VB6 Aurora > Bureau of Ship Design
Magnetoplasma era cruisers
bankshot:
Thanks for all your replies on my prior Ion Cruiser thread. Having made the decision to wait until I developed the next engine class before deploying my first fleet I was able to tweak the designs a bit with the other new technologies I discovered while waiting on engine research. As before I'd love any critiques you'd care to give on my designs. I have yet to encounter another species, so all of my designs are untested.
This fleet will be tasked with providing backup for my surveyors when I begin exploring a new system. So my requirements were 5,000 km/s speed to have a chance of managing the range to opponents, 6 months on-station while a return jump gate is being built, engines that are fuel-efficient enough to not obliterate my fuel stockpiles on a deployment, and a similar design for the missile and anti-missile cruisers so the same shipyard can build both without retooling
Achilles Mark 2 Escort Cruiser
This is a gauss-based PD cruiser with a pair of railguns to hit fighters and two lasers for finishing off cripples.
Edit: I downgraded an engineering space to a small space and swapped out the 3x 0.1HS reactors with a 1 HS reactor. This gives me a bit more power than absolutely required as a hedge against damage
--- Code: ---Achilles 2.1 class Escort Cruiser 19,200 tons 478 Crew 3091 BP TCS 384 TH 1920 EM 540
5000 km/s Armour 4-63 Shields 18-300 Sensors 11/14/0/0 Damage Control Rating 12 PPV 128.32
Maint Life 2 Years MSP 1157 AFR 256% IFR 3.6% 1YR 385 5YR 5770 Max Repair 256 MSP
Intended Deployment Time: 18 months Spare Berths 0
80% 640 Power MP Drive (3) Power 640 Fuel Use 14.31% Signature 640 Exp 8%
Fuel Capacity 750,000 Litres Range 49.1 billion km (113 days at full power)
Delta R300/360 Shields (7) Total Fuel Cost 105 Litres per hour (2,520 per day)
20cm C4 UV Laser 15s (1) Range 320,000km TS: 5000 km/s Power 10-4 RM 4 ROF 15 10 10 10 10 8 6 5 5 4 4
25cm C4 Spinal UV Laser 20s (1) Range 320,000km TS: 5000 km/s Power 16-4 RM 4 ROF 20 16 16 16 16 12 10 9 8 7 6
Twin Gauss 20K 4x R3-85 Turret (8x8) Range 30,000km TS: 20000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
12cm Railgun V4/C3 10s (2x4) Range 80,000km TS: 5000 km/s Power 6-3 RM 4 ROF 10 2 2 2 2 1 1 1 1 0 0
PD Fire Control S03 60-20000 (2) Max Range: 120,000 km TS: 20000 km/s 92 83 75 67 58 50 42 33 25 17
Laser Fire Control S02 160-5000 (1) Max Range: 320,000 km TS: 5000 km/s 97 94 91 88 84 81 78 75 72 69
Stellarator 6 PB-1 (3) Total Power Output 18 Armour 0 Exp 5%
Active Search MR2/320K R1 (1) GPS 21 Range 2.9m km MCR 320k km Resolution 1
Thermal Sensor TH1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
EM Sensor EM1-14 (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
ECCM-1 (1) ECM 10
This design is classed as a Military Vessel for maintenance purposes
--- End code ---
The Patroclus Mark 2 AMM cruiser is next. Due to improved missile reload technology allowing 5s reloads of size 1 launchers the number of launchers on the Patroclus class has been reduced. I originally reduced it to 18 launchers but bumped it back up to 24 to allow it better odds against large but widely spaced volleys. It holds 83.5 volleys using 6x 18HS cap 300 and 3x 4HS cap 60 magazines. It can launch three times against an incoming volley of 30K speed missiles, waiting for results each time (at 1.2M, 600K, and 300K). I decided against using a 11HS cap 180 magazine to keep the design close to the Ajax's
--- Code: ---Patroclus class Anti--Missile Cruiser 19,200 tons 365 Crew 2602.5 BP TCS 384 TH 1920 EM 540
5000 km/s Armour 3-63 Shields 18-300 Sensors 11/1/0/0 Damage Control Rating 12 PPV 24
Maint Life 1.99 Years MSP 1017 AFR 245% IFR 3.4% 1YR 342 5YR 5129 Max Repair 256 MSP
Intended Deployment Time: 18 months Spare Berths 1
Magazine 2004
80% 640 Power MP Drive (3) Power 640 Fuel Use 14.31% Signature 640 Exp 8%
Fuel Capacity 750,000 Litres Range 49.1 billion km (113 days at full power)
Delta R300/360 Shields (7) Total Fuel Cost 105 Litres per hour (2,520 per day)
Size 1 Missile Launcher (R6 5s) (24) Missile Size 1 Rate of Fire 5
Missile PD Fire Control FC12/1.3M R1 (3) Range 12.3m km Resolution 1
Active Search MR14/1.6M R1 (1) GPS 105 Range 14.7m km MCR 1.6m km Resolution 1
Thermal Sensor TH1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
ECCM-1 (1) ECM 10
This design is classed as a Military Vessel for maintenance purposes
--- End code ---
it will be carrying the size 1 Testudo AMM:
--- Code: ---Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 30
Speed: 33300 km/s Engine Endurance: 2 minutes Range: 4.1m km
Cost Per Missile: 1.056
Chance to Hit: 1k km/s 999% 3k km/s 330% 5k km/s 199.8% 10k km/s 99.9%
Materials Required: 0.25x Tritanium 0.806x Gallicite Fuel x21.5
--- End code ---
The Mark 2 Ajax Missile Cuiser most closely skirts the maintenance requirement. It currently delivers 45x10 volleys using 5x 18HS cap 300 magazines and 2x 4HS cap 60. I considered changing it to 42x11 but that was not enough extra space to make much difference.
--- Code: ---Ajax class Missile Cruiser 19,200 tons 298 Crew 2658.2 BP TCS 384 TH 1920 EM 450
5000 km/s Armour 3-63 Shields 15-300 Sensors 1/1/0/0 Damage Control Rating 9 PPV 59.4
Maint Life 1.51 Years MSP 822 AFR 310% IFR 4.3% 1YR 406 5YR 6093 Max Repair 256 MSP
Intended Deployment Time: 16 months Spare Berths 1
Magazine 1800
80% 640 Power MP Drive (3) Power 640 Fuel Use 14.31% Signature 640 Exp 8%
Fuel Capacity 750,000 Litres Range 49.1 billion km (113 days at full power)
Delta R300/360 Shields (6) Total Fuel Cost 90 Litres per hour (2,160 per day)
Size 4 Missile Launcher (33% 400s) (45) Missile Size 4 Rate of Fire 400
Missile Fire Control FC141-R100 (1) Range 141.1m km Resolution 100
Active Sensor MR176-R100 (1) GPS 12600 Range 176.4m km Resolution 100
ECM 10
This design is classed as a Military Vessel for maintenance purposes
--- End code ---
It will carry the Pilium size 4 ASM
--- Code: ---Missile Size: 4 MSP (0.2 HS) Warhead: 9 Armour: 0 Manoeuvre Rating: 15
Speed: 28200 km/s Engine Endurance: 75 minutes Range: 126.6m km
Cost Per Missile: 4.0181
Chance to Hit: 1k km/s 423% 3k km/s 135% 5k km/s 84.6% 10k km/s 42.3%
Materials Required: 2.25x Tritanium 1.7681x Gallicite Fuel x1146.75
--- End code ---
Finally the Hector class beam cruiser. For this design I was tempted to go with overdriven engines, but I decided to retain 5,000 km/s as a standard speed. Or I suppose I could trim the armor, weapons, and shields back a bit to increase speed if required. I also need to swap out the 10cm Railguns for the new 40K range model after that research completes.
--- Code: ---Hector class Cruiser 19,200 tons 545 Crew 3059 BP TCS 384 TH 1920 EM 900
5000 km/s Armour 7-63 Shields 30-300 Sensors 11/14/0/0 Damage Control Rating 12 PPV 90
Maint Life 2.24 Years MSP 1195 AFR 245% IFR 3.4% 1YR 320 5YR 4799 Max Repair 256 MSP
Intended Deployment Time: 18 months Spare Berths 0
80% 640 Power MP Drive (3) Power 640 Fuel Use 14.31% Signature 640 Exp 8%
Fuel Capacity 750,000 Litres Range 49.1 billion km (113 days at full power)
Delta R300/360 Shields (12) Total Fuel Cost 180 Litres per hour (4,320 per day)
20cm C4 UV Laser 15s (8) Range 256,000km TS: 5000 km/s Power 10-4 RM 4 ROF 15 10 10 10 10 8 6 5 5 4 4
25cm C4 Spinal UV Laser 20s (1) Range 256,000km TS: 5000 km/s Power 16-4 RM 4 ROF 20 16 16 16 16 12 10 9 8 7 6
10cm Railgun V3/C3 5s (3x4) Range 30,000km TS: 5000 km/s Power 3-3 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
12cm Railgun V4/C3 10s (5x4) Range 80,000km TS: 5000 km/s Power 6-3 RM 4 ROF 10 2 2 2 2 1 1 1 1 0 0
Laser Fire Control S02.5 128-5000 (2) Max Range: 256,000 km TS: 5000 km/s 96 92 88 84 80 77 73 69 65 61
Stellarator 6 PB-1 (10) Total Power Output 60 Armour 0 Exp 5%
Active Search MR2/320K R1 (1) GPS 21 Range 2.9m km MCR 320k km Resolution 1
Active Sensor MR176-R100 (1) GPS 12600 Range 176.4m km Resolution 100
Thermal Sensor TH1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
EM Sensor EM1-14 (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
ECCM-1 (1) ECM 10
This design is classed as a Military Vessel for maintenance purposes
--- End code ---
Michael Sandy:
I prefer 1 HS magazines, to increase the HtK of the magazines. Also, I greatly prefer to rely on scouting than stationing a large fleet forward. I like the explanation of why you have a 6 month minimum deployment. Something that doesn't show on the tooltip is that Factory bonus naval officers increase the construction speed. But I wouldn't start building a jump gate without having thoroughly scouted the system first anyway. Different styles, I guess.
It is certainly a doctrine that is consistent with an interesting RP, and makes for an interesting playstyle.
bankshot:
I hadn't considered using 1HS magazines due to the risk of explosion. Does the extra HTK make up for that? If it matters I'm at 93% ejection chance for my magazines. I had thought that using 1HS magazines would significantly increase the chance of a explosive chain reaction.
I do have factory bonus officers commanding my two jump gate builders, so construction does take less than 6 months, but I should probably build a few scout fighter/FAC ships to give new systems the once-over before I send in the surveyors and gate constructor.
misanthropope:
big picture, the fleet design looks ok. two medium sized things i'd like to critique
from direct experience "ill just leave my fleet in a closet for a third of a year while i build a gate" at best will seriously mess with your expansion timetable, at worst is an existential threat waiting to happen.
your fleet has a pretty serious vulnerability to fighters. your sensors are res 1 and res 100, which makes you bad at spotting and engaging them, and both your anti missile designs have high ratios of weapon to fire control, making you bad at defending them, especially achilles whose 8 turrets are worth almost exactly the same as 2 turrets in this situation.
i would recommend, in addition to just getting more fc on the defensive units, producing a variant of ajax with a res4 or res5 active, and making sure all ajax have a second mfc in the smaller resolution. your asm is pretty close to what i'd design as a specific anti-craft missile , and missile based fighter wings are pretty much inevitably glass cannon.
Michael Sandy:
Maybe I am misunderstanding the fleet doctrine:
Is the doctrine that your fleet has to be able to guard a jump construction ship while it constructs, while that fleet has the jump engines to get around without jump gates? I like the idea of being ABLE to guard a construction ship in disputed space. Where you are pretty sure you have smashed their mobiles forces, but there might still be some lurking about, but more might be constructed while you ship in troops.
I agree that your missile ships should have a res 10 fire control. I am a believer in having a mix of missile types to deal with different targets. So a long ranged missile with somewhat larger warhead for dealing with capital warships, and a faster, more accurate and shorter ranged missile for dealing with fighters. And in extremis, one can be used against the other.
As far as chain detonations goes, the internal damage from explosions is randomly distributed, so a lot would go to engines or launchers. Having a 1 HS magazine and sacrificing an MSP or 2 for extra HtK can help with the chain detonations as well.
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