I don't know if that'll work or not. I suspect it'd give you a lot of trouble.
A simpler and more conventional start would be to just go for missiles as your offense and defense. I'll tell you what I do.
Tech-wise I like to start with:
- the active-grav and EM sensitivity upgrades costing 4000 and 8000
- fuel consumption at 0.7
- magneto-plasma drive tech (Expensive, but worth it.)
- max engine power 1.5x
- research rate 240 (so painful to research this, but super nice to have right out the gate)
- duranium armor
- NO thermal reduction - it's a luxury item in the early game, and these starting RP are precious. Gotta make each point count.
- warheads 5xMSP
- missile agility 48x MSP
- launcher size 0.33, 20x Reload (big salvos are more important than high ROF on anti-ship missiles)
- launcher reload rate 3
With that starting tech, you'll be able to make these missiles:
- A size-1 antimissile with a maneuver rating of 20 and a speed of 28,800. (Engine is x3 power, size 0.6)
- A size-5 anti-ship missile with a maneuver rating of 18, a speed of 21,120, and a warhead of 9 (Engine is x3 power, size 2.2)
I suggest using a 25HS engine at 1.20 power mod for your main warship drive. That's a 960-EP engine, and one of those will push an 8,000 ton hull at 6,000 kps, a perfectly respectable speed. That's a 2500-ton engine, and with 610 tons of fuel it'll have a range of around 25 billion km, which doesn't sound like a lot but turns out to be easy to live with once you try it. Spending 3110 tons of an 8,000-ton ship on fuel and engine isn't bad.
Just throwing some things together I was able to come up with this:
Indianapolis class Cruiser 16,000 tons 241 Crew 2640.6 BP TCS 320 TH 1920 EM 0
6000 km/s Armour 6-56 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 6 PPV 82.5
Maint Life 1.02 Years MSP 619 AFR 341% IFR 4.7% 1YR 600 5YR 9003 Max Repair 480 MSP
Intended Deployment Time: 36 months Spare Berths 1
Magazine 755
960 EP Magneto-plasma Drive (2) Power 960 Fuel Use 55.21% Signature 960 Exp 12%
Fuel Capacity 1,200,000 Litres Range 24.5 billion km (47 days at full power)
Size 5 Missile Launcher (33% Reduction) (50) Missile Size 5 Rate of Fire 1000
Missile Fire Control FC48-R160 (1) Range 48.6m km Resolution 160
Missile Fire Control FC15-R16 (1) Range 15.4m km Resolution 16
Active Search Sensor MR48-R160 (1) GPS 7680 Range 48.6m km Resolution 160
Active Search Sensor MR15-R16 (1) GPS 768 Range 15.4m km Resolution 16
This design is classed as a Military Vessel for maintenance purposes
That's about typical of my usual starting cruiser. An AMM ship of similar tech might look like this:
Antietam class Frigate 8,000 tons 184 Crew 1375.84 BP TCS 160 TH 960 EM 0
6000 km/s Armour 4-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 20
Maint Life 1.76 Years MSP 537 AFR 102% IFR 1.4% 1YR 212 5YR 3187 Max Repair 480 MSP
Intended Deployment Time: 36 months Spare Berths 0
Magazine 323
960 EP Magneto-plasma Drive (1) Power 960 Fuel Use 55.21% Signature 960 Exp 12%
Fuel Capacity 650,000 Litres Range 26.5 billion km (51 days at full power)
Size 1 Missile Launcher (20) Missile Size 1 Rate of Fire 10
Missile Fire Control FC10-R1 (1) Range 10.6m km Resolution 1
Active Search Sensor MR10-R1 (1) GPS 128 Range 10.2m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
I'm sure other readers will be able to point out flaws in these designs, but I think they're a reasonable starting point.
As you improve your tech you'll want to upgrade your ships and missiles to stay current. Here's what I do:
- Replace electronics (sensors, ECM, ECCM) with newer models every chance you get.
- Replace armor any time it becomes available. You'll generally be able to trade the space savings for a few more layers of armor.
- Avoid replacing launchers on your ship-killers or drives on any warship. These are a huge fraction of the cost of the ship. Instead, just make newer-generation models and let the old generation limp along at somewhat slower speeds. Totally obsolete ships make an ideal binky for frontier worlds that crave more protection.
- Try to get improvements in several areas (engine power, warhead/MSP, agility/MSP) before doing up a new generation of missiles. Big coherent salvos are nice, and it's hard to do that when each ship of the line is carrying a rainbow of missile variants.