Aurora 4x
Fiction => Þórgrímr's Fiction => Topic started by: Þórgrímr on March 14, 2007, 11:08:45 AM
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When Aurora gets stable enough to run a full campaign with, I intend to use it to flesh out my Roman universe and run a campaign with it. Right now I am going to use Aurora to design the ships that have been mentioned in my story The Siliconate War.
First up is the Imperator Class Carrier. So far mentioned in the story are The Octavianus and the Caesar. Also included is the C.A.G. attached and the typical Escorts. In the Roman universe a Cruiser is called a Quadreme and a Destroyer is a Trireme.
Since I don't have that starfire campaign anymore, thanks to a hdd crash, These are about 90% of what I can remember the Starfire eqivalents were. But don't quote me on that.
So without further adeux, here are the Imperator and her escots the Gladius Quadreme and Scutum Triremes.
Imperator class Carrier 14900 tons 3415 Crew 3859 BP Signature 298-1533
5144 km/s JR 3-50 Armour 1 Shields 25-250 Sensors 18/18/0/0 Damage Control 1-2 Command Bonus 1
Hangar Bay Capacity 400 Magazine 1000 Replacement Parts 5
J3-50(6) 15k Jump Drive Max Ship Size 15000 tons Distance 50k km Squadron Size 3
Mil Magnetic Confinement Fusion Drive (7) Power 219 Engine Efficiency 0.23 Armour 0 Exp 3%
Fuel Capacity 350,000 Litres Range 451.0 billion km (1014 days at full power)
Delta R250/7.5 Shields (10) Total Fuel Cost 75 Litres per day
PD 10cm C5 Far Ultraviolet Laser (3) Range 150,000km Power 3-5 Range Modifier 5 Rate of Fire 5 3 3 3 3 3 2 2 1 1 1
PD Fire Control (1) Range: 20,000 km TS: 16000 km/s 75 50 25 0 0 0 0 0 0 0
Magnetic Confinement Fusion Reactor (1) Total Power Output 26 Armour 0 Exp 3%
High Resolution Thermal Sensor HRT3-18 (1) Strength 18 Detect Signature 10: 1.8m km Detect Signature 100: 18m km
Gravitational Pulse Sensor GP3-18 (1) Strength 18 Detect Size 10: 1.8m km Detect Size 100: 18m km
ECM 20
Typical Air Wing attached to an Imperator Class Carrier
VF - 143 "Pukin Dogs" - 12 Peregrine Space Superiority Fighters
VF - 11 "Red Rippers" - 12 Peregrine Space Superiority Fighters
VF - 1 "High Hatters" - 12 Peregrine Space Superiority Fighters
VFA - 25 "Fist of the Fleet" - 12 Falcon Attack Fighters
VFA - 2 "Bounty Hunters" - 12 Falcon Attack Fighters
VAW - 121 "Bluetails" - 2 Hawkeye Early Warning Aircraft
VAQ - 140 "Patriots" - 2 Prowler EW Fighters
Typical Escort Group
1
Gladius class Escort Cruiser 9950 tons 1142 Crew 2679 BP Signature 199-1314
6603 km/s Armour 3 Shields 22-250 Sensors 18/18/0/0 Damage Control 1-2
Magazine 1000 Replacement Parts 5
Mil Magnetic Confinement Fusion Drive (6) Power 219 Engine Efficiency 0.23 Armour 0 Exp 3%
Fuel Capacity 250,000 Litres Range 482.4 billion km (845 days at full power)
Delta R250/7.5 Shields (9) Total Fuel Cost 68 Litres per day
PD 10cm C5 Far Ultraviolet Laser (8) Range 150,000km Power 3-5 Range Modifier 5 Rate of Fire 5 3 3 3 3 3 2 2 1 1 1
PD Fire Control (1) Range: 20,000 km TS: 16000 km/s 75 50 25 0 0 0 0 0 0 0
Magnetic Confinement Fusion Reactor (2) Total Power Output 52 Armour 0 Exp 3%
PD Missile Launcher 02-015 (8) Missile Size 2 Rate of Fire 15
Missile Fire Control S02-040 (1) Range: 400k km
High Resolution Thermal Sensor HRT3-18 (1) Strength 18 Detect Signature 10: 1.8m km Detect Signature 100: 18m km
Gravitational Pulse Sensor GP3-18 (1) Strength 18 Detect Size 10: 1.8m km Detect Size 100: 18m km
ECCM-2C (1) ECM 20
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Scutum class Destroyer Escort 4700 tons 505 Crew 1230 BP Signature 94-657
6989 km/s Armour 2 Shields 12-250 Sensors 18/18/0/0 Damage Control 1-2
Magazine 600 Replacement Parts 5
Mil Magnetic Confinement Fusion Drive (3) Power 219 Engine Efficiency 0.23 Armour 0 Exp 3%
Fuel Capacity 150,000 Litres Range 612.7 billion km (1014 days at full power)
Delta R250/7.5 Shields (5) Total Fuel Cost 38 Litres per day
PD 10cm C5 Far Ultraviolet Laser (5) Range 150,000km Power 3-5 Range Modifier 5 Rate of Fire 5 3 3 3 3 3 2 2 1 1 1
Magnetic Confinement Fusion Reactor (1) Total Power Output 26 Armour 0 Exp 3%
High Resolution Thermal Sensor HRT3-18 (1) Strength 18 Detect Signature 10: 1.8m km Detect Signature 100: 18m km
Gravitational Pulse Sensor GP3-18 (1) Strength 18 Detect Size 10: 1.8m km Detect Size 100: 18m km
ECCM-2C (1) ECM 20
More ships will be added to this list as they are converted.
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Hmmm... Couple things. With the 15k ton jump drive, you might want to add another 100 tons so you are at max capacity. Also, your designs have 5 replacement parts. This won't allow for very lengthy deployments. My combat ships usually run 15-20 spares, and survey vessels 25-30 spares. Allows for longer times between overhauls (which can get expensive and time-consuming). I also noticed your main offensive punch is the fighters. What are the designs on them?
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Hmmm... Couple things. With the 15k ton jump drive, you might want to add another 100 tons so you are at max capacity. Also, your designs have 5 replacement parts. This won't allow for very lengthy deployments. My combat ships usually run 15-20 spares, and survey vessels 25-30 spares. Allows for longer times between overhauls (which can get expensive and time-consuming). I also noticed your main offensive punch is the fighters. What are the designs on them?
I don't use the spare requirements or overhauls. Too tedius IMO.
How can you copy a fighter design like a ship design? or do you have to do it manually?
Yeah I wanted the carrier group to be like an American carrier and its escorts. I suppose I could always add another magazine. :D
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Easiest way to post a fighter design is when you create it, copy the text in the fighter design window. And with no spares, you might as well get rid of the engineering section, that's 150 tons right there.
As for fleets, mine have been designed around 1-2 carriers (when I get them), 3-4 missile ships (only missile launchers), 3-4 PA/Beam ships, and then 2x the total main ships in escorts. And with the new formation rules, I've split 2 out to each 30, 0 & -30 degrees off the main body at 60k km, and 1 scout at each quarter at 100k km.
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Here are the fighter designs. Hand copied them. :D
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Also, you are paying to much for the point defense lasers. The maximum rate of fire is 5 seconds and you get that with a capaciter 3. Your lasers are costing you 60% more because you used the capaciter 5 tech in them. Just thought you might like to know.
Brian
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Also, you are paying to much for the point defense lasers. The maximum rate of fire is 5 seconds and you get that with a capaciter 3. Your lasers are costing you 60% more because you used the capaciter 5 tech in them. Just thought you might like to know.
Brian
damn, no I did not know that. :D
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The trick with the capaciters is that the level of capaciter is a multiplier on both how fast you recharge and on the cost. Unfortunately there is no maximum cost but there is a minimum recharge time. For 12cm weapons a C4 is best. A 15cm weapon needs a C6 to get the same 5 second cycle time. I don't really remember what it is above there but I rarely use anything bigger than 15cm for point defense anyway as they are just to big.
Another thing that I just thought of was that with 3 10cm point defense lasers you only need a gas cooled power plant which is a size 2 item. that saves another space on some ships for more shields.
Brian
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The trick with the capaciters is that the level of capaciter is a multiplier on both how fast you recharge and on the cost. Unfortunately there is no maximum cost but there is a minimum recharge time. For 12cm weapons a C4 is best. A 15cm weapon needs a C6 to get the same 5 second cycle time. I don't really remember what it is above there but I rarely use anything bigger than 15cm for point defense anyway as they are just to big.
Another thing that I just thought of was that with 3 10cm point defense lasers you only need a gas cooled power plant which is a size 2 item. that saves another space on some ships for more shields.
Brian
I will definitely keep that scaling for capacitors in mind from now on. Thanks much for the info.
As for the number of PD lasers on the dde's, I was trying to recreate my dde's from starfire I had used for that campaign, and just converted the number of Dx's one for one into the Aurora version PD lasers.
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If your power is generated in groups of 9, i.e. 1 plant generates 9pts of power, and you only require 8 pts, in effect, 1 pt is wasted from what I've seen. Now I'd put in 2 plants, just for a redundancy factor. But it'd be silly to put in a plant that generates 12 pts or 15 pts as then you are wasting 3-6 pts of power. In that case, if you have the room, add more PD lasers.
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Thanks for clearing up what I meant Eric. You are correct, and I usually will fill up the space if I can. The only time that I havn't is when I want enough power for the weapons to still fire at a usuable speed even with a reactor down. I have only done it twice, and both were size 500 ships. The extra power let them lose one or two reactors and still keep firing at full speed. Obviously this isn't practical for smaller ships as there is a much harder time juggling the space you have in the first place.
Brian
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Thanks for clearing up what I meant Eric. You are correct, and I usually will fill up the space if I can. The only time that I havn't is when I want enough power for the weapons to still fire at a usuable speed even with a reactor down. I have only done it twice, and both were size 500 ships. The extra power let them lose one or two reactors and still keep firing at full speed. Obviously this isn't practical for smaller ships as there is a much harder time juggling the space you have in the first place.
Brian
Amen to that. Usually the first thing to get shaved in my case is extra fuel. Then extra engineering. Then I bitch a bit and start cutting weapons.
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I have the same problem with ships under about 200 spaces. Over that it gets a bit easier.
I find that I can usually get by with 2 armored fuel tanks. I really don't like having less than 2 as a single lucky shot can leave the ship dead in the water. I also like armoring them as the lower fuel capacity is more than balanced by the difficulty in killing them.
brian
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I have the same problem with ships under about 200 spaces. Over that it gets a bit easier.
I find that I can usually get by with 2 armored fuel tanks. I really don't like having less than 2 as a single lucky shot can leave the ship dead in the water. I also like armoring them as the lower fuel capacity is more than balanced by the difficulty in killing them.
brian
Armored definitely on warships. Civilian (freighters/survey/colony), I go for the extra capacity.
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Brian and Eric, thanks for bringing the power situation to my attention. now here is a lil study I just conducted with some new power plant designs I was messing with and my conclusions. Which may not be the same as yours. :D
I look forward to any feedback.
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Here's the kicker...
Power Output: 9 Internal Armour: 0 Explosion Chance: 5
Reactor Size: 2 Reactor HTK: 2
Cost: 27 Crew: 10
Materials Required: 6.75x Duranium 0x Neutronium 20.25x Boronide
Development Cost for Project: 800RP
That's a gas-cooled fast reactor. Output 9 you see. Your ship uses 9 for the PD lasers. So for a 33% increase in size over 1 Tokomak, you get near the same output, BUT with redundancy. Or for the size of 2 Tokomaks, you get 3x the redundancy.
So unless you see a future version where you need 20 power in one burst, the older stuff is still good. Of course, with the Tokomaks, you can design a shell hull (engine, power, fuel supply, etc) and swap weapons, hangars, etc out for different versions.
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Eric, I can see your logic for using that PP, but it would mandate the usage of more space and tonnage, an increase of 25% in size and doubling the tonnage to be exact. That is not what I look for, to me space and weight is a premium hence my going for the most efficient and space saving design I can come up with. :D
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Going by the numbers you have there, on a power to space ratio you get:
MCF - 26/3
Stellar - 15/3
Tokomak - 20/3
Gas-cool - 9/3
On a per ton basis, the gas cooled is the least efficient of the ones we've talked about. But if you are using at most 9 pts of energy in 5 seconds, everything else is overkill. You are wasting energy, and (correct me if I am wrong here Steve), should one of the more powerful plants take a combat hit and blow, they will produce more collateral damage. If I had a choice, I'd much rather take 9pts internal damage than 26. Especially on a small ship that could ill afford such damage.
I think that's the point Brian is making too.
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You are correct on the 9 points for the gas cooled reactor. If you only need 9 power, then there is no reason to have a bigger reactor on board. The side benifit of less damage if it explodes is just a nice bonus to me.
Brian
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Gents you have valid points on smaller designs, and are well worth my consideration. So I will be using that philosophy for my smaller designs that have 9 or less power requirements.
Next up is the Triari designed Mons Class battleship. It does not translate well into Aurora, more to do with the special items in SF that is not in Aurora, Datagroups and primaries being the biggies. But this is as close as I can come as of now.
The ones mentioned in the Story are the Olympus Mons, Vesuvius Mons and the Fujimus Mons.
The Leader version of this class has the jump drive and removes 5 30 cm lasers for the space.
Mons Class Battleship
Mons class Battleship 30000 tons 3424 Crew 9361 BP Signature 600-3066
5110 km/s Armour 5 Shields 132-250 Sensors 18/18/0/0 Damage Control 1-2 Command Bonus 1
Replacement Parts 5
Mil Magnetic Confinement Fusion Drive (14) Power 219 Engine Efficiency 0.23 Armour 0 Exp 3%
Fuel Capacity 400,000 Litres Range 256.0 billion km (579 days at full power)
Delta R250/7.5 Shields (53) Total Fuel Cost 398 Litres per day
30cm C6 Soft X-ray Laser (20) Range 1,440,000km Power 24-6 Range Modifier 6 Rate of Fire 20 24 24 24 24 24 24 20 18 16 14
PD 10cm C5 Far Ultraviolet Laser (7) Range 150,000km Power 3-5 Range Modifier 5 Rate of Fire 5 3 3 3 3 3 2 2 1 1 1
C Fire Control (1) Range: 400,000 km TS: 8000 km/s 99 98 96 95 94 92 91 90 89 88
PD Fire Control (1) Range: 20,000 km TS: 16000 km/s 75 50 25 0 0 0 0 0 0 0
Magnetic Confinement Fusion Reactor (6) Total Power Output 156 Armour 0 Exp 3%
Orbital Bombardment Rating: 20
High Resolution Thermal Sensor HRT3-18 (1) Strength 18 Detect Signature 10: 1.8m km Detect Signature 100: 18m km
Gravitational Pulse Sensor GP3-18 (1) Strength 18 Detect Size 10: 1.8m km Detect Size 100: 18m km
ECCM-3 (1) ECM 30
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Sure, nitpicking is fine. :D And yeah I was aware of the fine line of power generation. It was a toss up between more power or shorter legs and less shields.
But then again in the SF design I did not have to worry about fuel or power supplies. :shock:
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Now that I was able to recover the game I had been using to try and remake the Ships from my SF Campaign I was able to make the items I needed to better reflect those ships, and below is the I Carrier Squadron in all it glory. :D
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A Martiobarbulus Velites Squadron
2x Martiobarbulus (L) Class Sexiremes (BB)
Martiobarbulus (L) class Battleship 32000 tons 4290 Crew 13128 BP Signature 550-5156
9375 km/s JR 5-50 Armour 1 Shields 240-300 Sensors 42/60/0/0 Damage Control 1-3 Command Bonus 1
Magazine 4000 Replacement Parts 5
J5-50(16) 32k Jump Drive Max Ship Size 32000 tons Distance 50k km Squadron Size 5
Mil Solid Core Anti-matter Drive (10) Power 600 Engine Efficiency 0.06 Armour 0 Exp 1%
Fuel Capacity 520,000 Litres Range 1123.2 billion km (1386 days at full power)
Sigma R300/10 Shields (30) Total Fuel Cost 300 Litres per day
PD 12cm C4 Extreme X-ray Laser (3) Range 360,000km Power 4-4 Range Modifier 9 Rate of Fire 5 4 4 4 4 4 4 4 4 4 3
PD Fire Control S01 015-40000 (1) Range: 150,000 km TS: 40000 km/s 97 93 90 87 83 80 77 73 70 67
Tokamak Fusion Reactor (2) Total Power Output 40 Armour 0 Exp 2%
Missile Launcher 12-040 (9) Missile Size 12 Rate of Fire 40
C Missile Fire Control S04-640 (1) Range: 6400k km
Atlas (333) Speed: 33,000 km/s Endurance: 62 secs Range: 2046k km Warhead: 32 Size: 12
Orbital Bombardment Rating: 42
High Resolution Thermal Sensor HRT3-42 (1) Strength 42 Detect Signature 10: 4.2m km Detect Signature 100: 42m km
Gravitational Pulse Sensor GP3-60 (1) Strength 60 Detect Size 10: 6m km Detect Size 100: 60m km
ECCM-7 (1) ECM 70
2x Martiobarbulus Class Sexiremes (BB)
Martiobarbulus class Battleship 32000 tons 4550 Crew 13536 BP Signature 550-5156
9375 km/s Armour 1 Shields 240-300 Sensors 42/60/0/0 Damage Control 1-3 Command Bonus 1
Magazine 4800 Replacement Parts 5
Mil Solid Core Anti-matter Drive (10) Power 600 Engine Efficiency 0.06 Armour 0 Exp 1%
Fuel Capacity 520,000 Litres Range 1123.2 billion km (1386 days at full power)
Sigma R300/10 Shields (30) Total Fuel Cost 300 Litres per day
PD 12cm C4 Extreme X-ray Laser (4) Range 360,000km Power 4-4 Range Modifier 9 Rate of Fire 5 4 4 4 4 4 4 4 4 4 3
PD Fire Control S01 015-40000 (1) Range: 150,000 km TS: 40000 km/s 97 93 90 87 83 80 77 73 70 67
Tokamak Fusion Reactor (2) Total Power Output 40 Armour 0 Exp 2%
Missile Launcher 12-040 (11) Missile Size 12 Rate of Fire 40
C Missile Fire Control S04-640 (1) Range: 6400k km
Atlas (400) Speed: 33,000 km/s Endurance: 62 secs Range: 2046k km Warhead: 32 Size: 12
Orbital Bombardment Rating: 42
High Resolution Thermal Sensor HRT3-42 (1) Strength 42 Detect Signature 10: 4.2m km Detect Signature 100: 42m km
Gravitational Pulse Sensor GP3-60 (1) Strength 60 Detect Size 10: 6m km Detect Size 100: 60m km
ECCM-7 (1) ECM 70
2x Gladius Class Escort Quadremes (CA)
Gladius class Escort Cruiser 12000 tons 1335 Crew 4766 BP Signature 240-3600
15000 km/s Armour 3 Shields 80-300 Sensors 42/60/0/0 Damage Control 1-3
Magazine 1200 Replacement Parts 5
Mil Solid Core Anti-matter Drive (6) Power 600 Engine Efficiency 0.06 Armour 0 Exp 1%
Fuel Capacity 200,000 Litres Range 1152.0 billion km (888 days at full power)
Sigma R300/10 Shields (10) Total Fuel Cost 100 Litres per day
PD 12cm C4 Extreme X-ray Laser (6) Range 360,000km Power 4-4 Range Modifier 9 Rate of Fire 5 4 4 4 4 4 4 4 4 4 3
PD Fire Control S01 015-40000 (1) Range: 150,000 km TS: 40000 km/s 97 93 90 87 83 80 77 73 70 67
Inertial Confinement Fusion Reactor (1) Total Power Output 27 Armour 0 Exp 1%
PD Missile Launcher 02-015 (5) Missile Size 2 Rate of Fire 15
PD Missile Fire Control S01-060 (1) Range: 600k km
Sparrow - 1 AFM (600) Speed: 80,000 km/s Endurance: 31 secs Range: 2480k km Warhead: 4 Size: 2
High Resolution Thermal Sensor HRT3-42 (1) Strength 42 Detect Signature 10: 4.2m km Detect Signature 100: 42m km
Gravitational Pulse Sensor GP3-60 (1) Strength 60 Detect Size 10: 6m km Detect Size 100: 60m km
ECCM-7 (1) ECM 70
4x Scutum Class Escort Triremes (DD)
Scutum class Destroyer Escort 6000 tons 680 Crew 2841 BP Signature 120-1800
15000 km/s Armour 1 Shields 80-300 Sensors 42/60/0/0 Damage Control 1-3
Replacement Parts 5
Mil Solid Core Anti-matter Drive (3) Power 600 Engine Efficiency 0.06 Armour 0 Exp 1%
Fuel Capacity 160,000 Litres Range 1843.2 billion km (1422 days at full power)
Sigma R300/10 Shields (10) Total Fuel Cost 100 Litres per day
PD 12cm C4 Extreme X-ray Laser (4) Range 360,000km Power 4-4 Range Modifier 9 Rate of Fire 5 4 4 4 4 4 4 4 4 4 3
PD Fire Control S01 015-40000 (1) Range: 150,000 km TS: 40000 km/s 97 93 90 87 83 80 77 73 70 67
Tokamak Fusion Reactor (1) Total Power Output 20 Armour 0 Exp 2%
High Resolution Thermal Sensor HRT3-42 (1) Strength 42 Detect Signature 10: 4.2m km Detect Signature 100: 42m km
Gravitational Pulse Sensor GP3-60 (1) Strength 60 Detect Size 10: 6m km Detect Size 100: 60m km
ECCM-6C (1) ECM 60
Next up will more than likely be a Triari Squadron.
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Steve, these designs were why I was kind of irritated when I thought the game had blown up, before we found out about the db bloat. I had thought these were lost. Aurora has the detail I wanted to give the ships a 'personality' if you will. I look forward to the time I can use the Imperators, Martiobarbulus, and Mons classes against a Pre-Cursor. I kept my exploration under tight reins till I got to the tech level I felt I could 'whoop some tail' with. :D
I would love to see a primary type of weapon.
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32,000 tons and no sensor redundancy and no fire control redundancy?
Redundant fire control also means you can target more than one ship. Or fire at missiles or fighters at the same time.
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32,000 tons and no sensor redundancy and no fire control redundancy?
Redundant fire control also means you can target more than one ship. Or fire at missiles or fighters at the same time.
Along with Michael's comments, you might want to increase the range of your beam fire control. Your weapons out-range the control by a significant factor.
As for Pre-cursors, I had a middling-tech fleet destroy one. Granted, I don't know what class it was, but it mounted 200 shields, so I'm thinking it was not a mere scout. With a 16-1 advantage I took it, and lost 2 ships. Now that fleet has been upgraded, and reinforced by another 10 ships, for a total of 25. I'll have to post the designs in the San Diego thread.
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32,000 tons and no sensor redundancy and no fire control redundancy?
Redundant fire control also means you can target more than one ship. Or fire at missiles or fighters at the same time.
@Michael Sandy, Good point, but on the ships I have posted so far, if they get close enough to the enemy to get the damage that redundancy would require I am doing something wrong. :wink:
As for firing at more than one ship at a time, That sir, i do not engage in. 8)
@ Eric, that was the max range available at the current tech level. I look forward to seeing youjr designs.
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Eric, that was 4x by 4x, except for the PD controls. I seriously need to do more research on fire control ranges. :D
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