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Posted by: Silvarelion
« on: December 17, 2018, 11:12:25 PM »

my biggest question is this:  with the (lack of) operational range of the parasites, can you dependably keep the carriers out of missile range?

it also seems like you have a very high minimum investment in Gallicite before your fleet can endure the usual npr levels of AMM spam.  maybe it would work for your flak ships to be based on the assassin chassis instead of the killer?

You are right that it would be a lot cheaper to build slower ships that don't have stealth capabilities.  Gallicite isn't a problem at the moment, but it very well could be later on down the road.  The expense of the engines is also why I haven't planned to upgrade the corvettes speed over time.  The engine is over half of their cost, so there really isn't too much point in changing it out, instead of making a whole new ship.  Especially when they should have a speed advantage over the vast majority of the ships they will find, even ones which are several generations more advanced.  I should run the numbers, though, and see if I can find a more cost efficient frame for my flak corvettes.

Dealing with AMM and massed box launchers will be a problem.  In my test fights while developing the idea, they didn't really stand much of a chance against either missile build.  However, that is a problem that the vast majority of designs are weak against.  But I feel like it can be overcome with good scouting, maneuverability, and the micromanagement of knowing where their ranges are.  My plan, which still needs to be tested against actual NPR spam, is to scout out where the AMMs are able to reach, then ride that line with my main ships, and bait out several salvos of AMMs.  If I know how fast they are going, then I can duck back across the line and hopefully have the missiles burn out in flight trying to catch me. 

I feel like good scouting is also the answer to keeping the carriers safe from missile attack.  If they are caught out, then the operational ranges of the corvettes doesn't give me much wiggle room.  However, jump scouts should make sure that there isn't anything within striking distance of the jump point, and after that, they just need to be able to retreat back out of sensor range.  So far, nothing has come anywhere near to finding out there the carriers are, and as long as they don't get surprised, they should be able to lie doggo and let the decoy fighters draw the enemy away. 

Thanks for the input!
Posted by: Silvarelion
« on: December 17, 2018, 10:56:47 PM »

You have 98 flight crew berths, but the assassin class carrier can only carry one corvette with 19 or 21 crew.  I would bump up the deployment time, or lower the flight crew berths and use the extra space for something else.  Perhaps more maintenance, your carrier only has 104 msp  but the max repair on the corvettes (i assume it is the single 600 EP ion engine) is 525.   if there is damage to a corvette or a maintenance loss, you have no ability to repair in the field.

The Assassins pull double duty.  Their main function is to carry the corvettes, but they also need to be able to carry scouts, sensor pods, and other utility fighters with a lot more life support demands.  For instance, my scouts are 500 t fighters, and have a crew of 19.  With 98 flight crew berths, the Assassins have just barely enough room for a full load of 5 scouts.  I also have maintenance pods that fit on any of my carriers that allow for any in-flight repairs that may be needed.

Thanks for looking them over.
Posted by: davidb86
« on: December 17, 2018, 05:40:33 PM »

You have 98 flight crew berths, but the assassin class carrier can only carry one corvette with 19 or 21 crew.  I would bump up the deployment time, or lower the flight crew berths and use the extra space for something else.  Perhaps more maintenance, your carrier only has 104 msp  but the max repair on the corvettes (i assume it is the single 600 EP ion engine) is 525.   if there is damage to a corvette or a maintenance loss, you have no ability to repair in the field.
Posted by: misanthropope
« on: December 17, 2018, 05:07:10 PM »

my biggest question is this:  with the (lack of) operational range of the parasites, can you dependably keep the carriers out of missile range?

it also seems like you have a very high minimum investment in Gallicite before your fleet can endure the usual npr levels of AMM spam.  maybe it would work for your flak ships to be based on the assassin chassis instead of the killer? 
Posted by: Silvarelion
« on: December 17, 2018, 08:24:35 AM »

The Subhumed Techno-Organic Conclave, formerly known as "Humanity", has been developing an extremely high alpha doctrine comprised of laser armed corvettes armed with the largest single laser they can create.  Essentially, they took their most advanced laser, and wrapped a ship around it.  This has resulted in the following ship.

Code: [Select]
Killer class Corvette    2 500 tons     19 Crew     859 BP      TCS 50  TH 210  EM 0
12000 km/s     Armour 3-16     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 8
Maint Life 0 Years     MSP 0    AFR 500%    IFR 6.9%    1YR 1603    5YR 24052    Max Repair 525 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

600 EP Ion Drive (1)    Power 600    Fuel Use 254.56%    Signature 210    Exp 20%
Fuel Capacity 110 000 Litres    Range 3.1 billion km   (3 days at full power)

25cm C4 Ultraviolet Laser (1)    Range 192 000km     TS: 12000 km/s     Power 16-4     RM 4    ROF 20        16 16 16 16 12 10 9 8 7 6
Fire Control S08 96-12000 (1)    Max Range: 192 000 km   TS: 12000 km/s     95 90 84 79 74 69 64 58 53 48
Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 4.2    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

The Killer-class ship is a light, stealthed corvette with great punching power at long and short range.  Its short range and lack of life support means that it is reliant on carriers to project power away from the homeworld.  It is supported by the Annihilator-class Kinetic Corvette, armed with light railguns for point defense duties, and the Poisoner-class EW Corvette, armed with High-Power Microwaves to ensure boarding actions are safe.

Code: [Select]
Poisoner class EW Corvette    2 500 tons     19 Crew     887 BP      TCS 50  TH 210  EM 0
12000 km/s     Armour 2-16     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 8
Maint Life 0 Years     MSP 0    AFR 500%    IFR 6.9%    1YR 1462    5YR 21935    Max Repair 525 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

600 EP Ion Drive (1)    Power 600    Fuel Use 254.56%    Signature 210    Exp 20%
Fuel Capacity 175 000 Litres    Range 4.9 billion km   (4 days at full power)

R9/C3 High Power Microwave (2)    Range 90 000km     TS: 12000 km/s     Power 6-3     RM 9    ROF 10        1 1 1 1 1 1 1 1 1 0
Fire Control S08 96-12000 (1)    Max Range: 192 000 km   TS: 12000 km/s     95 90 84 79 74 69 64 58 53 48
Stellarator Fusion Reactor Technology PB-1 (2)     Total Power Output 6    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

-----------------------------------------------------------------------
Annihilator class Kinetic Corvette    2 500 tons     21 Crew     817 BP      TCS 50  TH 210  EM 0
12000 km/s     Armour 2-16     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 9
Maint Life 0 Years     MSP 0    AFR 500%    IFR 6.9%    1YR 1408    5YR 21122    Max Repair 525 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   

600 EP Ion Drive (1)    Power 600    Fuel Use 254.56%    Signature 210    Exp 20%
Fuel Capacity 50 000 Litres    Range 1.4 billion km   (32 hours at full power)

10cm Railgun V1/C3 (3x4)    Range 10 000km     TS: 12000 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S03 36-12000 (3)    Max Range: 72 000 km   TS: 12000 km/s     86 72 58 44 31 17 3 0 0 0
Stellarator Fusion Reactor Technology PB-1 (3)     Total Power Output 9    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

All of these, and many different utility fighters, are housed primarily in the Assassin-class Light Carrier, capable of carrying one corvette.

Code: [Select]
Assassin class Light Carrier    6 000 tons     80 Crew     498 BP      TCS 120  TH 300  EM 0
2500 km/s     Armour 1-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 1.72 Years     MSP 104    AFR 144%    IFR 2%    1YR 43    5YR 638    Max Repair 75 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 98   
Hangar Deck Capacity 2500 tons     

300 EP Commercial Ion Drive (1)    Power 300    Fuel Use 6.19%    Signature 300    Exp 5%
Fuel Capacity 180 000 Litres    Range 87.2 billion km   (403 days at full power)

This design is classed as a Military Vessel for maintenance purposes

Planned refits for these classes are going to be limited to increasing the range of weapons and fire control systems. 

Planned upgrades include a 1000 ton boost in size to accommodate ECM and ECCM technology, as well as a 50% larger weapons package.
Posted by: Razgriz7734
« on: December 06, 2018, 07:38:06 AM »

After the civil war that tore apart the Terran Union, three nations emerged from the rubble.  The Imperium of Mankind based on Terra, the Martian Combine on the dusty red planet, and the Tobanian dictatorship in the Jovian moons. 

After decades of unsteady peace, the Imperium’s officials have become more aggressive than usual in their claims on Mars, and intelligence reports reporting the Imp’s have started construction on new void cruisers.  In response the naval architects of the Combine have designed a smaller and cheaper combatant, capable of fighting at longe ranges, outside the expected missile range of the new Imp cruisers as well as any existing vessels.

Ikazuchi class Missile Destroyer    4 550 tons     138 Crew     509 BP      TCS 91  TH 100  EM 0
1098 km/s     Armour 2-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 30
Maint Life 1. 41 Years     MSP 70    AFR 165%    IFR 2. 3%    1YR 39    5YR 578    Max Repair 64 MSP
Intended Deployment Time: 5 months    Spare Berths 2    
Magazine 150    

25 EP Nuclear Thermal Engine (4)    Power 25    Fuel Use 85. 5%    Signature 25    Exp 10%
Fuel Capacity 450 000 Litres    Range 20. 8 billion km   (219 days at full power)

Size 5 Missile Launcher (6)    Missile Size 5    Rate of Fire 150
Missile Fire Control FC54-R40 (1)     Range 54. 6m km    Resolution 40
Type 88 Long Range Torpedo (30)  Speed: 7 200 km/s   End: 72. 6m    Range: 31. 4m km   WH: 3    Size: 5    TH: 26/15/7

Active Search Sensor MR48-R160 (1)     GPS 10240     Range 48. 6m km    Resolution 160

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
Posted by: TMaekler
« on: November 12, 2018, 06:26:45 AM »

If you don't have enough space for the pilots, you can get into the overcrouded area and the ship might begin to suffer from that.
Posted by: JacenHan
« on: November 10, 2018, 09:54:09 PM »

Flight berths prevent the deployment time on fighters from ticking up, but are currently (as far as I know) broken in VB6 Aurora and there is no downside to not having them. See this thread for a little more info.
Posted by: MasonMac
« on: November 10, 2018, 09:33:46 PM »

1. I didn't know what flight berths were for, and to a degree, I still dont
2. The carrier part of the ship was more of an afterthought more than anything. Honestly, the carrier part of the ship is entirely useless for what I use it for. I only used the fighters perhaps 2 times out of 35 engagements.
Posted by: davidb86
« on: November 07, 2018, 04:21:26 PM »

Quote
Hangar Deck Capacity 30000 tons

Strike Group
5x Sabre Fighter-bomber   Speed: 44800 km/s    Size: 10
15x Longsword Fighter-bomber   Speed: 30000 km/s    Size: 10
5x Pelican Dropship   Speed: 30000 km/s    Size: 10
Is there a reason that your assigned strike group is only 41% of your hanger capacity?  25*500=12,500 tons used out of 30,000 tons available.

Posted by: Jorgen_CAB
« on: November 07, 2018, 04:14:28 PM »

I have two question about that carrier.

1. The number of Flight Crew Births seem a bit low at just "1".

2. The ship is suppose to be a carrier but only dedicate 5% of its mass to hangars, seem a bit low. My normal destroyers have more hangar to mass ratio than that for their scout crafts. I think a ship designated as a carrier would probably have about 20-30% of its mass dedicated to hangars or some such. But who am I to assume what is and what is not a carrier.
Posted by: MasonMac
« on: November 04, 2018, 02:56:43 PM »

The United Human Alliance's main carrier ship.

Code: [Select]
Marus class Carrier    600 000 tons     18257 Crew     217724 BP      TCS 12000  TH 84000  EM 18000
7000 km/s    JR 3-50     Armour 35-633     Shields 600-600     Sensors 1/1/0/0     Damage Control Rating 1343     PPV 1790
Maint Life 1.67 Years     MSP 306310    AFR 2160%    IFR 30%    1YR 130974    5YR 1964610    Max Repair 62797 MSP
Intended Deployment Time: 48 months    Flight Crew Berths 1   
Hangar Deck Capacity 30000 tons     Cryo Drop Capacity: 8.8 Battalions    Magazine 8300    Cryogenic Berths 800    Cargo Handling Multiplier 1000   

Manifest Incorporated J600000(3-50) Military Jump Drive     Max Ship Size 600000 tons    Distance 50k km     Squadron Size 3
Arcus Systems 1120-M Inertial Fusion Drive (75)    Power 1120    Fuel Use 4.1%    Signature 1120    Exp 7%
Fuel Capacity 20 000 000 Litres    Range 146.3 billion km   (241 days at full power)
Phonetic Dome Mk IV Sigma Plasma Shields (75)   Total Fuel Cost  1 200 Litres per hour  (28 800 per day)

Minmus Energetics Particle Beam-16 (100)    Range 384 000km     TS: 12500 km/s     Power 40-8    ROF 25        16 16 16 16 16 16 16 16 16 16
Stark Industries S-MAC Beam Control Mk I (2)    Max Range: 384 000 km   TS: 50000 km/s     0 0 0 0 0 0 0 0 0 0
Navis Inc. 432-M Fusion Reactor (2)     Total Power Output 864    Armour 0    Exp 16%

Minmus Energetics S7 Missile Launcher (60)    Missile Size 7    Rate of Fire 30
Minmus S1 Missile Launcher (170)    Missile Size 1    Rate of Fire 5
Griffin Foundation AMM Fire Control (1)     Range 840.0m km    Resolution 1
Sherlock Systems Missile Fire Control FC7513-R20 (1)     Range 7 513.2m km    Resolution 20
G1 Anti-ship Missile (200)  Speed: 66 300 km/s   End: 37.6m    Range: 149.6m km   WH: 8    Size: 5    TH: 442/265/132
G2 S7 Anti-ship Missile (648)  Speed: 60 100 km/s   End: 28.1m    Range: 101.4m km   WH: 30    Size: 7    TH: 380/228/114
G2 Anti-missile Missile (2084)  Speed: 57 600 km/s   End: 21.6m    Range: 74.7m km   WH: 1    Size: 1    TH: 806/483/241
G2 S4 Gungir Missile (170)  Speed: 44 900 km/s   End: 72.4m    Range: 195m km   WH: 22    Size: 4    TH: 299/179/89

Stark Industries Active Search Sensor MR5600-R100 (1)     GPS 400000     Range 5 600.0m km    Resolution 100
Reser-Cunanan AMM Search Sensor MR900-R1 (1)     GPS 5000     Range 900.0m km    MCR 98.0m km    Resolution 1

Strike Group
5x Sabre Fighter-bomber   Speed: 44800 km/s    Size: 10
15x Longsword Fighter-bomber   Speed: 30000 km/s    Size: 10
5x Pelican Dropship   Speed: 30000 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

I have around 6 of these, along with another 4 of the Tarus varient which replaces AMM with gauss guns. These designs were created a century and a half ago in-game time, but are still the mainline carriers of the UHA. Able to eradicate Invader presence in systems alone easily. But it is very weak to Star Swarm without an escort as this design was created to specifically fight the Invaders which had taken down several of my colonies by that point. They were also about to attack Epsilon Eridani, the system where this was built and which housed the majority of the military forces of the UHA. If it was lost, than the UHA likely would have fallen soon after.

Ship hull tonnage:
Patrol ships : 1000 - 49000 tons
Corvettes : 50000 - 99000 tons
Light Frigates : 100,000 - 149,000 tons
Heavy Frigates : 150,000 - 249,000 tons
Light Cruisers : 250,000 - 349,000 tons
Heavy Cruisers : 350,000 - 700,000 tons
Carriers : 300,000 - 1,000,000 tons
Dreadnoughts : 1,000,0000 - 1,500,000 tons
Super Carriers : 1,200,000 - 3,000,000 tons
Super Dreadnoughts : 1,600,000 - 3,000,000 tons

Of course, that's if I need any ship stronger than what I already have. I have enough minerals to manufacture several super dreadnoughts/carriers along with the maintenance facilities. But in hindsight, this design is very crude and I could have done with replacing this design with smaller, more effective ships.
Posted by: Jorgen_CAB
« on: October 09, 2018, 02:32:38 AM »

If you want to raid jump points, it helps a lot if your jump ship is able to deploy you via squad jump, away from enemy fire. Also, because of the delay on weapons and sensors, you are liable to take quite a beating during raids, so I dont think 3 armour is quite enough... otherwise I dont see any obvious design flaws, although it is very unorthodox to try to go for both beams and missiles for offense in the same ship, specially at low tech levels. usually the best designs are very speciallized, and hopefully cheap enough so that your navy can fullfill all of its functions.

Late to this discussion but I don't think this is true at all... speaking about specialised beam ships... this really depends.

If you have one fleet with all specialised ships... one for AMM one for ASM and one for Beam then that fleet will be at a very serious disadvantage to a fleet that combine all those functions in one ship design. Also consider the economic benefit of only one design over several in terms of yard space, but I will disregard that entirely for this comparison.4

In beam combat you have spread all those beams into three times as many ships so even if specialisation give you a few more total beams the fact that all your ships have a few beams means that you have far more HP where it counts and the multi-purpose ships can focus fire on the beam specialist ships and will win.

The same goes for missiles which is generally more effective as multi purpose. While a multi-purpose fleet might have slightly less AMM and ASM in a general balanced load out they can actually specialise allot more since the magazine on their ships can hold a disproportionate number of either AMM or ASM missiles depending on mission. Since finding the enemy first is what matters a general purpose missile ship fleet could easily overwhelm a more specialised fleet AMM defences by overloading on ASM missiles. While running blind and not knowing where the enemy is a general purpose fleet could overload its magazines with AMM missiles for self defence first and striking the enemy second, thus able to defeat the specialist missile attack more easily to regroup. It is also harder to knock out the anti-missile capability of a mutli-purpose fleet since you can't just focus on the specialist escort ships as easily.

So don't assume that multi-purpose is weak because they sacrifice some efficiency for dynamic use.

In my fleets most of my capital ships are multi-purpose but I also use some specialised ships as well but at a much lower quantity or usually small ships such as FAC, fighters, scouts, recon and patrol ships.

Fleets in C# will also be more powerful as multi-purpose since in general small sensors and fire-controls are far more effective than large ones as will smaller specialised ships be as well. In C# I do believe that the bigger the ship the more system you will want to cram into them to take advantage of this new sensor system rather than specialise them. This will be allot cheaper on your economy and industrial capacity for building and maintaining said ships.
Posted by: SevenOfCarina
« on: October 04, 2018, 08:49:29 AM »

Turns out that static defences can pack quite the punch, even at very low tech levels. Using only techs costing less than 2501 RP, I managed to achieve 34.4% accuracy against 60,000 km/s targets with a ridiculously cheap PDC that probably costs less than the missiles needed to kill it. Just something to consider.

Code: [Select]
Sunda class Point-Defence Emplacement    500 tons     26 Crew     67.4 BP      TCS 10  TH 0  EM 0
Armour 5-5     Sensors 1/0     Damage Control Rating 0     PPV 5.4
Intended Deployment Time: 0.8 months    Spare Berths 0   

MC1X3.00kQ/S-ER30.0M/24.00M/S [2.00Z/CT10S-BE1.0kQ] 270T Meson Cannon Turret (1x1)    Range 30 000km     TS: 24000 km/s     Power 3-2     RM 3    ROF 10        1 1 1 0 0 0 0 0 0 0
ER72.00M-24.00M/S [LGE] 110T Fire Control System (1)    Max Range: 72 000 km   TS: 24000 km/s     86 72 58 44 31 17 3 0 0 0
PBR3.00Z [BE1.0kQ/CF5%] 50T Generator (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections

Edit : I apologise for the convoluted naming system.  ;D
Posted by: 83athom
« on: September 27, 2018, 07:42:55 PM »

Well 83, on the whole your tech level seem similar to my current campaign's empire, but your ships are so, so much bigger.  I mean, like two, three times as big per corresponding class.  Geez Louise.  Your frigate has 50% more tonnage that my main-line destroyers.  The only criticism I can see is that your ships seem to be rather short-legged in operational range. 

Even so, your fuel quartermasters must hate you.
Been on hiatus for a while. I general immediately 'rush' my shipyard size with 'continual expansion' right from the start. The trade-off is that I only have 4-6 slipways for a 'medium' sized ship. As to my fuel management... Basically large fuel harvesting stations on gas giants. I try to put Fuel stations dotting along systems in my Empire, even on systems without colonies. Also, tankers with really big and efficient engines in a support contingent that hangs behind the main force when in hostile area. General the C# update which comes with a 'station' overhaul is really exciting for me.