Author Topic: Point defence  (Read 6445 times)

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Offline Starkiller (OP)

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Re: Point defence
« Reply #15 on: April 11, 2009, 01:58:47 PM »
Code: [Select]
Cornwallis Mod1 class Escort Cruiser    9100 tons     888 Crew     3320.64 BP      TCS 182  TH 259  EM 420
4065 km/s     Armour 2-38     Shields 14-240     Sensors 22/22/0/0     Damage Control Rating 1     PPV 32
Annual Failure Rate: 662%    IFR: 9.2%    Maintenance Capacity 228 MSP    Max Repair 210 MSP
Magazine 342    

Magneto-plasma Drive E5.7 (10)    Power 74    Efficiency 0.57    Signature 25.9    Armour 0    Exp 4%
Fuel Capacity 250,000 Litres    Range 86.7 billion km   (246 days at full power)
Gamma R240/12 Shields (7)   Total Fuel Cost  84 Litres per day

Single 12cm C5 Ultraviolet Laser Turret (4x1)    Range 120,000km     TS: 12500 km/s     Power 4-5     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Fire Control S03 60-12500 H50 (4)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-0.925 AR-1 (1)     Total Power Output 16.65    Armour 1    Exp 4%

Size 1 Missile Launcher (12)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC140-R1 (50%) (4)     Range 4.2m km    Resolution 1
Size 1 Anti-missile Missile mk4 (342)  Speed: 33,300 km/s   End: 2.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 299 / 179 / 89

Active Search Sensor (missles) (1)     GPS 448     Range 4.5m km    Resolution 4
Active Search Sensor (2000 tons) (1)     GPS 4480     Range 44.8m km    Resolution 40
Thermal Sensor TH2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km
EM Detection Sensor EM2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Ok, let's see if I got it right. I now have 4 12cm single laser turrets that recharge 4 every 5 seconds. 4 x 4 is 16, therefore I need 16 power
and installed a reactor that generates 16.65. I have four targeting systems so each turret can target independently, and the same with the
missle launchers. In fact, if the missles and lasers can target separate salvos, the ship should, theoretically of course, be able to target 8
different salvos. An Active radar at zero res for missles, and one at 20 res for ships, with much greater range. Did I get it right? Or am
I getting confused again. :)

Eric
 

Offline Starkiller (OP)

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Re: Point defence
« Reply #16 on: April 11, 2009, 02:03:54 PM »
Code: [Select]
Twin 15cm C5 Ultraviolet Laser Turret (1x2)    Range 120,000km     TS: 10000 km/s     Power 12-10     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Quad 20cm C5 Ultraviolet Laser Turret (1x4)    Range 120,000km     TS: 10000 km/s     Power 40-20     RM 4    ROF 10        10 10 10 10 8 6 5 5 4 4

Turrets from a different ship. I'm trying to get a handle on getting the power requirements right, so I need to know how to read this.
The twin turret recharges 12 every 10 seconds, the quad does 40 every twenty seconds. How do you judge the power requirement here?
Is it 52, or 32, or 16? :)

Eric
 

Offline Beersatron

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Re: Point defence
« Reply #17 on: April 11, 2009, 02:41:19 PM »
Quote from: "Starkiller"
Code: [Select]
Cornwallis Mod1 class Escort Cruiser    9100 tons     888 Crew     3320.64 BP      TCS 182  TH 259  EM 420
4065 km/s     Armour 2-38     Shields 14-240     Sensors 22/22/0/0     Damage Control Rating 1     PPV 32
Annual Failure Rate: 662%    IFR: 9.2%    Maintenance Capacity 228 MSP    Max Repair 210 MSP
Magazine 342    

Magneto-plasma Drive E5.7 (10)    Power 74    Efficiency 0.57    Signature 25.9    Armour 0    Exp 4%
Fuel Capacity 250,000 Litres    Range 86.7 billion km   (246 days at full power)
Gamma R240/12 Shields (7)   Total Fuel Cost  84 Litres per day

Single 12cm C5 Ultraviolet Laser Turret (4x1)    Range 120,000km     TS: 12500 km/s     Power 4-5     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Fire Control S03 60-12500 H50 (4)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-0.925 AR-1 (1)     Total Power Output 16.65    Armour 1    Exp 4%

Size 1 Missile Launcher (12)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC140-R1 (50%) (4)     Range 4.2m km    Resolution 1
Size 1 Anti-missile Missile mk4 (342)  Speed: 33,300 km/s   End: 2.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 299 / 179 / 89

Active Search Sensor (missles) (1)     GPS 448     Range 4.5m km    Resolution 4
Active Search Sensor (2000 tons) (1)     GPS 4480     Range 44.8m km    Resolution 40
Thermal Sensor TH2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km
EM Detection Sensor EM2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Ok, let's see if I got it right. I now have 4 12cm single laser turrets that recharge 4 every 5 seconds. 4 x 4 is 16, therefore I need 16 power
and installed a reactor that generates 16.65. I have four targeting systems so each turret can target independently, and the same with the
missle launchers. In fact, if the missles and lasers can target separate salvos, the ship should, theoretically of course, be able to target 8
different salvos. An Active radar at zero res for missles, and one at 20 res for ships, with much greater range. Did I get it right? Or am
I getting confused again. :)

Eric

You don't actually need this:
Active Search Sensor (missles) (1)     GPS 448     Range 4.5m km    Resolution 4

Because this will do:
Missile Fire Control FC140-R1 (50%) (4)     Range 4.2m km    Resolution 1

I think what you should do is make the MFC have a Resolution of 0 and keep the range the same.
 

Offline Andrew

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Re: Point defence
« Reply #18 on: April 11, 2009, 03:12:38 PM »
Quote from: "Starkiller"
Code: [Select]
Twin 15cm C5 Ultraviolet Laser Turret (1x2)    Range 120,000km     TS: 10000 km/s     Power 12-10     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Quad 20cm C5 Ultraviolet Laser Turret (1x4)    Range 120,000km     TS: 10000 km/s     Power 40-20     RM 4    ROF 10        10 10 10 10 8 6 5 5 4 4

Turrets from a different ship. I'm trying to get a handle on getting the power requirements right, so I need to know how to read this.
The twin turret recharges 12 every 10 seconds, the quad does 40 every twenty seconds. How do you judge the power requirement here?
Is it 52, or 32, or 16? :)

Eric
The capacitor is how much a weapon charges in a turn so the 15 cm and 20cm Lasers both recharge at 5 power per 5 seconds. A 15cm Laser needs 6 power and a 10cm Laser needs 10 power.
in the baove examples the 15 cm lasers need 12 poer for the pair or 6 each and the 20cm lasers need 10 power each or 40 for all 4
So both your turrets need 10 seconds to recharge.
so the power is the amount needed-amount recharged in 5 seconds giving a ROF of 10seconds for both. Which means the 15cm laser would work just as well with a C3 Capacitor and be cheaper to build.
The Technology report screen sets out everything for you
 

Offline sloanjh

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Re: Point defence
« Reply #19 on: April 11, 2009, 03:28:02 PM »
Quote from: "Starkiller"
Code: [Select]
Twin 15cm C5 Ultraviolet Laser Turret (1x2)    Range 120,000km     TS: 10000 km/s     Power 12-10     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Quad 20cm C5 Ultraviolet Laser Turret (1x4)    Range 120,000km     TS: 10000 km/s     Power 40-20     RM 4    ROF 10        10 10 10 10 8 6 5 5 4 4

Turrets from a different ship. I'm trying to get a handle on getting the power requirements right, so I need to know how to read this.
The twin turret recharges 12 every 10 seconds, the quad does 40 every twenty seconds. How do you judge the power requirement here?
Is it 52, or 32, or 16? :-)

Lasers take a certain amount of power to fire - looks like 6 (12 for a double mount/2 lasers per mount) for a single one of your 15cm UV Lasers.  They have capacitors which store up the power needed for a shot; the capacitors then completely discharge when the laser fires.  You put C5 capacitors into your design, which is the worst choice you could have possibly made :-)  The reason is that the C5 capacitor sucks 5 units of power every 5 seconds, but you need 6 units to fire the laser.  So your Rate Of Fire is 10 seconds, which is identical to the RoF you would have gotten by putting C3 capacitors in (10seconds*(3units/5seconds) = 6 units).  In other words, you're drawing 10 units of power per shot, 4 of which are wasted.

Since you've got two such lasers in your twin turret, each twin turret sucks 10 units of power per 5 second increment.  Similarly, your quad sucks 20 units.  If you had used C3 capacitors, these numbers would be 6 and 12, respectively, or a 40% savings.

The way to read "12-10 ROF 10" is "requires 12 units to fire, recharges 10 units/5seconds, so has a RoF of once per 10 seconds".

Power plant ratings are how many units they put out per 5 seconds.  So your power requirements as built are 10*doubles + 20*quads.

Hope that helped.
John
 

Offline Starkiller (OP)

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Re: Point defence
« Reply #20 on: April 11, 2009, 04:09:14 PM »
Thanks, I'm going to give this a study. More involved than I thought, and my poor ships could be much more effective. Better get this figured out so
my ships are properly refitted. I'm now three transits out, and the chances of running into Precursers or a NPR are getting higher. As it stands, my ships
will get plastered. Fortunately, I NOW know how to fix the missle targetting. Now I'd better get cracking on the lasers. :)

Eric
 

Offline Starkiller (OP)

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Re: Point defence
« Reply #21 on: April 11, 2009, 05:06:55 PM »
Code: [Select]
Cornwallis Mod1 class Escort Cruiser    9000 tons     888 Crew     3139.84 BP      TCS 180  TH 259  EM 420
4111 km/s     Armour 2-38     Shields 14-240     Sensors 22/22/0/0     Damage Control Rating 3     PPV 32
Annual Failure Rate: 216%    IFR: 3%    Maintenance Capacity 654 MSP    Max Repair 210 MSP
Magazine 342    

Magneto-plasma Drive E5.7 (10)    Power 74    Efficiency 0.57    Signature 25.9    Armour 0    Exp 4%
Fuel Capacity 250,000 Litres    Range 87.7 billion km   (246 days at full power)
Gamma R240/12 Shields (7)   Total Fuel Cost  84 Litres per day

Single 12cm C4 Ultraviolet Laser Mk2 Turret (4x1)    Range 120,000km     TS: 12500 km/s     Power 4-4     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Fire Control S03 60-12500 H50 (4)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-0.925 AR-1 (1)     Total Power Output 16.65    Armour 1    Exp 4%

Size 1 Missile Launcher (12)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC140-R1 (50%) (4)     Range 4.2m km    Resolution 1
Size 1 Anti-missile Missile mk4 (342)  Speed: 33,300 km/s   End: 2.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 299 / 179 / 89

Active Search Sensor (2000 tons) (1)     GPS 4480     Range 44.8m km    Resolution 40
Thermal Sensor TH2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km
EM Detection Sensor EM2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Point defense cruiser with modded lasers. Since 12 cm lasers use 4 power, I changed the capacitors from C5 to C4.

Code: [Select]
Quad 20cm C5 Ultraviolet Laser Turret (1x4)    Range 120,000km     TS: 12500 km/s     Power 40-20     RM 4    ROF 10        10 10 10 10 8 6 5 5 4 4
Twin 15cm C3 Ultraviolet Laser Mk2 Turret (2x2)    Range 120,000km     TS: 12500 km/s     Power 12-6     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Fire Control S03 60-12500 H50 (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-0.925 AR-1 (1)     Total Power Output 27.75    Armour 1    Exp 4%

EDIT: Put the proper gun states in. I had the wrong 20 cm laser turret on the ship. :)


The guns from the other ship with modded lasers and a lower power supply. How did I do?

Eric
 

Offline Starkiller (OP)

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Re: Point defence
« Reply #22 on: April 11, 2009, 05:11:09 PM »
Heh, still got it wrong. Noticed 2 15 cm turrets, there is only supposed to be one. :)

Code: [Select]
Quad 20cm C5 Ultraviolet Laser Turret (1x4)    Range 120,000km     TS: 12500 km/s     Power 40-20     RM 4    ROF 10        10 10 10 10 8 6 5 5 4 4
Twin 15cm C3 Ultraviolet Laser Mk2 Turret (1x2)    Range 120,000km     TS: 12500 km/s     Power 12-6     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Fire Control S03 60-12500 H50 (1)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-0.925 AR-1 (1)     Total Power Output 27.75    Armour 1    Exp 4%

Eric
 

Offline Erik L

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Re: Point defence
« Reply #23 on: April 11, 2009, 07:00:21 PM »
Quote from: "Starkiller"
Heh, I thought it was power. I guess all my ships are over reactored. Refits, here we come. :) I changed the resolutions on the scanners to zero
resolution mode, but should the active scanner be the same range as the missles as I did, or should the range on those be longer.

Eric

If your scanners cannot see past to the full extent of your missiles, then you are wasting a lot of potential engagement range.  And I think someone pointed out, you should have more than 1 fire control suite. I tend to prefer 1 suite per 3-5 weapons; more FC for beams and less for missiles, i.e. 1 FC per 3 lasers (or 1 quad mount), and 1 FC per 5 AM tubes.

Offline Brian Neumann

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Re: Point defence
« Reply #24 on: April 11, 2009, 10:29:56 PM »
Code: [Select]
Cornwallis Mod1 class Escort Cruiser    9000 tons     888 Crew     3139.84 BP      TCS 180  TH 259  EM 420
4111 km/s     Armour 2-38     Shields 14-240     Sensors 22/22/0/0     Damage Control Rating 3     PPV 32
Annual Failure Rate: 216%    IFR: 3%    Maintenance Capacity 654 MSP    Max Repair 210 MSP
Magazine 342    

Magneto-plasma Drive E5.7 (10)    Power 74    Efficiency 0.57    Signature 25.9    Armour 0    Exp 4%
Fuel Capacity 250,000 Litres    Range 87.7 billion km   (246 days at full power)
Gamma R240/12 Shields (7)   Total Fuel Cost  84 Litres per day

Single 12cm C4 Ultraviolet Laser Mk2 Turret (4x1)    Range 120,000km     TS: 12500 km/s     Power 4-4     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Fire Control S03 60-12500 H50 (4)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-0.925 AR-1 (1)     Total Power Output 16.65    Armour 1    Exp 4%

Size 1 Missile Launcher (12)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC140-R1 (50%) (4)     Range 4.2m km    Resolution 1
Size 1 Anti-missile Missile mk4 (342)  Speed: 33,300 km/s   End: 2.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 299 / 179 / 89

Active Search Sensor (2000 tons) (1)     GPS 4480     Range 44.8m km    Resolution 40
Thermal Sensor TH2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km
EM Detection Sensor EM2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
You still need some sort of active search radar that will see the missiles.  If you do not, then the fire control can not target them.  To see the missiles you will need a active search sensor with a resolution of 1.  this will give you the maximum detection range against those missiles.  You are going to want at least 1m km search radar, I personally would prefer a 1.5m km minimum.  This will allow you to see the missiles and get 5 counter launches on the first salvo, and between 2 and 5 against follow-on salvo's.  I know this is well below the fire controll range you have currently, but this is the bare minimum to have a usefull point defense missile setup.  If you have a dedicated sensor ship with a really big active sensor to detect missiles then your escorts will be able to use thier full range.  Based on having an active sensor strength of 21 it will take a 5hs unit to detect missile's at 1m km, 7hs for a 1.47m km, and a 20hs unit to get the full range of 4.2m km.  You can see why I recommend a dedicated capital unit for that kind of extended sensor range at these tech levels.

Brian
 

Offline Starkiller (OP)

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Re: Point defence
« Reply #25 on: April 11, 2009, 10:44:04 PM »
True. I was hoping res 40 would be low enough to see missles. As you mentioned, I already discovered the space problem with res 1 at maximum
missle range. :) I'll experiment a bit to see how far I can push it. I's be satisfied with have the missle range if I can shoe-horn it in. Other than that,
would you say the rest of the ship systems would pass muster if I can get the active sensor set properly? Also, I have a dedicated missle ship which
includes size 4 anti-ship launchers and size 1 anti-missle launchers. I have two separate MFC systems, with a res 1 for the counter missles. I'd need
two active system as well, wouldn't I? One to detect ships, and one to detect incoming missles.

Eric
 

Offline Starkiller (OP)

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Re: Point defence
« Reply #26 on: April 11, 2009, 11:13:02 PM »
Code: [Select]
Cornwallis Mod1 class Escort Cruiser    9000 tons     871 Crew     3237.84 BP      TCS 180  TH 259  EM 420
4111 km/s     Armour 2-38     Shields 14-240     Sensors 22/22/0/0     Damage Control Rating 3     PPV 27
Annual Failure Rate: 216%    IFR: 3%    Maintenance Capacity 675 MSP    Max Repair 672 MSP
Magazine 342    

Magneto-plasma Drive E5.7 (10)    Power 74    Efficiency 0.57    Signature 25.9    Armour 0    Exp 4%
Fuel Capacity 300,000 Litres    Range 105.3 billion km   (296 days at full power)
Gamma R240/12 Shields (7)   Total Fuel Cost  84 Litres per day

Single 12cm C4 Ultraviolet Laser Mk2 Turret (3x1)    Range 120,000km     TS: 12500 km/s     Power 4-4     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Fire Control S03 60-12500 H50 (3)    Max Range: 120,000 km   TS: 12500 km/s     92 83 75 67 58 50 42 33 25 17
Stellarator Fusion Reactor Technology PB-0.925 AR-1 (1)     Total Power Output 16.65    Armour 1    Exp 4%

Size 1 Missile Launcher (12)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC140-R1 (50%) (3)     Range 4.2m km    Resolution 1
Size 1 Anti-missile Missile mk4 (342)  Speed: 33,300 km/s   End: 2.2m    Range: 4.3m km   WH: 1    Size: 1    TH: 299 / 179 / 89

Active Search Sensor S448-R1 (50%) (1)     GPS 448     Range 4.5m km    Resolution 1
Thermal Sensor TH2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km
EM Detection Sensor EM2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECM 10

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Not too much trouble. I removed one laser turret, and the control system for it. I also removed one MFC. I replaced the old active scanner
with a res 1 out to the maximum range for the missles, and managed to hold the ship weight at the same 9000 tons. Hopefully, this can
do the trick. 40 to 60 res is good enough for antiship missles though, isn't it?

Eric
 

Offline Erik L

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Re: Point defence
« Reply #27 on: April 11, 2009, 11:19:45 PM »
Quote from: "Starkiller"
Not too much trouble. I removed one laser turret, and the control system for it. I also removed one MFC. I replaced the old active scanner
with a res 1 out to the maximum range for the missles, and managed to hold the ship weight at the same 9000 tons. Hopefully, this can
do the trick. 40 to 60 res is good enough for antiship missles though, isn't it?

Eric

I build my anti-ship FC to see the smallest ship I field.

Offline Hawkeye

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Re: Point defence
« Reply #28 on: April 12, 2009, 06:27:17 AM »
It starts looking good :)

Only a small nitpick:

You pulled out one of the laserturrets, so your power requirement went down to 12. By putting in a smaller power plant, you might be able to

a) sqeeze in another shield or two   or
b) pull out a shield or two and up the armor level

because I still think your cruiser is rather weak on the passive defenses (for my taste, that is)
Ralph Hoenig, Germany
 

Offline waresky

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Re: Point defence
« Reply #29 on: April 12, 2009, 08:14:12 AM »
......and at bottom of all this awesome post..remain a WAR test:) or Battlefield.

ive encouter an damned power race,lucky only one planets..BUT armed wih a damned good fleet (19 ships from 6350 to 18000 (!!) tons range size..6 of them r BB Class..damned Steve:)))))..
Ok ive wins in space in 3 hard battle,ive loose some good crews and 4 skilled DDG,1 CG and 2 DE..all good..BUT only battle u can test ur design.
Ive sieged enemy planets,destroyed orbital shipyard and waitn for my Space mobile Infantry for assault.For some reason ive lost near 1 year in waitn..and from another jump point incoming another dastardly squadroon,but this r same my ship's velocity so last battle was become very blooded...

never waitn too time.Or u give too technologycal infos at enemy's sensors...zzzz..