Author Topic: Probably awful dreadnought design  (Read 1363 times)

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Offline Mint Keyphase (OP)

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Probably awful dreadnought design
« on: November 17, 2023, 07:47:48 AM »
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Beagle class Dreadnought      124,882 tons       3,084 Crew       204,775. 3 BP       TCS 2,498    TH 400    EM 452,790
16015 km/s    JR 3-50      Armour 32-222       Shields 15093-670       HTK 711      Sensors 750/750/0/0      DCR 600      PPV 552. 12
Maint Life 0. 00 Years     MSP 15,000    AFR 24976%    IFR 346. 9%    1YR 3,711,126    5YR 55,666,889    Max Repair 80000. 00 MSP
Hangar Deck Capacity 8,000 tons     Magazine 1,077   
Captain    Control Rating 6   BRG   AUX   ENG   CIC   FLG   PFC   
Intended Deployment Time: 36 months    Flight Crew Berths 160    Morale Check Required   

J125000. 0(3-50) Military Jump Drive     Max Ship Size 125000. 0 tons    Distance 50k km     Squadron Size 3

Quantum Singularity Drive  EP40000. 00 (1)    Power 40000. 0    Fuel Use 1. 58%    Signature 400. 0000    Explosion 10%
Fuel Capacity 8,000,000 Litres    Range 729. 3 billion km (527 days at full power)
Omega S1677 / R670 Shields (9)     Recharge Time 670 seconds (22. 5 per second)

120. 0cm C25 Far Gamma Ray Laser (1)    Range 1,400,000km     TS: 25,000 km/s     Power 377-25     RM 120,000 km    ROF 80       
Particle Lance-100 (1)    Range 1,200,000km     TS: 25,000 km/s     Power 312-25    ROF 65       
Quad 15. 0cm C6. 25 Far Gamma Ray Laser Turret (6x4)    Range 720,000km     TS: 25000 km/s     Power 24-25     RM 120,000 km    ROF 5       
Quad 15. 0cm C6. 25 T100000 Laser Turret (4x4)    Range 720,000km     TS: 100000 km/s     Power 24-25     RM 120,000 km    ROF 5       
R10080/C25 Meson Cannon (2)    Range 1,400,000km     TS: 25,000 km/s     Power 168-25     RM 10,080,000 km    ROF 35       
Quad Gauss Cannon R600-100 Turret (4x32)    Range 60,000km     TS: 100000 km/s     Power 0-0     RM 60,000 km    ROF 5       
CIWS-1000 (8x16)    Range 1000 km     TS: 100,000 km/s     ROF 5       
Beam Fire Control R1400-TS100000 (5%) (2)     Max Range: 1,400,000 km   TS: 100,000 km/s     99 99 98 97 96 96 95 94 94 93
Quantum Singularity Power Plant R14 (2)     Total Power Output 28. 3    Exp 5%
Quantum Singularity Power Plant R320 (1)     Total Power Output 320    Exp 5%
Quantum Singularity Power Plant R7 (1)     Total Power Output 6. 6    Exp 5%

Size 3. 0 Missile Launcher (12)     Missile Size: 3    Rate of Fire 5
Size 1 Missile Launcher (80)     Missile Size: 1    Rate of Fire 5
Missile Fire Control FC1924-R100 (5%) (1)     Range 1,924. 4m km    Resolution 100
Point Defense MFC Size 5 (5%) (1)     Range 293. 2m km    Resolution 1
Class 3 Anti-Ship Missile (232)    Speed: 20,000 km/s    End: 5. 1m     Range: 6. 1m km    WH: 66    Size: 3    TH: 513/308/154
Class 1 AMM-II (ECCM) (381)    Speed: 60,000 km/s    End: 2m     Range: 7. 3m km    WH: 1    Size: 1    TH: 4440/2664/1332

Active Search Sensor AS304-R100 (5%) (1)     GPS 18000     Range 304. 3m km    Resolution 100
Thermal Sensor TH10-750 (5%) (1)     Sensitivity 750     Detect Sig Strength 1000:  216. 5m km
EM Sensor EM10-750 (5%) (1)     Sensitivity 750     Detect Sig Strength 1000:  216. 5m km

ECCM-10 (4)         ECM 100

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

I dunno what I was doing either...
 

Offline tobijon

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Re: Probably awful dreadnought design
« Reply #1 on: November 17, 2023, 08:50:15 AM »
Ok so a few things for your consideration:

You have a 36 month deployment time, but the ship will fall apart in a matter of days, maybe you can reduce the deployment time and use the tonnage it frees up for maintenance, that way it will actually reach the target.

You also have one active search sensor with quite a high resolution, you wont be able to target missiles with that, you also need a dedicated missile fire control for the same reason. Your active active sensor also doesnt line up well with your missile range, though that isnt the end of the world, overall not as bad as you think.
« Last Edit: November 17, 2023, 08:51:46 AM by tobijon »
 
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Offline Mint Keyphase (OP)

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Re: Probably awful dreadnought design
« Reply #2 on: November 17, 2023, 08:56:36 AM »
I disabled maintenance outright
 

Offline tobijon

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Re: Probably awful dreadnought design
« Reply #3 on: November 17, 2023, 09:11:10 AM »
In that case, not bad
 
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Offline davidb86

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Re: Probably awful dreadnought design
« Reply #4 on: November 17, 2023, 09:52:20 AM »
This appears to be a proof of concept platform with one or two of each weapon system installed.

As tobijon pointed out, you need a second search sensor with a resolution of 1 to enable you to locate missiles.

You only have one anti-missile fire control for 80 launchers,  I would recommend a lower ratio, (10-1, 8-1, 5-1) otherwise you are going to waste a lot of your anti-missiles, since they do not retarget, or you are going to have to manually decide each round how many launchers are controlled by the anti-missile fire control.

Missile ranges are very short compared to your sensors and fire controls.  having sensors and fire controls that outrange your missiles is good, but you have a anti-ship FC with almost 2 billion km range and an AS missile with 7 million kilometer range. 

The AS MFC also out ranges your Search sensor by 6:1. as I said before a little extra range is ok to neutralize EM, but you would be better off when sensors, fire controls and missile ranges are better aligned with each other.

The two beam fire controls appear to be designed for your 14 turrets with 100,000 km/s tracking speeds.  I might add one more to give you more anti-missile flexibility.  I would also add a beam fire control for your three big guns, with a 1.4 million km range, but dropping the tracking speed closer to your ship speed of 16,000 km/s or your racial tracking speed (which might be 100,000 kms, given the high tech in the rest of the ship)

 
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Offline Mint Keyphase (OP)

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Re: Probably awful dreadnought design
« Reply #5 on: November 17, 2023, 10:10:03 AM »
I maxxed out all the tech, this is a bit of a sandbox testing and some fun before I try playing for real.
 

Offline Mint Keyphase (OP)

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Re: Probably awful dreadnought design
« Reply #6 on: November 17, 2023, 10:13:39 AM »
Code: [Select]
Beagle class Dreadnought      125,000 tons       3,094 Crew       206,585.8 BP       TCS 2,500    TH 400    EM 452,790
16000 km/s    JR 3-50      Armour 32-222       Shields 15093-670       HTK 712      Sensors 750/750/0/0      DCR 600      PPV 552.12
Maint Life 0.00 Years     MSP 15,000    AFR 25000%    IFR 347.2%    1YR 3,710,840    5YR 55,662,604    Max Repair 80000.00 MSP
Hangar Deck Capacity 8,000 tons     Magazine 1,077   
Captain    Control Rating 6   BRG   AUX   ENG   CIC   FLG   PFC   
Intended Deployment Time: 36 months    Flight Crew Berths 160    Morale Check Required   

J125000.0(3-50) Military Jump Drive     Max Ship Size 125000.0 tons    Distance 50k km     Squadron Size 3

Quantum Singularity Drive  EP40000.00 (1)    Power 40000.0    Fuel Use 1.58%    Signature 400.0000    Explosion 10%
Fuel Capacity 7,833,000 Litres    Range 713.4 billion km (516 days at full power)
Omega S1677 / R670 Shields (9)     Recharge Time 670 seconds (22.5 per second)

120.0cm C25 Far Gamma Ray Laser (1)    Range 1,400,000km     TS: 25,000 km/s     Power 377-25     RM 120,000 km    ROF 80       
Particle Lance-100 (1)    Range 1,200,000km     TS: 25,000 km/s     Power 312-25    ROF 65       
Quad 15.0cm C6.25 Far Gamma Ray Laser Turret (6x4)    Range 720,000km     TS: 25000 km/s     Power 24-25     RM 120,000 km    ROF 5       
Quad 15.0cm C6.25 T100000 Laser Turret (4x4)    Range 720,000km     TS: 100000 km/s     Power 24-25     RM 120,000 km    ROF 5       
R10080/C25 Meson Cannon (2)    Range 1,400,000km     TS: 25,000 km/s     Power 168-25     RM 10,080,000 km    ROF 35       
Quad Gauss Cannon R600-100 Turret (4x32)    Range 60,000km     TS: 100000 km/s     Power 0-0     RM 60,000 km    ROF 5       
CIWS-1000 (8x16)    Range 1000 km     TS: 100,000 km/s     ROF 5       
Beam Fire Control R1400-TS100000 (5%) (2)     Max Range: 1,400,000 km   TS: 100,000 km/s     99 99 98 97 96 96 95 94 94 93
Quantum Singularity Power Plant R14 (2)     Total Power Output 28.3    Exp 5%
Quantum Singularity Power Plant R320 (1)     Total Power Output 320    Exp 5%
Quantum Singularity Power Plant R7 (1)     Total Power Output 6.6    Exp 5%

Size 3.0 Missile Launcher (12)     Missile Size: 3    Rate of Fire 5
Size 1 Missile Launcher (80)     Missile Size: 1    Rate of Fire 5
Missile Fire Control FC1924-R100 (5%) (1)     Range 1,924.4m km    Resolution 100
Point Defense MFC Size 5 (5%) (1)     Range 293.2m km    Resolution 1
Class 3 Anti-Ship Missile (232)    Speed: 20,000 km/s    End: 5.1m     Range: 6.1m km    WH: 66    Size: 3    TH: 513/308/154
Class 1 AMM-II (ECCM) (381)    Speed: 60,000 km/s    End: 2m     Range: 7.3m km    WH: 1    Size: 1    TH: 4440/2664/1332

Active Search Sensor AS304-R100 (5%) (1)     GPS 18000     Range 304.3m km    Resolution 100
[b]Active Search Sensor AS146-R1 (5%) (1)     GPS 900     Range 146.6m km    MCR 13.2m km    Resolution 1[/b]
Thermal Sensor TH10-750 (5%) (1)     Sensitivity 750     Detect Sig Strength 1000:  216.5m km
EM Sensor EM10-750 (5%) (1)     Sensitivity 750     Detect Sig Strength 1000:  216.5m km

ECCM-10 (4)         ECM 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
This design is classed as a Warship for auto-assignment purposes

Would this be better?
 

Online Steve Walmsley

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Re: Probably awful dreadnought design
« Reply #7 on: November 17, 2023, 10:16:47 AM »
I maxxed out all the tech, this is a bit of a sandbox testing and some fun before I try playing for real.

The problem is that max tech is not a good sandbox for the actual games, as its extremely unlikely you will reach that level. It would be better to maybe give yourself the first 2-3 levels of each tech and try using that, or just play a game with the intention of restarting once you get used to it.
 
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Offline Mint Keyphase (OP)

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Re: Probably awful dreadnought design
« Reply #8 on: November 17, 2023, 10:20:08 AM »
Well I also wanted to have a bit of fun, I'll start a new sandbox later.
 

Offline nuclearslurpee

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Re: Probably awful dreadnought design
« Reply #9 on: November 17, 2023, 10:25:16 AM »
124,882 tons       16015 km/s

I find your lack of nice, round numbers disturbing. However, I see that you fixed this later so I will not hold it against you for now.

Additionally, for quantum singularity tech (max tech), this is too slow, you should be able to achieve at least 30,000 km/s by putting another engine on it. I could understand the slow speed if you were using low-efficiency engines to save on cost and fuel but you are not.

Quote
Hangar Deck Capacity 8,000 tons     Magazine 1,077

120. 0cm C25 Far Gamma Ray Laser (1)    Range 1,400,000km     TS: 25,000 km/s     Power 377-25     RM 120,000 km    ROF 80       
Particle Lance-100 (1)    Range 1,200,000km     TS: 25,000 km/s     Power 312-25    ROF 65       
Quad 15. 0cm C6. 25 Far Gamma Ray Laser Turret (6x4)    Range 720,000km     TS: 25000 km/s     Power 24-25     RM 120,000 km    ROF 5       
Quad 15. 0cm C6. 25 T100000 Laser Turret (4x4)    Range 720,000km     TS: 100000 km/s     Power 24-25     RM 120,000 km    ROF 5       
R10080/C25 Meson Cannon (2)    Range 1,400,000km     TS: 25,000 km/s     Power 168-25     RM 10,080,000 km    ROF 35       
Quad Gauss Cannon R600-100 Turret (4x32)    Range 60,000km     TS: 100000 km/s     Power 0-0     RM 60,000 km    ROF 5       
CIWS-1000 (8x16)    Range 1000 km     TS: 100,000 km/s     ROF 5       

Size 3. 0 Missile Launcher (12)     Missile Size: 3    Rate of Fire 5
Size 1 Missile Launcher (80)     Missile Size: 1    Rate of Fire 5

This seems like way too many different weapons with some very awkward proportions, even allowing for some roleplay in using different weapons for fun:
  • Your main battery is very weak, with only two main offensive weapons (four if you foolishly count meson cannons as main weapons) on a 125,000-ton monstrosity. I'd probably slim down on the secondary stuff (or jump drive, see below) and put on more particle lances.
  • I can't see any reason to have two different laser turret types. Pick one and stick to it. Also, I don't generally like the use of midsize/midrange lasers as a major component of the weapons battery, I get that it seems fun to people who like to roleplay but in practice they are very specialized weapons that don't do very well at either offensive or point defense work, so I would avoid them unless you have a similarly specialized need for them.
  • Why have both Gauss turrets and CIWS on the same ship? Since CIWS can only protect one ship, while Gauss turrets can protect a whole fleet, I would not use CIWS as the tonnage/cost savings are immaterial here.
  • You don't have nearly enough of the size-3 missile launchers to make a dent in anything. Missile warfare is all about volley size, it's not how many missiles you have in total but rather how many missiles can arrive on-target at one moment that matters for breaking through enemy point defenses. Maybe these are okay for anti-fighter defenses but not as main weapons.

It's also hard to evaluate the hangar deck without seeing the strike wing, but fighters generally are similar to missiles in that they require numbers to be effective. 8,000 tons of fighters per 125,000-ton warship isn't a proportion that will give such numbers.

Quote
J125000. 0(3-50) Military Jump Drive     Max Ship Size 125000. 0 tons    Distance 50k km     Squadron Size 3

I don't think you need this. I'd rather design a separate Jump Dreadnought that can squadron-jump a bunch of regular dreadnoughts, and give it a much better jump drive with more squadron size and jump distance. Putting a low-performance jump drive like this on every ship just wastes a lot of space that could be used for more guns or engines.

Quote
Quantum Singularity Drive  EP40000. 00 (1)    Power 40000. 0    Fuel Use 1. 58%    Signature 400. 0000    Explosion 10%
Fuel Capacity 8,000,000 Litres    Range 729. 3 billion km (527 days at full power)

Again, add another engine to get a respectable speed. The fuel range here is ridiculous, you will never need nearly this much range for anything and if you do need to travel 700 billion km, tankers are a much better way to handle your fueling needs. This much fuel is just wasting space that could be used for weapons.

Quote
Beam Fire Control R1400-TS100000 (5%) (2)     Max Range: 1,400,000 km   TS: 100,000 km/s     99 99 98 97 96 96 95 94 94 93

I would suggest more BFCs and using a mix of offensive (1x speed/4x range) and point defense (4x speed/1x range) controls instead of these larger, more expensive omni-controls. BFCs should match the weapons you intend to use them for.

Quote
Quantum Singularity Power Plant R14 (2)     Total Power Output 28. 3    Exp 5%
Quantum Singularity Power Plant R320 (1)     Total Power Output 320    Exp 5%
Quantum Singularity Power Plant R7 (1)     Total Power Output 6. 6    Exp 5%

This is a weird way to set up your reactors. On one hand, you could just make the R320 a bit bigger and not need these other tiny, inefficient reactors. On the other hand, you're not getting any redundancy here since if the R320 gets destroyed in battle, a couple of R14s won't help you much. I'd suggest to use a few reactors of the same size, perhaps 2x R180 or 4x R90.

Quote
Missile Fire Control FC1924-R100 (5%) (1)     Range 1,924. 4m km    Resolution 100
Point Defense MFC Size 5 (5%) (1)     Range 293. 2m km    Resolution 1
Class 3 Anti-Ship Missile (232)    Speed: 20,000 km/s    End: 5. 1m     Range: 6. 1m km    WH: 66    Size: 3    TH: 513/308/154
Class 1 AMM-II (ECCM) (381)    Speed: 60,000 km/s    End: 2m     Range: 7. 3m km    WH: 1    Size: 1    TH: 4440/2664/1332

Range on both MFCs is way too long and range on the anti-ship missiles is waaaaaay too short. Again, fire controls should match weapons.

Quote
Active Search Sensor AS304-R100 (5%) (1)     GPS 18000     Range 304. 3m km    Resolution 100
Thermal Sensor TH10-750 (5%) (1)     Sensitivity 750     Detect Sig Strength 1000:  216. 5m km
EM Sensor EM10-750 (5%) (1)     Sensitivity 750     Detect Sig Strength 1000:  216. 5m km

As others have pointed out, you need a RES-1 active sensor to detect missiles, or your point defense weapons will be ineffective at best. Again, I see you added this later in the thread.

Quote
I dunno what I was doing either...

Personally, I would recommend playing the game before trying to design ships, and starting off with very basic designs - for a starting fleet, it is sufficient to have just one class which is focused on offense (e.g., ASMs or large lasers) and one class focused on defense (e.g., AMMs and/or Gauss turrets), plus any necessary jump ships and long-range scouts for support as needed. Once you actually experience game mechanics and the playstyle of different alien races in the game, you will have a much better idea of how to design ships and what kind of capabilities, doctrine, etc. are needed. Jump point warfare in particular is critical to the game and this is something a lot of ship designers have difficulty grasping without actually playing the game for a while first. Fantastical MaxTech designs with all the bells and whistles are fun, but ultimately do not make for very good ships in Aurora (although you can certainly still use them and have fun, if you know what you're doing!).
« Last Edit: November 17, 2023, 10:29:07 AM by nuclearslurpee »
 
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Offline Mint Keyphase (OP)

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Re: Probably awful dreadnought design
« Reply #10 on: November 17, 2023, 10:42:08 AM »
I use those small calibre lasers as anti-swarm, as those kinda happen a lot when I spawn the practice targets
 
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Offline Mint Keyphase (OP)

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Re: Probably awful dreadnought design
« Reply #11 on: November 17, 2023, 10:45:36 AM »
Code: [Select]
Beagle class Dreadnought      227,875 tons       7,373 Crew       440,561.5 BP       TCS 4,557    TH 800    EM 452,790
17553 km/s      Armour 32-332       Shields 15093-670       HTK 1617      Sensors 750/750/0/0      DCR 600      PPV 2,155
Maint Life 0.00 Years     MSP 15,000    AFR 45575%    IFR 633.0%    1YR 8,343,520    5YR 125,152,802    Max Repair 80000.00 MSP
Hangar Deck Capacity 8,000 tons     Magazine 1,437   
Captain    Control Rating 6   BRG   AUX   ENG   CIC   FLG   PFC   
Intended Deployment Time: 36 months    Flight Crew Berths 160    Morale Check Required   

Quantum Singularity Drive  EP40000.00 (2)    Power 80000.0    Fuel Use 1.58%    Signature 400.0000    Explosion 10%
Fuel Capacity 833,000 Litres    Range 41.6 billion km (27 days at full power)
Omega S1677 / R670 Shields (9)     Recharge Time 670 seconds (22.5 per second)

120.0cm C25 Far Gamma Ray Laser (1)    Range 1,400,000km     TS: 25,000 km/s     Power 377-25     RM 120,000 km    ROF 80       
Quad 80cm C25 Far Gamma Ray Laser Turret (3x4)    Range 1,400,000km     TS: 25000 km/s     Power 672-100     RM 120,000 km    ROF 35       
Particle Lance-100 (8)    Range 1,200,000km     TS: 25,000 km/s     Power 312-25    ROF 65       
Twin 40cm C25 Far Gamma Ray Laser Turret (4x2)    Range 1,400,000km     TS: 25000 km/s     Power 84-50     RM 120,000 km    ROF 10       
Quad 40cm C25 Far Gamma Ray Laser Turret (2x4)    Range 1,400,000km     TS: 25000 km/s     Power 168-100     RM 120,000 km    ROF 10       
Quad 15.0cm C6.25 T100000 Laser Turret (4x4)    Range 720,000km     TS: 100000 km/s     Power 24-25     RM 120,000 km    ROF 5       
R10080/C25 Meson Cannon (2)    Range 1,400,000km     TS: 25,000 km/s     Power 168-25     RM 10,080,000 km    ROF 35       
Quad Gauss Cannon R600-100 Turret (12x32)    Range 60,000km     TS: 100000 km/s     Power 0-0     RM 60,000 km    ROF 5       
Quad R10080/C25 Meson Cannon Turret (2x4)    Range 1,400,000km     TS: 25000 km/s     Power 672-100     RM 10,080,000 km    ROF 35       
Beam Fire Control R1400-TS25000 (5%) (1)     Max Range: 1,400,000 km   TS: 25,000 km/s     99 99 98 97 96 96 95 94 94 93
Beam Fire Control R350-TS100000 (5%) (1)     Max Range: 350,000 km   TS: 100,000 km/s     97 94 91 89 86 83 80 77 74 71
Quantum Singularity Power Plant R320 (3)     Total Power Output 960    Exp 5%

Size 3.0 Missile Launcher (132)     Missile Size: 3    Rate of Fire 5
Size 1 Missile Launcher (80)     Missile Size: 1    Rate of Fire 5
Missile Fire Control FC1924-R100 (5%) (1)     Range 1,924.4m km    Resolution 100
Point Defense MFC Size 5 (5%) (1)     Range 293.2m km    Resolution 1
Class 1 AMM-II (ECCM) (381)    Speed: 60,000 km/s    End: 2m     Range: 7.3m km    WH: 1    Size: 1    TH: 4440/2664/1332
Class 3 ASM-II (352)    Speed: 20,000 km/s    End: 15.2m     Range: 18.3m km    WH: 60    Size: 3.0    TH: 333/200/100

Active Search Sensor AS304-R100 (5%) (1)     GPS 18000     Range 304.3m km    Resolution 100
Active Search Sensor AS146-R1 (5%) (1)     GPS 900     Range 146.6m km    MCR 13.2m km    Resolution 1
Thermal Sensor TH10-750 (5%) (1)     Sensitivity 750     Detect Sig Strength 1000:  216.5m km
EM Sensor EM10-750 (5%) (1)     Sensitivity 750     Detect Sig Strength 1000:  216.5m km

ECCM-10 (4)         ECM 100

Strike Group
16x Agamemnon Fighter   Speed: 18029 km/s    Size: 9.98

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 design is classed as a Warship for auto-assignment purposes
...Well that escalated quickly...
 

Offline Nori

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Re: Probably awful dreadnought design
« Reply #12 on: November 17, 2023, 04:11:23 PM »
I don't even want to think about all the research time taken up on so many different components.
IRL militaries try to standardize on things because it helps to keep costs down, makes the R&D worthwhile and helps with parts and replacements. Many will use things that are 50 years old because it was good enough and didn't need improvements.

That being said, I wouldn't be mixing the weapons like you are. In a actual game you tend to focus on a much smaller number of weapons. Partical Lances and gauss cannons, or railguns and missiles. It's rarely worthwhile to mix the 5 weapon types you have here. Adding to that you have a twin and quad laser turret that are otherwise the same. Just pick one and stick with that. For lasers you usually want either the biggest focal or the smallest and if you can make a 80cm I really don't see why I'd put 40s on unless I just wanted a whole lot for picking off fighters or something. But with 25k tracking speed you wouldn't be picking off anything in a similar tech level. I do believe fighters at that tech level would be going just under light speed.

Anyway, I'll agree with the others that you ought to either test with a more reasonable tech level, maybe MPD level engines, or just start a game and play. I spent huge amounts of time designing my first ships back in VB aurora and the first battle they took part in resulted in their total annihilation because I didn't know what I was doing. The best way to learn is to play it and learn from your mistakes.
« Last Edit: November 18, 2023, 02:18:51 PM by Nori »
 
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Offline Mint Keyphase (OP)

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Re: Probably awful dreadnought design
« Reply #13 on: November 17, 2023, 08:56:04 PM »
THe twin and quad laser is for RP value, and this is a sandbox for testing and curb-stomping
 

Offline Jorgen_CAB

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Re: Probably awful dreadnought design
« Reply #14 on: November 18, 2023, 10:51:14 AM »
The biggest issue I think with toying around with max technology designs is that systems effect in game will actually change quite litterally during a campaig and also varry quite differently depending on what technologies you develop and in what order. Then the environment in which you find yourself in will also make some system and configuration more or less effective etc...

So, you probably will not actually learn much from designing these ship and instead learn some bad behaviours as a result.

I would suggest just play the game and learn by your actual mistakes instead, this will teach you allot more of both the game and ship design and combat efficiencies. One single ship also don't exist in a vacume, you will have fleets of ships with many different configurations and sizes. This is where the sum of the parts are bigger than the individual pieces.
 
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