Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: obsidian_green on April 14, 2018, 09:31:33 PM
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Thought I'd post the makeup of my soon-to-be current battle groups, maybe get some feedback about my small craft in particular. Each eight-warship battle group (determined by jump-engine squadron limit) is composed of a 60,000t jump-carrier, a 40,000t dreadnaught (jack-of-all-trades half-capacity carrier, primary sensor platform, destroyer), two 30,000t large destroyers (destroyer leader hulls), two 20,000t destroyers, and two 10,000t frigates.
[CV] Europe Mod.C class Carrier 60 000 tons 1602 Crew 16756.36 BP TCS 1200 TH 12000 EM 9000
10000 km/s JR 8-1000 Armour 6-136 Shields 300-300 Sensors 1/1/0/0 Damage Control Rating 171 PPV 44.55
Maint Life 6.16 Years MSP 23055 AFR 218% IFR 3% 1YR 1043 5YR 15640 Max Repair 1509 MSP
Intended Deployment Time: 18 months Flight Crew Berths 83
Hangar Deck Capacity 10000 tons Magazine 867
J60300(8-1000) Military Jump Drive Max Ship Size 60300 tons Distance 1000k km Squadron Size 8
2000 EP/ E1 Solid Core AM Drive (6) Power 2000 Fuel Use 12.5% Signature 2000 Exp 10%
Fuel Capacity 5 750 000 Litres Range 138.0 billion km (159 days at full power)
Shields Xi-R300/360 (60) Total Fuel Cost 900 Litres per hour (21 600 per day)
Twin Gauss LV4-100/ROF-5 Mk.2 Turret (3x10) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
FC S02-R75k TS40000 (3) Max Range: 150 000 km TS: 40000 km/s 93 87 80 73 67 60 53 47 40 33
ASM-SR4 [S6, WH16, R31] (144) Speed: 77 600 km/s End: 6.7m Range: 31.1m km WH: 16 Size: 6 TH: 569/341/170
AS100/32 MX384m -R4 -S6 (1) GPS 2400 Range 384.0m km Resolution 4
AS100/32 MX800m -R100 -S2.5 (1) GPS 25000 Range 800.0m km Resolution 100
Compact ECCM-4 (3) ECM 50
Strike Group
24x C/A-5E Aesculapian Strikefighter Speed: 27027 km/s Size: 4.44
10x C/F-6B Fer-de-lance Interceptor Speed: 36144 km/s Size: 6.64
1x SH/SR-4 Ratfish Rescue Shuttle Speed: 24000 km/s Size: 5
2x SH/SR-3B Rasbora Rescue Shuttle Speed: 29702 km/s Size: 4.04
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
[DN] Han Xin Mod.B class Dreadnought 40 000 tons 1027 Crew 18905.96 BP TCS 800 TH 8000 EM 6000
10000 km/s Armour 6-104 Shields 200-300 Sensors 1/1/0/0 Damage Control Rating 109 PPV 106.09
Maint Life 4.33 Years MSP 14563 AFR 259% IFR 3.6% 1YR 1248 5YR 18718 Max Repair 1800 MSP
Intended Deployment Time: 18 months Flight Crew Berths 41
Hangar Deck Capacity 5125 tons Magazine 931
2000 EP/ E1 Solid Core AM Drive (4) Power 2000 Fuel Use 12.5% Signature 2000 Exp 10%
Fuel Capacity 3 620 000 Litres Range 130.3 billion km (150 days at full power)
Shields Xi-R300/360 (40) Total Fuel Cost 600 Litres per hour (14 400 per day)
Twin 20cm C10 FXR Mk.2 Laser Turret (2x2) Range 600 000km TS: 40000 km/s Power 20-20 RM 8 ROF 5 10 10 10 10 10 10 10 10 8 8
Twin Gauss LV4-100/ROF-5 Mk.2 Turret (3x10) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
FC S02-R75k TS40000 (3) Max Range: 150 000 km TS: 40000 km/s 93 87 80 73 67 60 53 47 40 33
FC S08 R-300k TS-40000 (2) Max Range: 600 000 km TS: 40000 km/s 98 97 95 93 92 90 88 87 85 83
P8-S.5 Solid-core Anti-matter Power Plant (8) Total Power Output 64 Armour 0 Exp 5%
ML S1-RL5s [AMM] (16) Missile Size 1 Rate of Fire 5
ML S4- RL345 (33% Reduction) (12) Missile Size 4 Rate of Fire 345
MFC-AC 384m -R4 -S2 [100/32] (4) Range 384.0m km Resolution 4
MFC 96/10m -R1 -S1 [100/32] (8) Range 96.0m km Resolution 1
ASM-SR4 [S6, WH16, R31] (48) Speed: 77 600 km/s End: 6.7m Range: 31.1m km WH: 16 Size: 6 TH: 569/341/170
ASM-LR4A [S4, WH12, R230] (84) Speed: 56 100 km/s End: 68.3m Range: 230.1m km WH: 12 Size: 4 TH: 336/202/101
AMM-4A [R7.9m] (304) Speed: 110 400 km/s End: 1.2m Range: 7.9m km WH: 1 Size: 1 TH: 2428/1457/728
AS100/32 PD3.4m -MX32m -R1 -S1 (1) GPS 100 Range 32.0m km MCR 3.5m km Resolution 1
AS100/32 MX384m -R4 -S6 (1) GPS 2400 Range 384.0m km Resolution 4
AS100/32 PD13m -MX128m -R1 -S4 (1) GPS 400 Range 128.0m km MCR 13.9m km Resolution 1
AS100/32 MX1.1b -R100 -S3.5 (1) GPS 35000 Range 1 120.0m km Resolution 100
Compact ECCM-4 (13) ECM 50
Strike Group
1x SH/SR-4 Ratfish Rescue Shuttle Speed: 24000 km/s Size: 5
12x C/A-5C Aesculapian Strikefighter Speed: 27027 km/s Size: 4.44
1x SH/SR-3B Rasbora Rescue Shuttle Speed: 29702 km/s Size: 4.04
5x C/F-6B Fer-de-lance Interceptor Speed: 36144 km/s Size: 6.64
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
[DL] Dyeus Mod.B class Destroyer Leader 30 000 tons 810 Crew 15475.06 BP TCS 600 TH 6000 EM 6000
10000 km/s Armour 6-86 Shields 200-300 Sensors 1/1/0/0 Damage Control Rating 72 PPV 119.37
Maint Life 4.29 Years MSP 10559 AFR 219% IFR 3.1% 1YR 920 5YR 13805 Max Repair 1800 MSP
Intended Deployment Time: 18 months Flight Crew Berths 8
Hangar Deck Capacity 500 tons Magazine 955
2000 EP/ E1 Solid Core AM Drive (3) Power 2000 Fuel Use 12.5% Signature 2000 Exp 10%
Fuel Capacity 2 550 000 Litres Range 122.4 billion km (141 days at full power)
Shields Xi-R300/360 (40) Total Fuel Cost 600 Litres per hour (14 400 per day)
Twin 20cm C10 FXR Mk.2 Laser Turret (1x2) Range 600 000km TS: 40000 km/s Power 20-20 RM 8 ROF 5 10 10 10 10 10 10 10 10 8 8
Twin Gauss LV4-100/ROF-5 Mk.2 Turret (4x10) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
FC S08 R-300k TS-40000 (1) Max Range: 600 000 km TS: 40000 km/s 98 97 95 93 92 90 88 87 85 83
FC S02-R75k TS40000 (4) Max Range: 150 000 km TS: 40000 km/s 93 87 80 73 67 60 53 47 40 33
P8-S.5 Solid-core Anti-matter Power Plant (1) Total Power Output 8 Armour 0 Exp 5%
P3.2-S0.2 Solid-core Anti-matter Power Plant (4) Total Power Output 12.8 Armour 0 Exp 5%
ML S1-RL5s [AMM] (24) Missile Size 1 Rate of Fire 5
ML S4- RL345 (33% Reduction) (16) Missile Size 4 Rate of Fire 345
MFC-AC 384m -R4 -S2 [100/32] (8) Range 384.0m km Resolution 4
MFC 96/10m -R1 -S1 [100/32] (8) Range 96.0m km Resolution 1
ASM-LR4A [S4, WH12, R230] (160) Speed: 56 100 km/s End: 68.3m Range: 230.1m km WH: 12 Size: 4 TH: 336/202/101
AMM-4A [R7.9m] (315) Speed: 110 400 km/s End: 1.2m Range: 7.9m km WH: 1 Size: 1 TH: 2428/1457/728
AS100/32 PD10m -MX96m -R1 -S3 (1) GPS 300 Range 96.0m km MCR 10.5m km Resolution 1
AS100/32 PD3.4m -MX32m -R1 -S1 (1) GPS 100 Range 32.0m km MCR 3.5m km Resolution 1
AS100/32 MX384m -R4 -S6 (1) GPS 2400 Range 384.0m km Resolution 4
Compact ECCM-4 (13) ECM 40
Strike Group
1x SH/SR-4 Ratfish Rescue Shuttle Speed: 24000 km/s Size: 5
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
[D] Russia Mod.B class Destroyer 20 000 tons 533 Crew 9373.8 BP TCS 400 TH 4000 EM 4500
10000 km/s Armour 6-65 Shields 150-300 Sensors 1/1/0/0 Damage Control Rating 60 PPV 86.43
Maint Life 4.05 Years MSP 5917 AFR 158% IFR 2.2% 1YR 578 5YR 8670 Max Repair 1000 MSP
Intended Deployment Time: 18 months Flight Crew Berths 3
Hangar Deck Capacity 250 tons Magazine 626
2000 EP/ E1 Solid Core AM Drive (2) Power 2000 Fuel Use 12.5% Signature 2000 Exp 10%
Fuel Capacity 1 670 000 Litres Range 120.2 billion km (139 days at full power)
Shields Xi-R300/360 (30) Total Fuel Cost 450 Litres per hour (10 800 per day)
20cm C10 Far X-Ray Laser (3) Range 600 000km TS: 10000 km/s Power 10-10 RM 8 ROF 5 10 10 10 10 10 10 10 10 8 8
Twin Gauss LV4-100/ROF-5 Mk.2 Turret (3x10) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
FC S02-R75k TS40000 (3) Max Range: 150 000 km TS: 40000 km/s 93 87 80 73 67 60 53 47 40 33
FC S2-R300k TS10000 (1) Max Range: 600 000 km TS: 10000 km/s 98 97 95 93 92 90 88 87 85 83
P3.2-S0.2 Solid-core Anti-matter Power Plant (2) Total Power Output 6.4 Armour 0 Exp 5%
P8-S.5 Solid-core Anti-matter Power Plant (3) Total Power Output 24 Armour 0 Exp 5%
ML S1-RL5s [AMM] (12) Missile Size 1 Rate of Fire 5
ML S3 -RL200s (33% Reduction) (12) Missile Size 3 Rate of Fire 200
MFC 96/10m -R1 -S1 [100/32] (6) Range 96.0m km Resolution 1
AMM-4 [R3.2] (302) Speed: 110 400 km/s End: 0.5m Range: 3.2m km WH: 1 Size: 1 TH: 2097/1258/629
ACM-4B [S3, WH9, R57] (108) Speed: 73 600 km/s End: 13m Range: 57.3m km WH: 9 Size: 3 TH: 515/309/154
AS100/32 PD6.9m -MX64m -R1 -S2 (1) GPS 200 Range 64.0m km MCR 7.0m km Resolution 1
AS100/32 PD13m -MX128m -R1 -S4 (1) GPS 400 Range 128.0m km MCR 13.9m km Resolution 1
Compact ECCM-4 (10) ECM 40
Strike Group
1x SH/SR-4 Ratfish Rescue Shuttle Speed: 24000 km/s Size: 5
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
[F] Aquae Sextae Mod.C class Frigate 10 000 tons 285 Crew 5168.9 BP TCS 200 TH 2000 EM 3300
10000 km/s Armour 6-41 Shields 110-300 Sensors 1/1/0/0 Damage Control Rating 28 PPV 56.55
Maint Life 3.76 Years MSP 2827 AFR 91% IFR 1.3% 1YR 312 5YR 4682 Max Repair 1000 MSP
Intended Deployment Time: 18 months Spare Berths 1
2000 EP/ E1 Solid Core AM Drive (1) Power 2000 Fuel Use 12.5% Signature 2000 Exp 10%
Fuel Capacity 825 000 Litres Range 118.8 billion km (137 days at full power)
Shields Xi-R300/360 (22) Total Fuel Cost 330 Litres per hour (7 920 per day)
20cm C10 Far X-Ray Laser (2) Range 600 000km TS: 10000 km/s Power 10-10 RM 8 ROF 5 10 10 10 10 10 10 10 10 8 8
Twin Gauss LV4-100/ROF-5 Mk.2 Turret (3x10) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
FC S02-R75k TS40000 (3) Max Range: 150 000 km TS: 40000 km/s 93 87 80 73 67 60 53 47 40 33
FC S2-R300k TS10000 (1) Max Range: 600 000 km TS: 10000 km/s 98 97 95 93 92 90 88 87 85 83
P9.6-S.6 Solid-core Anti-matter Power Plant (1) Total Power Output 9.6 Armour 0 Exp 5%
P3.2-S0.2 Solid-core Anti-matter Power Plant (3) Total Power Output 9.6 Armour 0 Exp 5%
AS100/32 PD348k -MX3.2m -R1 -S.1 (1) GPS 10 Range 3.2m km MCR 349k km Resolution 1
Compact ECCM-4 (3) ECM 40
This design is classed as a Military Vessel for maintenance purposes
Engagements by previous versions of the Aquae Sextae class make me doubt their continued utility---they've been a bit of a third wheel when the dreadnaughts, and various destroyers are more capable beam combatants, so they've functioned primarily as too-expensive, glorified PD platforms. Subsequent to refits of older Aquae Sextaes I'll be retooling the frigate shipyards to turn out these more versatile frigates:
[F] Poitiers class Missile Frigate 10 000 tons 277 Crew 4753.72 BP TCS 200 TH 2000 EM 1950
10000 km/s Armour 6-41 Shields 65-300 Sensors 1/1/0/0 Damage Control Rating 28 PPV 47.7
Maint Life 3.66 Years MSP 2585 AFR 91% IFR 1.3% 1YR 299 5YR 4482 Max Repair 1000 MSP
Intended Deployment Time: 18 months Spare Berths 1
Magazine 301
2000 EP/ E1 Solid Core AM Drive (1) Power 2000 Fuel Use 12.5% Signature 2000 Exp 10%
Fuel Capacity 825 000 Litres Range 118.8 billion km (137 days at full power)
Shields Xi-R300/360 (13) Total Fuel Cost 195 Litres per hour (4 680 per day)
20cm C10 Far X-Ray Laser (1) Range 600 000km TS: 10000 km/s Power 10-10 RM 8 ROF 5 10 10 10 10 10 10 10 10 8 8
Twin Gauss LV4-100/ROF-5 Mk.2 Turret (2x10) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
FC S2-R300k TS10000 (1) Max Range: 600 000 km TS: 10000 km/s 98 97 95 93 92 90 88 87 85 83
FC S02-R75k TS40000 (2) Max Range: 150 000 km TS: 40000 km/s 93 87 80 73 67 60 53 47 40 33
P3.2-S0.2 Solid-core Anti-matter Power Plant (1) Total Power Output 3.2 Armour 0 Exp 5%
P8-S.5 Solid-core Anti-matter Power Plant (1) Total Power Output 8 Armour 0 Exp 5%
ML S1-RL5s [AMM] (12) Missile Size 1 Rate of Fire 5
MFC 96/10m -R1 -S1 [100/32] (4) Range 96.0m km Resolution 1
AMM-4A [R7.9m] (301) Speed: 110 400 km/s End: 1.2m Range: 7.9m km WH: 1 Size: 1 TH: 2428/1457/728
AS100/32 PD3.4m -MX32m -R1 -S1 (1) GPS 100 Range 32.0m km MCR 3.5m km Resolution 1
Compact ECCM-4 (3) Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes]
I wonder if my battle group craft complement leaves something to be desired, both in the design of the craft and in my combat doctrine. In my last major battle, I lost all my strikecraft to alien AMMs. My response was sensor research, longer-range MFCs, and longer-ranged missiles because I don't fully trust my railgun interceptors and never have---they weren't accompanying the strikecraft. I could be wrong, or I might feel differently if I had more than five per strikecraft squadron, but I like the synergies between the number of strikecarft and their carriers' magazine capacity too much to change squadron composition.
C/A-5E Aesculapian class Strikefighter 222 tons 1 Crew 163.2 BP TCS 4.44 TH 120 EM 0
27027 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1.8
Maint Life 0 Years MSP 0 AFR 44% IFR 0.6% 1YR 9 5YR 131 Max Repair 60 MSP
Intended Deployment Time: 0.1 months Spare Berths 3
Magazine 12
120 EP/ E3 Solid Core AM Drive (1) Power 120 Fuel Use 385.82% Signature 120 Exp 30%
Fuel Capacity 5 000 Litres Range 1.1 billion km (10 hours at full power)
Box Launcher S6-HR45m-Mk.2 (2) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
MFC-AC 91/22m -R10 -S.3 [100/32] (1) Range 91.1m km Resolution 10
ASM-SR4A [S6,WH25, R53] (2) Speed: 77 600 km/s End: 11.4m Range: 53m km WH: 25 Size: 6 TH: 620/372/186
Small Craft ECCM-2 (1) ECM 20
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and maintenance purposes
C/F-6B Fer-de-lance class Interceptor 332 tons 4 Crew 300 BP TCS 6.64 TH 240 EM 0
36144 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 0 Years MSP 0 AFR 66% IFR 0.9% 1YR 20 5YR 301 Max Repair 112 MSP
Intended Deployment Time: 0.1 months Spare Berths 0
120 EP/ E3 Solid Core AM Drive (2) Power 120 Fuel Use 385.82% Signature 120 Exp 30%
Fuel Capacity 10 000 Litres Range 1.4 billion km (10 hours at full power)
10cm Railgun V4/C3/R40k (1x4) Range 40 000km TS: 36144 km/s Power 3-3 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
FC S0.5/ R75k/ TS40k (FTR) (1) Max Range: 150 000 km TS: 40000 km/s 93 87 80 73 67 60 53 47 40 33
P3.2-S0.2 Solid-core Anti-matter Power Plant (1) Total Power Output 3.2 Armour 0 Exp 5%
Small Craft ECCM-2 (1) This design is classed as a Fighter for production, combat and maintenance purposes
SH/SR-3B Rasbora class Rescue Shuttle 202 tons 2 Crew 155 BP TCS 4.04 TH 28.8 EM 0
29702 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 0 Years MSP 0 AFR 40% IFR 0.6% 1YR 7 5YR 101 Max Repair 120 MSP
Intended Deployment Time: 0.3 months Spare Berths 0
Cryogenic Berths 200
120 EP/ E3/ TR.25 Solid Core AM Drive (1) Power 120 Fuel Use 385.82% Signature 28.8 Exp 30%
Fuel Capacity 85 000 Litres Range 19.6 billion km (7 days at full power)
Active MR1mk/ PD125k/ R1 (1) GPS 5 Range 1.2m km MCR 125k km Resolution 1
This design is classed as a Fighter for production, combat and maintenance purposes
SH/SR-4 Ratfish class Rescue Shuttle 250 tons 3 Crew 155.6 BP TCS 5 TH 28.8 EM 0
24000 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 0 Years MSP 0 AFR 50% IFR 0.7% 1YR 7 5YR 100 Max Repair 120 MSP
Intended Deployment Time: 4 months Spare Berths 0
Cryogenic Berths 400
120 EP/ E3/ TR.25 Solid Core AM Drive (1) Power 120 Fuel Use 385.82% Signature 28.8 Exp 30%
Fuel Capacity 85 000 Litres Range 15.9 billion km (7 days at full power)
This design is classed as a Fighter for production, combat and maintenance purposes
SH/TRN-05 Taimen class Fleet Support Vessel 100 tons 4 Crew 16.8 BP TCS 2 TH 1 EM 0
500 km/s Armour 1-1 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 0 Years MSP 52 AFR 0% IFR 0% 1YR 0 5YR 0 Max Repair 18 MSP
Intended Deployment Time: 18 months Spare Berths 1
1 EP Nuclear Thermal Engine (1) Power 1 Fuel Use 0.44% Signature 1 Exp 2%
Fuel Capacity 5 000 Litres Range 2045.5 billion km (47348 days at full power)
This design is classed as a Fighter for production, combat and maintenance purposes
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your support vessel is using nuclear pulse engines. you might want to consider an upgrade... your fleet also seems a bit slow for beam brawlers or too anemic in firepower to be a proper missile fleet. I think you should speciallize a lot more, try geting your frigate to go 50% faster, and give it some mean looking friends, or just get rid of all these lasers and fill the spaces with missiles and magazines... if you are looking for powerplay, that is... to me this game ends up being mostly about roleplay, so I often dont mind making the best out of my fleets.
if AMM is really being a proble for your strike craft, you may want to consider puting some armor on them. also having a sensor boat to go along with them is generally usefull in case you want to bait your enemy, or just make your assaults from a safer distance, without exposing the rest of your fleet.
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The purpose of that fleet trainer is to slow down a TG so it burns less fuel in fleet training. The lower tech engine was best for that and cheaper to boot. If I was alert when I designed that engine, I'm pretty sure it has the most advanced fuel efficiency possible---it's not an old engine design, just old tech. The limiting factor was the minimum engine size. I couldn't go smaller, so I had to go with less punch.
My warships are definitely multi-role platforms, which insures that the loss of any particular ship (except maybe the carrier, which all the other ships are there to protect anyway) doesn't cripple battle groups' utility. I actually lost a carrier and dreadnaught in the six-ship iteration of these battle groups; the surviving escorts retreated from the system and maintained a JP blockade despite the losses. In my one encounter (I'm still on my first run at Aurora) with a hostile, tech-equivalent NPR I used three, seven-ship (subtract a <I>Dyeus</I>-class DL from each) battle groups in the invading task force. The diverse weapons all saw use and the ability of a battle group to fulfill its tasks wasn't crippled when I lost a destroyer (through misjudged distance/movement initiative on a "follow" order).
The multi-role designs don't make for the most efficient individual ships, but that isn't my aim. I want the battle groups able to capably handle whatever situation arises.
Looking at the carrier, however, I noticed that I don't have the best sensor package aboard. I cut out the PD sensor, but I kinda need that more than the long-range 100-res sensor. That's going to mean sending three carriers back to the shipyards. :(
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I've only looked at the carrier and strikecraft so far, but it's looking fairly well put together. Most of the issues I see are minor or doctrinal differences. The only major issue is carriers becoming obsolete when very high tech levels come into play, but more on that at the bottom.
Nitpicks:
- The Carrier and Strikefighter carry different missiles as standard. (I think you updated the Fighter but missed the carrier when changing missiles)
- The capital ships have a very long range. You would get a better effect reducing the range for more speed or payload.
- 1x mult engines are rather unspecialised. (Here (http://aurora2.pentarch.org/index.php?topic=9146.0) is a good thread on this topic)
- Even keeping to 35% engine+fuel you could shift to 15000km/s with 50b km range.
- 500m km is a rather short strike range from my experience. Personally I don't consider less than 1b km viable, but I might be weird.
- Total strike capacity seems rather anemic. 72 missiles may not even be enough to breach a small fleet's Beam fire. (And AMMs become absurdly efficient at this tech level)
Doctrine:
- 1/6 carrier capacity
- Personally I tend to run ~33-50% of my carriers as hangar deck.
- 10k km/s
- My personal aim is for an equivalent speed to 40% tonnage as 1x engine. Which would be 16k km/s for Solid-core. This is on the fast side, but I'm impatient and it's worked so far.
- Deployment times, ranges, and Maint life
- I tend not to have my vessels deploy for specific missions so have not yet needed more than ~6 months deployment
- 40b km range has so far been enough for me to deploy anywhere my ships have been needed. (Occasionally I do need tanker for the return, but that's uncommon)
- While the Frigates seem reasonable, I'm wondering why the other ships have such long deployment times
- And I suspect if you're managing to use anywhere near that amount on repairs you'll need to look at your defensive doctrine.
High tech strike craft:
Basically there's a point that it become a negligible cost to placing cloaking devices on all your ships. I don't know if you've reached that point, but with the 125k rp techs you can manage a 95% reduction for 10% tonnage on ships down to 2000t. As the cost of the cloaks is based on the size (and no other factors) this means it costs ~16 bp for said cloak.
This results in a need for long range low Res sensors just to be able to engage mid sized targets. Sadly fighters are too small to ever efficiently use cloaks and thus simply become obsolete.
Thankfully I've not yet seen any indications that the AI makes use of cloaks and thus this is mostly observations without experience. (See here (http://aurora2.pentarch.org/index.php?topic=9856.0) for other high tech discussion)
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You don't need engines for your trainer at all. Make an Orbital Weapons Platform. I RP them as using simulators to fight.
Other than that, your ships look very impressive.
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I agree with most of the answers here.
I will not directly question the choice of engines to fuel ratio becasue you might have some special needs for building the ships in this fashion but here are my thoughts.
I generally nowadays tend to look at a good fuel efficiency rate that give me decent range but also a good enough overall fuel economy to support the fleet. For capital ships that is around 40-60% fuel efficiency. This means that the more technology I get the more I can increase the power rating of my ships and still have roughly the same operational range on my ships according to my doctrines. System patrol crafts and escort frigates usually get engines at 80-120% fuel efficiency since they rarely go very far or if escorting stuff they stay back with the logistical arm that usually stay 5-15b km behind the warships if close to any action.
Capital warships rarely need more than about 15-25b km operational tactical range, this is the amount of fuel my capital warship get.
The amount of engines I put on my ships the completely depend on what speed they need versus the mission tonnage I want them to have. It is very difficult to dictate when speed is better than more offensive or defensive equipment. I usually find a mix to be desirable. Some ships that is fast enough to chase a fast enemy or scout in force and some that bring more weapons and defenses over speed.
In your case I would seriously reduce the range of the ships and invest a bit more into tankers... I assume you still need colliers and supply ships anyway close to your fleets to support them.
When it comes to maintenance there are a few things to think about... battle damage and deployment from their bases. Some ships might be deploying rather far from any maintenance support bases, in these cases you might want to have a decent amount of maintenance window on them. You also want at least two times the largest component MSP... especially if that is the engine. This mean that I usually have my capital warship at a general maintenance cycle of roughly 2-2.5 years.
A also find that deployment time don't need to be more than 3-9 months. Smaller ships around 3 month and the bigger ones about 6-9 months depending on the type of missions they get assigned to. You always want to station some recreation facility together with any advanced fleet logistical hub or base.
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Capital warships rarely need more than about 15-25b km operational tactical range, this is the amount of fuel my capital warship get.
It's been a while (in-game and real-life), and the ship designs above have seen two or three refits since. I've been bringing the amount of fuel down, but very cautiously. A few recent refit designs come in at under 100b km worth of fuel, but most are still slightly above that.
The amount of engines I put on my ships the completely depend on what speed they need versus the mission tonnage I want them to have. It is very difficult to dictate when speed is better than more offensive or defensive equipment. I usually find a mix to be desirable. Some ships that is fast enough to chase a fast enemy or scout in force and some that bring more weapons and defenses over speed.
All my line warships, thus far, have been carriers and multi-role escorts that benefit from a shared fleet speed (up to 15,000 now for refitted ships). Anything faster rides in the hangars (I've got three 1,400t, 37,500 km/s single-laser corvettes and their GC-armed escorts riding in each dreadnought now). I have very large beam ships on the drawing board (dwarfing a certain mamma bear out there by 20,000t with shields just as strong), but it'll be two years (just game-time, hopefully, but the turns are getting really long) before I finalize the design with the latest engine tech. Those battleships will be capable of 30,000 km/s, jumps a squadron of 5 iirc, and I'll probably design some AM fast-frigates or fast-destroyers for escort ... probably a pair goes with each BB, with 288 + launchers AMM each and either GCs or GC turrets filling out the space, supplement for as many CIWS I can pack on the battleship (14 now, but that will increase with the armor savings from the next tech).
In your case I would seriously reduce the range of the ships and invest a bit more into tankers... I assume you still need colliers and supply ships anyway close to your fleets to support them.
Lol, haven't yet seen the need. I've fought two wars and enlightened two alien worlds. The first go with my very first carrier battle group seemed a cakewalk, so much so that I had a generation of escorts that didn't pack enough long range ASM punch, but that was quickly refitted out of them after two older long range missile ships handled a couple of unexpected encounters. My second war, when I wanted to achieve spatial dominance in-system, I sent three carrier battle groups to do it. I expended most of my escorts' ASM missiles, but it was enough, despite losing every single strikecraft to ignorance of just how long range NPRs like their AMMs. The leftover ASMs were enough to equip the single battle group I left behind after the action (AMMs weren't much depleted---only really needed them to handle the product of an alien fighter fleet). I now actually have an ordnance ship capable of resupplying a full battle group and, because I decided I didn't need frigates in my battle groups any longer, two Poitiers-class AMM frigates I built now serve as escorts for it---been real quiet tours for those crews.
For line warships, I've brought maintenance down to three years in redesigns, double the year-and-a-half deployment time, which I like because it allows for fleet training anywhere without crew morale complaints crowding the message board and because I have used battle groups to maintain blockades---better than a year on-station allowed for pain-free rotations. Combat craft, laser-corvettes, and corvette-escorts (to be phased out if I build the fighters I designed for that speed) all got the .1 deployment time and no engineering, iirc.
I started out with extreme caution when designing, but I've wised-up to just how extreme that caution was. Folks kept telling me, but by gradually bending to the wisdom, I've found numbers I'm happy with. I'll post the current designs once I start building/refitting, so I know it's locked in. All my line warships could use upgrades for their laser batteries and shields at this point, so I might squeeze that in before I retool shipyards for one final, 80,000t carrier class, the fast beam-battleships, and the warships that will escort them---the turns are just getting too long to continue beyond that goal.
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Capital warships rarely need more than about 15-25b km operational tactical range, this is the amount of fuel my capital warship get.
It's been a while (in-game and real-life), and the ship designs above have seen two or three refits since. I've been bringing the amount of fuel down, but very cautiously. A few recent refit designs come in at under 100b km worth of fuel, but most are still slightly above that.
The amount of engines I put on my ships the completely depend on what speed they need versus the mission tonnage I want them to have. It is very difficult to dictate when speed is better than more offensive or defensive equipment. I usually find a mix to be desirable. Some ships that is fast enough to chase a fast enemy or scout in force and some that bring more weapons and defenses over speed.
All my line warships, thus far, have been carriers and multi-role escorts that benefit from a shared fleet speed (up to 15,000 now for refitted ships). Anything faster rides in the hangars (I've got three 1,400t, 37,500 km/s single-laser corvettes and their GC-armed escorts riding in each dreadnought now). I have very large beam ships on the drawing board (dwarfing a certain mamma bear out there by 20,000t with shields just as strong), but it'll be two years (just game-time, hopefully, but the turns are getting really long) before I finalize the design with the latest engine tech. Those battleships will be capable of 30,000 km/s, jumps a squadron of 5 iirc, and I'll probably design some AM fast-frigates or fast-destroyers for escort ... probably a pair goes with each BB, with 288 + launchers AMM each and either GCs or GC turrets filling out the space, supplement for as many CIWS I can pack on the battleship (14 now, but that will increase with the armor savings from the next tech).
In your case I would seriously reduce the range of the ships and invest a bit more into tankers... I assume you still need colliers and supply ships anyway close to your fleets to support them.
Lol, haven't yet seen the need. I've fought two wars and enlightened two alien worlds. The first go with my very first carrier battle group seemed a cakewalk, so much so that I had a generation of escorts that didn't pack enough long range ASM punch, but that was quickly refitted out of them after two older long range missile ships handled a couple of unexpected encounters. My second war, when I wanted to achieve spatial dominance in-system, I sent three carrier battle groups to do it. I expended most of my escorts' ASM missiles, but it was enough, despite losing every single strikecraft to ignorance of just how long range NPRs like their AMMs. The leftover ASMs were enough to equip the single battle group I left behind after the action (AMMs weren't much depleted---only really needed them to handle the product of an alien fighter fleet). I now actually have an ordnance ship capable of resupplying a full battle group and, because I decided I didn't need frigates in my battle groups any longer, two Poitiers-class AMM frigates I built now serve as escorts for it---been real quiet tours for those crews.
For line warships, I've brought maintenance down to three years in redesigns, double the year-and-a-half deployment time, which I like because it allows for fleet training anywhere without crew morale complaints crowding the message board and because I have used battle groups to maintain blockades---better than a year on-station allowed for pain-free rotations. Combat craft, laser-corvettes, and corvette-escorts (to be phased out if I build the fighters I designed for that speed) all got the .1 deployment time and no engineering, iirc.
I started out with extreme caution when designing, but I've wised-up to just how extreme that caution was. Folks kept telling me, but by gradually bending to the wisdom, I've found numbers I'm happy with. I'll post the current designs once I start building/refitting, so I know it's locked in. All my line warships could use upgrades for their laser batteries and shields at this point, so I might squeeze that in before I retool shipyards for one final, 80,000t carrier class, the fast beam-battleships, and the warships that will escort them---the turns are just getting too long to continue beyond that goal.
Your tech levels seem to be very high... I suppose that anything you meet will mostly have considerably lower tech than you so that in and of itself make it rather easy... I might be wrong though. I never get to those levels in mt campaigns. I have also never really felt the NPR to be difficult unless they have a decent technological advantage.
To be honest I would not understand why a single military ship would need 100b km worth of fuel in them, but I might just fail to see the scope of your game. I would probably just increase the power multiplier of my engines and get a ship that is both faster and carries more weapons or defenses and with much lower range. But that is just me...
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Your tech levels seem to be very high... I suppose that anything you meet will mostly have considerably lower tech than you so that in and of itself make it rather easy... I might be wrong though. I never get to those levels in mt campaigns. I have also never really felt the NPR to be difficult unless they have a decent technological advantage.
To be honest I would not understand why a single military ship would need 100b km worth of fuel in them, but I might just fail to see the scope of your game. I would probably just increase the power multiplier of my engines and get a ship that is both faster and carries more weapons or defenses and with much lower range. But that is just me...
I don't have direct experience of what normal is, this is my first game of Aurora. I named it "Test Start" thinking I'd do something catastrophically wrong be fore I started a game in ernest, but the information in the wiki and on this forum is pretty good. You probably have a better scope of my game than I do and you're just glancing at some ship designs. :)
TN start, but I didn't use any of the free RP. (I began with one NPR starting along with me---did they use those points?) I did start with some great Power and Propulsion scientists and the second, almost perfect colony prospect I discovered had a 100% P&P bonus, so maybe faster growth of colonies as speedier civie colony ships moved them off Earth (and later Luna and Mars) played a role in getting the other good-bonus colonies I found later quickly to speed. A relatively early conquest proved a boost---lot of "free" factories, mines, research labs, etc. I suppose I was the beneficiary of really good starting circumstances right out of the gate. The NPRs I've fought both had tech advantages in at least one line of research, but there's no substitute for human planning or the ability to really expand into multiple systems---I don't think they do that, at least.
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To be honest there is nothing "Normal" in Aurora I would say. Your setup are probably quite "Normal" for most first play-throughs.
For a bit more NPR challenge I usually give them at least an x3 or 200% extra bonus so they are more powerful than me for the most part... Any single play I also start at conventional level and pretty much build no real military until I meet a hostile alien. If there are no military threats and no sign that there can be I don't think humanity would bother sinking research or resources into it if there was no internal reason to do so.
This is what gives me a more "interesting" setting if I play a single faction.
The way I tackle ship design is that I ask myself the question why I need a specific ship and what I need it to do. What resources is needed to create the ship and what compromises am I willing to accommodate to reduce the cost to develop a new ship type. Look at all the traits of the ship... from speed, defenses, weapons, electronics and range... how does it fit into the scope and your overall doctrines and most importantly any potential enemy you know exist.
The biggest "problem" I see with VB6 though in comparison with say C# is that in VB6 really big ships is rarely worth it. The reason being that there are too few that scales in favor of big ships and how you build your maintenance facilities. In VB6 it is quite alright to keep all your ships in a standard size and it can be relatively small and every ship due to small size can be specialized for one purpose. Size of ships are likely to increase some over the course of a game but it rarely need to go over 10.000t. This will change dramatically in C# and this intrigues me allot.
I must iterate... there no wrong way to play. You are not really suppose to play Aurora like it is a competition, there are far too many loopholes in the mechanics for doing that, especially against bog standards NPRs.