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Posted by: MarcAFK
« on: February 26, 2015, 12:19:32 AM »

I've decided on a naming convention based on role, with the main strength of the fleet coming from the venerable destroyer which shall be built as large as I can field slipways en-masse, only a few significantly larger slipways will exist and they'll be reserved for specialised sensor ships, carriers, jump point defence breeching dreadnaughts etc.

Destroyer: Large missile armed ships designed as self sufficient with average speed, range, armour, and minimal active defences.
Destroyer escort: Similar but specialised for anti missile and anti fighter operations.
Cruiser: Beam armed offensive oriented ship designed with significantly more speed than the rest of the wall of battle. Should be optimised for greatest possible beam range to allow kiting enemy beam formations, less armour and significantly less range than a destroyer is likely.
Cruiser Escort: Is to cruiser what destroyer escort is to destroyer: Cruiser specialised for anti missile/fighter work, lower resolution sensors with longer range, faster firing but less damage beam weapons.
Battleship: Beam armed offensive ships designed to crush opposition wherever they travel, should be armed with the heaviest available beam weapons and be more greatly armoured than destroyers, can be slower than a destroyer, have less fuel and minimal sensors. Saved weight allows significantly more tonnage to be devoted to weapons, must be escorted at all times due to it's sensor blindness.
Dreadnaught: Even more specialised for offence than a battleship. Ponderous, heavily armoured, range measured in days but equipped with a crippling broadside of plasma carronades to wipe out any stationary opponent unlucky enough to be caught.
Also:
FAC: a small cheap platform designed to deliver a certain weapon to bear quickly onto a target, has no sensors and minimal defences, very short range but extreme speed .
Corvette: Large FAC, should have some armour, less speed and greater range.
Frigate: Long range Corvette designed with similar attributes as a destroyer but able to operate as a group independently without the rest of the fleet, speed like a Cruiser. Frigates should be my ship of choice for scouting at the beginning of the game. Designed to run away from overwhelming force if nessicary.
Posted by: boggo2300
« on: February 25, 2015, 02:54:32 PM »

* one of my complaints with a lot of sci-fi is it degenerates into "world war II in space" which is cool sure but not ad infinitem. I've drawn the primary inspiration for my ships off of 18th and 19th century naval warfare, and you can see that in the emphasis on large slowfiring broadsides.

I tend to classify through function,  though of late I don't use wet warship types very often,  I have Scouts (SC) Patrol vessels (PV), Escort Vessels (EV), Missile Combatants (MC), Laser Combatants (LC), Kinetic Combatants (KC) (which are gauss/railgun jobbies)  I still call fighters fighters, carriers I usually call Motherships (MS),  I also have Jump and Leader versions of a lot of those (J in front of designator for Jump, and L following the designator for Leaders), as well as Light and Heavy variants (L or H at the end of the designator) with nothing for the usual sized ones, so for example a line of battle Jump drive and sensor/flagbridge equipped laser armed ship, of a large size (what would be a Beam Battleship ordinarily) would be  a Heavy Jump, Laser Combatant Leader (JLCLH), an Escort Frigate equivalent would be a Light Escort Vessel (EVL) and the equivalent for a Missile Cruiser would be a Missile Combatant (MC)

Matt

Posted by: MarcAFK
« on: February 25, 2015, 12:41:49 AM »

Er no, Dreadnought was the first of the "all big gun" battleships, what made her radical was her Uniform Main Battery,  unheard of in 1906, though she still had a secondary battery of 12 pounders,  pretty much all Battleships continued with secondary batteries, and later ones had AA batteries as well,  so "All Big-Gun" only refers to the main battery, not overall.

Interestingly the last Royal Navy pre-Dreadnoughts (the Lord Nelson-class) were actually completed and commissioned after Dreadnought

http://en.wikipedia.org/wiki/HMS_Dreadnought_(1906)

and actually the latest Dreadnought was a Nuclear Submarine  ;D
Sorry, I meant pre-Dreadnaught, haha. I need more sleep.
Posted by: Theodidactus
« on: February 24, 2015, 08:30:45 PM »

ship designations have changed a lot over the years.  Technically most of the destroyers I see on this forum are not destroyers and most of the cruisers are not by any means cruisers.
For the record I've had several classes on naval warfare specifically, which I only bring up because they've been flatly useless in my life thus far but I wanted them to be, so I relish any moment where they matter a little.  :P
Unlike most people on the forum, I don't classify my ships by size distinction but rather role. They are more-or-less in line with naval terminology used in the age of the sail, or very early steamships*
The concordance uses the following class designations:

- Frigates: Small, Fast shiphunters with "mixed armament", designed to kill larger ships and usually requiring larger support ships. The concordance's fleet doctrine derives a lot of power from "large gun" frigates that wield laser batteries far in excess of what would be expected for their size (I call these "Turbolasers" and most of my ships run them).

- Destroyers: larger, fast shiphunters, usually designed for a hunter killer role. My destroyers sport powerful sensors and run torpedoes instead of guns. Like most of my ships, they are short ranged but powerful. Currently my only destroyers in service are technically "destroyer escorts" but that matches modern terminology. My destroyers often perform a significant antimissile role.

- Cruisers: versatile ships designed for independent operation. My cruisers usually act as scouts, raiders, or harassers. I have many many models of cruiser, all of which can stand in for one another in a pinch. My cruisers usually sacrifice speed for range, but this is not a hard and fast rule. My missile cruiser model currently can act as a fleet command flagship, and is really the only ship I make that can fire missiles in excess of 10 million kilometers.

- Battlecruisers: like cruisers, but designed specifically for combat support. My battlecruisers are currently my most successful and effective ship, being fast yet deadly. I've only ever made one model but am about to make a new model. usually my battlecruisers do not operate on the main battle line (though they're capable of doing so) and instead act as advance scouts or in long-ranged torpedo support.

- Battleships: currently, I think, my most "powerful" ships in terms of the damage they can dish out, but they operate over close ranges indeed. These were designed off the old Man-o-war models and simply contain a huge array of very big guns. My main starfleet battle lines are 2 battleships supported by 2 destroyer escorts and 3 frigates, sometimes with 1 or 2 battlecruisers in support.

- Dreadnaughts: I'm experimenting with a new model here. One big problem I'm encountering is that I don't have enough jump ships, a consequence of my starfleet being primarily defensive. I'm also encountering significant hostile jump points, and finding that I need more powerful breachers. So, I wanted a new model of ship that was very very large and ran many many guns. I don't feel comfortable calling it a "battleship" because I plan to make many battleships or lineships and few of these ships, which differ substantially in their jump capability. I also wanted it to run faster-firing turrets because I'm running into jump point defenders in huge numbers (so, no slow-firing neon cannon batteries of enormous size, instead many turrets) and I wanted something longer-ranged than my normal ships. You are correct in your assessment that dreadnoughts were "all big gun" ships which were scary because they could easily destroy other large ships, however, I picked the name simply because it's intimidating and portentious. If I wanted to rationalize it i"d say that "dreadnoughts " were also revolutionary for their propulsion (the HMS dreadnought herself running a novel steam propulsion system which became common) and that's primarily what distinguishes this ship from a "very big battleship"  



* one of my complaints with a lot of sci-fi is it degenerates into "world war II in space" which is cool sure but not ad infinitem. I've drawn the primary inspiration for my ships off of 18th and 19th century naval warfare, and you can see that in the emphasis on large slowfiring broadsides.
Posted by: boggo2300
« on: February 24, 2015, 02:53:12 PM »

Technically a dreadnaught is a practically obsolete last generation battleship with mixed guns rather than all large guns and new high power engines.... so... Call whatever you want a dreadnaught.

Er no, Dreadnought was the first of the "all big gun" battleships, what made her radical was her Uniform Main Battery,  unheard of in 1906, though she still had a secondary battery of 12 pounders,  pretty much all Battleships continued with secondary batteries, and later ones had AA batteries as well,  so "All Big-Gun" only refers to the main battery, not overall.

Interestingly the last Royal Navy pre-Dreadnoughts (the Lord Nelson-class) were actually completed and commissioned after Dreadnought

http://en.wikipedia.org/wiki/HMS_Dreadnought_(1906)

and actually the latest Dreadnought was a Nuclear Submarine  ;D
Posted by: MarcAFK
« on: February 24, 2015, 12:39:10 PM »

Technically a dreadnaught is a practically obsolete last generation battleship with mixed guns rather than all large guns and new high power engines.... so... Call whatever you want a dreadnaught.
Posted by: Gyrfalcon
« on: February 24, 2015, 11:01:15 AM »

Not entirely true. I did some digging around on wikipedia, and for example, the USS Texas, a dreadnought-classed battleship was already outfitted with AA guns from its initial armament. Later refits vastly increased the number of AA guns she carried as air warfare advanced.
Posted by: 83athom
« on: February 24, 2015, 10:21:23 AM »

Also, just a small thing my OCD is kind of forcing me to say (don't ask, I just have too). To be classed as a Dreadnought, a ship must only wield anti ship armaments, no anti-fighter or anti-missile. That is why there are no dreadnoughts in service today, because most fleets now are centered around fighter/bomber/missile use. Just a small thing, it doesn't mean change your design, just a thing my head keeps saying "Tell him, tell him, tell him".
Posted by: Theodidactus
« on: February 24, 2015, 08:25:51 AM »

I think he means he has the largest FC possible (4x size/4x speed, 4x size/4x range) for his tech level.


It's a mix.
I don't THINK I can knock off enough stuff and still have this thing do what I want it to do.

Sometime next game year I'm going to design another 50,000 ton dreadnaught class, with magnetic confinement engines and particle beams instead of turbolasers. I'll see what kind of fire control I can fit on it.
Posted by: 83athom
« on: February 23, 2015, 11:43:53 PM »

I was just thinking that with such a large ship you could easily afford the space for bigger fire controls.
I think he means he has the largest FC possible (4x size/4x speed, 4x size/4x range) for his tech level.
Posted by: MarcAFK
« on: February 23, 2015, 07:24:56 PM »

I was just thinking that with such a large ship you could easily afford the space for bigger fire controls.
Posted by: Theodidactus
« on: February 23, 2015, 09:39:43 AM »

How much larger would a pair of 384,000km range 20,000 km/s fire controls be?
Y0u should find significantly increased AMM capabilities.

we definitely lag in fire control tech, I'm trying to improve it but it's certainly going to take a while
Posted by: MarcAFK
« on: February 23, 2015, 01:52:15 AM »

How much larger would a pair of 384,000km range 20,000 km/s fire controls be?
Y0u should find significantly increased AMM capabilities.
Posted by: Vandermeer
« on: February 22, 2015, 06:43:37 PM »

Nice, another one of those "broadside"/ high-alpha beam attack ships, and respectable size too. :)
Posted by: Theodidactus
« on: February 21, 2015, 08:34:56 AM »

My sustained intergalactic warfare calls for more jumpships and for more ships capable of breaching jump points.
I also am badly in need of an upgrade, given that it's been about 20 years since I built many new ships, but military advisors have suggested I create at least two of the following model, and an additional four of an upgraded model that has magnetic confinement engines, more armor, and an improved turbolaser model.

Code: [Select]
Cochrane class Dreadnought    50,000 tons     1368 Crew     11341.8 BP      TCS 1000  TH 5250  EM 1800
5250 km/s    JR 3-50     Armour 12-120     Shields 60-200     Sensors 14/1/0/0     Damage Control Rating 21     PPV 278.22
Maint Life 1.27 Years     MSP 2977    AFR 952%    IFR 13.2%    1YR 1934    5YR 29004    Max Repair 743 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

Hyper-Starwake Drive Mk.II     Max Ship Size 51000 tons    Distance 50k km     Squadron Size 3
Concordance Council Standard Fusion Drive (14)    Power 375    Fuel Use 74.24%    Signature 375    Exp 12%
Fuel Capacity 8,500,000 Litres    Range 41.2 billion km   (90 days at full power)
Gamma Shield Generator (30)   Total Fuel Cost  300 Litres per hour  (7,200 per day)

Twin Gemini X-Ray Laser Turret (4x2)    Range 240,000km     TS: 20000 km/s     Power 8-8     RM 6    ROF 5        4 4 4 4 4 4 3 3 2 2
Twin Skykeeper Laser Turret (10x2)    Range 384,000km     TS: 20000 km/s     Power 20-10     RM 6    ROF 10        10 10 10 10 10 10 8 7 6 5
Thiel Mk. II Turbolaser (20)    Range 384,000km     TS: 5250 km/s     Power 16-0.25     RM 6    ROF 320        16 16 16 16 16 16 13 12 10 9
Anjo Antimissile Weapons System (5x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Concordance Council Fast Fire Control Deck (1)    Max Range: 192,000 km   TS: 16000 km/s     95 90 84 79 74 69 64 58 53 48
Concordance Council Fire Control Deck (1)    Max Range: 384,000 km   TS: 6000 km/s     97 95 92 90 87 84 82 79 77 74
To[kamak Fusion Reactor (4)     Total Power Output 160    Armour 0    Exp 5%

GRID Tactical Scanner (1)     GPS 84     Range 9.2m km    Resolution 1
Clarion EM-5 Naval Scanner (1)     GPS 28     Range 3.1m km    Resolution 1
Concordance Thermal Sensor (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes