Author Topic: Ships of the Imperium Romanum  (Read 10729 times)

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Offline Þórgrímr (OP)

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« Reply #15 on: March 14, 2007, 06:53:57 PM »
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.
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Erik L

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« Reply #16 on: March 14, 2007, 07:02:34 PM »
Here's the kicker...

Code: [Select]
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.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Þórgrímr (OP)

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« Reply #17 on: March 14, 2007, 07:13:51 PM »
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
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Erik L

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« Reply #18 on: March 14, 2007, 07:23:24 PM »
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.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Brian Neumann

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« Reply #19 on: March 14, 2007, 07:35:30 PM »
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
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Þórgrímr (OP)

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« Reply #20 on: March 14, 2007, 09:24:36 PM »
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.  :D

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.

Code: [Select]
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
« Last Edit: March 15, 2007, 08:46:35 AM by Þórgrímr »
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Offline Erik L

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« Reply #21 on: March 14, 2007, 09:40:40 PM »
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Þórgrímr (OP)

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« Reply #22 on: March 14, 2007, 10:53:21 PM »
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:
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Þórgrímr (OP)

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« Reply #23 on: March 17, 2007, 09:07:27 PM »
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
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Þórgrímr (OP)

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« Reply #24 on: March 18, 2007, 09:22:42 AM »
A Martiobarbulus Velites Squadron

2x Martiobarbulus (L) Class Sexiremes (BB)

Code: [Select]
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)

Code: [Select]
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)

Code: [Select]
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)

Code: [Select]
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. :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Steve Walmsley

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« Reply #25 on: March 19, 2007, 07:07:27 AM »
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by Steve Walmsley »
 

Offline Þórgrímr (OP)

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« Reply #26 on: March 19, 2007, 08:57:42 AM »
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.  :D
« Last Edit: December 31, 1969, 06:00:00 PM by Þórgrímr »
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Offline Erik L

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« Reply #27 on: March 19, 2007, 09:04:37 AM »
Quote from: "Steve Walmsley"
[quote="
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Michael Sandy

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« Reply #28 on: March 20, 2007, 01:23:59 PM »
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.
« Last Edit: December 31, 1969, 06:00:00 PM by Michael Sandy »
 

Offline Erik L

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« Reply #29 on: March 20, 2007, 01:57:53 PM »
Quote from: "Michael Sandy"
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.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »