Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Stardust on September 25, 2019, 06:44:29 PM
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I'm an expansionist and generally ignore the less furtunate species of the galaxy. Generally.
My fleets are simple and standardized.
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A single command ship
Washington Mk4 class Command Ship 30 000 tons 663 Crew 13747.5 BP TCS 600 TH 12000 EM 23040
20000 km/s JR 8-750 Armour 8-86 Shields 768-300 Sensors 750/500/0/0 Damage Control Rating 16 PPV 0
Maint Life 1.17 Years MSP 4582 AFR 450% IFR 6.2% 1YR 3412 5YR 51174 Max Repair 2000 MSP
Intended Deployment Time: 12 months Flight Crew Berths 0
Flag Bridge Hangar Deck Capacity 5000 tons Cryogenic Berths 1000
J30600(8-750) Military Jump Drive Max Ship Size 30600 tons Distance 750k km Squadron Size 8
Lauer Propulsion 4000 EP BCAM E Drive (3) Power 4000 Fuel Use 6.25% Signature 4000 Exp 10%
Fuel Capacity 1 500 000 Litres Range 144.0 billion km (83 days at full power)
Energetic Systems Sigma R300/240 Shields (96) Total Fuel Cost 960 Litres per hour (23 040 per day)
Caliber Systems CIWS-800 (5x12) Range 1000 km TS: 80000 km/s ROF 5 Base 50% To Hit
Active Search Sensor MR1224-R150 (1) GPS 30000 Range 1 224.7m km Resolution 150
Sensor Systems Active Search Sensor MR50-R1 (1) GPS 100 Range 50.0m km MCR 5.4m km Resolution 1
Sensor Systems Active Search Sensor MR96-R15 (1) GPS 750 Range 96.8m km Resolution 15
Thermal Sensor TH15-750 (1) Sensitivity 750 Detect Sig Strength 1000: 750m km
Sensor Systems EM Detection Sensor EM10-500 (1) Sensitivity 500 Detect Sig Strength 1000: 500m km
ECM 70
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2 large Gunboats occupy the hangers
Fire Mk1 class Gunboat 2 500 tons 123 Crew 6555 BP TCS 1.5 TH 128 EM 0
32000 km/s Armour 4-16 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 20
Maint Life 3.13 Years MSP 2458 AFR 33% IFR 0.5% 1YR 376 5YR 5638 Max Repair 2250 MSP
Intended Deployment Time: 1 months Spare Berths 2
Lauer Propulsion 1600 EPx2 TH8 BCAM E Drive (1) Power 1600 Fuel Use 63.64% Signature 128 Exp 20%
Fuel Capacity 90 000 Litres Range 10.2 billion km (3 days at full power)
62cm C16 Near Gamma Ray Laser (1) Range 1 000 000km TS: 32000 km/s Power 101-16 RM 10 ROF 35 101 101 101 101 101 101 101 101 101 101
Fire Control S03 500-30000 (1) Max Range: 1 000 000 km TS: 30000 km/s 99 98 97 96 95 94 93 92 91 90
Beam Core Anti-matter Power Plant Technology PB-1.05 (1) Total Power Output 10.08 Armour 0 Exp 7%
Beam Core Anti-matter Power Plant Technology PB-1 (1) Total Power Output 6.4 Armour 0 Exp 5%
Cloaking Device: Class cross-section reduced to 3% of normal
Compact ECCM-6 (1) ECM 60
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2 Point defense ships
Weymouth Mk6 class Escort 10 000 tons 272 Crew 6462 BP TCS 200 TH 4000 EM 0
20000 km/s Armour 7-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 93.9
Maint Life 1.85 Years MSP 1817 AFR 177% IFR 2.5% 1YR 674 5YR 10117 Max Repair 1000 MSP
Intended Deployment Time: 12 months Spare Berths 0
Lauer Propulsion 2000 EP BCAM E Drive (2) Power 2000 Fuel Use 9.38% Signature 2000 Exp 10%
Fuel Capacity 500 000 Litres Range 95.9 billion km (55 days at full power)
Twin Gauss Cannon R6-100 Turret (6x12) Range 60 000km TS: 40000 km/s Power 0-0 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Fire Control S02 75-40000 (6) Max Range: 150 000 km TS: 40000 km/s 93 87 80 73 67 60 53 47 40 33
Active Search Sensor MR25-R1 (1) GPS 80 Range 25.6m km MCR 2.8m km Resolution 1
ECM 70
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5 Missile ships (check out the new loadout)
Chatham Mk5 class Missile Cruiser 10 000 tons 320 Crew 4662 BP TCS 200 TH 4000 EM 0
20000 km/s Armour 7-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 8 PPV 60
Maint Life 3.24 Years MSP 2185 AFR 106% IFR 1.5% 1YR 315 5YR 4721 Max Repair 1000 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 764
Lauer Propulsion 2000 EP BCAM E Drive (2) Power 2000 Fuel Use 9.38% Signature 2000 Exp 10%
Fuel Capacity 500 000 Litres Range 95.9 billion km (55 days at full power)
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Chatham Mk5 class Missile Cruiser 10 000 tons 320 Crew 4662 BP TCS 200 TH 4000 EM 0
20000 km/s Armour 7-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 8 PPV 60
Maint Life 3.24 Years MSP 2185 AFR 106% IFR 1.5% 1YR 315 5YR 4721 Max Repair 1000 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 764
Lauer Propulsion 2000 EP BCAM E Drive (2) Power 2000 Fuel Use 9.38% Signature 2000 Exp 10%
Fuel Capacity 500 000 Litres Range 95.9 billion km (55 days at full power)
Size 4 Missile Launcher (15) Missile Size 4 Rate of Fire 15
Sensor Systems Missile Fire Control FC1060-R200 (3) Range 1 060.7m km Resolution 200
Sensor Systems Missile Fire Control FC174-R15 (5) Range 174.3m km Resolution 15
Dagger (191) Speed: 59 800 km/s End: 323.8m Range: 1161.9m km WH: 49 Size: 4 TH: 418/251/125
Compact ECCM-6 (5) ECM 60
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I really like that gunboat concept. Except possibly the cloak. I am mixed on that. A missile ship with that kind of cloak would be awesome. You could engage with relatively short-ranged missiles from outside of enemy AMM fire controls.
However, as a beam ship that has to close against missiles, that means there is still a good bit of distance that it is exposed to enemy missile fire... or would be if the AI included res 1 fire controls as a backup to their main anti-ship fire controls.
Among the things that I like about it is that you could have a bunch of these lurking with engines down and the enemy would have no way of knowing they were there while you were tracking them on passives.
I like the concept of build a fast parasite craft around a weapon and fire control. However, the cost of it is daunting, it costs about 40% more than the Chatam.
On the subject of, I suggest that you include a res-1 fire control on your missile ships, as an RP matter, if nothing else, on the grounds that it should be able to engage ship types that it knows can exist.
I DO like the Chatam's endurance stats. MSP > x2 MAX repair, and 12 months might be a little long, but it is a good standard. However, rapid fire long ranged missiles is rarely a good mix. Rapid fire 2-stage missiles where the 1st stage is matched to the speed of your cruiser, so all missiles separate at the same time, that time on target style is potentially very effective. If you had about 4x as many .25 sized launchers, you would have a larger volley to penetrate enemy point defense.
And your magazine looks a bit smaller than I would prefer. If you could replace your entire launcher system with box launchers and have the same total missiles, you may have insufficient magazine to launcher ratios. A rule of thumb I go by is at least as many HS in magazines as you have in launchers.
With long ranged missile ships, the cost of the missiles in the later game can exceed the cost of the ship. So you want to be economical with them, which means firing a volley, waiting and observing the effect, and then firing again. Something that rapid fire launchers would be somewhat inefficient for.
It would be highly effective at defeating most enemy small craft, which is very nice.
You may consider a budget version of it, with only 1-2 full sized fire controls, and a bunch of backup small fire controls, with which it can engage an enemy just outside of beam range with a fire control for each launcher.
An interesting variant might be to have a res 500 fire control as well, for anti-civilian shipping use, with even longer ranged 2-stage missiles.
For fun, see what kind of res 500 active sensor you could put on an unarmed gunboat variant. It would be noisy as frakk, but it could always turn that off, and you could use it to bait and kite an enemy around. Or see what the largest sensor you could put into it without having to retool. In order to get the best use of your gunboats' range, you will want to have some kind of sensor variant. You may also look into a tanker variant for your gunboats, giving your strike wing more range.
If I had that fleet and wanted to make it work with the least expensive and least time consuming changes, I would research some cheap 1 MSP decoy missiles that I would use to bleed an enemy of AMMs, then send in the Fires, where hopefully their beam range would exceed the range the enemy could use anti-ship fire controls against them.
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Thanks for the comments
The Gunboats, in tandem with the cloak, have a very small thermal signature. Definitely a bit pricey though.
I love the idea of reduced size launchers. I don't know why it didn't occur to me, because I'm typically very conservative with missiles, launch a single volley and wait to see the results.
I also like the active sensor idea,