Author Topic: The Principality of Sidon's First Ships (90K and 120K RP / Confederate Start)  (Read 1569 times)

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Offline xenoscepter (OP)

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90,000 RP Cruiser:
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Integrity-Class Cruiser:
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Code: [Select]
Integrity-Class Cruiser    25,000 tons     387 Crew     2596.45 BP      TCS 500  TH 675  EM 90
1800 km/s     Armour 8-76     Shields 3-150     Sensors 15/15/0/0     Damage Control Rating 40     PPV 33
Maint Life 5.85 Years     MSP 5649    AFR 500%    IFR 6.9%    1YR 281    5YR 4217    Max Repair 93.75 MSP
Intended Deployment Time: 36 months    Spare Berths 6   
Magazine 846   

Royal Driveyards NX050-300M Naval Engine (3)    Power 300    Fuel Use 7.07%    Signature 225    Exp 5%
Fuel Capacity 3,500,000 Litres    Range 356.4 billion km   (2291 days at full power)
Starshield Defenseworks 1L92/R50 Naval Defense Shield (3)   Total Fuel Cost  24 Litres per hour  (576 per day)

Royal Marine Armories 15CM075 "Light Lance" Laser Cannon (1)    Range 80,000km     TS: 1800 km/s     Power 6-0.75     RM 2    ROF 40        6 6 4 3 2 2 1 1 0 0
Royal Marine Armories 100K3PB "Halberd" Particle Beam (2)    Range 80,000km     TS: 1800 km/s     Power 7-2    ROF 20        3 3 3 3 3 3 3 3 3 3
Royal-Confederate 7H1/25-00 M40K Consolidated Naval  Beam FCS (1)    Max Range: 80,000 km   TS: 1250 km/s     88 75 62 50 38 25 12 0 0 0
Confederate Energy Commission N4/05 Naval Reactor (3)     Total Power Output 13.5    Armour 0    Exp 5%

Longbow Missile Launcher (6)    Missile Size 3    Rate of Fire 90
Confederate Intelligence Service Unit 12R75-70 Missile FCS (1)     Range 13.0m km    Resolution 75
Confederate Intelligence Service Unit 18R150-70 Missile FCS (1)     Range 18.4m km    Resolution 150
Confederate Intelligence Service Unit 30R100-70 Missile FCS (1)     Range 30.0m km    Resolution 100
Confederate Intelligence Service Unit 42R200-70 Missile FCS (1)     Range 42.4m km    Resolution 200
Confederate Intelligence Service Unit 9R1-70 Missile FCS  (1)     Range 9.0m km    Resolution 1
Longbow ASM (200)  Speed: 15,000 km/s   End: 26m    Range: 23.4m km   WH: 2    Size: 3    TH: 55/33/16
Magi Active Probe (30)  Speed: 9,000 km/s   End: 69.1m    Range: 37.3m km   WH: 0    Size: 1    TH: 30/18/9
Longbow 2 JSM (72)  Speed: 15,000 km/s   End: 13.8m    Range: 12.4m km   WH: 1    Size: 3    TH: 90/54/27

Confederate Intelligence Service NR2/15-100 Military-Grade Sensor Suite (1)     GPS 3000     Range 15.0m km    Resolution 100
Confederate Intelligence Service NS/3-1 Military-Grade Advanced Sensor Suite (1)     GPS 60     Range 3.0m km    MCR 327k km    Resolution 1
Confederate Intelligence Service NR2/21-200 Military-Grade Sensor Suite (1)     GPS 6000     Range 21.2m km    Resolution 200
Sidonian Scryworks System-15 H70-3P Thermal Scope (1)     Sensitivity 15     Detect Sig Strength 1000:  15m km
Sidonian Scryworks System-15 H70-3P EM Scope (1)     Sensitivity 15     Detect Sig Strength 1000:  15m 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

--- Ship Characteristics:

 - The Integrity-Class Cruiser displaces vacuum at a considerable 25,000 tons of mass, making her a hefty choice for a Cruiser. Powered by three Royal Driveyards NX050-300M Naval Engines, boasting three Starshield Defenseworks 1L92/R50 Naval Defense Shields and slabbed with eight layers of Composite Armor; the Integrity-Class Cruiser is well protected AND mobile. Her armament is lean, with a pair of Royal Marine Armories 100K3PB "Halberd" Particle Beams mated to a single Royal Marine Armories 15CM075 "Light Lance" Laser Cannon as her principal weapons; supplemented by six Longbow Missile Launchers which are loaded with the Class-3 Anti-Ship Missile of the same name. These launchers are fed by two armored magazines apiece, giving them adequate endurance.

 - A robust set of Passive and Active Senors bequeaths to the Integrity-Class an excellent pair set of eyes, whilst it's complement of Magi Active Probes offers it a way to reach out and see someone even when the Integrity-Class is herself under the cloak of passives. Her launchers are themselves mated to an even more robust array of Fire Control Systems designed to get a fix on just about anything that the Integrity might face. Outfitted with Fuel and Life Support for a three-year deployment, the Integrity-Class also allocates additional Fuel to her triple shield systems. Alongside a generous maintenance allotment and outfitted with dedicated Damage Control equipment; the Integrity-Class Cruiser can handle herself in battle long and well away from established supply lines. This presents an advantage in the form of logistics support, with the Integrity-Class requiring far less logistics support than other designs.

--- Ship Doctrine:

 - The Integrity-Class Cruiser is actually pretty straightforward in it's usage. It is designed to conduct Combat Patrols both on the frontier and well inside of enemy territory. One noteworthy feature of this ship, however is it's Longbow Missiles. The Longbow ASM features a full complement of passive and active sensors; making stealth firing an option and enabling the Integrity-Class to engage in "shoot-and-scoot" tactics. Likewise the Longbow 2 JSM, while lacking both the punch and the sensors package of the Longbow, boasts far better maneuverability than it's cousin while being cheaper to boot. The Integrity-Class also features larger-than-average Passive Sensors, with it's Thermal and EM capabilities being equally good. Enterprising Fleet Directors should note the vessels weakness to missile-heavy enemies however, and act accordingly.

--- Description of Role:

 - As a Cruiser, the Integrity-Class fulfills the role of performing long-term independent cruises, as well as fulfilling the duties of a ship-of-the-line. While this is it's primary role, the Integrity-Class Cruiser can also serve as a Geosurvey Craft, with it's six spare berths and the capability to field the Prospector Geo Survey Probe.

120,000 RP Cruiser:
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Paladin-Class Cruiser:
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Code: [Select]
Paladin-Class Cruiser    50,000 tons     593 Crew     3978.96 BP      TCS 1000  TH 900  EM 180
1200 km/s    JR 2-25(C)     Armour 6-120     Shields 6-150     Sensors 15/15/0/0     Damage Control Rating 54     PPV 116.76
Maint Life 4.9 Years     MSP 9194    AFR 833%    IFR 11.6%    1YR 634    5YR 9505    Max Repair 98 MSP
Intended Deployment Time: 36 months    Spare Berths 12   
Magazine 1230   

Royal Driveyards NK50 Naval Jump Drive     Max Ship Size 50500 tons    Distance 25k km     Squadron Size 2
Royal Driveyards NX050-300M Naval Engine (4)    Power 300    Fuel Use 7.07%    Signature 225    Exp 5%
Fuel Capacity 4,100,000 Litres    Range 208.8 billion km   (2013 days at full power)
Starshield Defenseworks 1L92/R50 Naval Defense Shield (6)   Total Fuel Cost  48 Litres per hour  (1,152 per day)

Royal Marine Armories 15CM075 "Light Lance" Laser Cannon (1)    Range 80,000km     TS: 1250 km/s     Power 6-0.75     RM 2    ROF 40        6 6 4 3 2 2 1 1 0 0
Royal Marine Armories 100K3PB "Halberd" Particle Beam (2)    Range 80,000km     TS: 1250 km/s     Power 7-2    ROF 20        3 3 3 3 3 3 3 3 3 3
Royal Marine Armories T2A4-N25R2 Naval Twin-Turret Gauss Cannon (6x4)    Range 20,000km     TS: 1250 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Royal-Confederate 7H1/25-00 M40K Consolidated Naval  Beam FCS (1)    Max Range: 80,000 km   TS: 1250 km/s     88 75 62 50 38 25 12 0 0 0
Confederate Energy Commission N4/05 Naval Reactor (3)     Total Power Output 13.5    Armour 0    Exp 5%

MAGICBOX Missile Launcher (6)    Missile Size 3    Rate of Fire 45
Confederate Intelligence Service Unit 42R200-70 Missile FCS (1)     Range 42.4m km    Resolution 200
Confederate Intelligence Service Unit 12R75-70 Missile FCS (1)     Range 13.0m km    Resolution 75
Confederate Intelligence Service Unit 30R100-70 Missile FCS (1)     Range 30.0m km    Resolution 100
Confederate Intelligence Service Unit 9R1-70 Missile FCS  (1)     Range 9.0m km    Resolution 1
Confederate Intelligence Service Unit 18R150-70 Missile FCS (1)     Range 18.4m km    Resolution 150
Longbow ASM (150)  Speed: 15,000 km/s   End: 26m    Range: 23.4m km   WH: 2    Size: 3    TH: 55/33/16
Magi Active Probe (18)  Speed: 9,000 km/s   End: 69.1m    Range: 37.3m km   WH: 0    Size: 1    TH: 30/18/9
Longbow 2 JSM (200)  Speed: 15,000 km/s   End: 13.8m    Range: 12.4m km   WH: 1    Size: 3    TH: 90/54/27
Longbow 3 XSM (50)  Speed: 9,000 km/s   End: 57.6m    Range: 31.1m km   WH: 4    Size: 3    TH: 30/18/9
Magi Thermal Passive Probe (6)  Speed: 9,000 km/s   End: 69.1m    Range: 37.3m km   WH: 0    Size: 1    TH: 30/18/9
Magi EM Passive Probe (6)  Speed: 9,000 km/s   End: 69.1m    Range: 37.3m km   WH: 0    Size: 1    TH: 30/18/9

Confederate Intelligence Service NR2/15-100 Military-Grade Sensor Suite (1)     GPS 3000     Range 15.0m km    Resolution 100
Confederate Intelligence Service NR2/21-200 Military-Grade Sensor Suite (1)     GPS 6000     Range 21.2m km    Resolution 200
Confederate Intelligence Service NS/3-1 Military-Grade Advanced Sensor Suite (1)     GPS 60     Range 3.0m km    MCR 327k km    Resolution 1
Sidonian Scryworks System-15 H70-3P Thermal Scope (1)     Sensitivity 15     Detect Sig Strength 1000:  15m km
Sidonian Scryworks System-15 H70-3P EM Scope (1)     Sensitivity 15     Detect Sig Strength 1000:  15m 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

--- Ship Characteristics:

 - The Paladin-Class Cruiser is a bigger, badder, Jump Capable version of the Integrity-Class Cruiser. Weighing in at 50,000 Tons, exactly double that of its sister class, the Paladin-Class is nevertheless a direct upgrade to it. Among the most noticeable differences are the inclusion of six Royal Marine Armories T2A4-N25R2 Naval Twin-Turret Gauss Cannons as well as a fourth Royal Driveyards NX050-300M Naval Engine, affording the Paladin-Class at least some degree of mobility. Another, more contentious difference is the Paladin's arrangement of six Starshield Defenseworks 1L92/R50 Naval Defense Shields, which come at the expense of two less layers of Composite Armor slabbing the hull. More subtle is the thick armor on the turrets, eight layers thick, making them strong points across the hull, as well as use of the updated MAGICBOX Launchers. These launchers fire at twice the rate of the original Longbow Missile Launchers, and the accompanying magazines boast almost an fifty percent larger capacity while being better armored with an improved ejection system.

 - These traits combine to make the Paladin-Class an equally, if not better, protected ship than the Integrity-Class that she was derived from. Like her sister class, the Paladin mounts dedicated Damage Control equipment, allocates extra fuel for her shields and carries a generous complement of maintenance supplies. However, her overall maintenance requirements are higher than the Integrity-Class that came before it; and while she features Point-Defense armaments to further shield her from missile strikes, her lack of additional Fire Controls makes these far less effective then they could be. That said, she is still provisioned for a three year deployment and carries a single Royal Driveyards NK50 Naval Jump Drive; giving her valuable tactical mobility and allowing for effective inter-system strikes. And while her six layers of Composite Armor could be seen as lacking... they are still quite effective for a Cruiser.

--- Ship Doctrine:

 - The Paladin-Class is effectively a bigger, better shielded, Jump-Capable Integrity-Class with Point Defense weapons and should be used as such. She still sports the Longbow ASM and Longbow 2 JSM; while her expanded magazine capacity enables the carriage of both Magi Active Probes and passive probes in good supply, thus furthering her stealth strike and "scoot-and-shoot" capabilities despite the loss of mobility over her cousin. The larger magazines found on the Paladin-Class enable it to utilize the Longbow 3 XSM, a long-range strike missile which does double duty as planetary bombardment ordinance and makes for an excellent opener when engaging a target. The Longbow 3 XSM is a missile which offers peerless range and firepower within the Longbow-series of missiles, although it does come at the price of speed...

 - The Paladin-Class Cruiser sports as much armor as it has shields, so if something cannot breach the armor it cannot breach the shields (High-Power Microwaves and Mesons excluded). This in addition, the shield generators on the Paladin, and indeed the Integrity as well, both boast good regeneration rates. This allows both classes of Cruiser to generate and regenerate their full shield strength in just two and a half minutes. Prospective Fleet Directors should take note of the armor found on the the Paladin-Class... or rather the lack of it. While equipped with a Point-Defense array, the lack of additional Fire Control and focus on shielding over armor should be primary considerations when deploying the Paladin-Class Cruiser... especially on the long-range independent cruises and long-term Combat Patrols that it was designed for.

--- Description of Role:

 - While the Paladin-Class is not a true Battle Cruiser for want of armaments; she is still a very powerful ship. She can fulfill any role that the Integrity-Class can fulfill and do it better.
 Even sporting twice as many spare berths to allow for a pair of teams to be stationed on board.

Ordinance:
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Longbow ASM:
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Code: [Select]
Missile Size: 3 MSP  (0.15 HS)     Warhead: 2    Armour: 0     Manoeuvre Rating: 11
Speed: 15000 km/s    Engine Endurance: 26 minutes   Range: 23.4m km
Active Sensor Strength: 0.0625   Sensitivity Modifier: 50%
Resolution: 50    Maximum Range vs 2500 ton object (or larger): 20,000 km
Thermal Sensor Strength: 0.0312    Detect Sig Strength 1000:  31,200 km
EM Sensor Strength: 0.0312    Detect Sig Strength 1000:  31,200 km
Cost Per Missile: 1.2928
Chance to Hit: 1k km/s 165%   3k km/s 55%   5k km/s 33%   10k km/s 16.5%
Materials Required:    0.5x Tritanium   0.075x Boronide   0.1249x Uridium   0.5929x Gallicite   Fuel x470

Longbow 2 JSM:
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Code: [Select]
Missile Size: 3 MSP  (0.15 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 18
Speed: 15000 km/s    Engine Endurance: 14 minutes   Range: 12.4m km
Cost Per Missile: 1.2725
Chance to Hit: 1k km/s 270%   3k km/s 90%   5k km/s 54%   10k km/s 27%
Materials Required:    0.25x Tritanium   1.0225x Gallicite   Fuel x250

Longbow 3 XSM:
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Code: [Select]
Missile Size: 3 MSP  (0.15 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 10
Speed: 9000 km/s    Engine Endurance: 58 minutes   Range: 31.1m km
Cost Per Missile: 1.3375
Chance to Hit: 1k km/s 90%   3k km/s 30%   5k km/s 18%   10k km/s 9%
Materials Required:    1x Tritanium   0.3375x Gallicite   Fuel x625

Magi Active Probe:
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Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 9000 km/s    Engine Endurance: 69 minutes   Range: 37.3m km
Active Sensor Strength: 0.225   Sensitivity Modifier: 50%
Resolution: 50    Maximum Range vs 2500 ton object (or larger): 70,000 km
Cost Per Missile: 0.4725
Chance to Hit: 1k km/s 90%   3k km/s 30%   5k km/s 18%   10k km/s 9%
Materials Required:    0.135x Boronide   0.225x Uridium   0.1125x Gallicite   Fuel x250

Magi EM Passive Probe:
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Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 9000 km/s    Engine Endurance: 69 minutes   Range: 37.3m km
EM Sensor Strength: 0.133    Detect Sig Strength 1000:  133,000 km
Cost Per Missile: 0.3253
Chance to Hit: 1k km/s 90%   3k km/s 30%   5k km/s 18%   10k km/s 9%
Materials Required:    0.0798x Boronide   0.133x Uridium   0.1125x Gallicite   Fuel x250

Magi Thermal Passive Probe:
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Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 9000 km/s    Engine Endurance: 69 minutes   Range: 37.3m km
Thermal Sensor Strength: 0.133    Detect Sig Strength 1000:  133,000 km
Cost Per Missile: 0.3253
Chance to Hit: 1k km/s 90%   3k km/s 30%   5k km/s 18%   10k km/s 9%
Materials Required:    0.0798x Boronide   0.133x Uridium   0.1125x Gallicite   Fuel x250

Prospector Geo Survey Probe:
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Code: [Select]
Missile Size: 3 MSP  (0.15 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 3000 km/s    Engine Endurance: 8.4 hours   Range: 91.0m km
Geo Sensor Strength: 0.02    Maximum points: 0.1686
Cost Per Missile: 0.6245
Chance to Hit: 1k km/s 30%   3k km/s 10%   5k km/s 6%   10k km/s 3%
Materials Required:    0.012x Boronide   0.5x Uridium   0.1125x Gallicite   Fuel x1830
« Last Edit: February 17, 2019, 10:37:26 PM by xenoscepter »
 

Offline Michael Sandy

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Who or what is the expected enemy?

Also, how big is your starting economy, because 50,000 tons of ship is enough for a conventional start fleet to start kicking Precursor and Swarm butt quite easily.

Patrolling the border with a large target is just asking for a bunch of box launcher volleys to the face from ships or fighters that are too small for it to detect.  Unless your enemies have equally grandiose vessels?

Or is this the fleet of a planetary unification empire, whose large vessels are intended to intimidate and keep the peace, and your empire has no in character knowledge of what it is likely to face.  That is a truly ridiculous operation range and endurance for a starting fleet.

I do kind of like commercial engined warships for early missile ships, as they can use jump tenders that just commercial engined vessels.  However, I really hate the cost of refitting and retooling such large ships without massive shipyard tech.  But because they are commercial engined, they can have a long career as colliers shifting munitions around.
 
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Offline xenoscepter (OP)

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Point A: "Who (or what) is the expected enemy?"

Enemy Unknown, prepare for everything.

Point B: How big is your economy?

This is a CONFEDERATE start, not a conventional one. Lol. For an economy I have 500 million population worth of Trans-Newtonian RNGesus with a Confederate Government. So 90,000 RP to start, aiming for 120,000 later on. I just need to build a few 25,000 tonners first... mebbe like... three... ish?

Point C: Regarding Box Launchers and Fighters / Frigates.

This ship, both in fact, are decked out with reasonably large Thermal and EM passive sensors suites, as well as Active Sensors AND Missile FCS spanning from Resolution 1 to 200, with the FCS also sporting Resolution 150 and 75... turning on Active can and will light me up like a Las Vegas Block Party Rave, but I will DEFINITELY see Fighters and Frigates long before they see me if I do, what with 3 Million km at Res 1, and far more with the 100 and 200 Resolution Actives. Likewise, if those Frigates or Fighters beam me, my EM will see them, and my Thermal will see their engines if they're any kind of fast... all from the inky void of the celestial vacuum. The sensor laden ASMs would make short work of them from there.

Point D: Empire Unification Fleet?

Yeah, mostly this. As well as something to go after anyone who tries to take shots at me. Three years is an awful long time to have to deal with a 25,000 or 50,000 ton border guard. And jumping in with one or three is going to make things... problematic for the enemy. Internal security is for fighters / corvettes here.

Point E: Colliers.

Oh yeah, with that kind of loiter time? Plus the Jump Ship doubles as an escort. Not to mention they make great survey ships by cutting out some of the Active Sensors.

OF NOTE: I considered mass Box-Launcher volleys while designing these ships; as well as refit costs for several components AKA FCS, Drives and such. While I believe mass Box-Launcher spam could be the undoing of these ships, it would not be such an overall threat considering the weights involved. These ships excel at tanking and maneuvering, while their armaments are somewhat lean. This means defensively and in regards to mobility, they end up faster than ships in their own weight class, while armament wise they draw even to anything with enough speed to outpace them or enough defense to out tank them. Box-Launchers are potent, I've built a 900 Box-Launcher ship with a hundred Fire Controls... and the thing wrecks shop. However, when outfitted with shields, speed and armour proportionate to these ships, it comes up as weighing in at almost three times that of the Paladin-Class... something in the vein of 140,000+. Meanwhile, a smaller set of Box-Launcher volleys needs enough firepower per missile and enough salvo size to punch through the shields on these cruisers; and then damage the armor. And catch them. And get away. Hopefully not getting caught in the process. That's the design philosophy, a Jack-of-All-Trades Master-of-Some approach. They're fast, well defended and well armed, but not so well armed as other ships of similar weight... just faster and better defended. Also, the Longbow 2 JSM serves the AMM role with good MR at 18. Anything within the tech bracket of these ships is likely to get shot down. And while the Paladin-Class lacks additional Beam FCS, both classes still feature great Missile FCS, allowing them to engage larger and smaller targets (and missiles) effectively.
« Last Edit: February 18, 2019, 03:34:24 PM by xenoscepter »
 

Offline davidb86

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I think you may be misunderstanding how sensors work.  While you have Missile Fire Controls that could target a fighter at 9mkm or a frigate at 13mkm, You would not actually be able to target a fighter (or any ship up to 4950 tons) that is over 3mkm away.

I like you having an anti-missile active sensor, just realize that your antimissile defenses would have just 21.8 seconds to react if the enemy fired one of your Longbow ASM at you and you do not have any AMM on your ships The longbow ASM has under a 10% chance of hitting a 15,000 KM/s missile, and you get only one shot as your launchers have a 90 second reload.  Your 15cm laser is ill suited to missile defense as it has a 40 second recharge, and you only have one per ship.  Fortunately you do have thick armor. and minimal shielding. 

Your energy weapons require only 4.75 power per 5 second turn, but you have 13.5 power being generated (triple redundancy).  While the station keeping is impressive, the sensor range and firepower for these ships is pretty low for the build points and resources expended.
 
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Offline xenoscepter (OP)

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You might be right on that, what with me misunderstanding the sensors. I'll check the wiki later.

For reference however, I do understand that FCS cannot find targets on it's own. I figured the Res 1 sensor with the Res 100 and Res 200 sensor would do the trick nicely. Also, the AMM is the Longbow 2 AMM, NOT and I repeat NOT the Longbow ASM. The Longbow 2 JSM has a better hit rate against the Longbow ASM, with equal speed speed and 7 more Maneuver Rating. Each ship carries some of each; typically more Longbow 2 JSMs than Longbow ASMs, but not always. The Integrity-Class has more Longbow ASMs than Longbow 2 JSMs due to it being more focused on offense than defense, while the Paladin-Class seeks to address the anti-missile weaknesses of the Integrity-Class and throw a Jump Drive into the deal as well. The Longbow ASM has it's own sensors package as well, set to Res 50, and featuring Thermal and EM passives as well.

I kinda feel like I'm beating a brick wall here; everyone is assuming I have no AMMs and am just using Longbow ASMs for everything. I'll do the math on my sensors and their capabilities, then post it here later.

EDIT: Unless my math is seriously borked, or I just do NOT understand anything about sensors; I should see a 4,950 ton ship out to at least 7.0m km, with my Res 100, and at least 3.0m km with my Res 1.

Also, this is at turn one tech. I.E. 90,000 RPs, or 120,000 RPs for a Non-Confederate Government Start... It is intended to fight ships of similar tech level; that is anything else with up to 120,000 RPs. These ships are technologically available on TURN ONE. It's just a matter of industrial capacity.

UPDATE: My Res 1 sensor will see small craft at exactly 3.0m km. My Res 100 will see 4,950 ton craft out to just over 12.0m km away, and my Res 200 will see the same craft out to just over 4.0m km away. That ain't blind. Although versus size 1-6 missiles it's only good at just under 300k km... which is pretty bad I guess. EDITED FOR MATHS, sorry.
« Last Edit: February 18, 2019, 04:48:49 PM by xenoscepter »