Author Topic: Designs from my latest game  (Read 3889 times)

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Offline waresky

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Re: Designs from my latest game
« Reply #15 on: November 20, 2009, 04:22:00 PM »
And another simply fact.

Ther r many guys love begin with absolutely incredible Marvel Drive.

in early 2070,and am think for no more than 30 next year,..r narrow to impossible pass a simple ION..
In terms of REALITY and low profile tech.
If someone can think who human take a "easy" Stars Road..r free to learn UltraSCAM drive on 2050.Freely on.
 

Offline welchbloke (OP)

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Re: Designs from my latest game
« Reply #16 on: November 20, 2009, 04:43:19 PM »
Quote from: "waresky"
All r blinded upon a mereley fact,no 2: DRIVE weight and Engineer spare
This 2 simple items can take lonely more than 50% ships mass.
IVE a simple ION Drive,and if am will my ship travel little fast than a Deer AM MUST put onboard a HUGE Drive mass.

Only that.
Ah, makes sense now I didn't check how many engines you had  :oops: I noticed the engineering MSP but I didn't think it contributed so much.....
Welchbloke
 

Offline waresky

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Re: Designs from my latest game
« Reply #17 on: November 21, 2009, 04:19:19 AM »
Yep..np mate:))))

But ive another question,am put another post: better Engineer spare (many) OR many Damage Control and few Engineer spares????..
 

Offline welchbloke (OP)

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Re: Designs from my latest game
« Reply #18 on: November 22, 2009, 12:24:10 AM »
Here's my first attempt at a Captor Mine.  I'm sure I've made some mistakes.  How can I improve the design?

Code: [Select]
Buoy Size: 8 MSP  (0.4 HS)     Armour: 0
Reactor Endurance: 40 months
Active Sensor Strength: 3.6    Resolution: 20    Maximum Range: 720,000 km    
Cost Per Buoy: 14.8333
Second Stage: Arrow Mk1 ASM(S) x1
Second Stage Separation Range: 150,000 km
Materials Required:    1.5x Tritanium   8x Boronide   3.75x Uridium   1.8333x Gallicite

Development Cost for Project: 1483RP

Here's my first go at a Sensor Buoy.  Again how can I improve the design?

Code: [Select]
Buoy Size: 8 MSP  (0.4 HS)     Armour: 0
Reactor Endurance: 80 months
Active Sensor Strength: 7.2    Resolution: 20    Maximum Range: 1,440,000 km    
Cost Per Buoy: 23.2
Materials Required:    16x Boronide   7.2x Uridium

Development Cost for Project: 2320RP

I've designed both of these to be able to be fired from my largest shipboard ML.  Should I design a specialist launcher?
Welchbloke
 

Offline welchbloke (OP)

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Assault Shuttle
« Reply #19 on: November 22, 2009, 12:29:51 AM »
This is my first assult shuttle design:

Code: [Select]
Dreigiau class Assault Shuttle    1000 tons     45 Crew     213 BP      TCS 20  TH 400  EM 0
20000 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8%    IFR: 0.1%    Maintenance Capacity 133 MSP    Max Repair 100 MSP
Drop Capacity: 1 Battalion    

Scorpion SCAM(GB) Drive (1)    Power 400    Fuel Use 300%    Signature 400    Armour 0    Exp 15%
Fuel Capacity 50,000 Litres    Range 30.0 billion km   (17 days at full power)

This design is classed as a military vessel for maintenance purposes
Any pointers?
Welchbloke
 

Offline waresky

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Re: Designs from my latest game
« Reply #20 on: November 22, 2009, 04:34:38 AM »
Code: [Select]
Northrop BuoyLauncherSystem 8
Maximum Missile Size: 8     Rate of Fire: 600 seconds
Launcher Size: 132 Tons    Launcher HTK: 1
Cost Per Launcher: 29.04    Crew Per Launcher: 4
Materials Required: 7.26x Duranium  21.78x Tritanium

Development Cost for Project: 290RP
Probably r good this one?
 

Offline welchbloke (OP)

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Re: Designs from my latest game
« Reply #21 on: November 24, 2009, 05:42:27 PM »
Quote from: "waresky"
Code: [Select]
Northrop BuoyLauncherSystem 8
Maximum Missile Size: 8     Rate of Fire: 600 seconds
Launcher Size: 132 Tons    Launcher HTK: 1
Cost Per Launcher: 29.04    Crew Per Launcher: 4
Materials Required: 7.26x Duranium  21.78x Tritanium

Development Cost for Project: 290RP
Probably r good this one?
Thanks, having reviewed Steve's design from his Federated Nations campaign I think I'm going to design some new bouys.  I think I'm going to go all out and design some size 24 buoys and mines.  I'll post them for critique in a day or two.
Welchbloke
 

Offline welchbloke (OP)

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Re: Designs from my latest game
« Reply #22 on: November 25, 2009, 01:35:38 AM »
These are the designs for my new Captor Mine:
Code: [Select]
Captor Mk2 HMB(A)
Buoy Size: 24 MSP  (1.2 HS)     Armour: 0
Reactor Endurance: 100 months
Active Sensor Strength: 1.8    Resolution: 100    Maximum Range: 1,800,000 km    
Thermal Sensor Strength: 0.3    Detect Sig Strength 1000:  300,000 km
EM Sensor Strength: 0.4    Detect Sig Strength 1000:  400,000 km
Cost Per Buoy: 35.4332
Second Stage: Arrow Mk1 ASM(S) x4
Second Stage Separation Range: 2,000,000 km
Materials Required:    6x Tritanium   20x Boronide   3.1x Uridium   8.0832x Gallicite
Development Cost for Project: 3543RP

Sensor Buoy:
Code: [Select]
Sentry Mk2 HSB(A)
Buoy Size: 24 MSP  (1.2 HS)     Armour: 0
Reactor Endurance: 120 months
Active Sensor Strength: 32.4    Resolution: 100    Maximum Range: 32,400,000 km    
Cost Per Buoy: 56.4
Materials Required:    24x Boronide   32.4x Uridium
Development Cost for Project: 5640RP

Specialist Mine/Buoy Launcher:
Code: [Select]
Palantir Mk1 MBL
Maximum Missile Size: 24     Rate of Fire: 145 seconds
Launcher Size: 24 HS    Launcher HTK: 12
Cost Per Launcher: 192    Crew Per Launcher: 240
Materials Required: 48x Duranium  144x Tritanium
Development Cost for Project: 1920RP
Is a 10 yr life for a sensor buoy too long do you think?
Welchbloke
 

Offline welchbloke (OP)

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Re: Designs from my latest game
« Reply #23 on: November 25, 2009, 01:44:33 AM »
This is my Assult Transport:
Code: [Select]
Rygbi class Assault Transport    16000 tons     826 Crew     2989 BP      TCS 320  TH 2600  EM 0
8125 km/s     Armour 6-56     Shields 0-0     Sensors 12/1/0/0     Damage Control Rating 25     PPV 0
Annual Failure Rate: 81%    IFR: 1.1%    Maintenance Capacity 2919 MSP    Max Repair 100 MSP
Hangar Deck Capacity 5000 tons     Drop Capacity: 5 Battalions    

Merlin SCAM(Mil) Drive (13)    Power 200    Fuel Use 30%    Signature 200    Armour 0    Exp 5%
Fuel Capacity 750,000 Litres    Range 281.3 billion km   (400 days at full power)

CIWS-120a (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

ECM 10

This design is classed as a military vessel for maintenance purposes
This ship would carry 5 of the Dreigiau Class assault shuttles posted earlier in the thread.

This is the Troop transport consort to the Rygbi Class:
Code: [Select]
Garnedd Goch class Troop Transport    41500 tons     648 Crew     2238 BP      TCS 830  TH 5000  EM 0
6024 km/s     Armour 1-106     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 21     PPV 0
Maintenance Capacity 708 MSP    Max Repair 125 MSP
Troop Capacity: 10 Battalions    

Donkey SCAM(Civ) Drive (10)    Power 500    Fuel Use 3%    Signature 500    Armour 0    Exp 1%
Fuel Capacity 600,000 Litres    Range 867.5 billion km   (1666 days at full power)

CIWS-120 (4x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a commercial vessel for maintenance purposes

Because I was feeling generous I've designed a Jump Drive equipped TT as well:
Code: [Select]
Snowdon class Jump Troop Transport    65000 tons     1126 Crew     3515 BP      TCS 1300  TH 8000  EM 0
6153 km/s    JR 2-25(C)     Armour 1-144     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 35     PPV 0
Maintenance Capacity 1183 MSP    Max Repair 210 MSP
Troop Capacity: 10 Battalions    

JC65K Commercial Jump Drive     Max Ship Size 65000 tons    Distance 25k km     Squadron Size 2
Donkey SCAM(Civ) Drive (16)    Power 500    Fuel Use 3%    Signature 500    Armour 0    Exp 1%
Fuel Capacity 1,150,000 Litres    Range 1061.4 billion km   (1996 days at full power)

CIWS-120 (4x2)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a commercial vessel for maintenance purposes
Bizarrely it is slightly faster than the 'vanilla' troop transport  :shock:
Welchbloke
 

Offline Andrew

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Re: Designs from my latest game
« Reply #24 on: November 25, 2009, 03:44:36 AM »
I don't see any cargo handling systems, Could be I missed them.  If not you need to have them otherwise you can forget loading troops or trasnferring them to drop bays in less than geological time.
 

Offline welchbloke (OP)

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Re: Designs from my latest game
« Reply #25 on: November 25, 2009, 02:31:20 PM »
Quote from: "Andrew"
I don't see any cargo handling systems, Could be I missed them.  If not you need to have them otherwise you can forget loading troops or trasnferring them to drop bays in less than geological time.
No you haven't missed them; these were my first designs since Steve changed the rules and I completely forgot to include them!  :oops:
Welchbloke
 

Offline Beersatron

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Re: Designs from my latest game
« Reply #26 on: November 25, 2009, 03:45:20 PM »
What are the stats for the Arrow Mk1 ASM(S)?

If you have active sensors is there any point in having the TH and EM ones too? I am still a bit unsure as to which sensor 'hands-off' to the missile and how much sensor range the missile needs.

i.e.
Step 1. Buoy has 1million km ASS
Step 2. Missile has 250k km ASS
Step 3. Buoy detects Target, downloads targeting data to Missile and launches missile
Step 4. [Buoy self destructs on release of missile??]
Step 5. Missile locks onto Target using on-board ASS? (this is the part I'm not sure on, if the Buoy self destructs and the Target is 900k km away then the Missile won't loose it)
Step 6. Missile tracks and attempts to hit Target
Step 7. [Buoy self destructs after Missile has hit the Target/lost Target/ran out of fuel??]
Step n-1. ..
Step n. Profit?

:)
 

Offline welchbloke (OP)

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Re: Designs from my latest game
« Reply #27 on: November 25, 2009, 03:56:39 PM »
Quote from: "Beersatron"
What are the stats for the Arrow Mk1 ASM(S)?

If you have active sensors is there any point in having the TH and EM ones too? I am still a bit unsure as to which sensor 'hands-off' to the missile and how much sensor range the missile needs.

i.e.
Step 1. Buoy has 1million km ASS
Step 2. Missile has 250k km ASS
Step 3. Buoy detects Target, downloads targeting data to Missile and launches missile
Step 4. [Buoy self destructs on release of missile??]
Step 5. Missile locks onto Target using on-board ASS? (this is the part I'm not sure on, if the Buoy self destructs and the Target is 900k km away then the Missile won't loose it)
Step 6. Missile tracks and attempts to hit Target
Step 7. [Buoy self destructs after Missile has hit the Target/lost Target/ran out of fuel??]
Step n-1. ..
Step n. Profit?

:D  What I should have done is looked at whether I could squeeze another submunition in.
Welchbloke
 

Offline Andrew

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Re: Designs from my latest game
« Reply #28 on: November 25, 2009, 04:59:24 PM »
Quote from: "welchbloke"
Quote from: "Andrew"
I don't see any cargo handling systems, Could be I missed them.  If not you need to have them otherwise you can forget loading troops or trasnferring them to drop bays in less than geological time.
No you haven't missed them; these were my first designs since Steve changed the rules and I completely forgot to include them!  :oops:
So did I on my first designs , hence the comment about Geological time to move troops around
 

Offline welchbloke (OP)

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Re: Designs from my latest game
« Reply #29 on: November 26, 2009, 05:07:36 PM »
Well, I've now fought 2 battles with precursors using these designs and they've worked out just fine.  In the first battle I took 6 salvos of 33 box launched size 1 missles moving at 35000 km/s and suffered some shield damage on one of my BCs. In the second, I endured what seemed like an eternity of 8xsize3 missile salvos also moving at 35000 km/s.  Although I nearly emptied by magazines of Dart Mk2 AMMs not a single missed even hit my ships and very few got as far as being engaged by the CIWS.  All engagements were conducted using a 2v1 AMM ratio most individual salvos had some leakers following the intial engagement.  My overall impression is that my ships have good missile defences but I would not like to meet a large fleet of precursors without more DEs, 2 ships nearly cleaned me out of AMMs  :shock:
Welchbloke