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Offline AlqVeers (OP)

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First proper playthrough
« on: March 14, 2015, 12:49:17 AM »
As title says, This is my first proper play-through of an Aurora game.       I've fiddled around here and there before, but have never kept the game long as I was just exploring and fiddling with how it operated.     

I've SM'd a little on Earth, provided several large shipyards and minerals and other than default settings (including pre-designed ships and tech), have left it at that.       Basis of this one is Earth, or the Galactic Terran Alliance, has a pretty decent space economy prior to discovering FTL or Jump Tech, which is where the game starts.       

I'm fairly happy with most things except, combat and military designs.       Big surprise there, I do admit just reading and reading on the forums reveals a massive wealth of information.       

So, I have several ship designs at this stage.       Quickly as follows.       Please let me know what you think for a 'first timer' basically.       I'm happy they function, and thats pretty much it until I do a proper, non-SM altered game.     



::Civilian Designs::


The Bridge Builder class brings Jump Gate construction and new systems within the reach of the GTA.    Currently there are limited areas for expansion however the construction of these jump gates will allow several new military designed to operate without dedicated jump drives.   

First Launched: 12th April 2031 - 2 Ships in class (2 active)
Code: [Select]
Bridge Builder class Construction Ship    64 150 tons     230 Crew     1644.4 BP      TCS 1283  TH 1500  EM 0
1169 km/s     Armour 1-142     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 16    Max Repair 37.5 MSP
Intended Deployment Time: 3 months    Spare Berths 2    
Jump Gate Construction Ship: 180 days

150 EP Commercial Ion Drive (10)    Power 150    Fuel Use 10.61%    Signature 150    Exp 5%
Fuel Capacity 300 000 Litres    Range 7.9 billion km   (78 days at full power)

Commercial Vessel for maintenance purposes

The Columbus-class GSV would operate with the Franklin-class GSV in exploring new systems.     These two designs were the first launched by the GTA.     Designed to be jump capable and to operate independently.   

First Launched: 2026 - 6 Ships in class (3 active : 3 destroyed)
Code: [Select]
Columbus class Geological Survey Vessel    4 450 tons     84 Crew     422 BP      TCS 89  TH 300  EM 0
3370 km/s    JR 3-50     Armour 1-24     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
MSP 59    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 3    

J4500(3-50) Military Jump Drive     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
150 EP Commercial Ion Drive (2)    Power 150    Fuel Use 10.61%    Signature 150    Exp 5%
Fuel Capacity 250 000 Litres    Range 95.3 billion km   (327 days at full power)

Geological Survey Sensors (2)   2 Survey Points Per Hour

Commercial Vessel for maintenance purposes


The Life-Bringer-class was brought forward to transport colonists to new colonies within the Sol-system.     The vessel is not jump-capable and its future remains to be seen with the construction of the new Jump Gate ships

First Launched: 25th November 2028 - 3 Ships in Class (3 active)
Code: [Select]
Life-Bringer class Colony Ship    33 700 tons     200 Crew     1051.8 BP      TCS 674  TH 900  EM 0
1335 km/s    JR 2-25(C)     Armour 1-92     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 20    Max Repair 76 MSP
Intended Deployment Time: 3 months    Spare Berths 1    
Cryogenic Berths 50000    Cargo Handling Multiplier 10    

Welch-Power JC54K Commercial Jump Drive     Max Ship Size 54000 tons    Distance 25k km     Squadron Size 2
150 EP Commercial Ion Drive (6)    Power 150    Fuel Use 10.61%    Signature 150    Exp 5%
Fuel Capacity 500 000 Litres    Range 25.2 billion km   (218 days at full power)
Commercial Vessel for maintenance purposes


Designed to operate within the Sol-system with the Life-Bringer-class vessels.     The Titanium Hauler primarily moves supplies from Eath to Luna and Mars.   

First Launched: 24th July 2027 - 3 Ships in class (3 active)

Code: [Select]
Titanium Hauler class Freighter    46 250 tons     155 Crew     610.4 BP      TCS 925  TH 900  EM 0
972 km/s    JR 2-25(C)     Armour 1-114     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 8    Max Repair 76 MSP
Intended Deployment Time: 3 months    Spare Berths 1    
Cargo 25000    Cargo Handling Multiplier 10    

Welch-Power JC54K Commercial Jump Drive     Max Ship Size 54000 tons    Distance 25k km     Squadron Size 2
150 EP Commercial Ion Drive (6)    Power 150    Fuel Use 10.61%    Signature 150    Exp 5%
Fuel Capacity 500 000 Litres    Range 18.3 billion km   (218 days at full power)

Commercial Vessel for maintenance purposes



::Military Designs::


The Victory Cruiser is the GTA's first combat designed ship.     It is an early prototype that has been rushed into construction due to recent losses from exploration vessels due to unknown hostile ships.     Current plans call for the Cruisers to operate in groups of 4 with a supporting Illuminator support vessel for sensor support.     The first 8 ships of this class form the 1st Fleet - Sol

OOC: All I really know here, the systems attached were already generated.  So two size 7 for the AMMs and the large for the ASMs.  How successful the two designs will be. . , no idea.  I couldn't actually assign the gauss cannon a system.  So. .  no idea about that.

First Launched: 27th April 2031 - 8 Ships in class (4 active : 4 Under Construction)
Code: [Select]
Victory class Cruiser    14 700 tons     398 Crew     2601.68 BP      TCS 294  TH 720  EM 0
3265 km/s    JR 3-50     Armour 4-53     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 43
Maint Life 0.5 Years     MSP 442    AFR 432%    IFR 6%    1YR 877    5YR 13152    Max Repair 484 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 423    

J20100(3-50) Military Jump Drive     Max Ship Size 20100 tons    Distance 50k km     Squadron Size 3
Fang-Bai 240 EP Ion Drive (4)    Power 240    Fuel Use 56%    Signature 180    Exp 10%
Fuel Capacity 1 000 000 Litres    Range 21.9 billion km   (77 days at full power)

Gauss Cannon R3-100 (1x3)    Range 30 000km     TS: 8000 km/s     Accuracy Modifier 100%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 60-32000 (1)    Max Range: 120 000 km   TS: 32000 km/s     92 83 75 67 58 50 42 33 25 17

Size 7 Missile Launcher (2)    Missile Size 7    Rate of Fire 55
Size 23 Missile Launcher (1)    Missile Size 23    Rate of Fire 175
Missile Fire Control FC137-R63 (1)     Range 137.1m km    Resolution 63
Missile Fire Control FC51-R4 (2)     Range 51.8m km    Resolution 4

Military Vessel for maintenance purposes

The Illuminator support vessel is designed to support military vessels by providing sensory support and data.     She differs from the original Plato design by increasing her speed and armour, while the Plato remains more in a civilian support role.   

First Launched: 22nd March 2031 - 8 Ships in class (4 active : 4 Under Construction)
Code: [Select]
Illuminator class Support Vessel    7 450 tons     191 Crew     1531 BP      TCS 149  TH 360  EM 0
3221 km/s    JR 3-50     Armour 2-33     Shields 0-0     Sensors 48/48/0/0     Damage Control Rating 2     PPV 0
Maint Life 0.79 Years     MSP 257    AFR 222%    IFR 3.1%    1YR 327    5YR 4906    Max Repair 360 MSP
Intended Deployment Time: 12 months    Spare Berths 1    

J10200(3-50) Military Jump Drive     Max Ship Size 10200 tons    Distance 50k km     Squadron Size 3
Fang-Bai 240 EP Ion Drive (2)    Power 240    Fuel Use 56%    Signature 180    Exp 10%
Fuel Capacity 1 000 000 Litres    Range 43.1 billion km   (155 days at full power)

Active Search Sensor MR228-R63 (1)     GPS 22680     Range 228.6m km    Resolution 63
Active Search Sensor MR22-R63 (1)     GPS 2268     Range 22.9m km    Resolution 63
Active Search Sensor MR25-R1 (1)     GPS 324     Range 25.9m km    MCR 2.8m km    Resolution 1
Thermal Sensor TH6-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM6-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
EM Detection Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

Military Vessel for maintenance purposes

The Racer shuttle fills the role of combat rescue craft, designed to get in and out again quickly to rescue survivors of stricken or abandoned vessels.     The two ships of this class have been upgraded to the Mod-I refit, which removed the tractor beam and allowed the inclusion of 1 company of troops

First Launched:  - 2 Ships in class (0 active : 2 Upgraded to Mod-I)
Code: [Select]
Racer class Rescue Shuttle    4 050 tons     90 Crew     556.6 BP      TCS 81  TH 360  EM 0
5925 km/s    JR 3-50     Armour 2-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 0.67 Years     MSP 86    AFR 131%    IFR 1.8%    1YR 128    5YR 1916    Max Repair 150 MSP
Intended Deployment Time: 2 months    Spare Berths 1    
Cryogenic Berths 200    Tractor Beam    

J4500(3-50) Military Jump Drive     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
Fang-Bai 240 EP Ion Drive (2)    Power 240    Fuel Use 56%    Signature 180    Exp 10%
Fuel Capacity 250 000 Litres    Range 19.8 billion km   (38 days at full power)

Military Vessel for maintenance purposes

First Launched: 4th October 2029 - 2 Ships in class (2 active)
Code: [Select]
Racer Mod-I class Rescue Shuttle    4 050 tons     83 Crew     464.6 BP      TCS 81  TH 360  EM 0
5925 km/s    JR 3-50     Armour 2-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 0.63 Years     MSP 72    AFR 131%    IFR 1.8%    1YR 114    5YR 1708    Max Repair 150 MSP
Intended Deployment Time: 2 months    Spare Berths 0    
Troop Capacity: 1 Company    Cryogenic Berths 200    

J4500(3-50) Military Jump Drive     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
Fang-Bai 240 EP Ion Drive (2)    Power 240    Fuel Use 56%    Signature 180    Exp 10%
Fuel Capacity 250 000 Litres    Range 19.8 billion km   (38 days at full power)

Military Vessel for maintenance purposes

The Plato Science Vessel was originally designed to support the Columbus and Franklin classes in exploring new systems for long periods of time.     The class has been instrumental in discovering 3 alien races, as well as detecting dozens of vessels.     Unfortunately this role saw two vessels destroyed but may have saved countless lives of others.   

First Launched: 2028 - 3 Ships in class (1 active : 2 destroyed)
Code: [Select]
Plato class Science Vessel    10 100 tons     186 Crew     1220.6 BP      TCS 202  TH 600  EM 0
2970 km/s    JR 3-50     Armour 1-41     Shields 0-0     Sensors 48/48/0/0     Damage Control Rating 1     PPV 0
Maint Life 0.09 Years     MSP 76    AFR 816%    IFR 11.3%    1YR 831    5YR 12464    Max Repair 324 MSP
Intended Deployment Time: 24 months    Spare Berths 1    

J10200(3-50) Military Jump Drive     Max Ship Size 10200 tons    Distance 50k km     Squadron Size 3
150 EP Commercial Ion Drive (4)    Power 150    Fuel Use 10.61%    Signature 150    Exp 5%
Fuel Capacity 1 000 000 Litres    Range 168.0 billion km   (654 days at full power)

Active Search Sensor MR25-R1 (1)     GPS 324     Range 25.9m km    MCR 2.8m km    Resolution 1
Active Search Sensor MR160-R63 (1)     GPS 15876     Range 160.0m km    Resolution 63
Thermal Sensor TH6-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM6-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
EM Detection Sensor EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

Military Vessel for maintenance purposes


The Franklin-class GSV would operate with the Columbus-class GSV in exploring new systems.     These two designs were the first launched by the GTA.     Designed to be jump capable and to operate independently.   

First Launched: 27th April 2026 - 10 Ships in class (8 active : 2 destroyed)
Code: [Select]
Franklin class Gravitational Survey Vessel    4 450 tons     84 Crew     422 BP      TCS 89  TH 300  EM 0
3370 km/s    JR 3-50     Armour 1-24     Shields 0-0     Sensors 1/1/2/0     Damage Control Rating 1     PPV 0
Maint Life 0.95 Years     MSP 59    AFR 158%    IFR 2.2%    1YR 62    5YR 931    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 3    

J4500(3-50) Military Jump Drive     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
150 EP Commercial Ion Drive (2)    Power 150    Fuel Use 10.61%    Signature 150    Exp 5%
Fuel Capacity 250 000 Litres    Range 95.3 billion km   (327 days at full power)

Gravitational Survey Sensors (2)   2 Survey Points Per Hour

Military Vessel for maintenance purposes

Two missile designs are available for the Victory class
Both from the Lancer-Series, the Size 7 AMM Lancer 1, and the Size 23 ASM, Lancer A (I've just realised the computer auto-gens the Lance 1 as a ASM not a AMM.  soo. .  again, hopefully this works ok)

Code: [Select]
Missile Size: 7 MSP  (0.35 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 20
Speed: 23800 km/s    Engine Endurance: 85 minutes   Range: 121.9m km
Cost Per Missile: 4.4614
Chance to Hit: 1k km/s 476%   3k km/s 140%   5k km/s 95.2%   10k km/s 47.6%
Materials Required:    1x Tritanium   3.4614x Gallicite   Fuel x1250

Development Cost for Project: 446RP

Code: [Select]
Missile Size: 22.99 MSP  (1.1495 HS)     Warhead: 36    Armour: 0     Manoeuvre Rating: 14
Speed: 21700 km/s    Engine Endurance: 102 minutes   Range: 133.4m km
Cost Per Missile: 16.9394
Chance to Hit: 1k km/s 303.8%   3k km/s 98%   5k km/s 60.8%   10k km/s 30.4%
Materials Required:    9x Tritanium   7.9394x Gallicite   Fuel x4500

Development Cost for Project: 1694RP

« Last Edit: March 14, 2015, 02:23:53 AM by AlqVeers »
I've started talking in my sleep apparently, all that was audible was "Spaceship". Go figure :)
 

Offline GreatTuna

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Re: First proper playthrough
« Reply #1 on: March 14, 2015, 02:12:14 AM »
The commercial ships are... fine, though your gate builder could use more range. Much more range.

About military designs:
1. Your Victory class has only three missile launchers. Makes it very easy to intercept what you launch.
2. Size 23 launcher, wow. A very specialized weapon, almost useless against everything with point defense. Consider replacing it with more sz-7 launchers.
3. The gauss cannon is useless too, due to low tracking speed. Place it on turret.
4. The Illuminator vessel has two res-64 sensors. What's the point of having two?
5. Your fleet on average has very low maintenance life. This is especially problematic for gravi-survey ship: it's not going to fly far with broken engines.

Oh, and by the way, can you show the missile designs?
« Last Edit: March 14, 2015, 02:19:37 AM by GreatTuna »
 

Offline AlqVeers (OP)

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Re: First proper playthrough
« Reply #2 on: March 14, 2015, 02:26:03 AM »
Just loaded the missile designs on the bottom.

So pretty much all the tech I am using right now was auto-generated at the start, anything I put in will generally consist of a name.  Trying it this way as at least I can start with something, see how it actually works then build from it.

Especially considering I have no idea with anything military.  So I expect these ships to go boom.
I've started talking in my sleep apparently, all that was audible was "Spaceship". Go figure :)
 

Offline GreatTuna

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Re: First proper playthrough
« Reply #3 on: March 14, 2015, 02:41:56 AM »
So pretty much all the tech I am using right now was auto-generated at the start, anything I put in will generally consist of a name.  Trying it this way as at least I can start with something, see how it actually works then build from it. 

Oh, I see. Better start to design something yourself ASAP, the auto-generated ships tend to be very weak.
There are many designs on this part of forum that can be used as reference.

I presume the missiles are auto-generated too. They share the general layout: long range, but low speed and agility.
 

Offline AlqVeers (OP)

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Re: First proper playthrough
« Reply #4 on: March 14, 2015, 02:49:23 AM »
I designed those two, but I have no idea what I am doing.   So nothing more than a first attempt.

1.  Noted.  Wanted to add more but couldn't really justify based on size and it's a prototype so I can figure out how it all works. 
2.  Comp generated.  Thought it seemed big against what everyone else uses but giving it a shot regardless. 
3.  Oh. .  I see how that improves it.  Makes sense now but didn't consider it before hand
4.  The range was different so that's probably why I added it.  No other explanation otherwise.
5.  Surprisingly have barely had any issues *so far*, touch wood.  But with the two breakdowns so far, yep.  Definitely a major problem.

Much appreciated GreatTuna :)
« Last Edit: March 14, 2015, 02:53:05 AM by AlqVeers »
I've started talking in my sleep apparently, all that was audible was "Spaceship". Go figure :)
 

Offline GreatTuna

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Re: First proper playthrough
« Reply #5 on: March 14, 2015, 03:19:36 AM »
2.  Comp generated.  Thought it seemed big against what everyone else uses but giving it a shot regardless.

They are not using it for a reason. Size 10 is considered big by most, though it is useful in some situations.

My fleet doctrine tends to use the size 24 torpedoes and MIRVs, but not as main caliber. Main caliber is size 1, 5 and 6. Size 2 missiles is fielded on PDCs due to ability to launch them every five seconds. Size 50 is mines only.

Two sensors of same resolution is a waste of space unless you think of second as of backup, only larger will be useful.

If you plan on using missiles as your main weapon, consider making point defense ships, beam or AMM (or both). Design fast, short-ranged, agile missile with size 1 and 1 point of damage, make res-1 missile fire control and sensor, and place as many magazines and sz-1 launchers as you can afford. Researching Missile Launcher Reload Rate 6 won't hurt either, because it allows you to fire AMMs every 5 seconds.
 

Offline TT

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Re: First proper playthrough
« Reply #6 on: March 14, 2015, 12:04:22 PM »
AlqVeers,

Just to add to what Great Tuna said.  When you design a ship, you have a MSP value.  That value tells you how many maintenance points you have on your ship to deal with components that break down over the normal deployment of your ship or suffer battle damage.  You also have a value, Max repair.  This is amount of MSP the largest (or most maintenance intensive) component requires to fix.  When I design military ships, I want my MSP to be higher than my max repair so that I can be sure my ship will be able to fix on their own any component that breaks down.  You should probably make sure than anything you design has a larger MSP than Max Repair. 
 

Offline AlqVeers (OP)

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Re: First proper playthrough
« Reply #7 on: March 22, 2015, 08:22:21 PM »
Alrighty, continuing the above.  I've made several changes and refits to vessels, in addition to designing new classes.  I'm just not a military thinker yet, haven't got my head wrapped around it.  Anyway.

Code: [Select]
Mod I Refit was skipped in favour of the new Magneto-Plasma engine designs. Range and Speed all increased.
[code]Bridge Builder Mod II class Construction Ship    74 450 tons     360 Crew     2782.  6 BP      TCS 1489  TH 1600  EM 0
2149 km/s     Armour 1-157     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 11     PPV 0
MSP 257    Max Repair 120 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Jump Gate Construction Ship: 180 days

Stewart-Morris 320 EP Commercial Magneto-plasma Drive (10)    Power 320    Fuel Use 5.  3%    Signature 160    Exp 5%
Fuel Capacity 2 000 000 Litres    Range 91.  2 billion km   (491 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

First generation salvager vessel. Designed to work within safe or allied systems and not hostile deployment sites.
Code: [Select]
Firefly class Salvager    30 500 tons     305 Crew     1298.  2 BP      TCS 610  TH 640  EM 0
2098 km/s     Armour 1-86     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 12     PPV 0
MSP 319    Max Repair 200 MSP
Intended Deployment Time: 6 months    Spare Berths 0    
Salvager: 2 module(s) capable of salvaging 1000 tons per day

Stewart-Morris 320 EP Commercial Magneto-plasma Drive (4)    Power 320    Fuel Use 5.  3%    Signature 160    Exp 5%
Fuel Capacity 750 000 Litres    Range 83.  5 billion km   (460 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

An upgrade to the original Illuminator class, designed to work along side military warships in combat.
Code: [Select]
Illuminator Mod I class Surveillance Cruiser    20 700 tons     508 Crew     5508.  05 BP      TCS 414  TH 960  EM 0
4637 km/s    JR 3-50     Armour 2-67     Shields 0-0     Sensors 48/220/0/0     Damage Control Rating 16     PPV 0
Maint Life 1.  79 Years     MSP 2661    AFR 214%    IFR 3%    1YR 1033    5YR 15491    Max Repair 1350 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

J24000(3-50) Military Jump Drive     Max Ship Size 24000 tons    Distance 50k km     Squadron Size 3
Fang-Bai 320 EP Magneto-plasma Drive (6)    Power 320    Fuel Use 40%    Signature 160    Exp 10%
Fuel Capacity 4 000 000 Litres    Range 86.  9 billion km   (217 days at full power)

CIWS-320 (1x6)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Szpir Sensor Systems Active Search Sensor MR630-R120 (70%) (1)     GPS 86400     Range 631.  0m km    Resolution 120
Szpir Sensor Systems Active Search Sensor MR172-R4 (70%) (1)     GPS 4320     Range 172.  8m km    Resolution 4
Thermal Sensor TH6-48 (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
Osborne EM Sensor EM20-220 (50%) (1)     Sensitivity 220     Detect Sig Strength 1000:  220m km
Osborne EM Detection Sensor EM10-110 (50%) (1)     Sensitivity 110     Detect Sig Strength 1000:  110m km

This design is classed as a Military Vessel for maintenance purposes

Again skipping the Mod I refit, the Life-Bringer Mod II includes new Magneto engines and additional cryo berths
Code: [Select]
Life-Bringer Mod II class Colony Ship    48 200 tons     375 Crew     2634.  6 BP      TCS 964  TH 1600  EM 0
3319 km/s     Armour 1-117     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
MSP 205    Max Repair 120 MSP
Intended Deployment Time: 6 months    Spare Berths 1    
Cryogenic Berths 100000    Cargo Handling Multiplier 20    

Stewart-Morris 320 EP Commercial Magneto-plasma Drive (10)    Power 320    Fuel Use 5.  3%    Signature 160    Exp 5%
Fuel Capacity 1 000 000 Litres    Range 70.  5 billion km   (245 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

The Racer class has proven successful in it's ability to get in and out of combat situations quickly, to furfill it's goals of life-pod retrieval. Magneto Engines provided a solid performance boost over the Mod I and II variants.
Code: [Select]
Racer Mod-III class Rescue Shuttle    4 500 tons     95 Crew     789.  8 BP      TCS 90  TH 320  EM 0
7111 km/s    JR 3-50     Armour 2-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 3.  84 Years     MSP 439    AFR 40%    IFR 0.  6%    1YR 47    5YR 705    Max Repair 240 MSP
Intended Deployment Time: 4 months    Spare Berths 182    

J4500(3-50) Military Jump Drive     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
Fang-Bai 320 EP Magneto-plasma Drive (2)    Power 320    Fuel Use 40%    Signature 160    Exp 10%
Fuel Capacity 750 000 Litres    Range 75.  0 billion km   (122 days at full power)

This design is classed as a Military Vessel for maintenance purposes


Following the loss of all 8 Victory-class Prototype cruisers, two new designs were finalised and put forward for production in April 2037.
The Swiftsure class furfills an Anti-Ship role. The original design called for 6 launchers, however lacking supplies have reduced the design to 4 for the initial production run.
Code: [Select]
Swiftsure class Missile Cruiser    34 550 tons     801 Crew     6536.  97 BP      TCS 691  TH 1600  EM 0
4630 km/s    JR 3-50     Armour 3-94     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 40     PPV 72.  31
Maint Life 3.  14 Years     MSP 4730    AFR 238%    IFR 3.  3%    1YR 723    5YR 10838    Max Repair 995 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 607    

J40000(3-50) Military Jump Drive     Max Ship Size 40000 tons    Distance 50k km     Squadron Size 3
Fang-Bai 320 EP Magneto-plasma Drive (10)    Power 320    Fuel Use 40%    Signature 160    Exp 10%
Fuel Capacity 7 000 000 Litres    Range 91.  2 billion km   (227 days at full power)

Quad Gauss Cannon R3-100 Turret (1x12)    Range 30 000km     TS: 15000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
CIWS-320 (1x6)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 60-32000 (1)    Max Range: 120 000 km   TS: 32000 km/s     92 83 75 67 58 50 42 33 25 17

Size 7 Missile Launcher (4)    Missile Size 7    Rate of Fire 55
Szpir Sensor Systems Missile Fire Control FC103-R4 (70%) (1)     Range 103.  7m km    Resolution 4
Szpir Sensor Systems Missile Fire Control FC473-R120 (70%) (2)     Range 473.  2m km    Resolution 120

This design is classed as a Military Vessel for maintenance purposes

The QE Class is designed to work with the Swiftsure and Illuminator classes by supplying Anti-Missile and Anti-Fighter fire solutions.
Code: [Select]
Queen Elizabeth class Missile Frigate    23 750 tons     497 Crew     4528.  57 BP      TCS 475  TH 1120  EM 0
4715 km/s    JR 3-50     Armour 3-73     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 20     PPV 36.  03
Maint Life 2.  45 Years     MSP 2383    AFR 225%    IFR 3.  1%    1YR 548    5YR 8213    Max Repair 397 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 591    

J24000(3-50) Military Jump Drive     Max Ship Size 24000 tons    Distance 50k km     Squadron Size 3
Fang-Bai 320 EP Magneto-plasma Drive (7)    Power 320    Fuel Use 40%    Signature 160    Exp 10%
Fuel Capacity 5 000 000 Litres    Range 94.  7 billion km   (232 days at full power)

Twin Gauss Cannon R3-100 Turret (1x6)    Range 30 000km     TS: 15000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
CIWS-320 (1x6)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 60-32000 (1)    Max Range: 120 000 km   TS: 32000 km/s     92 83 75 67 58 50 42 33 25 17

Bradley Ordnance S-2 Missile Launcher (6)    Missile Size 2    Rate of Fire 15
Szpir Sensor Systems Missile Fire Control FC103-R4 (70%) (3)     Range 103.  7m km    Resolution 4

This design is classed as a Military Vessel for maintenance purposes

There are also two support vessels in the design phase, to bring additional ammunition, fuel and supplies to the battle-group when out in the field.

With the data supplied from the Victory class, three new missiles were designed. However the Size 3 AMM was removed shortly before construction in favour of the Size 2 AMM.

The S-2 AMM Lancer 2--1, quickly replaced the S-3 AMM Lancer 2, in favour of the compact size.
Code: [Select]
Missile Size: 2 MSP  (0.  1 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 36
Speed: 24000 km/s    Engine Endurance: 11 minutes   Range: 15.  4m km
Cost Per Missile: 1.  8868
Chance to Hit: 1k km/s 864%   3k km/s 288%   5k km/s 172.  8%   10k km/s 86.  4%

The S-7 ASM Lancer B replaces the unwieldy S-23 Lancer A. The design naturally has a reduced fire-power per warhead, however the design is superior in terms of overall ability to hit and carry capacity.
Code: [Select]
Missile Size: 6.  97 MSP  (0.  3485 HS)     Warhead: 8    Armour: 0     Manoeuvre Rating: 21
Speed: 27500 km/s    Engine Endurance: 62 minutes   Range: 102.  2m km
Active Sensor Strength: 0.  18   Sensitivity Modifier: 110%
Resolution: 1    Maximum Range vs 50 ton object (or larger): 10 000 km
Cost Per Missile: 6.  224
Chance to Hit: 1k km/s 577.  5%   3k km/s 189%   5k km/s 115.  5%   10k km/s 57.  7%
Materials Required:    2x Tritanium   0.  108x Boronide   0.  18x Uridium   3.  936x Gallicite   Fuel x450
Materials Required:    0.25x Tritanium   1.6368x Gallicite   Fuel x50[/code]


I took 8 Victory-Class and 2 Illuminator classes armed with the previous 2 missile designs against the unknown aliens.   Their meson weapons proved the undoing of the fleets, hwoever they were considered expendable for the purpose of teaching myself about combat.   However, of the 46 - Ambusher class fighters, data aquired below

Code: [Select]
Ambusher class fighter
1x Meson Cannon: Damage 1, RoF 1, Range Modifier 12. Observed Range 107,000km
Sensor S28/R1: Stength 28, Resolution 1, max range: 0.3m km, GPS: 28
Cross Section 15, Estimated Tonnage: 750, Thermal Sig 160, Observed Speed 10666, Est Speed: 10666, Armour 2. (Notes: around 16 damage to cause fluid leak)

Of these 46 fighters, 17 were confirmed destroyed, and another several more taking light to serious damage during the engagement. 

The Demoraliser-class was not encountered in this engagement.   It's last known position was in orbit near the Sun, several billion km away.   Initial readings on it revealed a potential shield of 600, and a Sensor S336/R100, Stength 336, Res 100, Max range 336m km, GPS 33600.   No further information available. 

So in terms of seeing how combat works, assigning fire controls and such, it went well. 
I've started talking in my sleep apparently, all that was audible was "Spaceship". Go figure :)
 

Offline GreatTuna

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Re: First proper playthrough
« Reply #8 on: March 23, 2015, 06:05:02 AM »
So...

1. I can't say anything about commercial designs now. They have pretty much everything you need. I'd suggest you to put some CIWS and armor and civvie sensors, but that's not required.
2. The Illuminator. Why does it have two EM sensors? Only the best is used out of two, the smaller sensor is just a waste of Uridium.
3. The hardened electronics are nice, but nobody will ever use HPM against you. Consider removing hardening.
4. Only four launchers on 34kton design? That's very low amount. You are not going to get even past your own point defenses.
5. Speaking of PD, why do you have both CIWS and conventional gauss cannons? It's better to stick just to gauss cannons so your fleet gets better PD coverage.
6. Reduce the range of your missile ships! You are losing the space for the things you really need (like missile launchers), and you are unlikely to use that range on your tech level anyway. Use tankers instead if you need to go farther.
7. Size 2 is too big for AMM. Size 1 is preferable.
8. Even size 2 AMM is slower than your own ASM. How are you going to intercept enemy missiles if you cannot intercept your own?
9. And add more armor. I know it's useless against mesons, but you'll encounter laser and missile-equipped ships more often.

Your main combat ships are using too much space for things not directly related to combat (engineering, fuel, jump drive, etc.). As a result, you cannot properly give them what they really need, turning the ships combat-ineffective.
I've encountered the same problem with first version of my fleet. Fortunately, it never made past design phase.

Code: [Select]
F-Settembrini class Raketnyy Kreyser    15 000 tons     291 Crew     3719.5 BP      TCS 300  TH 4800  EM 0
16000 km/s     Armour 6-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 9     PPV 45
Maint Life 1.38 Years     MSP 1395    AFR 199%    IFR 2.8%    1YR 794    5YR 11911    Max Repair 800 MSP
Intended Deployment Time: 48 months    Spare Berths 0    
Magazine 720    

Izmaylov Foundation 1600 EP Inertial Fusion Drive (3)    Power 1600    Fuel Use 12.5%    Signature 1600    Exp 10%
Fuel Capacity 1 000 000 Litres    Range 96.0 billion km   (69 days at full power)

Hit-and-Run ASM System (36)    Missile Size 5    Rate of Fire 3000
Ratters Launcher Assistant R1\Sz1\T4 (1)     Range 11.8m km    Resolution 1
Ratters Launcher Assistant R200\Sz1 T4 (1)     Range 98.0m km    Resolution 200
Size 5 Anti-ship Missile (144)  Speed: 96 000 km/s   End: 7.1m    Range: 40.7m km   WH: 9    Size: 5    TH: 512/307/153

ExpAI BackUp Sensor System (1)     GPS 280     Range 3.9m km    Resolution 100

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
(mind you, this is just an example)

And you gave them more ships than you destroyed. Your missile ships will turn into a nice bunch of new swarmlings.
« Last Edit: March 23, 2015, 06:11:56 AM by GreatTuna »
 

Offline AlqVeers (OP)

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Re: First proper playthrough
« Reply #9 on: March 25, 2015, 06:52:11 AM »
What if I tried something more like this? tried to take some more advice on board and copy something similar to your design.   Ignoring the technology as I need to work on it.   Just with what I have. 

Code: [Select]
Test Design class Cruiser    14 900 tons     394 Crew     2866.12 BP      TCS 298  TH 640  EM 0
4295 km/s     Armour 6-53     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 94.03
Maint Life 2.15 Years     MSP 962    AFR 222%    IFR 3.1%    1YR 279    5YR 4179    Max Repair 288 MSP
Intended Deployment Time: 3 months    Spare Berths 1    
Magazine 649    

Fang-Bai 320 EP Magneto-plasma Drive (4)    Power 320    Fuel Use 40%    Signature 160    Exp 10%
Fuel Capacity 1 000 000 Litres    Range 30.2 billion km   (81 days at full power)

Twin Gauss Cannon R3-100 Turret (1x6)    Range 30 000km     TS: 15000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 60-32000 (1)    Max Range: 120 000 km   TS: 32000 km/s     92 83 75 67 58 50 42 33 25 17

Size 5 Missile Launcher (14)    Missile Size 5    Rate of Fire 40
Missile Fire Control FC25-R1 (1)     Range 25.9m km    Resolution 1
Missile Fire Control FC137-R63 (1)     Range 137.1m km    Resolution 63

This design is classed as a Military Vessel for maintenance purposes

Removed jump ability, can design a jump-ship instead.   
Need to design a S1 AMM, haven't managed to yet but I was happy with the S2 improvements.   Back to the drawing board (need that newer engine to be finished)
Range reduced, use tanker as option
Redesigned fire controls are being worked on
New engine tech is a while away, but new designs should be considered.   

Even the above design needs work.   Fire Control for Gauss is massively over ranged at this time, as an example. 

1) Not to worry about the commercial designs, lest of my worries so I'll stop posting them (going to figure out how the tanker, salvager, collier etc work soon enough anyway)
2) Didn't know that, the two were included for the range as I thought as everything else works with resolution and distances sizes, it would as well.   That's an easy fix
3) Good to know
5) Right, I'll work on the PD with the cannons.   I was thinking from what I read that it works something like the following.   Defence 1 - AMM, Defence 2 - Gauss, Defence 3 - PD.   
8) I can now see how they'd have a hard time intercepting them.   Dunno how I missed that, probably got too focused on that 80something% rating at the end


Again, I really appreciate your assistance and critique.   I'm still only scratching the surface of Aurora and it keeps getting more detailed.   No wonder I keep forgetting and missing things. 


Edit: New missile engine.  1. 2 P Magneto design.  0. 5 in size
Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 30
Speed: 24000 km/s    Engine Endurance: 7 minutes   Range: 9.6m km
Cost Per Missile: 0.9596
Chance to Hit: 1k km/s 720%   3k km/s 240%   5k km/s 144%   10k km/s 72%
Materials Required:    0.25x Tritanium   1.0096x Gallicite   Fuel x25

Development Cost for Project: 96RP
Fiddled for a bit, that's the best I can come up with with that size engine, which makes up 50% of the design.  So. .  at least it is a Size 1.  I happy I made some improvement before bed.
« Last Edit: March 25, 2015, 07:22:06 AM by AlqVeers »
I've started talking in my sleep apparently, all that was audible was "Spaceship". Go figure :)
 

Offline 83athom

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Re: First proper playthrough
« Reply #10 on: March 25, 2015, 11:57:19 AM »
What if I tried something more like this? tried to take some more advice on board and copy something similar to your design.   Ignoring the technology as I need to work on it.   Just with what I have.  

Code: [Select]
Test Design class Cruiser    14 900 tons     394 Crew     2866.12 BP      TCS 298  TH 640  EM 0
4295 km/s     Armour 6-53     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 94.03
Maint Life 2.15 Years     MSP 962    AFR 222%    IFR 3.1%    1YR 279    5YR 4179    Max Repair 288 MSP
Intended Deployment Time: 3 months    Spare Berths 1    
Magazine 649    

Fang-Bai 320 EP Magneto-plasma Drive (4)    Power 320    Fuel Use 40%    Signature 160    Exp 10%
Fuel Capacity 1 000 000 Litres    Range 30.2 billion km   (81 days at full power)

Twin Gauss Cannon R3-100 Turret (1x6)    Range 30 000km     TS: 15000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 60-32000 (1)    Max Range: 120 000 km   TS: 32000 km/s     92 83 75 67 58 50 42 33 25 17

Size 5 Missile Launcher (14)    Missile Size 5    Rate of Fire 40
Missile Fire Control FC25-R1 (1)     Range 25.9m km    Resolution 1
Missile Fire Control FC137-R63 (1)     Range 137.1m km    Resolution 63

This design is classed as a Military Vessel for maintenance purposes
Removed jump ability, can design a jump-ship instead.  
Need to design a S1 AMM, haven't managed to yet but I was happy with the S2 improvements.   Back to the drawing board (need that newer engine to be finished)
Range reduced, use tanker as option
Redesigned fire controls are being worked on
New engine tech is a while away, but new designs should be considered.  
I would say that this is a good start to the ship. Some things I would say; You don't necessarily need AMMs, you could instead use small single gauss PD turrets (you can easily make them smaller than 1HS each) so you could save space on the launcher, magazine, and AMM FC while retaining decent coverage. Generic beef the ship, maintenance, ect.
Edit: New missile engine.  1. 2 P Magneto design.  0. 5 in size
Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 30
Speed: 24000 km/s    Engine Endurance: 7 minutes   Range: 9.6m km
Cost Per Missile: 0.9596
Chance to Hit: 1k km/s 720%   3k km/s 240%   5k km/s 144%   10k km/s 72%
Materials Required:    0.25x Tritanium   1.0096x Gallicite   Fuel x25

Development Cost for Project: 96RP
Fiddled for a bit, that's the best I can come up with with that size engine, which makes up 50% of the design.  So. .  at least it is a Size 1.  I happy I made some improvement before bed.
It is a good PD missile to start out with, just a few things though; try to get the fuel to 1/5th -2/5ths its current level (so 5-10 fuel total). Reduce the warhead size just to the point it hits 1 (so take 1 and divide by warhead strength per MSP into a decimal. ex; 1/8=0.125) to squeeze in a little more room, assuming you haven't done this already. Design a 3.5x+ size 0.1 engine and use multiples of those (they have greater use than just for AMMs). With the tiny bits of spare space try to fit another engine or some more agility, both will help with hit chance (I think that a PD missile should be good enough to get a good chance to hit itself). Trust me, most NPRs I've meet had around 15,000-25,000 km/s ASMs at first contact. Saying this I noticed my AMMs were designed a little wrong so I redesigned them to fit my needs (I'm also at MPD);
Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 32
Speed: 33600 km/s    Engine Endurance: 0 minutes   Range: 0.4m km
Cost Per Missile: 1.1068
Chance to Hit: 1k km/s 1075.2%   3k km/s 352%   5k km/s 215%   10k km/s 107.5%
Materials Required:    0.25x Tritanium   0.8568x Gallicite   Fuel x5

Development Cost for Project: 111RP
I used 6 0.1 size 3.5x engines, 0.002 Fuel (to get 5, use 0.004 to get to 10), 0.125 warhead (my tech level to get to 1), and I filled the rest with agility.

That's just my 2 cents.
« Last Edit: March 26, 2015, 09:01:52 AM by 83athom »
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline GreatTuna

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Re: First proper playthrough
« Reply #11 on: March 26, 2015, 02:00:07 AM »
I cannot say anything about this ship, because it is, in fact, my ship refitted to use old technologies (at least it looks like one).
It has it's share of disadvantages, but I think it's going to do its work well enough.


Your design looks neat on paper, but will it go good on shipyards? I mean, it's only 25% cheaper of mine despite being 4 tech tiers lower. Maybe it's because of fire controls.
They are always expensive, larger even moreso. Don't make the controls that big unless you have missiles to employ on that range.

The AMM, however, could use more speed.
« Last Edit: March 26, 2015, 04:55:39 AM by GreatTuna »
 

Offline AlqVeers (OP)

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Re: First proper playthrough
« Reply #12 on: March 27, 2015, 07:43:05 AM »
Won't be playing for a bit, but quickly posting more specs of that AMM

Warhead Strength: 0. 17 - 1
Fuel: 0. 01
Agility: 0. 32
Engine # - 1, Power 1. 2, Size 0. 5

Just so we see how my numbers came up.  Tried reducing them as low as possible on warhead.  But yea, needs more speed.
I've started talking in my sleep apparently, all that was audible was "Spaceship". Go figure :)
 

Offline rcj33

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Re: First proper playthrough
« Reply #13 on: March 27, 2015, 08:02:01 AM »
Technically, you could eke out a bit more space by using a 0.1667 MSP warhead - missile design uses four decimal places except for the engines. What's your max power boost?
 

Offline GreatTuna

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Re: First proper playthrough
« Reply #14 on: March 27, 2015, 08:08:14 AM »
Power 1.2
You should use as big power modifier on your AMMs as possible. What's the point of range if AMM cannot catch up to anything?
1.2x modifier could have some use as an engine for a first-stage of MIRV or buoy, but not anywhere else; it's too slow.

Other than that, well... I use similar design, so that'll work.