Author Topic: My first try at ship design  (Read 1324 times)

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Offline Nori

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Re: My first try at ship design
« Reply #15 on: December 04, 2023, 04:52:36 PM »
Here is 6 months with a tiny amount of fuel dropped as well.

Code: [Select]
Kvikk class Missile Boat      5,800 tons       167 Crew       818.4 BP       TCS 116    TH 480    EM 0
4138 km/s      Armour 3-28       Shields 0-0       HTK 49      Sensors 0/0/0/0      DCR 1-1      PPV 24
Maint Life 1.44 Years     MSP 588    AFR 269%    IFR 3.7%    1YR 312    5YR 4,679    Max Repair 240 MSP
Magazine 272 / 0   
Captain    Control Rating 1   BRG   
Intended Deployment Time: 6 months    Morale Check Required   

Orobos Turbines NPE-EP480M (1)    Power 480    Fuel Use 110.23%    Signature 480    Explosion 15%
Fuel Capacity 255,000 Litres    Range 7.2 billion km (20 days at full power)

Temetor Ordnance S6ML (4)     Missile Size: 6    Rate of Fire 25
Temetor Ordnance MFC49-R20S (1)     Range 49m km    Resolution 20
Temetor Ordnance ASM6 Mk2 (45)    Speed: 19,200 km/s    End: 4.1m     Range: 4.7m km    WH: 9.00    Size: 6.00    TH: 64/38/19

Vivar Warning & Control AS52K-R50 (1)     GPS 4000     Range 52.6m km    Resolution 50

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

If you are thinking just simple early game planetary defense. This doesn't seem too bad. Personally I'd add some more armor. 3 is really low for a ship that'll see combat. I like to do at least 5 or 6 and more as space permits.

I'm not sure what your missile design looks like so it's tough to say how hard it'll be to hit. Do you have decoys enabled for instance. If you don't have "smart" missiles then larger volleys are needed. 4 isn't much by itself, but if you make say 10 of these ships, now you have a pretty good sized volley.

Lastly, I highly recommend creating a second ship with anti-missile duty. I've had some games where the opfor shot missiles at my colony, not my ships. Bigger target I guess... And you'll want to be able to stop those. You can use STO ground forces for this if you like. Railguns or gauss canons.
 

Offline Ultimoos

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Re: My first try at ship design
« Reply #16 on: December 05, 2023, 04:33:41 AM »
I had my first confrontation with a single raider ship and the difficulty bar went up considerably.
https://imgur.com/a/xdWsq0m
There was a total of 40 missiles going 21000 km/s. 6 of them were destroyed by railguns. Nearly half of my missiles went after a decoy. Before, a salvo of just half of this size would completely destroy a single ship, but this one is left crippled.

« Last Edit: December 05, 2023, 06:23:37 PM by Garfunkel »
 

Offline Ulzgoroth

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Re: My first try at ship design
« Reply #17 on: December 05, 2023, 10:07:34 AM »
Based on that screenshot I can confirm that raiders are variable between games.

My raiders' only military class so far (three wrecked and salvaged to date) bring 4 20cm lasers and are a few hundred tons larger. They seem to have the same engines and also include decoys, which I discovered by salvaging them since I've been using railgun blitz tactics to bring them down.
« Last Edit: December 05, 2023, 06:24:14 PM by Garfunkel »
 

Offline nuclearslurpee

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Re: My first try at ship design
« Reply #18 on: December 05, 2023, 10:34:54 AM »
Based on that screenshot I can confirm that raiders are variable between games.

Oh, neat, that must be a new 2.3 change!  ;D

Spoiler variety will keep us players on our toes and make it harder to cheese them by anticipating everything in advance.
« Last Edit: December 05, 2023, 06:22:19 PM by Garfunkel »
 

Offline Garfunkel

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Re: My first try at ship design
« Reply #19 on: December 05, 2023, 06:23:59 PM »
Guys, remember we have Spoilers sub-forum for a purpose!
 
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