Posted by: Panopticon
« on: March 15, 2019, 05:33:57 AM »Now that's building for redundancy.
Alborix I class Missile Point Defence Base 25,000 tons 455 Crew 8971 BP TCS 500 TH 0 EM 0
Armour 19-76 Sensors 1/364 Damage Control Rating 0 PPV 20
Intended Deployment Time: 600 months Spare Berths 12
Troop Capacity: 1 Battalion Magazine 2020
Daly-Page S1-R5 Launcher (5s/r6/100%) (20) Missile Size 1 Rate of Fire 5
Hardy & Sims Missile FC FC35-R1 MCR3.8 (a28/e14/50%) (5) Range 35.3m km Resolution 1
AHI Amnixiel IIs S1W1 (32/60/132) (1010) Speed: 60,000 km/s End: 8.9m Range: 32m km WH: 1 Size: 1 TH: 440/264/132
AHI Aciel IIs S1W1 (5.6/60/204) (1010) Speed: 60,000 km/s End: 1.5m Range: 5.6m km WH: 1 Size: 1 TH: 680/408/204
Hardy & Sims Active SS MR50-R1 (a28/e14/50%) (10) GPS 364 Range 51.0m km MCR 5.5m km Resolution 1
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 Planetary Defence Centre and can be pre-fabricated in 10 sections
One I've done more than once...
"Fire the Mark IV's!"
"Tactical says they've not been loaded yet. All we have are the Mark I's"
Well... there goes that speed/range advantage...
Once a missile is fired on a target, what do I need to maintain at all time? Active sensor, Fire control, both, only the first, the second?Just active sensors.
I believe you can still impound them by towing them (tractor beam).
UPD.Top tip- right at the start of a new game do a "replace all" commanders. If you choose a reasonable number of generations then you get reasonably aged commanders.
In my last campaign I tried to set "realistic"* promotions off, add junior ranks down to Pilot Officer, build large fighter wings and train a mob of fighter pilots, holding them without promotions. Even for me there was too much micromanagement with a miserable battle effect.
(*) I put this word at quotes, because there is a little realism, when you have 23y.o. captains, 24y.o. generals, 26y.o. Admiral of the Fleet... and 21y.o. senior sectoral administrators, after all.