Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: NoonStar on February 26, 2011, 10:35:54 PM
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And I want to 'improve' diplomatic relations. How well will this ship help me? Or did I put together junk.
Stellar Wrath class Cruiser 40,100 tons 3702 Crew 7672 BP TCS 802 TH 2000 EM 0
4987 km/s Armour 10-104 Shields 0-0 Sensors 6/8/1/0 Damage Control Rating 33 PPV 143
Annual Failure Rate: 389% IFR: 5.4% Maint Capacity 3946 MSP Max Repair 144 MSP Est Time: 3.26 Years
Magazine 891
Tesla 1 Military - Magneto-plasma Drive E6 (50) Power 80 Fuel Use 60% Signature 40 Armour 0 Exp 5%
Fuel Capacity 1,950,000 Litres Range 145.9 billion km (338 days at full power)
CIWS-160 (10x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Kuroneko Class: 20cm Railgun V4/C4 (4x4) Range 160,000km TS: 4987 km/s Power 12-4 RM 4 ROF 15 4 4 4 4 3 2 2 2 1 1
Minorin Class: 10cm Railgun V4/C4 (8x4) Range 40,000km TS: 4987 km/s Power 3-4 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S03 120-4000 H50 (4) Max Range: 240,000 km TS: 4000 km/s 96 92 88 83 79 75 71 67 62 58
(1) Total Power Output 48 Armour 0 Exp 5%
Size 7 Missile Launcher (13) Missile Size 7 Rate of Fire 70
Wrath Class Size 1 Anti-missile Missile (400) Speed: 56,000 km/s End: 3.1m Range: 10.5m km WH: 1 Size: 1 TH: 224 / 134 / 67
Wrath Class Size 6.8 Anti-ship Missile (70) Speed: 41,200 km/s End: 5.3m Range: 13.2m km WH: 10 Size: 6.8 TH: 233 / 140 / 70
Wrath Class CIWS Active Search Sensor MR2-R2 (2) GPS 42 Range 2.4m km Resolution 2
Active Search Sensor MR33-R100 (50%) (2) GPS 4200 Range 33.6m km Resolution 100
Thermal Sensor TH1-6 (50%) (2) Sensitivity 6 Detect Sig Strength 1000: 6m km
EM Detection Sensor EM1-8 (50%) (2) Sensitivity 8 Detect Sig Strength 1000: 8m km
Gravitational Survey Sensors (1) 1 Survey Points Per Hour
ECCM-1 (4) ECM 20
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
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It's very myopic. Won't be able to see targets until they are almost on top of it. Maintenance is... lots. Could probably cut that in half. Got a crapton of fuel too.
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It's very myopic. Won't be able to see targets until they are almost on top of it.
Yeah, the range is really short.
Maintenance is. . . lots. Could probably cut that in half.
Maybe it's for repairs too? I seem to remember repairs costing Maintenance Supplies, and lots of it.
Got a crapton of fuel too.
Indeed. You'd usually see that amount on a scout, not a warship.
More problems are: Your AMM have to use the same launchers as your ASM. This is very bad since the RoF is 70s between each volley, meaning your AMM defense is horrid at best unless your missiles are extremely accurate.
Another problem is that your ASM uses a size 10 warhead. That's not an optimum size for breaking armor. Optimum sizes are square numbers. With 10 damage 1 damage will go to waste against armor. Sure, it's kinda good when you break through armor, but if you've broken through armor 1 point of damage won't really matter a whole lot.
Some shields would do your ship good, because with only armor your ship will get armor damage even on the weakest attacks. That means you'll sustain permanent damage until you repair the ship at a shipyard. Not good in a war of attrition.
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I suppose it could be a supply ship too. For repairs it'd be only for self repairs.
One thing I just noticed, the missiles have no fire control. They won't shoot. Your ship-killers are off-sized also. Might want to drop the extra .2 into on-board sensors or fuel.
AMM should have a lot of engine and agility. Both help them to intercept incoming missiles. Your ship killers need average engines and fuel, with a decent warhead. I usually add .5 space for on-board sensors, for when my target pops and I have 5 flights of 20 missiles incoming. Waste of missiles otherwise. They'll sit there and run out of fuel. Unless you manually destruct them, which is again a waste of missiles.
For a 40k ton ship, the armor seems to me to be a bit on the light side. My own specs usually run 7500 tons/3-5 armor for Destroyers, 12k ton-15k ton/5-8 armor for cruisers, 20-25k ton/10-12 armor for battlecruisers/carriers, 30-35k ton/15-20 armor for battleships.
And your ship is SLOW. My current game, the ships run ~9000 km/s. Some variations in the civilian designs and survey ships. Fighters are around 10k km/s, and the bombers are ~8500 km/s (way too slow for my tastes, which is why I've only got 3 carriers atm). FACs currently are running at 12,500 km/s. Let me pull up a couple designs for you.
From what I see though, my tech is a bit beyond yours.
Gato V class Strike Cruiser 22,500 tons 2186 Crew 8668.44 BP TCS 450 TH 495 EM 2550
9166 km/s Armour 6-70 Shields 85-300 Sensors 48/54/0/0 Damage Control Rating 42 PPV 80
Annual Failure Rate: 337% IFR: 4.7% Maint Capacity 2889 MSP Max Repair 288 MSP Est Time: 1.99 Years
Magazine 1606
HyperDynamics MFC-125 Drive (33) Power 125 Fuel Use 40% Signature 15 Armour 0 Exp 5%
Fuel Capacity 450,000 Litres Range 90.0 billion km (113 days at full power)
Xi R300/20 Shields (17) Total Fuel Cost 340 Litres per day
CIWS-250 (3x8) Range 1000 km TS: 25000 km/s ROF 5 Base 50% To Hit
Heavy Missile Launcher (10) Missile Size 8 Rate of Fire 40
Behrens AS/MFC-505 (2) Range 505.1m km Resolution 75
M-1 Raptor (201) Speed: 34,400 km/s End: 75m Range: 154.8m km WH: 16 Size: 8 TH: 114 / 68 / 34
Behrens AS-317 (1) GPS 21600 Range 317.5m km Resolution 150
Thermal Sensor TH2-48 (30%) (1) Sensitivity 48 Detect Sig Strength 1000: 48m km
EM Detection Sensor EM3-54 (40%) (1) Sensitivity 54 Detect Sig Strength 1000: 54m km
ECCM-3 (2) ECM 30
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
Yes, the armor is a bit on the light side. And your AMMs (if they had a FC) would do well against my missiles.
Iowa IV class Heavy Cruiser 15,000 tons 1813 Crew 8625.7 BP TCS 300 TH 330 EM 2400
9166 km/s Armour 3-54 Shields 80-300 Sensors 24/1/0/0 Damage Control Rating 38 PPV 80
Annual Failure Rate: 225% IFR: 3.1% Maint Capacity 2875 MSP Max Repair 864 MSP Est Time: 1.24 Years
HyperDynamics MFC-125 Drive (22) Power 125 Fuel Use 40% Signature 15 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 90.0 billion km (113 days at full power)
Xi R300/20 Shields (16) Total Fuel Cost 320 Litres per day
CIWS-250 (2x8) Range 1000 km TS: 25000 km/s ROF 5 Base 50% To Hit
25cm Railgun V6/C8 (10x4) Range 300,000km TS: 9166 km/s Power 15-8 RM 6 ROF 10 5 5 5 5 5 5 4 3 3 2
Behrens B-192 FC (2) Max Range: 384,000 km TS: 6250 km/s 97 95 92 90 87 84 82 79 77 74
ICF Reactor - 36 (2) Total Power Output 72 Armour 0 Exp 5%
ICF Reactor - 6 (2) Total Power Output 12 Armour 0 Exp 5%
Behrens AG-173 (1) GPS 4320 Range 173.9m km Resolution 20
Behrens AF-245 (1) GPS 4320 Range 245.9m km Resolution 10
Thermal Sensor TH1-24 (30%) (1) Sensitivity 24 Detect Sig Strength 1000: 24m km
ECCM-3 (2) ECM 30
This design is classed as a Military Vessel for maintenance purposes
Against, light armor. But with 2x your speed and 2x your range, I could sit outside your range and poind you to scrap and you'd not be able to close, or flee.
Spruance class Battleship 30,000 tons 3641 Crew 15311.1 BP TCS 600 TH 660 EM 3750
9166 km/s Armour 12-86 Shields 125-300 Sensors 144/108/0/0 Damage Control Rating 14 PPV 208
Annual Failure Rate: 514% IFR: 7.1% Maint Capacity 4466 MSP Max Repair 660 MSP Est Time: 1.16 Years
Flag Bridge
HyperDynamics MFC-125 Drive (44) Power 125 Fuel Use 40% Signature 15 Armour 0 Exp 5%
Fuel Capacity 600,000 Litres Range 90.0 billion km (113 days at full power)
Xi R300/20 Shields (25) Total Fuel Cost 500 Litres per day
Quad Gallant Arms 250mm FarUV Laser Battery (4x4) Range 384,000km TS: 6250 km/s Power 64-32 RM 5 ROF 10 16 16 16 16 16 13 11 10 8 8
25cm Railgun V6/C8 (8x4) Range 300,000km TS: 9166 km/s Power 15-8 RM 6 ROF 10 5 5 5 5 5 5 4 3 3 2
Behrens B-192 FC (2) Max Range: 384,000 km TS: 6250 km/s 97 95 92 90 87 84 82 79 77 74
ICF Reactor - 36 (6) Total Power Output 216 Armour 0 Exp 5%
Behrens AS-168 (1) GPS 8100 Range 168.4m km Resolution 75
Thermal Sensor TH6-144 (30%) (1) Sensitivity 144 Detect Sig Strength 1000: 144m km
EM Detection Sensor EM6-108 (40%) (1) Sensitivity 108 Detect Sig Strength 1000: 108m km
ECCM-3 (2) ECM 30
This design is classed as a Military Vessel for maintenance purposes
This one is designed, but not yet built. Like the Iowa, it can sit outside your range and deal with you at my leisure.
Of course, each of our designs are dictated by the enemies we face. My first encounter was precursors with 7km/s ships compared to my (at the time) 4000km/s ships. It was not pretty.
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Its only my opinion based on my first own game, but:
-Speed: ok for a ship this size. Would be hard to have better with your low tech
-Maintenance: could be cut in half. No point to have an estimated time of more than 1-1.5 year unless the ship is destined to jumpgate defense, blocus, etc.
-Fuel: again, could be cut in half. A two-way trip 4-5 systems long will be 40 billion km at most.
-Missile Fire Control: you forgot to put one... You should even have two, one for anti-ship, and a resolution 1 for anti-missile.
-Missile Launchers: you should put size 1 launchers for your anti-missiles. Actually, they will be fired by the big launchers at a horrible fire rate, potentially firing only once on an enemy salvo, and they could still be recharging while more salvos are inbound.
-Anti-missiles missiles: they lack agility. You could reduce a little their range (~6m is enough) and maybe the speed to have better hit chances against 10.000+ km/s enemy missiles.
-Anti-ship missiles: they severely lack range, enemy will shower you in missile long before you come in range. And they also have 0.2 space unused. The warhead can also be reduced to 9 since the armor penetration numbers are 1-4-9-16-25... A 10 damage warhead will only do 9 damage if it hit armor.
-Sensors: your ship is nearly blind. You need a res1 active scanner with a range a little higher than you anti-missiles range to detect incoming missiles. You need a res~100 active scanner with about the same range as your anti-ship missiles. You need a thermal passive a lot bigger so you can see where the hell you need to move in a system. And you don't need to double each sensor!
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I would also take out the grav survey sensor no point putting survey systems on a warship.
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-Anti-ship missiles: they severely lack range, enemy will shower you in missile long before you come in range. And they also have 0.2 space unused. The warhead can also be reduced to 9 since the armor penetration numbers are 1-4-9-16-25... A 10 damage warhead will only do 9 damage if it hit armor.
-Sensors: your ship is nearly blind. You need a res1 active scanner with a range a little higher than you anti-missiles range to detect incoming missiles. You need a res~100 active scanner with about the same range as your anti-ship missiles. You need a thermal passive a lot bigger so you can see where the hell you need to move in a system. And you don't need to double each sensor!
A couple of modifications to what he said. To help you figure out your interception chances, when you design your missile look at the design screen. On the right hand top there is an entry for agility. Read this as the percentage chance to hit a same speed target. If your missile goes 20,000km/s with an agility of 26 then a speed 40,000km/s target will be hit 13% of the time. A 60,000km/s would be hit 8.67% percent of the time, ect. Having high agility is a must for most anti-missiles. On your anti-ship missiles try and get a 100% chance to hit a target going 10,000km/s This should be good against most ships you will fight for a long time. Drop the warhead to 9 points and put all of the savings in to a faster missile with more fuel. A little more fuel goes a long way.
The damage your warhead does will all go against armor. The steps he is refering to are how deep you are penetrating the armor. This means that a damage 10 warhead will remove 10 points of armor in a cone shape with the deepest one coming from the 3rd row of armor. This is the same depth as a 9 point warhead gets, it just does 1 less point of damage so on one side it will have a little more regular shape. How far you penetrate is the square root of the damage you do.
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Alright. Thanks! Its a wonderful thing I havnt been into combat yet. I can fix all of these things and maybe not make a fool out of myself on the inter-stellar stage. Dont want to give Humanity a bad name.