Author Topic: Magneto Plasma era Military Ships  (Read 2451 times)

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Offline ddblackhawk (OP)

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Magneto Plasma era Military Ships
« on: June 27, 2013, 08:39:40 AM »
I have recently started up a test game so that I can play around with ships when I don't feel like playing my conventional start game.  I gave myself all techs that had 20 000 research points or less which brought me up to Magneto Plasma engines, and while I haven't designed any OPFOR ships yet I thought I would share what I have come up with so far.  My main force would consist of squadrons of 6 30Kton Cruisers, 4 with missiles as main armament and 2 with lasers.  I would use 9Kton escorts in squadrons of 5 or 6 as missile defense and to add missiles to an alpha strike.  I have also designed a 30Kton Command Cruiser to act as the primary active sensor platform, and 7.5Kton ships with heavily reduced thermal signature engines as forward passive sensor scouts.

So, with the introduction out the way I suppose I had better show you the designs so you can critique them yes?

The Escort Squadron

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Tribal class Destroyer Escort    9,000 tons     228 Crew     1841.6 BP      TCS 180  TH 480  EM 0
5333 km/s     Armour 4-38     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 24     PPV 23.48
Maint Life 2.62 Years     MSP 512    AFR 162%    IFR 2.2%    1YR 106    5YR 1584    Max Repair 120 MSP
Intended Deployment Time: 9 months    Spare Berths 0   
Magazine 740   

Tier 4 - Magneto Plasma EP160 FC05 TS80 (6)    Power 160    Fuel Use 45%    Signature 80    Exp 10%
Fuel Capacity 700,000 Litres    Range 31.1 billion km   (67 days at full power)

Tier 4 - Single Turret - 100mm L T10 (1x1)    Range 150,000km     TS: 10000 km/s     Power 3-3     RM 5    ROF 5        3 3 3 3 3 2 2 1 1 1
Tier 4 - Gun FC MR160 T10 S4 (1)    Max Range: 160,000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
Tier 3 - Power Plant P3 (1)     Total Power Output 3    Armour 0    Exp 5%

Tier 2 - Missile Launcher S1 (20)    Missile Size 1    Rate of Fire 10
Tier 4 - Missile FC R1 MR11 S1 (2)     Range 11.8m km    Resolution 1
Tier 3 - AMM MR41 CTH131 (740)  Speed: 32,000 km/s   End: 5.8m    Range: 11.1m km   WH: 1    Size: 1    TH: 437 / 262 / 131

Tier 4 - Active Sensor R1 MR15 S4 (1)     GPS 112     Range 15.7m km    Resolution 1
Tier 4 - Thermal Sensor S1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Small Craft ECCM-1 (1)         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

This is my main point defense ship, my AMM's have about a 60-70% chance of intercepting a similar tech level ASM.  Using my ASM design as a guide (speed of 20K Kps) it takes them about 75 seconds to cross engagement range.  This allows a single DE to deal with an alpha strike of 70 missiles, and ~30 missiles for each volley after that (counting a reload speed of 30 seconds).  I will have 2 or 3 of these in each Escort squadron.  If I use 2 escort squadrons for each Cruiser squadron against a similar tonnage in ships I should be able to deal with all but the largest missile volleys.

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Ark Royal class Missile Destroyer    9,000 tons     142 Crew     1756.6 BP      TCS 180  TH 480  EM 0
5333 km/s     Armour 4-38     Shields 0-0     Sensors 14/14/0/0     Damage Control Rating 44     PPV 64
Maint Life 3.23 Years     MSP 488    AFR 162%    IFR 2.2%    1YR 71    5YR 1060    Max Repair 120 MSP
Intended Deployment Time: 9 months    Spare Berths 2   
Magazine 400   

Tier 4 - Magneto Plasma EP160 FC05 TS80 (6)    Power 160    Fuel Use 45%    Signature 80    Exp 10%
Fuel Capacity 700,000 Litres    Range 31.1 billion km   (67 days at full power)

Tier 4 - 150mm C3 Laser (1)    Range 240,000km     TS: 5333 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Tier 4 - Gun FC MR240 T5 S3 (1)    Max Range: 240,000 km   TS: 5000 km/s     96 92 88 83 79 75 71 67 62 58
Tier 1 - Power Plant P3 (1)     Total Power Output 3    Armour 0    Exp 5%

Tier 0 - Box Launcher S4 (100)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Tier 4 - Missile FC R180 MR157 S1 (4)     Range 157.8m km    Resolution 180
Tier 4 - ASM R75 CTH104 (100)  Speed: 20,000 km/s   End: 62.6m    Range: 75.1m km   WH: 9    Size: 4    TH: 173 / 104 / 52

Tier 4 - Active Sensor R180 MR52 S1 (1)     GPS 5040     Range 52.6m km    Resolution 180
Tier 4 - Thermal Sensor S1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Tier 4 - EM Sensor S1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Compact ECCM-2 (1)         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

I've used box launchers on my DDG design,  mainly because I have found on small ships, for a decent sized volley you run out of missiles too quickly, with box launchers I can have a larger alpha strike which should help.  I would have 2 of these in each escort squadron.

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Agincourt class Destroyer Leader    9,000 tons     232 Crew     2408.6 BP      TCS 180  TH 480  EM 0
5333 km/s     Armour 4-38     Shields 0-0     Sensors 42/28/0/0     Damage Control Rating 26     PPV 19.14
Maint Life 3.2 Years     MSP 920    AFR 117%    IFR 1.6%    1YR 135    5YR 2031    Max Repair 420 MSP
Intended Deployment Time: 9 months    Spare Berths 1   

Tier 4 - Magneto Plasma EP160 FC05 TS80 (6)    Power 160    Fuel Use 45%    Signature 80    Exp 10%
Fuel Capacity 700,000 Litres    Range 31.1 billion km   (67 days at full power)

Tier 4 - Single Turret - 100mm L T10 (1x1)    Range 150,000km     TS: 10000 km/s     Power 3-3     RM 5    ROF 5        3 3 3 3 3 2 2 1 1 1
Tier 1 - Twin Turret  - 30mm GC T20 (3x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Tier 4 - Guardian CIWS (2x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Tier 4 - Gun FC MR160 T10 S4 (1)    Max Range: 160,000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
Tier 4 - Gun FC MR40 T20 S2 (1)    Max Range: 40,000 km   TS: 20000 km/s     75 50 25 0 0 0 0 0 0 0
Tier 1 - Power Plant P3 (1)     Total Power Output 3    Armour 0    Exp 5%

Tier 4 Active Sensor R20 MR175 S10 (1)     GPS 5600     Range 175.3m km    Resolution 20
Tier 4 - Active Sensor R180 MR788 S15 (1)     GPS 75600     Range 788.9m km    Resolution 180
Tier 4 - Thermal Sensor S3 (1)     Sensitivity 42     Detect Sig Strength 1000:  42m km
Tier 4 - EM Sensor S2 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

Compact ECCM-2 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes

I am not sure whether to use this design in fleet combat or not as the Command Cruiser has a similar active sensor loadout, however it would be useful to use as an active sensor platform for detached escort squadrons in places that do not require a Cruiser squadron.

The Cruiser Squadron

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Victory class Missile Cruiser    30,000 tons     762 Crew     5033 BP      TCS 600  TH 1200  EM 900
4000 km/s     Armour 6-86     Shields 30-300     Sensors 14/14/0/0     Damage Control Rating 12     PPV 118.44
Maint Life 2.31 Years     MSP 1311    AFR 576%    IFR 8%    1YR 333    5YR 4993    Max Repair 120 MSP
Intended Deployment Time: 9 months    Flight Crew Berths 21   
Hangar Deck Capacity 1000 tons     Troop Capacity: 2 Companies    Magazine 2256   

Tier 4 - Magneto Plasma EP160 FC05 TS80 (15)    Power 160    Fuel Use 45%    Signature 80    Exp 10%
Fuel Capacity 2,000,000 Litres    Range 26.7 billion km   (77 days at full power)
Tier 4 - Epsilon R300/15 Shields (10)   Total Fuel Cost  150 Litres per day

Tier 4 - 150mm C3 Laser (3)    Range 240,000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Tier 1 - Twin Turret  - 30mm GC T20 (2x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Tier 4 - Guardian CIWS (2x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Tier 4 - Gun FC MR40 T20 S2 (1)    Max Range: 40,000 km   TS: 20000 km/s     75 50 25 0 0 0 0 0 0 0
Tier 4 - Gun FC MR240 T5 S3 (1)    Max Range: 240,000 km   TS: 5000 km/s     96 92 88 83 79 75 71 67 62 58
Tier 3 - Power Plant P6 (1)     Total Power Output 6    Armour 0    Exp 5%
Tier 1 - Power Plant P3 (1)     Total Power Output 3    Armour 0    Exp 5%

Tier 3 - Missile Launcher S4 (24)    Missile Size 4    Rate of Fire 30
Tier 4 - Missile FC R180 MR157 S1 (2)     Range 157.8m km    Resolution 180
Tier 4 - ASM R75 CTH104 (564)  Speed: 20,000 km/s   End: 62.6m    Range: 75.1m km   WH: 9    Size: 4    TH: 173 / 104 / 52

Tier 4 - Active Sensor R360 MR74 S1 (1)     GPS 10080     Range 74.4m km    Resolution 360
Tier 4 - Thermal Sensor S1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Tier 4 - EM Sensor S1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-3 (1)         ECM 20

Strike Group
2x P22 Orca Assault Shuttle   Speed: 11428 km/s    Size: 7

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

Each of my combat cruisers will also contain 2 companies of marines to use to capture crippled ships.  I will have 4 of these CG's in a squadron, with the magazine space these ships have they each can fire 22 full volleys.

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Resolution class Cruiser    30,000 tons     715 Crew     5793.5 BP      TCS 600  TH 1600  EM 900
5333 km/s     Armour 6-86     Shields 30-300     Sensors 14/14/0/0     Damage Control Rating 12     PPV 114.44
Maint Life 2.12 Years     MSP 1479    AFR 587%    IFR 8.2%    1YR 440    5YR 6602    Max Repair 120 MSP
Intended Deployment Time: 9 months    Flight Crew Berths 20   
Hangar Deck Capacity 1000 tons     Troop Capacity: 2 Companies    Magazine 832   

Tier 4 - Magneto Plasma EP160 FC05 TS80 (20)    Power 160    Fuel Use 45%    Signature 80    Exp 10%
Fuel Capacity 3,000,000 Litres    Range 40.0 billion km   (86 days at full power)
Tier 4 - Epsilon R300/15 Shields (10)   Total Fuel Cost  150 Litres per day

Tier 4 - 250mm C4 Laser (6)    Range 320,000km     TS: 5333 km/s     Power 16-4     RM 5    ROF 20        16 16 16 16 16 13 11 10 8 8
Tier 4 - 150mm C3 Laser (3)    Range 300,000km     TS: 5333 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Tier 1 - Twin Turret  - 30mm GC T20 (2x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Tier 4 - Guardian CIWS (2x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Tier 4 - Gun FC MR40 T20 S2 (1)    Max Range: 40,000 km   TS: 20000 km/s     75 50 25 0 0 0 0 0 0 0
Tier 4 - Gun FC MR240 T5 S3 (1)    Max Range: 240,000 km   TS: 5000 km/s     96 92 88 83 79 75 71 67 62 58
Tier 4 - Gun FC MR320 T5 S4 (2)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Tier 3 - Power Plant P12 (3)     Total Power Output 36    Armour 0    Exp 5%

Tier 0 - Box Launcher S4 (20)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Tier 3 - Missile Launcher S4 (8)    Missile Size 4    Rate of Fire 30
Tier 4 - Missile FC R180 MR157 S1 (2)     Range 157.8m km    Resolution 180
Tier 4 - ASM R75 CTH104 (208)  Speed: 20,000 km/s   End: 62.6m    Range: 75.1m km   WH: 9    Size: 4    TH: 173 / 104 / 52

Tier 4 - Active Sensor R1 MR15 S4 (1)     GPS 112     Range 15.7m km    Resolution 1
Tier 4 - Active Sensor R360 MR74 S1 (1)     GPS 10080     Range 74.4m km    Resolution 360
Tier 4 - Thermal Sensor S1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Tier 4 - EM Sensor S1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-3 (1)         ECM 20

Strike Group
2x P22 Orca Assault Shuttle   Speed: 11428 km/s    Size: 7

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

This is my Beam Cruiser design, I'm using 33% of my tonnage for engines here, while its main armament are the 6 25cm lasers it also has 8 normal missile launchers to increase the size of the CGs missile volley and 20 box launchers.  My thoughts with this is to launch the box missiles when they are just reaching laser range, allowing only ~1 or 2 rounds of point defense fire against them.

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King George V class Command Cruiser    30,000 tons     807 Crew     7031 BP      TCS 600  TH 1200  EM 1350
4000 km/s     Armour 6-86     Shields 45-300     Sensors 308/42/0/0     Damage Control Rating 100     PPV 84.2
Maint Life 2.98 Years     MSP 2930    AFR 360%    IFR 5%    1YR 493    5YR 7396    Max Repair 420 MSP
Intended Deployment Time: 9 months    Spare Berths 0   
Flag Bridge    Magazine 720    Cryogenic Berths 800   

Tier 4 - Magneto Plasma EP160 FC05 TS80 (15)    Power 160    Fuel Use 45%    Signature 80    Exp 10%
Fuel Capacity 3,000,000 Litres    Range 40.0 billion km   (115 days at full power)
Tier 4 - Epsilon R300/15 Shields (15)   Total Fuel Cost  225 Litres per day

Tier 4 - 250mm C4 Laser (2)    Range 320,000km     TS: 5000 km/s     Power 16-4     RM 5    ROF 20        16 16 16 16 16 13 11 10 8 8
Tier 4 - Single Turret - 100mm L T10 (6x1)    Range 150,000km     TS: 10000 km/s     Power 3-3     RM 5    ROF 5        3 3 3 3 3 2 2 1 1 1
Tier 4 - 150mm C3 Laser (4)    Range 300,000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Tier 1 - Twin Turret  - 30mm GC T20 (6x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Tier 4 - Guardian CIWS (4x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Tier 4 - Gun FC MR240 T5 S3 (1)    Max Range: 240,000 km   TS: 5000 km/s     96 92 88 83 79 75 71 67 62 58
Tier 4 - Gun FC MR40 T20 S2 (3)    Max Range: 40,000 km   TS: 20000 km/s     75 50 25 0 0 0 0 0 0 0
Tier 4 - Gun FC MR160 T10 S4 (2)    Max Range: 160,000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
Tier 4 - Gun FC MR320 T5 S4 (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Tier 3 - Power Plant P12 (3)     Total Power Output 36    Armour 0    Exp 5%
Tier 3 - Power Plant P3 (1)     Total Power Output 3    Armour 0    Exp 5%

Tier 3 - AMM MR41 CTH131 (320)  Speed: 32,000 km/s   End: 5.8m    Range: 11.1m km   WH: 1    Size: 1    TH: 437 / 262 / 131
Tier 4 - ASM R75 CTH104 (100)  Speed: 20,000 km/s   End: 62.6m    Range: 75.1m km   WH: 9    Size: 4    TH: 173 / 104 / 52

Tier 4 - Active Sensor R1 MR15 S4 (1)     GPS 112     Range 15.7m km    Resolution 1
Tier 4 - Active Sensor R180 MR788 S15 (1)     GPS 75600     Range 788.9m km    Resolution 180
Tier 4 Active Sensor R20 MR175 S10 (1)     GPS 5600     Range 175.3m km    Resolution 20
Tier 4 - Active Sensor R360 MR1115 S15 (1)     GPS 151200     Range 1,115.7m km    Resolution 360
Tier 4 - Thermal Sensor S22 (1)     Sensitivity 308     Detect Sig Strength 1000:  308m km
Tier 4 - EM Sensor S3 (1)     Sensitivity 42     Detect Sig Strength 1000:  42m km

Compact ECCM-2 (1)         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

This is my Command Cruiser design,  ::) .  Well, that statement was obvious I suppose... anyway.  The plan is to use 1 of these ships to command a task group.  As such it has large sensors able to see missiles, FACs, destroyer sized ships and cruiser sized ships.  The size of its passive sensor also allows my to place 2 or 3 of my fleet scouts about 250-300 million Km out at -45o, 0o, and +45o and cover nearly 1 billion Km of space with passive sensors.  My first CC design used a size 50 sensor, but as I was going to use that size in my Fleet scout I replaced it with a smaller one and used the freed up space to put in 6 10cm lasers for a longer range PD.

Other Ships

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Trafalgar class Fleet Scout    7,500 tons     199 Crew     1991.8 BP      TCS 150  TH 192  EM 540
5333 km/s     Armour 4-34     Shields 18-300     Sensors 700/1/0/0     Damage Control Rating 7     PPV 0
Maint Life 2.94 Years     MSP 1162    AFR 64%    IFR 0.9%    1YR 200    5YR 2994    Max Repair 700 MSP
Intended Deployment Time: 9 months    Spare Berths 0   

Tier 4 - Magneto Plasma EP160 FC05 TS38 (5)    Power 160    Fuel Use 45%    Signature 38.4    Exp 10%
Fuel Capacity 750,000 Litres    Range 40.0 billion km   (86 days at full power)
Tier 4 - Epsilon R300/15 Shields (6)   Total Fuel Cost  90 Litres per day

Tier 4 - Thermal Sensor S50 (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km

ECM 20

This design is classed as a Military Vessel for maintenance purposes

My Fleet Scout has a large size 50 passive thermal sensor.  I originally wanted it to be only 6Ktons however I did not have enough space for fuel and engineering bays so I added an extra engine and used the extra space to fix that problem.  It relies on its small size and 25% thermal signature engines to avoid getting spotted by enemy ships, I'm not sure whether to give it a cloaking system or not, although doing that would require either less engines, a smaller sensor, or better cloaking efficiency.

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Illustrious class Light Carrier    30,000 tons     573 Crew     5173.4 BP      TCS 600  TH 1200  EM 630
4000 km/s     Armour 4-86     Shields 21-300     Sensors 14/14/0/0     Damage Control Rating 18     PPV 27.84
Maint Life 3.04 Years     MSP 1940    AFR 399%    IFR 5.6%    1YR 316    5YR 4733    Max Repair 280 MSP
Intended Deployment Time: 9 months    Flight Crew Berths 193   
Hangar Deck Capacity 5000 tons     Magazine 1800   

Tier 4 - Magneto Plasma EP160 FC05 TS80 (15)    Power 160    Fuel Use 45%    Signature 80    Exp 10%
Fuel Capacity 3,375,000 Litres    Range 45.0 billion km   (130 days at full power)
Tier 4 - Epsilon R300/15 Shields (7)   Total Fuel Cost  105 Litres per day

Tier 4 - Single Turret - 100mm L T10 (2x1)    Range 150,000km     TS: 10000 km/s     Power 3-3     RM 5    ROF 5        3 3 3 3 3 2 2 1 1 1
Tier 1 - Twin Turret  - 30mm GC T20 (4x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Tier 4 - Guardian CIWS (4x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Tier 4 - Gun FC MR40 T20 S2 (2)    Max Range: 40,000 km   TS: 20000 km/s     75 50 25 0 0 0 0 0 0 0
Tier 4 - Gun FC MR160 T10 S4 (1)    Max Range: 160,000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
Tier 3 - Power Plant P6 (1)     Total Power Output 6    Armour 0    Exp 5%

Tier 3 - AMM MR41 CTH131 (520)  Speed: 32,000 km/s   End: 5.8m    Range: 11.1m km   WH: 1    Size: 1    TH: 437 / 262 / 131
Tier 4 - ASM R75 CTH104 (320)  Speed: 20,000 km/s   End: 62.6m    Range: 75.1m km   WH: 9    Size: 4    TH: 173 / 104 / 52

Tier 4 - Active Sensor R180 MR210 S4 (1)     GPS 20160     Range 210.4m km    Resolution 180
Tier 4 - Active Sensor R1 MR15 S4 (1)     GPS 112     Range 15.7m km    Resolution 1
Tier 4 Active Sensor R20 MR175 S10 (1)     GPS 5600     Range 175.3m km    Resolution 20
Tier 4 - Thermal Sensor S1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
Tier 4 - EM Sensor S1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECM 30

Strike Group
1x P19/A Orion Fast Scout Craft   Speed: 10000 km/s    Size: 8
5x P45 Thunderbolt Fast Attack Craft   Speed: 11111 km/s    Size: 7.2
1x P19/B Orion Fast Scout Craft   Speed: 10000 km/s    Size: 8
6x P36 Lightning Fast Attack Craft   Speed: 10126 km/s    Size: 7.9

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

A potential Light Carrier design, it can carry 2 squadrons of FACs and 2 FSCs.  I'm unsure what to do with this tbh, perhaps use 2 of them to pad out force projection capabilities if I use more than 1 Cruiser Squadron.

Strike Craft - Anything under 500tons

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P19/A Orion class Fast Scout Craft    400 tons     14 Crew     212.8 BP      TCS 8  TH 19.2  EM 0
10000 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.55 Years     MSP 33    AFR 12%    IFR 0.2%    1YR 7    5YR 106    Max Repair 112 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

Tier 4 - SC Magneto Plasma EP80 FC05 TS19.2 (1)    Power 80    Fuel Use 484.22%    Signature 19.2    Exp 25%
Fuel Capacity 50,000 Litres    Range 4.6 billion km   (5 days at full power)

Tier 4 - Active Sensor R1 MR15 S4 (1)     GPS 112     Range 15.7m km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes

Code: [Select]
P19/B Orion class Fast Scout Craft    400 tons     14 Crew     212.8 BP      TCS 8  TH 19.2  EM 0
10000 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.55 Years     MSP 33    AFR 12%    IFR 0.2%    1YR 7    5YR 106    Max Repair 112 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

Tier 4 - SC Magneto Plasma EP80 FC05 TS19.2 (1)    Power 80    Fuel Use 484.22%    Signature 19.2    Exp 25%
Fuel Capacity 50,000 Litres    Range 4.6 billion km   (5 days at full power)

Tier 4 - Active Sensor R180 MR210 S4 (1)     GPS 20160     Range 210.4m km    Resolution 180

This design is classed as a Fighter for production, combat and maintenance purposes

These 2 FSCs are used as fast active sensor platforms for the combat FAC squadrons.

Code: [Select]
P22 Orca class Assault Shuttle    350 tons     10 Crew     149 BP      TCS 7  TH 19.2  EM 0
11428 km/s     Armour 4-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 4 Years     MSP 27    AFR 9%    IFR 0.1%    1YR 3    5YR 40    Max Repair 80 MSP
Intended Deployment Time: 1 months    Spare Berths 0   
Drop Capacity: 1 Company   

Tier 4 - SC Magneto Plasma EP80 FC05 TS19.2 (1)    Power 80    Fuel Use 484.22%    Signature 19.2    Exp 25%
Fuel Capacity 10,000 Litres    Range 1.1 billion km   (25 hours at full power)

ECM 20

This design is classed as a Fighter for production, combat and maintenance purposes

This is used to ferry the marine companies to the ships I want to capture, they have armour and ecm to ensure they survive the trip.

Code: [Select]
P36 Lightning class Fast Attack Craft    395 tons     19 Crew     185.8 BP      TCS 7.9  TH 19.2  EM 0
10126 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 7.9 Years     MSP 59    AFR 6%    IFR 0.1%    1YR 2    5YR 25    Max Repair 80 MSP
Intended Deployment Time: 1 months    Spare Berths 1   

Tier 4 - SC Magneto Plasma EP80 FC05 TS19.2 (1)    Power 80    Fuel Use 484.22%    Signature 19.2    Exp 25%
Fuel Capacity 20,000 Litres    Range 1.9 billion km   (51 hours at full power)

Tier 4 - 100mm C3 High Power Microwave (1)    Range 75,000km     TS: 10126 km/s     Power 3-3     RM 7.5    ROF 5        1 1 1 1 1 1 1 0 0 0
Tier 4 - Strike Gun FC MR160 T10 S1 (1)    Max Range: 160,000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
Tier 3 - Power Plant P3 (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes

My plan for the P36 was to use it to take out the active sensors of ships, a squadron of 5-6 of these paired with P45s as escorts might be able to do some damage to heavier ships that lack in PD.  I have never used Beam fighters before however.

Code: [Select]
P45 Thunderbolt class Fast Attack Craft    360 tons     9 Crew     134.8 BP      TCS 7.2  TH 19.2  EM 0
11111 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 15.37 Years     MSP 47    AFR 5%    IFR 0.1%    1YR 0    5YR 6    Max Repair 80 MSP
Intended Deployment Time: 1 months    Spare Berths 1   
Magazine 20   

Tier 4 - SC Magneto Plasma EP80 FC05 TS19.2 (1)    Power 80    Fuel Use 484.22%    Signature 19.2    Exp 25%
Fuel Capacity 20,000 Litres    Range 2.1 billion km   (51 hours at full power)

Tier 0 - Box Launcher S1 (20)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Tier 4 - Missile FC R1 MR11 S1 (1)     Range 11.8m km    Resolution 1
Tier 3 - AMM MR41 CTH131 (20)  Speed: 32,000 km/s   End: 5.8m    Range: 11.1m km   WH: 1    Size: 1    TH: 437 / 262 / 131

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 Fighter for production, combat and maintenance purposes

The P45 would be used to eliminate any missiles heading for the P36 while it attempts to close range with its target.

Some questions
How are these designs?
Concerning Power Plants, I have 2 Power 3 designs, the first (Tier 1) is a size 1 with 1HTK, the second (Tier 3) is a size 0.5 with 0HTK, as they are both unarmoured what is the difference?  As even if the tier 1 design gets hit by a 1 damage attack it will still be destroyed in 1 hit.

Thanks,
BlackHawk
 

Offline Hawkeye

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Re: Magneto Plasma era Military Ships
« Reply #1 on: June 27, 2013, 10:06:19 AM »
Just a quick reply to the final question:

The 1 HTK plant will use up the 1 point of damage destroying it. The 0 HTK plant will also be destroyed by 1 point of damage, as you say, but the point of damage will still be present, looking for another target.
Ralph Hoenig, Germany
 

Offline Charlie Beeler

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Re: Magneto Plasma era Military Ships
« Reply #2 on: June 27, 2013, 11:05:37 AM »
I've not done a full evaluation.  This is just few comments on missiles.

The one thing that really stands out is that your missiles are way to slow for the tech.  A prime indicator is that your 4X speed BFC's match your offensive missile speed.

With the tech available your ASM's should at least be 40k/kps and 50k/kps is not out of the question.  ASM's usually don't need additional agility vs standard ships to have 100% base hit chance at your races base ship speed.  Range should easily be above 100m/km with 25%msp to warhead.

This also means that the AMM's are also too slow.  Emphasize engine in favor of agility and you can easily have 56k/kps missiles with hit chances against 50k/kps targets above 20% and still have a useful range over 4m/km.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

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Re: Magneto Plasma era Military Ships
« Reply #3 on: June 29, 2013, 08:17:41 AM »
Ok, I had an hour of free time and went through all of those designs.

Everything below is, obviously, just IMO.




General:
As Charlie said, your missiles are darn slow, sitting ducks for any PD.
On ships with only PD turrets (i.e. no AMMs) I would mount a small (1 or 2 HS) res-1 active, not your standard res-1 active.
You are aware that your fleet scout would spot itself at just about 140mkm? (in response to your "covering 1 billion km with 2-3 scouts" scheme)
CIWS: I am not a fan of CIWS except for ships that are supposed to operate on their own. In squadrons, a system of mutually supporting PD-turrets is far supperior.
Your fighters seem pretty big (and therefore slow) Personally, I aim for fighter size below 300 tons.

Tribal Class:
Not sure the single 10cm Laser Turret is worth it. I perfere twin turrets. This is due to the fact that I need a firecon for a turret anyway. Adding up mass for the turret and the FC gives a total mass for the weapon system.
If you had 2+ turrets, linked to the same FC, the difference to a twin+ turret would be very small, but 1 barrel + 1 FC is not a very efficent use of mass, IMO.
Personally, I´d reduce the number of AMM tubes in order to get a second barrel into that turret.

I´d also reduce the size of the res-1 active by perhaps 1/3, as I would consider it strictly a backup system, in case my fleet scout buys it (Perhaps use the freed mass to upgrade the Small Craft ECCM to a full size ECCM?).

Edit: I see the Agincourt usees a GC turret for PD work there. As you have that technology, why use a laser turret on your DE? Rip it out and replace it by a GC turret.



Ark Royal:
Not sure what you inted the single 15cm laser to accomplish.
It´s tracking is too bad to of much use in a point defense situation and a single gun won´t have enough punch to slug it out at close range.
I´d probably replace it with a small turret and PD firecon.

I like the box launchers (I had a similar approach a few times and the massive alpha a squadron can do is realy something to be seen) Nowadays I am usually going with 25% reduced launchers and mag-space for 1 or 2 reloads. Yes, I can put fewer launchers in, but I can reload in the field from my colliers, after I have launched that alpha.
To each his own, I suppose.

Increase the range of the backup active (this is a backup sensor, yes?) to the range of the missiles (or a bit more range, so the next generation missile´s range is also covered)



Agincourt:
Too little armor for a sensor ship. It will be a prime target. Expect it to be hit, even if your missile defense is good (you will probably be able to walz over most AI oposition, but try to play two empires yourself and see how fast your defense gets overwhelmed).

Again, I am not sure what a single 10cm laser is supposed to acchieve. I´d remove it and put the mass in passive defenses.



Victory:
Too slow! It should have the same max speed as the Resolution or it will slow down the entire fleet.
As with the Ark Royal, I don´t see the point of the three 15 cm lasers. At that size, it is easily possible to build a mixed-armament war ship, but those 3 lasers won´t do a whole lot. I´d either reduce the number of missile launchers (and perhaps some mag-space) in order to put a few more lasers on or remove the lasers alltogether and increase the number of missile launchers.



Resolution:
Too little passives (and probably a bit slow).
Beam ships are supposed to slug it out at close range _and_ have to run the missile gauntlet. They need all the protection (active and passive) they can get. They also have to be able to close with the enemy which translate to: The faster the better.
I like the Box Launcher approach, but would rip out the regular ones. Perhaps increase the number of Box Launchers to 50 or 60 to give it a good alpha on final approach and still save enough mass (especially by removing the magazines) to increase the laser battery.




King George V:
If this ship is supposed to be the eyes of the fleet (and the only one per fleet to boot) it is not supposed to get into a slugging match! Remove the 25cm and the 15cm lasers as well as the CIWS and replace them with more armor/shields, GC turrets and perhaps some AMM launchers.
Are those actives max size ones? If not, I am not sure having both, res-180 and 360 actives is effective, as combing the mass of both in one double sized res-180 should give you a 1,500+m km range res-180 active.
And if they are, I am not sure I would use 2,500 tons just to spot 18,000+ ton ships further out than 800 mkm.



Trafalgar:
Nothing wrong with it, if you want to use only passives on your scout.



Illustrious:
If your carrier enters a situation, where it can use those 10cm turrets, you screwed up big time :)
IMO, a carrier should try to stay hidden as good as it can. This means, I will _never_ have shields on a carrier (EM emissions are to be avoided at all cost).
This also means, no offensive weaponry on a carrier. The offensive weapons of a carrier are the fighters - period.
The fighter complement is pitiful, I am afraid to say. A 30,000 ton carrier with just 5,000 tons of hangar space? Seriously?
Also, the entire space-wing has no offensive capability whatsoever (I am disregarding the Lightnings, see below), huh?



Lightning FAC:
Any enemy with any AMM capability at all will rip those appart before they even see the target. Total waste of resources IMO


Thunderbolt FAC:
Ok, an AMM fighter.
I´m not sold on that concept, but to each his own, I guess.
If, on the other hand, they are meant to use the AMMs in offensive mode, I´d use size 2 launchers with missiles with at least strength 4 warheads and a lot more range.





Ralph Hoenig, Germany
 

Offline ddblackhawk (OP)

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Re: Magneto Plasma era Military Ships
« Reply #4 on: June 29, 2013, 05:35:58 PM »
Thanks for the replies.  Looking back at other designs I haven't posted up on here I do seem to have a problem with adding on useless bits of equipment =p.

New Missiles
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Tier 4 - ASM R98 CTH106
Missile Size: 4 MSP  (0.2 HS)     Warhead: 7    Armour: 0     Manoeuvre Rating: 13
Speed: 40800 km/s    Engine Endurance: 40 minutes   Range: 98.4m km
Chance to Hit: 1k km/s 530.4%   3k km/s 169%   5k km/s 106.1%   10k km/s 53%
Although I'm still not too sure about this one, I think it's as good as its going to get without going below 100% hit chance.

Code: [Select]
Tier 4 - AMM MR35 CTH41
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 35
Speed: 48000 km/s    Engine Endurance: 2 minutes   Range: 4.3m km
Chance to Hit: 1k km/s 1680%   3k km/s 560%   5k km/s 336%   10k km/s 168%
My anti missile design

Code: [Select]
Tier 4 - AFACM R10 CTH80
Missile Size: 2 MSP  (0.1 HS)     Warhead: 3    Armour: 0     Manoeuvre Rating: 12
Speed: 67200 km/s    Engine Endurance: 3 minutes   Range: 10.3m km
Chance to Hit: 1k km/s 806.4%   3k km/s 264%   5k km/s 161.3%   10k km/s 80.6%
This is a new missile I have made in response to Hawkeyes advice about offensive use of size 1 missiles, I suppose in an emergency it could be used as an AMM, although with a 19% chance to hit my ASMs it wouldn't do a very good job.

New Carrier and Strike Craft
Code: [Select]
Illustrious class Light Carrier    30,000 tons     528 Crew     4580.4 BP      TCS 600  TH 1200  EM 0
4000 km/s     Armour 4-86     Shields 0-0     Sensors 28/1/0/0     Damage Control Rating 58     PPV 10.44
Maint Life 2.62 Years     MSP 1718    AFR 399%    IFR 5.6%    1YR 354    5YR 5304    Max Repair 120 MSP
Intended Deployment Time: 9 months    Flight Crew Berths 241    
Hangar Deck Capacity 8000 tons     Magazine 1980    

Tier 4 - Magneto Plasma EP160 FC05 TS80 (15)    Power 160    Fuel Use 45%    Signature 80    Exp 10%
Fuel Capacity 3,375,000 Litres    Range 45.0 billion km   (130 days at full power)

Tier 1 - Twin Turret  - 30mm GC T20 (2x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Tier 4 - Gun FC MR40 T20 S2 (1)    Max Range: 40,000 km   TS: 20000 km/s     75 50 25 0 0 0 0 0 0 0

Tier 4 - ASM R98 CTH106 (255)  Speed: 40,800 km/s   End: 40.2m    Range: 98.4m km   WH: 7    Size: 4    TH: 176 / 106 / 53
Tier 4 - AFACM R10 CTH80 (480)  Speed: 67,200 km/s   End: 2.5m    Range: 10.3m km   WH: 3    Size: 2    TH: 268 / 161 / 80

Tier 4 - Thermal Sensor S2 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

Compact ECCM-2 (1)         ECM 30

Strike Group
1x P19/A Orion Fast Scout Craft   Speed: 16000 km/s    Size: 10
12x P37 Salamander Fast Attack Craft   Speed: 16000 km/s    Size: 5
1x P19/B Orion Fast Scout Craft   Speed: 16000 km/s    Size: 10
8x P51 Typhoon Fast Attack Craft   Speed: 16000 km/s    Size: 10

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
Code: [Select]
P37 Salamander class Fast Attack Craft    250 tons     8 Crew     128.2 BP      TCS 5  TH 19.2  EM 0
16000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.2
Maint Life 7.95 Years     MSP 32    AFR 5%    IFR 0.1%    1YR 1    5YR 13    Max Repair 80 MSP
Intended Deployment Time: 1 months    Spare Berths 2    
Magazine 8    

Tier 4 - SC Magneto Plasma EP80 FC05 TS19.2 (1)    Power 80    Fuel Use 484.22%    Signature 19.2    Exp 25%
Fuel Capacity 10,000 Litres    Range 1.5 billion km   (25 hours at full power)

Tier 0 - Box Launcher S2 (4)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
Tier 4 - Missile FC R20 MR37 S1 (1)     Range 37.2m km    Resolution 10
Tier 4 - AFACM R10 CTH80 (4)  Speed: 67,200 km/s   End: 2.5m    Range: 10.3m km   WH: 3    Size: 2    TH: 268 / 161 / 80

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 Fighter for production, combat and maintenance purposes
Code: [Select]
P51 Typhoon class Fast Attack Craft    500 tons     12 Crew     210.8 BP      TCS 10  TH 38.4  EM 0
16000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.2
Maint Life 3.05 Years     MSP 26    AFR 20%    IFR 0.3%    1YR 4    5YR 63    Max Repair 80 MSP
Intended Deployment Time: 1 months    Spare Berths 3    
Magazine 28    

Tier 4 - SC Magneto Plasma EP80 FC05 TS19.2 (2)    Power 80    Fuel Use 484.22%    Signature 19.2    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.7 billion km   (12 hours at full power)

Tier 0 - Box Launcher S4 (7)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Tier 4 - Missile FC R180 MR110 S0.7 (1)     Range 110.4m km    Resolution 180
Tier 4 - ASM R98 CTH106 (5)  Speed: 40,800 km/s   End: 40.2m    Range: 98.4m km   WH: 7    Size: 4    TH: 176 / 106 / 53

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 Fighter for production, combat and maintenance purposes
I've replaced the Lightning with the Typhoon and the Thunderbolt with the Salamander.  This gives me both anti FAC, and long range anti Ship capability.  I've also increased the size of the scout craft to 500 tons, the P19/A doubles as both a missile and FAC spotter with FACs getting sighted at ~10m Km

Just out of interest, is there any point in making offensive beam fighters?  I know I could create some for additional PD armed with Gauss Cannons, but from what you've said offensive ones would get slaughtered by PD.  Similarly are Assault Pods filled with a marine company useful for capturing ships?

I have improved all my strike craft designs by giving them a speed of 16 000Km/s.  This includes the Assault Shuttles, my earlier plans for their use was to have them go in behind the missile volleys and capture anything that was still alive.  By the time they reach the enemy ships most of the missile PD would have been gone and so they would only need to get passed the beam PD.  Looking at the numbers of beam PD I have added to my designs (mostly by removing the CIWS and replacing them with Twin turreted Gauss Cannons), I'm not too sure they would survive.

Does anyone else use marine companies for ship capture, or do you use them merely for ground assault?  If the latter I could remove them from my Cruiser designs (which would free up space for either weapons or engines) and create a dedicated Assault Carrier.

Lastly, how big do most people design ships to be?  I have seen arguments about highly specialized low tonnage designs compared to heavier generalized ones, what I have found however is that as soon as I start getting about 30 000tons the costs start to drastically increase, is this just my shoddy design work showing through again or is it due to, a quite reasonable, constraint on max ship size compared to the amount of stuff I put on them?

Erm, that paragraph doesn't make much sense but I can't think of any other way of asking it =p

Thanks again,
BlackHawk

EDIT:
Quote from: Hawkeye
You are aware that your fleet scout would spot itself at just about 140mkm? (in response to your "covering 1 billion km with 2-3 scouts" scheme)
Yes, but my scouts have a 25% thermal reduction to their engines.  Which would be exorbitantly expensive to put on all my ships.  Although yes, looking back my 1billion km is, um, rather optimistic...  regardless of my naive optimism I'll have to try it out in game before I can make a final decision.  If it comes to it I can always increase their size to 9 000 tons and put on an active sensor or 2.
« Last Edit: June 29, 2013, 05:43:26 PM by ddblackhawk »
 

Offline joeclark77

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Re: Magneto Plasma era Military Ships
« Reply #5 on: June 30, 2013, 01:35:27 PM »
The new missiles look fast and agile, however, one suggestion I would have is go for magnitude 9, 1, and 4 warheads rather than 7, 1, 3, even if it means giving up a bit of speed.  Square numbers have a significant advantage in piercing enemy armor.
 

Offline Charlie Beeler

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Re: Magneto Plasma era Military Ships
« Reply #6 on: July 01, 2013, 09:32:08 AM »
I wouldn't but too much stock in square numbered warheads, especially if speed is sacrificed to gain them.  Stick to 25%msp warheads for ASM's.  It's much more important to have fast missiles with slightly smaller warheads that have a good chance to survive defensive fire that it is to have bigger warheads with mediocre survival.

Personally I'd make a few changes to the ASM. 
-1msp to warhead for 6pt vs the 1.1667 for 7pt.
-2.5msp missile engine vs the 1.7msp.  for a speed of 60k/kps. 
-drop added agility completely.  60k/kps vs 5k/kps is 120%.
-.5msp fuel for a range of 63.5m/km

Cost per missile is higher at 4.5 vs 4.03.  Needed fuel is less  than 1/2 with just under 50% greater speed.

If that range is too short for your taste drop the power modifier from 600% to 500%.
-range jumps to a little over 100m/km
-speed drops to 50k/kps
-hit chance vs 5k/kps is 100%

Cost drops to 4 and still roughly 25% greater speed.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline ddblackhawk (OP)

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Re: Magneto Plasma era Military Ships
« Reply #7 on: September 21, 2013, 01:05:59 PM »
It's been a while since I played this game, but I started a new game with the intention of using the previous designs as a base for me to work on.  I am 5 years in and I reached Magneto-Plasma about 18 months ago (game time).  I have encountered 3 Precursor ships (1 Cruiser weight, 2 Light Cruiser weight PDCs) and engaged them with an Ion Era Destroyer Squadron (2 Tribal DEs, 2 Ark Royal DDGs, and an Agincort DL, with a Trafalgar class as a passive sensor platform).  I can't say much about missile defense as for some reason they were shooting at me with 10-15kps speed missiles.  In 2 engagements I managed to cripple the cruiser weight once and destroy it once (same cruiser, reloaded to do more testing) though in both cases I had to shoot off my entire magazine and the destroyed result was due to secondary explosions. Anyway, the designs I am in the process of upgrading to at the moment are here:

Agincourt - DL
Code: [Select]
Agincourt Mk.II class Destroyer Leader    9,000 tons     222 Crew     2395 BP      TCS 180  TH 480  EM 0
5333 km/s     Armour 7-38     Shields 0-0     Sensors 42/28/0/0     Damage Control Rating 27     PPV 26.1
Maint Life 4.07 Years     MSP 1164    AFR 92%    IFR 1.3%    1YR 112    5YR 1685    Max Repair 420 MSP
Intended Deployment Time: 9 months    Spare Berths 1   

Tier 4 - Plasma EP160 FC05 TS80 (6)    Power 160    Fuel Use 45%    Signature 80    Exp 10%
Fuel Capacity 750,000 Litres    Range 33.3 billion km   (72 days at full power)

Tier 5 - Twin Turret - 30mm GC T20 (5x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Tier 4 - Gun FC MR40 T20 S2 (1)    Max Range: 40,000 km   TS: 20000 km/s     75 50 25 0 0 0 0 0 0 0

Tier 4 - Active Sensor R180 MR788 S15 (1)     GPS 75600     Range 788.9m km    Resolution 180
Tier 4 - Active Sensor R20 R175 S10 (1)     GPS 5600     Range 175.3m km    Resolution 20
Tier 4 - Active Sensor R1 MR1.7 S4 (1)     GPS 112     Range 15.7m km    Resolution 1
Tier 4 - Thermal Sensor S3 (1)     Sensitivity 42     Detect Sig Strength 1000:  42m km
Tier 4 - EM Sensor S2 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

This design is classed as a Military Vessel for maintenance purposes

Passive defenses are light, with only 7 armour layers, but Squadron wide Active missile defenses are increased with Twin Gauss Cannon turrets replacing any Lasers and CIWS.  Next Armour upgrade I think I'll add on some ECM.  The size of the passive sensors are for RP reasons, and in case I don't have them working with a Fleet Scout.

Ark Royal - DDG
Code: [Select]
Ark Royal Mk.II.a class Missile Destroyer    9,000 tons     145 Crew     1705.6 BP      TCS 180  TH 480  EM 0
5333 km/s     Armour 4-38     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 44     PPV 64.44
Maint Life 2.76 Years     MSP 426    AFR 180%    IFR 2.5%    1YR 81    5YR 1213    Max Repair 120 MSP
Intended Deployment Time: 9 months    Spare Berths 1   
Magazine 360   

Tier 4 - Plasma EP160 FC05 TS80 (6)    Power 160    Fuel Use 45%    Signature 80    Exp 10%
Fuel Capacity 750,000 Litres    Range 33.3 billion km   (72 days at full power)

Tier 5 - Twin Turret - 30mm GC T20 (2x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Tier 4 - Gun FC MR40 T20 S2 (1)    Max Range: 40,000 km   TS: 20000 km/s     75 50 25 0 0 0 0 0 0 0

Tier 0 - Box Launcher S4 (90)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Tier 4 - Missile FC R180 MR157 S1 (3)     Range 157.8m km    Resolution 180
Tier 4 - ASM R103 CTH80 (90)  Speed: 40,000 km/s   End: 43m    Range: 103.3m km   WH: 8    Size: 4    TH: 133 / 80 / 40

Tier 4 - Active Sensor R180 MR105 S2 (1)     GPS 10080     Range 105.2m km    Resolution 180
Tier 4 - Thermal Sensor S1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

Compact ECCM-1 (3)         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

Erm, there's not much to say about this one, it has lots of shooty, not much defense.  Was thinking of making a mobile maintenance facility to reload in the field, but it ending up being 300Ktons and really slow, maybe a medium carrier or something.  Next armour upgrade I'll be adding more launchers, but my defense scientist (my only one) sucks.

Tribal - DDE
Code: [Select]
Tribal Mk.II class Destroyer Escort    9,000 tons     228 Crew     1766.6 BP      TCS 180  TH 480  EM 0
5333 km/s     Armour 4-38     Shields 0-0     Sensors 14/1/0/0     Damage Control Rating 45     PPV 31.66
Maint Life 3.6 Years     MSP 613    AFR 129%    IFR 1.8%    1YR 73    5YR 1094    Max Repair 120 MSP
Intended Deployment Time: 9 months    Spare Berths 0   
Magazine 592   

Tier 4 - Plasma EP160 FC05 TS80 (6)    Power 160    Fuel Use 45%    Signature 80    Exp 10%
Fuel Capacity 750,000 Litres    Range 33.3 billion km   (72 days at full power)

Tier 5 - Twin Turret - 30mm GC T20 (3x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Tier 4 - Gun FC MR40 T20 S2 (1)    Max Range: 40,000 km   TS: 20000 km/s     75 50 25 0 0 0 0 0 0 0

Tier 3 - Missile Launcher S1 (16)    Missile Size 1    Rate of Fire 10
Tier 4 - Missile FC R1 MR1.2 S1 (2)     Range 11.8m km    Resolution 1
Tier 4 - AMM MR36 CTH43.2 (592)  Speed: 48,000 km/s   End: 0.6m    Range: 1.7m km   WH: 1    Size: 1    TH: 576 / 345 / 172

Tier 4 - Active Sensor R1 MR0.8 S2 (1)     GPS 56     Range 7.8m km    Resolution 1
Tier 4 - Thermal Sensor S1 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

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

My Gauss Cannon turrets are, if not cheaper, then lighter than using CIWS, but only if I attach 2 or more turrets to a GFC.  I am 2 months from getting 4 shots per barrel with them though.

Trafalgar - FS
Code: [Select]
Trafalgar Mk.II class Fleet Scout    9,000 tons     233 Crew     2372.6 BP      TCS 180  TH 230.4  EM 0
5333 km/s     Armour 6-38     Shields 0-0     Sensors 700/28/0/0     Damage Control Rating 8     PPV 10.44
Maint Life 2.94 Years     MSP 1318    AFR 81%    IFR 1.1%    1YR 226    5YR 3393    Max Repair 700 MSP
Intended Deployment Time: 9 months    Spare Berths 0   

Tier 4 - Plasma EP160 FC05 TS38 (6)    Power 160    Fuel Use 45%    Signature 38.4    Exp 10%
Fuel Capacity 750,000 Litres    Range 33.3 billion km   (72 days at full power)

Tier 5 - Twin Turret - 30mm GC T20 (2x6)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Tier 4 - Gun FC MR40 T20 S2 (1)    Max Range: 40,000 km   TS: 20000 km/s     75 50 25 0 0 0 0 0 0 0

Tier 4 - Active Sensor R1 MR0.8 S2 (1)     GPS 56     Range 7.8m km    Resolution 1
Tier 4 - Thermal Sensor S50 (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km
Tier 4 - EM Sensor S2 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

This design is classed as a Military Vessel for maintenance purposes

I don't have cloaking devices at the moment, so I added some token defenses.  Not sure it was worth it but the theory is if it gets caught alone, the EM sensor will catch that something has activated its active sensors, the huge passive can catch incoming missiles at about 2 million Km (at least it did when engaging the dud precursors) so I can then panic and run away while activating the tiny R1 sensor and shoot down 1 or 2 missiles before it explodes.

Thoughts and comments appreciated =).
BlackHawk

PS.  Oh, I suppose I should post what missiles I'm using.
AMM
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Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 36
Speed: 48000 km/s    Engine Endurance: 1 minutes   Range: 1.7m km
Cost Per Missile: 1.362
Chance to Hit: 1k km/s 1728%   3k km/s 576%   5k km/s 345.6%   10k km/s 172.8%

ASM
Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 8    Armour: 0     Manoeuvre Rating: 10
Speed: 40000 km/s    Engine Endurance: 43 minutes   Range: 103.3m km
Cost Per Missile: 4
Chance to Hit: 1k km/s 400%   3k km/s 130%   5k km/s 80%   10k km/s 40%
 

Offline Jorgen_CAB

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Re: Magneto Plasma era Military Ships
« Reply #8 on: September 21, 2013, 04:43:17 PM »
In my opinion I find it to be wasteful to put huge active sensors on fleet scouts which I put in with my main fleet. I would never ever want to reveal my main fleet like that, especially if I have carriers. These sensor systems are pretty expensive as well, both research wise and production wise. I rather run with smaller fleet scouts such as frigates or 500t scouts to function as my main active platforms.

If I don't play against only the AI (I usually control at least two none human factions against myself for the challenge) then I need to be way more flexible in my designs and I also find that harmonizing my fleet into one speed is a big mistake against none AI opposition. Against the AI it does not matter much because it is pretty easy to outmaneuver even with a few tech levels lower than they have.

At Magneto Plasma level my fleets are generally concentrated into a fighter/carrier base. Pure ASM is only fitted to fighter hulls while missiles on ships are mainly anti-fighter/FAC types or AMM. The range necessary to engage with ship based missiles against enemy main combat ships (human controlled) with same tech fleets (when fighters is common) is just too short most of the time.

Beam weapons are usually for jump point defense/attack and as a deterrent for a rush attack by an enemy fleet.

I find anything smaller than 4-6000t is pretty useless in an offensive beam capacity, they are just too weak defensively and easy to destroy with decent long range PD beam weapons and/or anti-fighter/AMM missiles.

Overall your ships are well designed but your ship based missiles might have a rather low range for my taste. I would just remove those missile cruisers for more carriers, they just don't rime that well with each other in my opinion. Carriers are just much more dynamic than missile cruisers when you have the technology/industry to support them. Fleet carrier strike range are pretty much unlimited, especially if you have a decent support fleet with extra fuel in tow.
In general I deploy smaller light carrier models with faster engines and a smaller hangar, perhaps in the range of 12-18000t and then fleet carriers as big as I can make them. The light carrier can act as a scout or in support of other more dedicated scout ships, the fleet carrier act as my main battle-force deployed far behind the scouting elements usually with much slower (or less) engines than the scouting element of the fleet. Cruisers will mainly be defensive with PD weaponry (including AMM) and heavy beam weapons for JP defense/attack. My destroyers would mainly be anti-fighter/FAC/missile platforms at these tech levels.


In general my fleets/ships are not designed from a general template but as a counter to what I know about any possible hostile/neutral alien threat that I meet.

Basically, I either deploy a large fleet or just scouting elements. Worlds are generally defended by missile bases or in systems with many colonies by patrol corvettes (2-4000t ships), fighters and defensive PDC bases. Fleets are stationed at sector HQ bases and operates from there.
« Last Edit: September 21, 2013, 04:54:59 PM by Jorgen_CAB »