Thanks for the input, everyone.
I've reduced the fuel supplies on my anti-ship missile and put the size into agility instead to improve my hit rating.
The new Sabre ASM:
Missile Size: 5 MSP (0.25 HS) Warhead: 4 Armour: 0 Manoeuvre Rating: 16
Speed: 24000 km/s Endurance: 28 minutes Range: 40.5m km
Thermal Sensor Strength: 0.03 Detect Sig Strength 1000: 30,000 km
Cost Per Missile: 3.18
Chance to Hit: 1k km/s 384% 3k km/s 128% 5k km/s 76.8% 10k km/s 38.4%
Materials Required: 1x Tritanium 0.03x Uridium 2.55x Gallicite Fuel x2250
I also reduced the range on the AMMs - not because I needed the room, but because I think the 350-ton weight of a missile fire control is too much to justify on a 4000-ton escort, and so the extra range would be wasted anyway. (Managed to squeeze an extra 4% to hit, I don't think I'm going to get any more than that with current tech.
The new Lancet AMM:
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 18
Speed: 30300 km/s Endurance: 1 minutes Range: 1.1m km
Cost Per Missile: 0.955
Chance to Hit: 1k km/s 545.4% 3k km/s 180% 5k km/s 109.1% 10k km/s 54.5%
Materials Required: 0.25x Tritanium 0.447x Gallicite Fuel x12.5
As for the . 1 MSP sensors on the Sabre, I was under the impression that with sensors onboard, any missiles in a salvo that overkill a target would redirect to another ship it can detect instead of self-destructing. As I'm likely to be facing enemy fleets in close formation, they're likely to be within fairly close range of each other, right? Or has that changed? (I get a lot of my info from the fiction boards, and I know a lot of those campaigns are pretty old. ) For . 1 MSP that seemed totally worth it?
I've tried assigning a diplomatic team to make contact with the aliens, but they're reporting that it may not be possible. In any case, I'm not about to sit around and hope they'll figure that out without gearing up for war as the aliens have proven hostile already. (Update: They've since given up. These evil aliens are inscrutable!)
In terms of strategy, for the moment, my priority is jump-point defense - I'm not planning on spending time researching large military jump drives yet. However, I do intend to force a confrontation with the Aliens ASAP, as they're simply too close to ignore (one jump point away from Earth, and the jump point is just outside the orbit of Saturn!) so I also plan to use this fleet for offense once I'm able to defend myself and spend the time to retool and build a jump cruiser.
Here's my proposed design for the missile cruiser:
Marauder class Missile Cruiser 11,000 tons 1028 Crew 1523.08 BP TCS 220 TH 1071 EM 0
4868 km/s Armour 3-44 Shields 0-0 Sensors 18/6/0/0 Damage Control Rating 5 PPV 36
Annual Failure Rate: 193% IFR: 2.7% Maint Capacity 1433 MSP Max Repair 96 MSP Est Time: 3.43 Years
Magazine 618
Lockheed-Martin E8.8 Overcharged Ion Engine (17) Power 63 Fuel Use 88% Signature 63 Armour 0 Exp 7%
Fuel Capacity 150,000 Litres Range 27.9 billion km (66 days at full power)
Anti-Missile Launcher S-1 Mk1 (11) Missile Size 1 Rate of Fire 10
Standard Missile Launcher S-5 Mk1 (5) Missile Size 5 Rate of Fire 50
Missile Fire Control FC122-R100 (1) Range 122.4m km Resolution 100
Anti-Missile Missile Fire Control FC10-R1 (1) Range 10.1m km Resolution 1
Sabre Anti-Ship Missile Mk2 (64) Speed: 24,000 km/s End: 28.1m Range: 40.5m km WH: 4 Size: 5 TH: 128 / 76 / 38
Lancet Anti-Missile Missile Mk2 (300) Speed: 30,300 km/s End: 0.6m Range: 1.1m km WH: 1 Size: 1 TH: 181 / 109 / 54
Active Search Sensor MR57-R100 (1) GPS 9600 Range 57.6m km Resolution 100
Thermal Sensor TH3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Sony EM1-6 Commercial EM Detection Sensor (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
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'm not entirely sure about the ordinance load. I've currently gone for 64 Sabre ASMs and 300 Lancet AMMs?
I've managed to just barely hold onto a speed advantage over the ships I've seen.
The Phalanx AMM Escort:
Phalanx class Escort 4,000 tons 304 Crew 548.74 BP TCS 80 TH 378 EM 0
4725 km/s Armour 3-22 Shields 0-0 Sensors 18/1/0/0 Damage Control Rating 1 PPV 6
Annual Failure Rate: 128% IFR: 1.8% Maint Capacity 86 MSP Max Repair 56 MSP Est Time: 1.1 Years
Magazine 297
Lockheed-Martin E8.8 Overcharged Ion Engine (6) Power 63 Fuel Use 88% Signature 63 Armour 0 Exp 7%
Fuel Capacity 50,000 Litres Range 25.6 billion km (62 days at full power)
Anti-Missile Launcher S-1 Mk1 (6) Missile Size 1 Rate of Fire 10
Anti-Missile Missile Fire Control FC10-R1 (1) Range 10.1m km Resolution 1
Lancet Anti-Missile Missile Mk2 (297) Speed: 30,300 km/s End: 0.6m Range: 1.1m km WH: 1 Size: 1 TH: 181 / 109 / 54
Sony MR9-R100 Commercial Active Search Sensor (1) GPS 1600 Range 9.6m km Resolution 100
Thermal Sensor TH3-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
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
297 Lancets on these.
These okay? I'm not entirely happy with the range on them, but I couldn't fit more fuel on without removing something important or going over my size limit. When I go on the offensive, I'll make sure I have tankers on standby.