Quote
Duquesne VI class Fregate de commandement    9,500 tons     885 Crew     4433 BP      TCS 190  TH 240  EM 0
10526 km/s    JR 8-50     Armour 5-39     Shields 0-0     Sensors 360/360/0/0     Damage Control Rating 41     PPV 0
Annual Failure Rate: 65%    IFR: 0. 9%    Maint Capacity 3208 MSP    Max Repair 360 MSP    Est Time: 4. 72 Years
Flag Bridge    Hangar Deck Capacity 1000 tons     

Aerospatiale Sauteur 9500x8     Max Ship Size 9500 tons    Distance 50k km     Squadron Size 8
Snecma SCAMDT (10)    Power 200    Fuel Use 20%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 378. 9 billion km   (416 days at full power)

SADRAL c I (2x10)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
Thales Detecteur Thermique 360 (1)     Sensitivity 360     Detect Sig Strength 1000:  360m km
Thales Detecteur Passif 360 (1)     Sensitivity 360     Detect Sig Strength 1000:  360m km

ECM 50

This design is classed as a Military Vessel for maintenance purposes


My frigate against missile, due to the retrieve of the jump engine, she can carry more anti missile missile.

Quote
Gloire V class Fregate Anti Missile    9,500 tons     855 Crew     5240 BP      TCS 190  TH 240  EM 0
10526 km/s     Armour 5-39     Shields 0-0     Sensors 360/1/0/0     Damage Control Rating 14     PPV 10
Annual Failure Rate: 51%    IFR: 0. 7%    Maint Capacity 4826 MSP    Max Repair 480 MSP    Est Time: 5. 75 Years
Magazine 1046   

Snecma SCAMDT (10)    Power 200    Fuel Use 20%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 378. 9 billion km   (416 days at full power)

LMAM 1/5 (10)    Missile Size 1    Rate of Fire 5
Sagem CTAM m6/9 (5)     Range 86. 4m km    Resolution 1
Aster 100/5 (1046)  Speed: 100,000 km/s   End: 0. 8m    Range: 5m km   WH: 2    Size: 1    TH: 1166 / 700 / 350

Thales SAAM 6m/12 (1)     GPS 480     Range 115. 2m km    Resolution 1
Thales Detecteur Thermique 360 (1)     Sensitivity 360     Detect Sig Strength 1000:  360m km

Compact ECCM-4 (5)         ECM 50

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

For the backbone of the fleet, she can also carry more missile.  I have review the missile and i hope now he is more efficient.

Quote
Suffren VI class Fregate Lance missile    9,500 tons     802 Crew     3918 BP      TCS 190  TH 240  EM 0
10526 km/s     Armour 6-39     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 42     PPV 20
Annual Failure Rate: 60%    IFR: 0. 8%    Maint Capacity 3093 MSP    Max Repair 250 MSP    Est Time: 5. 93 Years
Magazine 1478   

Snecma SCAMDT (10)    Power 200    Fuel Use 20%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 378. 9 billion km   (416 days at full power)

LAMAN 2/10 (10)    Missile Size 2    Rate of Fire 10
Sagem CT 20/77 (2)     Range 77. 3m km    Resolution 20
Scalp NGi 106/54 (739)  Speed: 106,000 km/s   End: 8. 5m    Range: 54m km   WH: 8    Size: 2    TH: 424 / 254 / 127

Compact ECCM-4 (2)         ECM 50

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

My sonar boat.

Quote
La Fantasque III class Corvette Sonar    1,000 tons     99 Crew     825 BP      TCS 20  TH 48  EM 0
20000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8%    IFR: 0. 1%    Maint Capacity 516 MSP    Max Repair 420 MSP    Est Time: 5. 06 Years

Turbomeca SCAMDT (1)    Power 400    Fuel Use 200%    Signature 48    Armour 0    Exp 15%
Fuel Capacity 200,000 Litres    Range 180. 0 billion km   (104 days at full power)

Thales SA 20/450 (1)     GPS 8400     Range 450. 8m km    Resolution 20

ECM 40

This design is classed as a Military Vessel for maintenance purposes
 

Offline UnLimiTeD

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Re: Flotte du directoire
« Reply #7 on: November 22, 2010, 05:42:28 PM »
Now that looks a lot better.
Missiles with a decent warhead, Ships with good price to combat ratio, high maintenance and fuel supplies, fleet speed..
The only thing I would improve are the missiles right now.

Armor penetration on missiles is basically the square root of your WH.

Strength 1 is one layer, Strength 4 is 2 layers, Strength 9 is three layers.
As such, sacrificing a little speed to add a single extra point of warhead to your missiles might make them drastically more efficient against medium armored enemies.
 

Offline bobterrius (OP)

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Re: Flotte du directoire
« Reply #8 on: December 01, 2010, 04:44:58 AM »
This is the general hull for all my frigate.     

After according to the use, the equipment will differ.     

Here, we see the attack configuration.     

Edit: I hope, it's working.
« Last Edit: December 01, 2010, 06:25:19 AM by bobterrius »
 

Offline UnLimiTeD

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Re: Flotte du directoire
« Reply #9 on: December 01, 2010, 06:14:41 AM »
I frankly can't see anything.
 

Offline bobterrius (OP)

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Re: Flotte du directoire
« Reply #10 on: December 01, 2010, 11:19:41 AM »
Maybe, it's working now.
 

Offline UnLimiTeD

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Re: Flotte du directoire
« Reply #11 on: December 01, 2010, 11:26:32 AM »
 ;D
I have to admit it's reasonably hilarious.
 

Offline bobterrius (OP)

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Re: Flotte du directoire
« Reply #12 on: December 01, 2010, 12:23:14 PM »
It's like a space mussel.
 

Offline ardem

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Re: Flotte du directoire
« Reply #13 on: December 02, 2010, 01:36:37 AM »
Thats one tasty looking ship  ;)
 

Offline bobterrius (OP)

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Re: Flotte du directoire
« Reply #14 on: December 02, 2010, 02:38:02 AM »
In fact, I have try to imagine a vessel, to be efficient and not really good looking.

So the like spheric shape: It's one of the better surface/volume rate.

The colour: If you don't want to be see by the first guy who look at his windows, you must be painted in sky with star.

The 2 hemisphere are moving, here it is in combat configuration, but for the transit, the space between the 2 disapear, like this, all the weapon and fire control are protected from dust.

The colour of the Engine is due to the necessity to protect the crew from the radiation emitted by an anti matter propulsion.