Author Topic: So they nuked my Survey Ship  (Read 1915 times)

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Offline NoonStar (OP)

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So they nuked my Survey Ship
« on: February 26, 2011, 10:35:54 PM »
And I want to 'improve' diplomatic relations. How well will this ship help me? Or did I put together junk.

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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

 

Offline Erik L

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Re: So they nuked my Survey Ship
« Reply #1 on: February 26, 2011, 10:56:49 PM »
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.

Offline Tarran

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Re: So they nuked my Survey Ship
« Reply #2 on: February 27, 2011, 12:45:58 AM »
Quote from: Erik Luken link=topic=3283. msg31480#msg31480 date=1298782609
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.

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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.

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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.
 

Offline Erik L

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Re: So they nuked my Survey Ship
« Reply #3 on: February 27, 2011, 01:14:26 AM »
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.
Code: [Select]
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.
Code: [Select]
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.
Code: [Select]
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.

Offline Icebird

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Re: So they nuked my Survey Ship
« Reply #4 on: February 27, 2011, 02:52:20 AM »
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!
 

Offline Andrew

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Re: So they nuked my Survey Ship
« Reply #5 on: February 27, 2011, 03:30:01 AM »
I would also take out  the grav survey sensor no point putting survey systems on a warship.
 

Offline Brian Neumann

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Re: So they nuked my Survey Ship
« Reply #6 on: February 27, 2011, 04:33:55 AM »
-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.
 

Offline NoonStar (OP)

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Re: So they nuked my Survey Ship
« Reply #7 on: February 27, 2011, 10:31:53 PM »
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.