After trying the game out years ago only to give up after turns started taking forever before I even met any aliens. . . I find myself back into it again with the C# version - just with little recollection of how and what to design.
This is supposed to be a combination of a source of PPV and last line of defense.
And if the design is deemed workable, it might become the basis of my first actual fleet's design.
SS Erinyes B 001 (Erinyes B class Space Station) 12.000 tons 338 Crew 2.364,5 BP TCS 240 TH 0 EM 1.500
1 km/s Armour 16-46 Shields 50-375 HTK 98 Sensors 0/0/0/0 DCR 12 PPV 108,38
Maint Life 1,06 Years MSP 266 AFR 576% IFR 8,0% 1YR 239 5YR 3.580 Max Repair 96 MSP
Force Commander Control Rating 2 BRG ENG
Intended Deployment Time: 3 months Morale Check Required
10 HS Delta S25 / R375 Shields (2) Recharge Time 375 seconds (0,1 per second)
Twin 12cm C2 Ultraviolet Laser Turret 12000 (6x2) Range 160.000km TS: 12000 km/s Power 8-4 RM 40.000 km ROF 10
5 HS Quad Spray Gauss Cannon R400-17,00 Turret (10x16) Range 40.000km TS: 12500 km/s Power 0-0 RM 40.000 km ROF 5
Beam Fire Control R40-TS12000 (5) Max Range: 40.000 km TS: 12.000 km/s 75 50 25 0 0 0 0 0 0 0
Beam Fire Control R160-TS12000 (3) Max Range: 160.000 km TS: 12.000 km/s 94 88 81 75 69 62 56 50 44 38
2.5 HS Stellarator Fusion Reactor R25 (3) Total Power Output 75,9 Exp 5%
Active Search Sensor AS10-R10 (70%) (2) GPS 120 Range 10,3m km Resolution 10
This design is classed as a Military Vessel for maintenance purposes
My design philosophy is:
- A curtain of rapid fire quad gauss to defend against missiles, shields + armor to defend against the rest.
- Lasers of various ranges for offense, mostly because I don't want to add the complexity of missiles on my first game in forever.
No passive sensors since these are supposed to sit around my colonies for protection, which would have sensors magnitudes better than anything feasible no a station. That also means maintenance is not an issue.
So. . . how many glaring errors can you find?