Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: kuhaica on February 05, 2020, 03:14:29 PM
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Been playing a new playthrough recently and decided to start posting on the forums rather than being a lurker. Anyways, ships posted here I'm a bit proud off even though they got whipped out in the first combat engagement of the game, but for such an overwhelming fight they preformed fairly adequately managing to give a 200,000-ton ship a bloody nose.
These three classes operate in task groups of 5, two Darts, two Javelins and a single Visor class ship. All of them are long-range frigates whose purpose are to explore dangerous systems which may contain hostile Xenos. And picket jump points outside of controlled territory. Not meant to really be much of a threat or even complement a larger fleet.
F-Dart B class Frigate 4 000 tons 105 Crew 728.5 BP TCS 80 TH 19.2 EM 0
3000 km/s Armour 3-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 24
Maint Life 3.05 Years MSP 228 AFR 64% IFR 0.9% 1YR 37 5YR 552 Max Repair 99 MSP
Intended Deployment Time: 24 months Spare Berths 0
Magazine 208
F/S-3 120 EP Internal Fusion Drive (2) Power 120 Fuel Use 10.04% Signature 9.599999 Exp 6%
Fuel Capacity 585 000 Litres Range 262.2 billion km (1011 days at full power)
Size 4 Missile Launcher (6) Missile Size 4 Rate of Fire 25
MFC-AS/L-2 Missile Fire Control FC116-R100 (25%) (1) Range 116.6m km Resolution 100
AS/4/L-2 (52) Speed: 50 500 km/s End: 33m Range: 100m km WH: 4 Size: 4 TH: 791/474/237
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
The Dart as it names suggests is simply a light missile frigate, each of those size 4 missiles pack quite the punch and speed, just the range proved to be a problem in the fight (even if I outranged the Xenos by 20,000,000 km. Every missile made it past the AMM's of the enemy and did a number to its shield.
F-Javelin B class Frigate 4 000 tons 120 Crew 743.5 BP TCS 80 TH 19.2 EM 0
3000 km/s Armour 3-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 24
Maint Life 7.19 Years MSP 476 AFR 31% IFR 0.4% 1YR 16 5YR 242 Max Repair 99 MSP
Intended Deployment Time: 24 months Spare Berths 1
Magazine 152
F/S-3 120 EP Internal Fusion Drive (2) Power 120 Fuel Use 10.04% Signature 9.599999 Exp 6%
Fuel Capacity 585 000 Litres Range 262.2 billion km (1011 days at full power)
Size 6 Missile Launcher (4) Missile Size 6 Rate of Fire 40
MFC-AS/L-2 Missile Fire Control FC116-R100 (25%) (1) Range 116.6m km Resolution 100
AS/6/S-2 (25) Speed: 50 300 km/s End: 33.2m Range: 100.1m km WH: 9 Size: 6 TH: 754/452/226
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
The Javelin class frigates are the heavier hitting big sister of the Dart, yet I was a fool and never updated their missiles due to the limited range of my MFCs. I figured it would be better to not use the longer range, higher damaging missiles built for my first generation of cruisers. So, rather than 9 damage, they could have been doing 16 and moving only slightly slower. It wouldn't have saved my ships from the dreadnaught but might have done more than just bloody it.
FL-Visor A class Frigate Leader 4 000 tons 100 Crew 1827.5 BP TCS 80 TH 19.2 EM 0
3000 km/s JR 5-50 Armour 3-22 Shields 0-0 Sensors 72/72/0/0 Damage Control Rating 4 PPV 10.3
Maint Life 8.24 Years MSP 1142 AFR 32% IFR 0.4% 1YR 30 5YR 449 Max Repair 675 MSP
Intended Deployment Time: 24 months Spare Berths 0
Frigate JD J4000(5-50) Military Jump Drive Max Ship Size 4000 tons Distance 50k km Squadron Size 5
F/S-3 120 EP Internal Fusion Drive (2) Power 120 Fuel Use 10.04% Signature 9.599999 Exp 6%
Fuel Capacity 590 000 Litres Range 264.4 billion km (1020 days at full power)
x4 Light CM-2 Gauss Cannon R4-17 Turret (2x16) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
BFC-Gauss CM-2 Fire Control S01 50-40000 H25 (1) Max Range: 100 000 km TS: 40000 km/s 90 80 70 60 50 40 30 20 10 0
Ship-ASS/M-2 Active Search Sensor MR103-R100 (25%) (1) GPS 5760 Range 103.7m km Resolution 100
Escort-2 Thermal Sensor TH4-72 (25%) (1) Sensitivity 72 Detect Sig Strength 1000: 72m km
Escort-2 EM Detection Sensor EM4-72 (25%) (1) Sensitivity 72 Detect Sig Strength 1000: 72m km
Compact ECCM-4 (1) ECM 40
Now, I've always been bad at setting up PD defence with turrets and this battle 'kinda' proved that again. The Visor, however, managed to shoot down 7 of the 10km/s missiles trying to kill it specifically on final defence. Out of the 81 per volley. So I'm unsure about this design exactly, it did a good job of being the eyes of the fleet and served its purpose of a Jump Frigate. Overall I think when the time comes I just need to give it more PD and some AMM's/CM's.
Anywho, these are three of my tried and tested ships in the GTU (Grand Terran Union) I may post the other designs after my battle with the enemy dreadnaught.
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So, turned out that 200,000 ton dreadnaught was a 200,000 ton carrier with 100 750 ton fighters. But I atomized those fighters and turned the carrier into dust.
The main fleet consists of 10 destroyers, 7 cruisers. Three Python class Destoyers, Three Viper class Destroyers, Three Mongoose class Escort Destoyers, One Wolf Class Destroyer Leader. Then I got Three Pig class Crusiers, Three Badger class Cruisers and a Single Crocodile class Cruiser.
DD-Python Mk2 class Destroyer 8 000 tons 227 Crew 1580.5 BP TCS 160 TH 960 EM 0
6000 km/s Armour 3-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 8 PPV 36
Maint Life 3.44 Years MSP 864 AFR 73% IFR 1% 1YR 111 5YR 1668 Max Repair 240 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 826
480 EP Internal Fusion Drive (2) Power 480 Fuel Use 92.59% Signature 480 Exp 15%
Fuel Capacity 1 030 000 Litres Range 25.0 billion km (48 days at full power)
Size 4 Missile Launcher (6) Missile Size 4 Rate of Fire 25
Size 6 Missile Launcher (2) Missile Size 6 Rate of Fire 40
MFC-AS/L-2 Missile Fire Control FC116-R100 (25%) (2) Range 116.6m km Resolution 100
AS/4/L-2 (112) Speed: 50 500 km/s End: 33m Range: 100m km WH: 4 Size: 4 TH: 791/474/237
AS/6/L-2 (63) Speed: 38 900 km/s End: 86.3m Range: 201.5m km WH: 9 Size: 6 TH: 570/342/171
Ship-ASS/M-2 Active Search Sensor MR103-R100 (25%) (1) GPS 5760 Range 103.7m km Resolution 100
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
The python is meant more to have sustained fire so it can stay in the fight long, the test against fighters and the carrier didn't let it shine in its primary role. I plan on the larger version of this fellow to have some more PD on it. I just call it a destroyer as a place holder/following my Classification system.
DD-Viper Mk2 class Destroyer 8 000 tons 190 Crew 2555.3 BP TCS 160 TH 960 EM 0
6000 km/s Armour 3-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 27 PPV 42.76
Maint Life 5.35 Years MSP 1517 AFR 67% IFR 0.9% 1YR 89 5YR 1330 Max Repair 675 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 712
480 EP Internal Fusion Drive (2) Power 480 Fuel Use 92.59% Signature 480 Exp 15%
Fuel Capacity 1 030 000 Litres Range 25.0 billion km (48 days at full power)
x4 Ultra Light CM-2 Gauss Cannon R4-8 Turret (2x16) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
BFC-Gauss CM-2 Fire Control S01 50-40000 H25 (1) Max Range: 100 000 km TS: 40000 km/s 90 80 70 60 50 40 30 20 10 0
Size 6 Missile Launcher (2) Missile Size 6 Rate of Fire 40
Box Size 6 Box Launcher (24) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Size 1 Missile Launcher (4) Missile Size 1 Rate of Fire 10
MFC-CM/S-2 Missile Fire Control FC97-R1 (25%) (1) Range 97.2m km Resolution 1
MFC-AS/L-2 Missile Fire Control FC116-R100 (25%) (2) Range 116.6m km Resolution 100
CM/L-2 (196) Speed: 45 600 km/s End: 18.3m Range: 50.1m km WH: 1 Size: 1 TH: 714/428/214
AS/6/L-2 (86) Speed: 38 900 km/s End: 86.3m Range: 201.5m km WH: 9 Size: 6 TH: 570/342/171
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
The Viper here is "Alpha strike is stronk" design philosophy. Which I didn't really get to test yet. Again, just a place holder design at the moment to get more tonnage out on the field, later on, it'll be mostly PD because of that's good.
DE-Mongoose Mk2 class Destroyer Escort 8 000 tons 243 Crew 4313.5 BP TCS 160 TH 960 EM 0
6000 km/s Armour 3-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 31 PPV 10
Maint Life 4.88 Years MSP 3707 AFR 46% IFR 0.6% 1YR 257 5YR 3859 Max Repair 2349 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 470
480 EP Internal Fusion Drive (2) Power 480 Fuel Use 92.59% Signature 480 Exp 15%
Fuel Capacity 1 035 000 Litres Range 25.2 billion km (48 days at full power)
Size 1 Missile Launcher (10) Missile Size 1 Rate of Fire 10
MFC-CM/S-2 Missile Fire Control FC97-R1 (25%) (2) Range 97.2m km Resolution 1
CM/L-2 (470) Speed: 45 600 km/s End: 18.3m Range: 50.1m km WH: 1 Size: 1 TH: 714/428/214
Missile-ASS/-2 Active Search Sensor MR187-R1 (25%) (1) GPS 1044 Range 187.9m km MCR 20.5m km Resolution 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
The Counter missile destroyer. It served me well having taken down most of the fighters before the cruisers cleared up the damaged ones.
DL-Wolf Mk2 class Destroyer Leader 8 000 tons 247 Crew 4155.9 BP TCS 160 TH 960 EM 0
6000 km/s Armour 3-35 Shields 0-0 Sensors 72/72/0/0 Damage Control Rating 26 PPV 41.7
Maint Life 6.45 Years MSP 3062 AFR 80% IFR 1.1% 1YR 127 5YR 1901 Max Repair 1350 MSP
Intended Deployment Time: 12 months Spare Berths 1
Flag Bridge Magazine 12
480 EP Internal Fusion Drive (2) Power 480 Fuel Use 92.59% Signature 480 Exp 15%
Fuel Capacity 1 110 000 Litres Range 27.0 billion km (52 days at full power)
30cm C4 Far Ultraviolet Laser (1) Range 800 000km TS: 10000 km/s Power 24-4 RM 5 ROF 30 24 24 24 24 24 20 17 15 13 12
x4 Light CM-2 Gauss Cannon R4-17 Turret (6x16) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
CIWS-400 (1x8) Range 1000 km TS: 40000 km/s ROF 5 Base 50% To Hit
BFC-Laser-1 Fire Control S02 400-10000 H25 (1) Max Range: 800 000 km TS: 10000 km/s 99 98 96 95 94 92 91 90 89 88
BFC-Gauss CM-2 Fire Control S01 50-40000 H25 (1) Max Range: 100 000 km TS: 40000 km/s 90 80 70 60 50 40 30 20 10 0
Size 0.5-1 Tokamak Fusion Reactor Technology PB-1 (1) Total Power Output 4 Armour 0 Exp 5%
Box Size 6 Box Launcher (2) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
MFC-SD-2 Missile Fire Control FC304-R500 (1) Range 304.3m km Resolution 500
SD-1 (2) Speed: 12 400 km/s End: 407.8m Range: 303.4m km WH: 0 Size: 6 TH: 49/29/14
Ship-ASS/M-2 Active Search Sensor MR103-R100 (25%) (1) GPS 5760 Range 103.7m km Resolution 100
Escort-2 Thermal Sensor TH4-72 (25%) (1) Sensitivity 72 Detect Sig Strength 1000: 72m km
Escort-2 EM Detection Sensor EM4-72 (25%) (1) Sensitivity 72 Detect Sig Strength 1000: 72m km
Compact ECCM-4 (1) ECCM-5 (1) Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
The "Eyes" of my Destroyers, it's the one with all the specialized sensors and of course, PD as Escorts should have.
CA-Pig Mk1 class Cruiser 16 000 tons 457 Crew 6178 BP TCS 320 TH 1920 EM 0
6000 km/s Armour 7-56 Shields 0-0 Sensors 144/72/0/0 Damage Control Rating 33 PPV 67.3
Maint Life 3.39 Years MSP 3137 AFR 157% IFR 2.2% 1YR 415 5YR 6228 Max Repair 1350 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 965
480 EP Internal Fusion Drive (4) Power 480 Fuel Use 92.59% Signature 480 Exp 15%
Fuel Capacity 2 165 000 Litres Range 26.3 billion km (50 days at full power)
38cm C4 Far Ultraviolet Laser (1) Range 800 000km TS: 10000 km/s Power 38-4 RM 5 ROF 50 38 38 38 38 38 31 27 23 21 19
x4 Light CM-2 Gauss Cannon R4-17 Turret (2x16) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
BFC-Laser-1 Fire Control S02 400-10000 H25 (1) Max Range: 800 000 km TS: 10000 km/s 99 98 96 95 94 92 91 90 89 88
BFC-Gauss CM-2 Fire Control S01 50-40000 H25 (1) Max Range: 100 000 km TS: 40000 km/s 90 80 70 60 50 40 30 20 10 0
Size 0.5-1 Tokamak Fusion Reactor Technology PB-1 (1) Total Power Output 4 Armour 0 Exp 5%
Size 1 Missile Launcher (5) Missile Size 1 Rate of Fire 10
Size 10 Missile Launcher (4) Missile Size 10 Rate of Fire 60
MFC-CM/S-2 Missile Fire Control FC97-R1 (25%) (1) Range 97.2m km Resolution 1
Artemis MFC-HVY/10/L-1 Missile Fire Control FC233-R100 (25%) (1) Range 233.3m km Resolution 100
CM/L-2 (185) Speed: 45 600 km/s End: 18.3m Range: 50.1m km WH: 1 Size: 1 TH: 714/428/214
HVY/10/L-2 (78) Speed: 33 400 km/s End: 100m Range: 200.5m km WH: 25 Size: 10 TH: 412/247/123
Ship-ASS/L-2 Active Search Sensor MR210-R100 (25%) (1) GPS 11700 Range 210.6m km Resolution 100
Cruiser-2 Thermal Sensor TH8-144 (25%) (1) Sensitivity 144 Detect Sig Strength 1000: 144m km
Escort-2 EM Detection Sensor EM4-72 (25%) (1) Sensitivity 72 Detect Sig Strength 1000: 72m km
ECCM-5 (1) ECM 50
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
The Pig is my Missile cruiser, as you can see it's fairly balanced all things go. With more space, I try to give a bit of everything so it can function well enough and even protect itself somewhat.
CA-Badger Mk1 class Cruiser 16 000 tons 438 Crew 9784 BP TCS 320 TH 1920 EM 0
6000 km/s Armour 7-56 Shields 0-0 Sensors 72/1/0/0 Damage Control Rating 31 PPV 30.3
Maint Life 2.15 Years MSP 4204 AFR 186% IFR 2.6% 1YR 1216 5YR 18246 Max Repair 2349 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 388
480 EP Internal Fusion Drive (4) Power 480 Fuel Use 92.59% Signature 480 Exp 15%
Fuel Capacity 2 645 000 Litres Range 32.1 billion km (61 days at full power)
x4 Light CM-2 Gauss Cannon R4-17 Turret (2x16) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
BFC-Gauss CM-2 Fire Control S01 50-40000 H25 (1) Max Range: 100 000 km TS: 40000 km/s 90 80 70 60 50 40 30 20 10 0
Size 1 Missile Launcher (20) Missile Size 1 Rate of Fire 10
MFC-CM/L-2 Missile Fire Control FC466-R1 (25%) (2) Range 466.6m km Resolution 1
CM/L-2 (388) Speed: 45 600 km/s End: 18.3m Range: 50.1m km WH: 1 Size: 1 TH: 714/428/214
Ship-ASS/L-2 Active Search Sensor MR210-R100 (25%) (1) GPS 11700 Range 210.6m km Resolution 100
Missile-ASS/-2 Active Search Sensor MR187-R1 (25%) (1) GPS 1044 Range 187.9m km MCR 20.5m km Resolution 1
Escort-2 Thermal Sensor TH4-72 (25%) (1) Sensitivity 72 Detect Sig Strength 1000: 72m km
ECCM-5 (1) ECM 50
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
My support Crusier, the Badger class is nothing to write home to about, but it performed well in taking down fighters as well.
CA-Crocodile Mk1 class Cruiser 16 000 tons 507 Crew 9448.4 BP TCS 320 TH 1920 EM 0
6000 km/s Armour 7-56 Shields 0-0 Sensors 72/72/0/0 Damage Control Rating 35 PPV 61.25
Maint Life 2.66 Years MSP 5536 AFR 136% IFR 1.9% 1YR 1114 5YR 16711 Max Repair 4050 MSP
Intended Deployment Time: 12 months Spare Berths 1
Flag Bridge Magazine 246
480 EP Internal Fusion Drive (4) Power 480 Fuel Use 92.59% Signature 480 Exp 15%
Fuel Capacity 2 200 000 Litres Range 26.7 billion km (51 days at full power)
38cm C4 Far Ultraviolet Laser (1) Range 800 000km TS: 10000 km/s Power 38-4 RM 5 ROF 50 38 38 38 38 38 31 27 23 21 19
x4 Light CM-2 Gauss Cannon R4-17 Turret (3x16) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
BFC-Laser-1 Fire Control S02 400-10000 H25 (1) Max Range: 800 000 km TS: 10000 km/s 99 98 96 95 94 92 91 90 89 88
BFC-Gauss CM-2 Fire Control S01 50-40000 H25 (1) Max Range: 100 000 km TS: 40000 km/s 90 80 70 60 50 40 30 20 10 0
Size 0.5-1 Tokamak Fusion Reactor Technology PB-1 (1) Total Power Output 4 Armour 0 Exp 5%
Size 8 Missile Launcher (4) Missile Size 8 Rate of Fire 50
Box Size 6 Box Launcher (2) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
MFC-SD-2 Missile Fire Control FC304-R500 (1) Range 304.3m km Resolution 500
MFC-AS/S-3 Missile Fire Control FC116-R100 (25%) (1) Range 116.6m km Resolution 100
SD-1 (2) Speed: 12 400 km/s End: 407.8m Range: 303.4m km WH: 0 Size: 6 TH: 49/29/14
HVY/8/D-3 (28) Speed: 40 800 km/s End: 40.9m Range: 100.1m km WH: 25 Size: 8 TH: 489/293/146
Dedicated-ASS/-2 Active Search Sensor MR324-R1 (25%) (1) GPS 1800 Range 324.0m km MCR 35.3m km Resolution 1
Ship-ASS/L-2 Active Search Sensor MR210-R100 (25%) (1) GPS 11700 Range 210.6m km Resolution 100
Escort-2 Thermal Sensor TH4-72 (25%) (1) Sensitivity 72 Detect Sig Strength 1000: 72m km
Escort-2 EM Detection Sensor EM4-72 (25%) (1) Sensitivity 72 Detect Sig Strength 1000: 72m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
And the Crusier Leader, this one needs quite a bit of an overall, in fact, all of my sensors and fire controls need overhauls. Which was good to learn at the very least. I tried to use none dedicated and just "Situational" fire controls and sensors but while that may work on some vessels this did not work at all for my larger ships. I kept on miss firing things, miss targeting things and constantly had wrong ranges for my weapon systems which were good fun.
Been a long time since I've played so glad I was able to get a wakeup call before getting into a fleet battle.
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A few more designs I'm currently using, a Gunboat base and my attempt at an Inner System defence craft.
GB-Missile B class Gunboat 1 000 tons 16 Crew 297.2 BP TCS 20 TH 120 EM 0
6000 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 8.4
Maint Life 10.55 Years MSP 93 AFR 16% IFR 0.2% 1YR 2 5YR 23 Max Repair 49 MSP
Intended Deployment Time: 1 months Spare Berths 4
Magazine 56
GB-3 60 EP Internal Fusion Drive (2) Power 60 Fuel Use 108.02% Signature 60 Exp 15%
Fuel Capacity 195 000 Litres Range 32.5 billion km (62 days at full power)
Box Size 4 Box Launcher (14) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
MFC-AS/L-2 Missile Fire Control FC116-R100 (25%) (2) Range 116.6m km Resolution 100
AS/4/L-2 (14) Speed: 50 500 km/s End: 33m Range: 100m km WH: 4 Size: 4 TH: 791/474/237
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
I have two other variants of this design all function basically the same way just using different weapons.
GB-FR Missile A class Gunboat 1 000 tons 13 Crew 269.8 BP TCS 20 TH 200 EM 0
10000 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 12.6
Maint Life 11.85 Years MSP 84 AFR 16% IFR 0.2% 1YR 1 5YR 17 Max Repair 50 MSP
Intended Deployment Time: 1 months Spare Berths 2
Magazine 84
GB/FR-3 100 EP Internal Fusion Drive (2) Power 100 Fuel Use 387.38% Signature 100 Exp 25%
Fuel Capacity 80 000 Litres Range 3.7 billion km (4 days at full power)
Box Size 2 Box Launcher (42) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours
MFC-AS/S-2 Missile Fire Control FC38-R100 (25%) (2) Range 38.9m km Resolution 100
LAM/D-2 (42) Speed: 18 600 km/s End: 11.8m Range: 13.2m km WH: 9 Size: 2 TH: 248/148/74
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
And the fast attack/fast response version which is more meant to just sit back inside hangers and defend the planet it's stationed on. The philosophy with my gunboats is to keep them 1000 tons and make them have as much firepower as I can. They are meant to be strike craft and nothing more. Basically big fighters.
MN-Knight Mk1 class Monitor 20 000 tons 557 Crew 11623 BP TCS 400 TH 2400 EM 0
6000 km/s Armour 10-65 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 35 PPV 58.6
Maint Life 2.28 Years MSP 5448 AFR 213% IFR 3% 1YR 1415 5YR 21219 Max Repair 2349 MSP
Intended Deployment Time: 12 months Spare Berths 2
Magazine 798
800 EP Internal Fusion Drive (3) Power 800 Fuel Use 47.52% Signature 800 Exp 12%
Fuel Capacity 1 395 000 Litres Range 26.4 billion km (50 days at full power)
38cm C4 Far Ultraviolet Laser (1) Range 800 000km TS: 10000 km/s Power 38-4 RM 5 ROF 50 38 38 38 38 38 31 27 23 21 19
x4 Light CM-2 Gauss Cannon R4-17 Turret (4x16) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
BFC-Laser-1 Fire Control S02 400-10000 H25 (1) Max Range: 800 000 km TS: 10000 km/s 99 98 96 95 94 92 91 90 89 88
BFC-Gauss CM-2 Fire Control S01 50-40000 H25 (1) Max Range: 100 000 km TS: 40000 km/s 90 80 70 60 50 40 30 20 10 0
Size 0.5-1 Tokamak Fusion Reactor Technology PB-1 (1) Total Power Output 4 Armour 0 Exp 5%
Size 8 Missile Launcher (2) Missile Size 8 Rate of Fire 50
Size 1 Missile Launcher (10) Missile Size 1 Rate of Fire 10
MFC-CM/L-2 Missile Fire Control FC466-R1 (25%) (2) Range 466.6m km Resolution 1
MFC-AS/S-3 Missile Fire Control FC116-R100 (25%) (1) Range 116.6m km Resolution 100
CM/L-2 (510) Speed: 45 600 km/s End: 18.3m Range: 50.1m km WH: 1 Size: 1 TH: 714/428/214
HVY/8/D-3 (36) Speed: 40 800 km/s End: 40.9m Range: 100.1m km WH: 25 Size: 8 TH: 489/293/146
Missile-ASS/-2 Active Search Sensor MR187-R1 (25%) (1) GPS 1044 Range 187.9m km MCR 20.5m km Resolution 1
ECCM-5 (1) ECM 50
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
The Knight Class Monitor, it's not pretty and after my last battle with other beam weapons, she'll be needing some work. Regardless of that, the purpose of this one is to be mostly PD and DPS. A brawler if you will.
MN-Paladin Mk1 class Monitor 20 000 tons 713 Crew 7620 BP TCS 400 TH 2400 EM 0
6000 km/s Armour 10-65 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 26 PPV 141.2
Maint Life 1.1 Years MSP 1429 AFR 533% IFR 7.4% 1YR 1192 5YR 17885 Max Repair 1350 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 480
800 EP Internal Fusion Drive (3) Power 800 Fuel Use 47.52% Signature 800 Exp 12%
Fuel Capacity 1 320 000 Litres Range 25.0 billion km (48 days at full power)
38cm C4 Far Ultraviolet Laser (1) Range 800 000km TS: 10000 km/s Power 38-4 RM 5 ROF 50 38 38 38 38 38 31 27 23 21 19
x4 Heavy 25cm Meson R56/C4 Meson Cannon Turret (2x4) Range 560 000km TS: 10000 km/s Power 64-16 RM 56 ROF 20 1 1 1 1 1 1 1 1 1 1
x4 Light CM-2 Gauss Cannon R4-17 Turret (4x16) Range 40 000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
BFC-Laser-1 Fire Control S02 400-10000 H25 (1) Max Range: 800 000 km TS: 10000 km/s 99 98 96 95 94 92 91 90 89 88
BFC-Gauss CM-2 Fire Control S01 50-40000 H25 (1) Max Range: 100 000 km TS: 40000 km/s 90 80 70 60 50 40 30 20 10 0
BFC-Meson Heavy-1 Fire Control S02 400-10000 H25 (1) Max Range: 800 000 km TS: 10000 km/s 99 98 96 95 94 92 91 90 89 88
Size 5-1 Tokamak Fusion Reactor Technology PB-1 (2) Total Power Output 80 Armour 0 Exp 5%
Size 8 Missile Launcher (5) Missile Size 8 Rate of Fire 50
MFC-AS/L-3 Missile Fire Control FC233-R100 (25%) (1) Range 233.3m km Resolution 100
HVY/8/L-3 (60) Speed: 39 200 km/s End: 85.1m Range: 200.2m km WH: 16 Size: 8 TH: 535/321/160
Ship-ASS/L-2 Active Search Sensor MR210-R100 (25%) (1) GPS 11700 Range 210.6m km Resolution 100
ECCM-5 (1) ECM 50
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
The Paladin I think fills the role of brawler a bit better than its counterpart, and was my first attempt in this playthrough of using turreted Lasers. I'm unsure how well they'll function but the fire controls and sensors require plenty of work as my battle had shown.
All of this said, the primary purpose of these (as you can see by its horrible, horrible MSP) is to sit on top of a planet with high enough maintenance and never move. This was a move after my last campaign ended with an NPR sending two fleets at me. One engaging my main fleet, the other bullying past my smaller fleet and then destroying my homeworld. It was not a fun time. RP wise, the idea of these are not so much to protect from NPRs but to instead give a sense of ease to the people.
"Look at the ships and crews, ever vigilant in their duty to protect you"
Overall, they are a test design, with some fixes I hope to give them a proper combat test at some point and I hope they'll perform well.
Anyways, any comments/suggestions are appreciated. While I may have been playing this game for some time. I'm quite noobish.
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I dont really know what you are facing, but in my experience, against bigger, or more technologically advanced civilizations, you need:
A: big-sish missiles, 6-12.
B: the smallest launchers you can get, while still reloading your own weapons. this will give you a big wave of missiles that is very hard to deal with, using any tipe of PD, even anti-missile missiles.
C: Long range (10 million km) anti missile missiles, this gives you multiple chances to engage enemy missiles, allowing you to be more economical with your AMM, and usually, if your AMM are good, 20 missiles every 5 seconds can handle everything the game has thrown at me so far (keep in mind that I play sporadically, and usually dont go super super far)
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My beam ship philosophy is that if I do not have a known enemy, design a ship with the longest range fire control and weaponry I can, with as much speed as my tech can generate. Preferably, I match the speed and the tracking of the fire control. In theory, I don't need many of them. Either I outrange the enemy or I don't. What I strive to have a lot of is point defense. If I can nullify the enemy missiles completely, then all I need to do is destroy their beam ships, at least those beam ships that can outrange my few long ranged beam ships, I win.
I like having railgun fighters early, because I can always just shove them into planetary PDCs for colony security.
If I can't have an absolute range advantage, having a range bracket where my shields will be able to keep up with the enemy fire while I am either using large caliber mesons to plink through any shields, or lasers to just pick apart enemy unshielded ships, will suffice.
When you have an engine and fire control advantage, you can beat fleets that considerably outmass you. It is somewhat difficult and expensive to beat fleets substantially larger than you with missiles, because it takes so many BP of missiles to totally destroy an enemy fleet. But if you can defeat their missiles, having a speed and range advantage on your beam ships can deliver absolutely lopsided victories vs the AI.
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Thanks for the feedback, It does make sense to make beam ships a bit faster. I've always been in the mindset of using lots of PD and Missiles until I get better tech then start spamming carriers. But having some dedicated Beam ships to just rush down the enemy, I can see being quite effective. I just need to relearn everything about BFC's again as my current designs are hot garbage. I got fire controls that are triple the range of my weapons.
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on the other hand, missiles allow you to capitalize on a mass advantage against technologically superior enemies. against certain spoilerboyz beams just take way too long to kill them, and you will be losing ships fast, to things that there is no point in trying to tank.
beams are very efficient
missiles are safe, but lack logistical endurance.
you should know your enemy, and design acordingly.
dont be me.
dont do a beam and PD only challenge.
and if you do get yourself some really, really big guns. sandpapering your enemies is asking to lose ships.