Author Topic: First game, year 2113, current fleet design  (Read 1426 times)

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Offline Icebird (OP)

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First game, year 2113, current fleet design
« on: February 25, 2011, 10:19:29 AM »
Hello, welcome to my humble fleet!
Like I said in the title, its my first game, but I played a long time in it, so I could test different design and I'm quite confident in my actual fleet.
However, I ponder where to go next, what new class I should create, if there is some holes in my forces I should fill, etc..

So, here is my fleet design, hoping to have some review. Bad or good, I welcome any critique, thanks!

I have three size class in my fleet:
-1000 tons, gunboats
-14.400 tons, cruisers
-51.000 tons, support ships
I will mention the missiles series and characteristics for each ship, if needed.

Let's start with cruisers, they are the main part of my fleet.


Here is the Resolution, the base of my fleets, the skeleton on which I graft other cruisers.
Code: [Select]
Resolution MK3 class Jump Cruiser    14 150 tons     1366 Crew     3101 BP      TCS 283  TH 1562  EM 0
5519 km/s    JR 4-50     Armour 6-52     Shields 0-0     Sensors 48/28/0/0     Damage Control Rating 26     PPV 75
Annual Failure Rate: 100%    IFR: 1.4%    Maint Capacity 2192 MSP    Max Repair 230 MSP    Est Time: 3.88 Years
Magazine 950    

J14400(4-50) Military Jump Drive     Max Ship Size 14400 tons    Distance 50k km     Squadron Size 4
MCF Boosted Drive E4.5 (10)    Power 156.25    Fuel Use 45%    Signature 156.25    Armour 0    Exp 20%
Fuel Capacity 350 000 Litres    Range 98.9 billion km   (207 days at full power)

Twin 15cm C3 Far Ultraviolet Laser Turret (5x2)    Range 256 000km     TS: 12000 km/s     Power 12-6     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S12 128-12000 (1)    Max Range: 256 000 km   TS: 12000 km/s     96 92 88 84 80 77 73 69 65 61
Magnetic Confinement Fusion Reactor Technology PB-1.2 AR-1 (1)     Total Power Output 12    Armour 1    Exp 16%

MRM Launcher (10)    Missile Size 5    Rate of Fire 125
MR Jaguar Fire Control FC60-R4 (1)     Range 60.5m km    Resolution 4
MRM Jaguar MK3 (190)  Speed: 33 900 km/s   End: 29.5m    Range: 60m km   WH: 16    Size: 5    TH: 293 / 176 / 88

MR Active Search Sensor MR63-R10 (1)     GPS 1440     Range 63.8m km    Resolution 10
Thermal Sensor TH2-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

ECCM-1 (1)         ECM 30




The Furious is the punch, carrying long-range missiles, either anti-ship missiles or defense saturation MIRV. There is about 2 Furious for every Resolution.
Here's the characteristics of the MIRV:
MIRV Breacher MK1 Speed: 25 000 km/s   End: 200m    Range: 305.5m km   WH: 0    Size: 20
        14x MIRV Breacher Sub-Ammunition Speed: 62 500 km/s   End: 1.6m    Range: 6m km   WH: 4    Size: 1    TH: 208 / 125 / 62
Code: [Select]
Furious class Missile Cruiser    14 000 tons     1202 Crew     3148 BP      TCS 280  TH 1406  EM 0
5021 km/s     Armour 4-51     Shields 0-0     Sensors 48/1/0/0     Damage Control Rating 20     PPV 100
Annual Failure Rate: 78%    IFR: 1.1%    Maint Capacity 2811 MSP    Max Repair 432 MSP    Est Time: 3.57 Years
Magazine 1400    

MCF Boosted Drive E4.5 (9)    Power 156.25    Fuel Use 45%    Signature 156.25    Armour 0    Exp 20%
Fuel Capacity 350 000 Litres    Range 100.0 billion km   (230 days at full power)

LRM Launcher (10)    Missile Size 20    Rate of Fire 500
LRM Bear FC270-R20 (1)     Range 270.5m km    Resolution 20
LRM Bear MK1 (70)  Speed: 40 600 km/s   End: 110.8m    Range: 269.8m km   WH: 25    Size: 20    TH: 135 / 81 / 40

LR Active Search Sensor MR270-R20 (1)     GPS 8640     Range 270.5m km    Resolution 20
Thermal Sensor TH2-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km

ECCM-1 (1)         ECM 30




Hunt is the anti-missile defense cruiser. I put about 1 Hunt per 2 Resolution.
Code: [Select]
Hunt class Anti-Missile Cruiser    12 400 tons     1386 Crew     2656.5 BP      TCS 248  TH 1562  EM 0
6298 km/s     Armour 5-47     Shields 0-0     Sensors 48/28/0/0     Damage Control Rating 17     PPV 50
Annual Failure Rate: 72%    IFR: 1%    Maint Capacity 2276 MSP    Max Repair 112 MSP    Est Time: 7.01 Years
Magazine 950    

MCF Boosted Drive E4.5 (10)    Power 156.25    Fuel Use 45%    Signature 156.25    Armour 0    Exp 20%
Fuel Capacity 350 000 Litres    Range 112.9 billion km   (207 days at full power)

AMM Launcher (50)    Missile Size 1    Rate of Fire 5
AM Hornet Fire Control FC11-R1 (10)     Range 11.8m km    Resolution 1
AMM Hornet MK3 (950)  Speed: 58 600 km/s   End: 1.7m    Range: 6m km   WH: 4    Size: 1    TH: 761 / 457 / 228

SR Active Search Sensor MR15-R1 (1)     GPS 112     Range 15.7m km    Resolution 1
Thermal Sensor TH2-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

ECCM-1 (10)         ECM 30




Scimtar is the fast reaction beam cruiser, used to catch small preys, damaged ships, or to protect a jump point or planet. They are the most recent of my designs.
Code: [Select]
Scimtar class Cruiser    14 000 tons     1685 Crew     6677.2 BP      TCS 280  TH 2800  EM 10500
10000 km/s     Armour 1-51     Shields 350-300     Sensors 48/28/0/0     Damage Control Rating 10     PPV 80
Annual Failure Rate: 156%    IFR: 2.2%    Maint Capacity 2981 MSP    Max Repair 450 MSP    Est Time: 2.41 Years

ICF Boosted Drive E4.5 (14)    Power 200    Fuel Use 45%    Signature 200    Armour 0    Exp 20%
Fuel Capacity 500 000 Litres    Range 142.9 billion km   (165 days at full power)
Xi R300/15 Shields (70)   Total Fuel Cost  1 050 Litres per day

25cm C8 Far X-Ray Laser (10)    Range 600 000km     TS: 10000 km/s     Power 16-8     RM 8    ROF 10        16 16 16 16 16 16 16 16 14 12
Fire Control S08 300-10000 (1)    Max Range: 600 000 km   TS: 10000 km/s     98 97 95 93 92 90 88 87 85 83
ICF Reactor Technology PB-1 AR-0 (7)     Total Power Output 84    Armour 0    Exp 5%

SR Active Search Sensor MR15-R1 (1)     GPS 112     Range 15.7m km    Resolution 1
Thermal Sensor TH2-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

ECCM-3 (1)         ECM 30




Now, we have the gunboats, one design only, but it proved to be very usefull. They operate in squadrons of 20.
Each MIRV Swarm release 4 sub-ammunition:
Swarm Sub-Ammunition Speed: 62 500 km/s   End: 1.6m    Range: 6m km   WH: 4    Size: 1    TH: 208 / 125 / 62
Code: [Select]
Hermes class Fast Attack Craft    1 000 tons     67 Crew     333 BP      TCS 20  TH 300  EM 0
15000 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 6
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 208 MSP    Max Repair 144 MSP    Est Time: 5.51 Years
Magazine 40    

FAC MCF Boosted Drive E42 (1)    Power 300    Fuel Use 420%    Signature 300    Armour 0    Exp 48%
Fuel Capacity 70 000 Litres    Range 30.0 billion km   (23 days at full power)

MIRV Swarm Box Launcher (8)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
MIRV Swarm Fire Control FC67-R20 (1)     Range 67.6m km    Resolution 20
MIRV Swarm MK1 (8)  Speed: 12 500 km/s   End: 80m    Range: 65m km   WH: 0    Size: 5    TH: 41 / 25 / 12

MR Active Search Sensor MR63-R10 (1)     GPS 1440     Range 63.8m km    Resolution 10




Onto the support ships! Starting with the Cromwell, command jumpship.
The Trident cruise missile release 3 sub-ammunition:
Trident Sub-Ammunition Speed: 58 300 km/s   End: 6.8m    Range: 24m km   WH: 49    Size: 15    TH: 330 / 198 / 99
Code: [Select]
Cromwell class Command Ship    51 000 tons     4780 Crew     14094.5 BP      TCS 1020  TH 3125  EM 0
3063 km/s    JR 5-50     Armour 10-122     Shields 0-0     Sensors 900/1/0/0     Damage Control Rating 124     PPV 270
Annual Failure Rate: 200%    IFR: 2.8%    Maint Capacity 17964 MSP    Max Repair 2601 MSP    Est Time: 2.15 Years
Flag Bridge    Magazine 3630    

J51000(5-50) Military Jump Drive     Max Ship Size 51000 tons    Distance 50k km     Squadron Size 5
MCF Boosted Drive E4.5 (20)    Power 156.25    Fuel Use 45%    Signature 156.25    Armour 0    Exp 20%
Fuel Capacity 1 000 000 Litres    Range 78.4 billion km   (296 days at full power)

Twin 15cm C3 Far Ultraviolet Laser Turret (15x2)    Range 300 000km     TS: 12000 km/s     Power 12-6     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Beam Fire Control S08 192-10000 (2)    Max Range: 384 000 km   TS: 10000 km/s     97 95 92 90 87 84 82 79 77 74
ICF Reactor Technology PB-1 AR-0 (8)     Total Power Output 96    Armour 0    Exp 5%

AMM Launcher (30)    Missile Size 1    Rate of Fire 5
CM Trident Box Launcher (10)    Missile Size 60    Hangar Reload 450 minutes    MF Reload 75 hours
AM Hornet Fire Control FC11-R1 (2)     Range 11.8m km    Resolution 1
Cruise Missile Fire Control FC1999-R100 (1)     Range 1 999.2m km    Resolution 100
AMM Hornet MK2 (3030)  Speed: 75 000 km/s   End: 1.3m    Range: 6m km   WH: 1    Size: 1    TH: 975 / 585 / 292
Cruise Missile Trident MK1 (10)  Speed: 8 300 km/s   End: 1.2d    Range: 918.4m km   WH: 0    Size: 60    TH: 14 / 8 / 4

Deep Space Sensor MR1960-R100 (1)     GPS 140000     Range 1 960.0m km    Resolution 100
SR Active Search Sensor MR15-R1 (1)     GPS 112     Range 15.7m km    Resolution 1
Thermal Sensor TH50-900 XXL (1)     Sensitivity 900     Detect Sig Strength 1000:  900m km

ECCM-1 (1)         ECM 30





The Essex carrier have a full squadron of Hermes in his hangars.
Code: [Select]
Essex class Carrier    51 000 tons     2792 Crew     7421.5 BP      TCS 1020  TH 3125  EM 0
3063 km/s     Armour 5-122     Shields 0-0     Sensors 48/28/0/0     Damage Control Rating 120     PPV 30
Annual Failure Rate: 260%    IFR: 3.6%    Maint Capacity 17276 MSP    Max Repair 112 MSP    Est Time: 10.39 Years
Hangar Deck Capacity 20000 tons     Magazine 3030    

MCF Boosted Drive E4.5 (20)    Power 156.25    Fuel Use 45%    Signature 156.25    Armour 0    Exp 20%
Fuel Capacity 1 200 000 Litres    Range 94.1 billion km   (355 days at full power)

CIWS-200 (10x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
AMM Launcher (30)    Missile Size 1    Rate of Fire 5
AM Hornet Fire Control FC11-R1 (3)     Range 11.8m km    Resolution 1
MIRV Swarm MK1 (500)  Speed: 12 500 km/s   End: 80m    Range: 65m km   WH: 0    Size: 5    TH: 41 / 25 / 12
AMM Hornet MK2 (530)  Speed: 75 000 km/s   End: 1.3m    Range: 6m km   WH: 1    Size: 1    TH: 975 / 585 / 292

SR Active Search Sensor MR15-R1 (1)     GPS 112     Range 15.7m km    Resolution 1
Thermal Sensor TH2-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

ECCM-1 (3)         ECM 30




The Wolfhound is a dropship, and as you can see I like BIG dropships:
Code: [Select]
Wolfhound MK2 class Dropship    50 000 tons     1856 Crew     7889 BP      TCS 1000  TH 5000  EM 9000
5000 km/s     Armour 10-120     Shields 300-300     Sensors 1/1/0/0     Damage Control Rating 60     PPV 0
Annual Failure Rate: 333%    IFR: 4.6%    Maint Capacity 5916 MSP    Max Repair 100 MSP    Est Time: 5.46 Years
Troop Capacity: 10 Battalions    Drop Capacity: 10 Battalions    Cargo Handling Multiplier 400    

ICF Boosted Drive E4.5 (25)    Power 200    Fuel Use 45%    Signature 200    Armour 0    Exp 20%
Fuel Capacity 1 100 000 Litres    Range 88.0 billion km   (203 days at full power)
Xi R300/15 Shields (60)   Total Fuel Cost  900 Litres per day

ECM 30




The Lexington, a simple supply ship:
Code: [Select]
Lexington class Collier    51 000 tons     3176 Crew     7642.5 BP      TCS 1020  TH 743.75  EM 0
2083 km/s     Armour 3-122     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 149     PPV 0
Annual Failure Rate: 139%    IFR: 1.9%    Maint Capacity 13956 MSP    Max Repair 93 MSP    Est Time: 14.16 Years
Magazine 13500    

MCF Drive Ninja E2.1 (20)    Power 106.25    Fuel Use 21%    Signature 37.1875    Armour 0    Exp 2%
Fuel Capacity 600 000 Litres    Range 100.8 billion km   (560 days at full power)

LRM Bear MK1 (400)  Speed: 40 600 km/s   End: 110.8m    Range: 269.8m km   WH: 25    Size: 20    TH: 135 / 81 / 40
AMM Hornet MK2 (3000)  Speed: 75 000 km/s   End: 1.3m    Range: 6m km   WH: 1    Size: 1    TH: 975 / 585 / 292
MRM Jaguar MK3 (500)  Speed: 33 900 km/s   End: 29.5m    Range: 60m km   WH: 16    Size: 5    TH: 293 / 176 / 88





Finally, a big PDC with deep space defense and detection capacity. It proved to be quite useful, but the design start to be old.
Here's the Spear cruise missile stage 2:
Spear MK2 Stage 2  Speed: 41 700 km/s   End: 32m    Range: 80.1m km   WH: 50    Size: 15    TH: 139 / 83 / 41
Code: [Select]
Iron Duke MK2 class Planetary Defence Centre    29 200 tons     2180 Crew     8144.5 BP      TCS 584  TH 0  EM 0
Armour 19-84     Sensors 1/1400     Damage Control Rating 0     PPV 250
Magazine 2365    

AMM Launcher (25)    Missile Size 1    Rate of Fire 5
PDC Cruise Launcher (30)    Missile Size 30    Rate of Fire 7500
Cruise Missile Fire Control FC1999-R100 (5)     Range 1 999.2m km    Resolution 100
AM Hornet Fire Control FC11-R1 (5)     Range 11.8m km    Resolution 1
AMM Hornet MK2 (565)  Speed: 75 000 km/s   End: 1.3m    Range: 6m km   WH: 1    Size: 1    TH: 975 / 585 / 292
CM Spear MK2 (60)  Speed: 16 700 km/s   End: 1.2d    Range: 1883.6m km   WH: 0    Size: 30    TH: 28 / 16 / 8

Deep Space Sensor MR1960-R100 (1)     GPS 140000     Range 1 960.0m km    Resolution 100
SR Active Search Sensor MR15-R1 (1)     GPS 112     Range 15.7m km    Resolution 1

ECCM-1 (5)  
« Last Edit: February 25, 2011, 10:21:42 AM by Icebird »
 

Offline dalord0

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Re: First game, year 2113, current fleet design
« Reply #1 on: February 25, 2011, 10:57:41 PM »
Two things, first all your ships have different speeds.  This isn't a problem unless they are meant to operate in a fleet because a fleet can only move as fast as its slowest ship.  As I said not a problem if you keep that in mind.  Secondly aall the different missiles you use end up being a logistical nightmare balancing production and shipping them to your fleets.  Hope this helps :)
 

Offline Brian Neumann

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Re: First game, year 2113, current fleet design
« Reply #2 on: February 25, 2011, 11:29:47 PM »
I agree about having all of the different missile types.  It is a real pain to handle.  Try to keep the sizes you use to a minimum.  There are three sizes that I will have on ships.  Anti-missile (size 1), Standard Missile (3-6) and a heavy missile (9-12)  I try to keep the cycle time for my standard missiles down to around 20-30 seconds.  The heavy missiles are for the biggest ships only and are usually specialty rounds for different tasks.  I also try to keep the speeds of the different missile sizes the same.  If they have the same flight speed then getting them to have a decent time on target to saturate enemy pd is much easier.  All that being said, I often have several different variants that are all the same size.  Normally a ship is armed the standard missile, good range/warhead/to hit chance for shooting at enemy ships.  I will also have a shorter range heavy warhead version for fighters/gunboats ect, and a long range version with active or passive sensors and a smaller warhead.  The same is true of the heavy missiles, but these are also modified by having armor/ecm.  I can switch the missile loadout depending on what I am fighting fairly easily, and if I run out of the optimum type I can fall back on the other version so I don't run out of ammo.  With your setup you have a wonderfull punch on the first battle, but it is going to be really hard to have enough of every type of missile on your colliers to re-ammo after the fight, especially after a second fight, some of your ships are probably going to be part empty.

A side note for you to consider.  Shields work best against slow firing weapons as this gives them the best chance to recharge between salvo's.  Armor is better against the big one shot attacks and smaller rapid fire weapons.  Shields also have the advantage that they do not get worse over time the way that armor damage does.

Brian