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Posted by: welchbloke
« on: March 09, 2011, 11:09:05 AM »

at 3k speed they won't be able to run away from anything if found.  I favour very fast 12K + ships as they can outrun opponents
To make that kind of speed without commiting a prohibitive amount of mass to engines you need pretty good engine tech.  My current designs operate at 10K and 12K and they are all SCAM equipped.
Posted by: Peter Rhodan
« on: March 09, 2011, 05:45:43 AM »

at 3k speed they won't be able to run away from anything if found.  I favour very fast 12K + ships as they can outrun opponents
Posted by: voknaar
« on: March 03, 2011, 10:26:38 PM »

Cloak only effects active sensors.  The way t reduce thermal emissions is with the reduced engine emmisions, and for em to not have shields up or turn on your active sensors

Brian

Ta, a quick search only revealed the tech in the tree and its cost nothing beyond that  ???
Posted by: Brian Neumann
« on: March 03, 2011, 10:24:36 PM »

Cloak only effects active sensors.  The way t reduce thermal emissions is with the reduced engine emmisions, and for em to not have shields up or turn on your active sensors

Brian
Posted by: voknaar
« on: March 03, 2011, 10:19:14 PM »

Also, once you get the tech small and effective enough is to mount a cloak on it. Degrade their detecting you even more.

Is that for actives only or passives as well? TO THE WIKI-MOBILE!
Posted by: Erik L
« on: March 02, 2011, 08:37:29 PM »

Also, once you get the tech small and effective enough is to mount a cloak on it. Degrade their detecting you even more.
Posted by: Brian Neumann
« on: March 02, 2011, 08:19:16 PM »

One other thing that will keep your scout alive is to keep it small.  Small means a low thermal signature as it doesn't have big engines, and small in size so most long range sensors are going to have a resolution significantly greater than the scout.  This will quickly drop the range it can be spotter/targeted.  All that being said however these guys are toast if they come far insystem against a NPR homeworld.  They will however have a decent chance of slipping away from scout ships.

Brian
Posted by: Deutschbag
« on: March 02, 2011, 07:41:22 PM »

Wait, military jump engines are commercial systems?  Whoa.  That changes a lot of things.  Is that deliberate or a bug?

I think it's deliberate, allowing "commercial" support ships to escort military vessels through jump points.

Quote
Also, realistically, for a single scout operating a long way from anything friendly, the best defence is probably A) sensors and B) speed.  A single railgun isn't going to deter anything that really wants your small scout dead.  Better to run.

Yeah, I agree. Put a powerful sensor suite in the place of weapons. Either way, your scout is dead if it's caught within railgun range.
Posted by: Narmio
« on: March 02, 2011, 07:16:43 PM »

Wait, military jump engines are commercial systems?  Whoa.  That changes a lot of things.  Is that deliberate or a bug?

Also, realistically, for a single scout operating a long way from anything friendly, the best defence is probably A) sensors and B) speed.  A single railgun isn't going to deter anything that really wants your small scout dead.  Better to run.
Posted by: Brian Neumann
« on: March 02, 2011, 07:08:41 PM »

You can actually make a decent scout that is a commercial design.  1 space sensors are considered commercial, military jump engines are actually commercial systems currently.  Put this together with a commercial engine and you get a fairly cheap ship that does not need engineering supplies to stay out for a long time.  The drawbacks are that the sensors are going to be somewhat short ranged, and no offensive weapons/shields.  You can however mount a ciws system for missile defense and make the armor as thick as you want.

Here is a sample design.
Code: [Select]
Agincourt class Scout/Courier    3,000 tons     150 Crew     390.8 BP      TCS 60  TH 200  EM 0
3333 km/s    JR 3-50     Armour 10-18     Shields 0-0     Sensors 8/11/0/0     Damage Control Rating 2     PPV 0
Maint Capacity 212 MSP    Max Repair 50 MSP

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E0.6 (1)    Power 200    Fuel Use 6%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 80,000 Litres    Range 799.9 billion km   (2777 days at full power)

Active Search Sensor MR23-R100 (1)     GPS 2100     Range 23.1m km    Resolution 100
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a Commercial Vessel for maintenance purposes
Use this guy to scout a system out before you send in the survey ships, or leave it near a jump point to keep an eye on who comes through it.

Brian
Posted by: Deutschbag
« on: March 02, 2011, 03:33:38 PM »

But for the space of one commercial engine you can put on 5 military, the combined output of which would be greater than the commercial. More fuel-eating, true, but you look like you've plenty of space for more fuel.
Posted by: Waffles
« on: March 02, 2011, 03:21:03 PM »

Yeah, I've been thinking of replacing the engine for a military one, but the commercial one is so much more powerful, a bit big, but more powerful nonetheless.
Posted by: Deutschbag
« on: March 02, 2011, 02:39:25 PM »

For a scout, I'd want to seriously increase the maintenance capacity and engineering spaces. You want scouts to be able to operate for years on end between overhauls, as well as having large fuel capacities to support these long-term independent missions. So! Increase fuel capacity, engineering spaces, and maintenance storages. Drop the shields. Get a smaller jump drive. And maybe replace the commercial engine with a military one?
Posted by: Waffles
« on: February 21, 2011, 11:48:40 PM »

Hmm, I see.  But yeah, I'm gonna make a smaller jump engine at some point but I would consider that the finishing touch.
Posted by: Hawkeye
« on: February 21, 2011, 11:14:17 PM »

This seems to be a pretty big railgun for a small scout 25 or 30cm?
Because of this, and your pretty basic capacitor tech (level 2 as it seems), the rate of fire sucks.
Personally, I would go for a 10 or 12cm one with a much better ROF. Sure, you loose range and damage per hit, but a gun that doesn´t shoot for ages after the first shot doesn´t deal a lot of damage either :)