Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Starmantle

Pages: [1] 2
1
Aurora Suggestions / Smaller units of troops?
« on: January 30, 2018, 01:27:31 AM »
Forgive me if this has already been suggested or is already addressed in the interesting looking Aurora # ground combat changes.

I'd love to see soldiers routinely come in units of 100.

Like... my companies of 100 marines are great when I finally get them, but by that point, there's also no unit of soldiers that they can stand against.

It'd be great if my early command ships could have 100 garrison units as a security force or if I could be lugging around 100 combat engineers for deployment on a small PDC or something. 

I'd like it even more if I could move around troops around in squads of 10, but 100 sounds like if would cause less grief and get a lot of functionality.

2
All, I've released a lot of ship designs over the weeks, but this is my attempt to show how they fit together in the heaviest U.N fleets.  The only ships I'll reference here without linking to are the carrier and fighters, which I'll make posts about in the coming weeks.

Enjoy!

_____________________________

U.N. Battlecruiser Fleets

Overview

By 2072, the U.N. had grown to 6 heavily populated systems including two non-human home-worlds and dozens of small colonies and outposts. 

The primary force projection fleets of this era were the two Battlecruiser Fleets - Marilith Fleet and Demon Fleet, controlled by the Combine and Fleet Command, respectively. 

These fleets also each hosted two carriers of strike craft and support ships, but those elements varied greatly due to differences in Combine and Navy doctrine. 

As the heaviest regular fleets fielded by the U.N., one typically operated near an expanding jump chain or known alien threat, while the other guarded Sol. 

_____________________________
Doctrine

As the U.N's primary means of force projection, it was important that the battlecruiser fleets have immense operational windows and long range.  Political pressures also pushed the ships to use efficient engines and save sorium, which meant big engines and moderate speeds.  This was augmented, though, by pursuit elements including significant fighter wings.

Each ship in the battlecruiser fleet had a particular specialty and they were designed to operate greater than the sum of their parts as a fleet (Vice Admiral Davis's Gestalt principle), but it was also important that ships remain powerful individually, and for even anti-missile and command ships to be able to defeat lesser destroyers in 1:1 combat.  Redundancy of sensors and other key systems like emergency cryo berths were also incorporated to guard against catastrophic problems from key combat losses. 

In short, every tactical and strategic encounter leading up to the formation of these fleets informed the doctrine and design of the fleet as a whole. 

The overall offensive doctrine is built around overwhelming waves of long-range attack missile designed to overwhelm enemy anti-missile defenses, ideally destroying the enemy with anti-missile-missiles still in their magazines.  This approach leads to overkill, but this is mitigated somewhat through missile sensors.

The overall defensive doctrine relies in an extremely layered approach with a mix of long-range anti-missiles, "active defense pods" to generate a surge of antimissile fire when needed, lots of fast Gauss turrets to ease up on the need for anti-missile ordinance, and significant organic defense including thick armor, shields, ECM, and in some cases, CIWS.

Nova Bombs are the fleet's primary defense against swift enemy beam fleets that somehow manage to close to beam range.  These ships are destroyed with overwhelmingly powerful short-range bombs that are designed to evade missile defenses.

"Granular cohesion" was a key part of fleet doctrine, meaning that a large battlecruiser fleet should be able to break off escorts, scout ships, logistical ships, etc. for key missions without seriously compromising the offensive or defensive capabilities of the battlecruiser fleet as a whole and while retaining all needed elements for the subgroup.

For battlecruiser fleet ships, standard speed was set at 6,250 km/s for all non-pursuit ships.  For battle line combatants, standard ECM was strength-4, the best available, and a standard shield rating was a rating of 80, with a minimum armor strength rating of 6.  Support-line ships had much more variable individual defenses and tended to have low ECM and no shields.  A fuel tank allowing for 150 days at full speed was considered fleet-standard, as was a 4-year deployment time and maintenance life. 

"Support-line" components tended to operate 1 jump "back" at the jump gate.  It could be called up in whole or in part by the fleet admiral for refueling or other key functions.  Certain ships like the Warden, carriers, etc moved back and forth between battle-line and back line more readily than less defended ships, though the battlecruiser fleets sometime operated with both lines together when weight of active anti-missile defense was more important than passive defenses like ECM or when operating far withing enemy territory. 

_____________________________
Note that some of the below links go to multiple versions of the same ship.  Make sure you're looking at the correct one.
_____________________________
Battle Line
(520,000 tons)

1x [Myrmidon-C class Command Battlecruiser - https://www.reddit.com/r/aurora4x/comments/7pib9r/myrmidon_class_command_battlecruiser_2_generations/

1x Harbinger-C class Jump Battlecruiser - https://www.reddit.com/r/aurora4x/comments/7qlg0k/harbinger_class_jump_battlecruiser_2_generations/
    2x Y-AWACs-B Recon Fighter   Speed: 16891 km/s    Size: 4.44
    4x Y-wing-B Fighter-Bomber   Speed: 16891 km/s    Size: 4.44
    1x Grylls Jump Scout   Speed: 30737 km/s    Size: 2.44
    1x Crybaby Cub Sensor Fighter   Speed: 30737 km/s    Size: 2.44
    9x Dart-E Interceptor   Speed: 30991 km/s    Size: 4.84
    2x Half Dart-E-L Interceptor Leader   Speed: 32051 km/s    Size: 2.34

5x Manticore-C class Barrage Battlecruiser
- https://www.reddit.com/r/aurora4x/comments/7p9cqh/manticore_class_barrage_battlecruiser_2/)

2x Concordia-B class Strike Carriers
    82x Y-wing-B Fighter-Bomber   Speed: 16891 km/s    Size: 4.44
    4x Y-AWACs-B Recon Fighter   Speed: 16891 km/s    Size: 4.44
    2x Y-Extension-B Light Tanker   Speed: 16891 km/s    Size: 4.44
    2x Y-Lightning-B Recon Fighter   Speed: 16891 km/s    Size: 4.44

3x Iron Knuckle-C class Flack Battlecruiser - https://www.reddit.com/r/aurora4x/comments/7q7r7n/iron_knuckle_class_flack_battlecruiser_2/

2x Warlock-C class Area Defense Battlecruisers - https://www.reddit.com/r/aurora4x/comments/7q144n/warlock_class_area_defense_battlecruiser_2/

1x Grimlock class Barrage Battlecruiser - https://www.reddit.com/r/aurora4x/comments/7qqixn/grimlock_class_barrage_battlecruiser/

1x Midgaard class Barrage Battlecruiser - https://www.reddit.com/r/aurora4x/comments/7r3ltc/midgaard_class_barrage_battlecruiser/

1x Ordinator class Heavy Magazine Ship - https://www.reddit.com/r/aurora4x/comments/7qftbk/ordinator_class_heavy_magazine_ship/

1x Oracle class Sensor Frigate - https://www.reddit.com/r/aurora4x/comments/7qyk41/oracle_class_sensor_frigate/
_____________________________

Support-line
159,000 tons

1x Warden-B class Escort Heavy Cruiser](https://www.reddit.com/r/aurora4x/comments/7ro7tm/wardenb_class_escort_heavy_cruiser/

2x Shrike class Escort Frigates](https://www.reddit.com/r/aurora4x/comments/7s0mne/shrike_class_escort_frigate/

4x Shepherd class Escort Corvettes](https://www.reddit.com/r/aurora4x/comments/7p1g3j/shepherd_class_escort_corvette/

1x Loki class CQB Corvette https://www.reddit.com/r/aurora4x/comments/7qe150/lokib_class_cqb_corvette/

1x Ordinator class Heavy Magazine Ship https://www.reddit.com/r/aurora4x/comments/7qftbk/ordinator_class_heavy_magazine_ship/)

1x Durance class Tanker https://www.reddit.com/r/aurora4x/comments/7rto73/durance_class_tanker/

2x Ranger-E class Marine Frigates https://www.reddit.com/r/aurora4x/comments/7r8aqs/ranger_class_marine_frigates_and_breaching/
   16x Taurus-C Breaching Shuttles https://www.reddit.com/r/aurora4x/comments/7r8aqs/ranger_class_marine_frigates_and_breaching/   Speed: 38501 km/s    Size: 9.74
   2x Angel Marine Dropship Escort https://www.reddit.com/r/aurora4x/comments/7r8aqs/ranger_class_marine_frigates_and_breaching/ Speed: 38560 km/s Size: 3.89
   1x Chinook Fast Shuttle https://www.reddit.com/r/aurora4x/comments/7r8aqs/ranger_class_marine_frigates_and_breaching/ Speed: 33482 km/s Size: 2.24
   1x Stiletto Insertion Shuttle - https://www.reddit.com/r/aurora4x/comments/7r8aqs/ranger_class_marine_frigates_and_breaching/ Speed: 39062 km/s Size: 1.92

1x Hippocrates-B class Hospital Frigate - https://www.reddit.com/r/aurora4x/comments/7pj2u6/hippocratesb_class_hospital_frigate

1x Quartermaster B Mod 1 class Support Frigate - https://www.reddit.com/r/aurora4x/comments/7owcre/quartermaster_class_support_frigate

2x Open Flame class Scouts - https://www.reddit.com/r/aurora4x/comments/7ruz7s/covered_lantern_class_scout_and_open_flame_class

2x Covered Lantern class Scouts - https://www.reddit.com/r/aurora4x/comments/7ruz7s/covered_lantern_class_scout_and_open_flame_class

_____________________________

Total capabilities


Does not include armaments of strike craft

- ASM missile tubes: 900 (0.25, size 4, 29 minute reload):
- ASM Missile tubes (box launchers, size 4): 492
- Maximum long range salvo: 1,392 missiles(before separation)
- Utility missile tubes: 2 (size 12)
- Light Quad Gauss turrets: 186 (136 battle-line and 50 support-line)
- Missiles destroyed per 5 seconds via Gauss only: **363** (194 battle-line and 169 support-line)(assumes 32,000 missile speed)
- Active Defense Pods: 1,882 (782 battle-line and 1100 support-line)
- AMM fast missile tubes: 148 (usable as mid-range missile launchers as well)
- 1-shot Sparrow ASM tubes: 630 (432 battle-line and 198 support-line)
- Reloadable Sparrow Missile Tubes: 720 (battle-line.  Re-loadable in 7 minutes)
- Magazine: 26,875
- Lasers: 3 (2 heavy, 1 spinal, battle-line)
- Microwaves: [b]1[/b] (support-line)
- Strike craft: 129 (109 battle-line and 20 support-line)
- Nova Bombs (single launch): 102 (70 battle-line-line and 32 support-line)
- Cryo berths: 11,000 (1600 battle-line and 9400 support-line)
- Troops: 2,200 (1 battalion of Hovertanks and 17 companies of Marines)[/li][/list]


3
Advanced Tactical Command Academy / Freighter Modules
« on: January 15, 2018, 02:19:54 PM »
Freighters aren't all that exciting. If you're like me, you design them, run them mostly in big packs. Sometimes, I design them with no sensors or frills at all, and sometimes (occasionally for roleplay reasons because the shipping guilds want protection) I add one or more sensors like below.

Quote
Gemini class Freighter mod 1-R170 50 000 tons 255 Crew 1428.75 BP TCS 1000 TH 4050 EM 0 4050 km/s Armour 1-120 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0 MSP 18 Max Repair 101.25 MSP Intended Deployment Time: 24 months Spare Berths 1
Cargo 25000 Cargo Handling Multiplier 20

450 EP Commercial Internal Fusion Drive (9) Power 450 Fuel Use 2.72% Signature 450 Exp 4% Fuel Capacity 805 000 Litres Range 106.5 billion km (304 days at full power)

Active Search Sensor MR65-R170 (1) GPS 6120 Range 65.7m km Resolution 170

This design is classed as a Commercial Vessel for maintenance purposes

But then you have to deal with the idea that you're running 36 freighters all in a pack and they all have the same sensor, where one or two would have done.

When I'm feeling extra-detail oriented, I make slightly different versions of my freighters with different modules to get more functionality for the same cost. The above ship is Mod 1-R170, which means that it carries a sensor designed to spot a certain class of alien destroyer that my shipping guild is especially fearful of.

But here are some other mods:
  • Mod 2-R100 - Res 100 sensor for detecting frigates
  • Mod 3-R1 - Small target sensors for fighters and missiles
  • Mod 4-TH - Thermal sensor
  • Mod 5-EM - EM sensor
  • Mod 6-EXT - Extra fuel pod
  • Mod 7-Res - Rescue station for 100 life pods
  • Mod 8-Ecn - Economy (no module and slightly cheaper)

It's a little fidgety, and I know you can stretch this principle much farther, but it's a fun detail to think through.

Cross-posted to /r/Aurora4x on Reddit - https://www.reddit.com/r/aurora4x/comments/7pigor/freighter_modules/


4
Aurora Chat / Terraforming planning and case study (building big)
« on: January 15, 2018, 02:13:42 PM »

5
Bureau of Ship Design / Star Corp.: a custom "Civilian" transport company
« on: January 14, 2018, 05:53:13 PM »

6
Bureau of Ship Design / Loki-B class CQB Corvette
« on: January 14, 2018, 05:39:26 PM »

7
Bureau of Ship Design / Shepherd class Escort Corvette
« on: November 23, 2016, 06:38:13 PM »
This is a fun little corvette I just designed and I thought I'd share it with you all.

The Shepherd class Escort Corvette is a dependable design meant to escort low-risk assets like survey fleets alone or to add value to defense of larger convoys.  For a ship of its size, it has a wide range of capabilities and is very independent.  Its focus is on missile defense with a small quad Gauss turret for sustained fire at multiple small waves and 110 Meteor-III missiles in Active Defense Pods for single large waves, plus an anti-missile sensor able to track inbounds for 3.5m km to increase targeting chances.  Its self-defenses are minimum, just a light jamming system and strength-3 armor to defend against low caliber attacks and some innate defense that comes with its small cross-section.  It has fleet-standard speed, maintenance life and deployment time of 4 years, plus enough fuel for 4 months of continuous thrust at full power.  It can refuel from the commercial ships it's escorting if it needs more than that.  Offensively, it can launch a salvo of 22 Sparrow Mk-II mid-range missiles at 91.3m km if it has exterior sensor coverage or at 32.4m km without it.  Past that, it can launch two waves of 4 Slamhammer Light Bombs within 23.4m km and a single devastating Mk IV Nova Bomb at close range.  In a close-range attack, the Shepherd can use a mix of missiles (including the Decoy A-1) through its 6 fire controls to confuse enemy point defense.  Even after expending all of that ordinance, the Gauss turret ensures that the Shepherd isn't completely helpless.  For ground targets, the Shepherd carries a single Light Orbital Bomb.  It also carries 2 Crybaby probes with loud, 500 resolution sensors that it can fire across a system to detect large alien ships or to grab the attention of enemy forces and reveal their presence when the crybaby is intercepted.  It also carries four Watchman class sensor buoys to monitor jump points and other key locations in a system.  Because it's just 3,000 tons (which is the fleet-standard size for corvettes including all survey corvettes), the Shepherd can re-arm and overhaul at even the smallest frontier maintenance facilities or it can dock with any carrier to restock ammunition.  The Shepherd is a recent addition to the fleet, but it's likely to see extensive use in a wide range of theaters.

Quote
Shepherd class Escort Corvette    3 000 tons     45 Crew     880.6 BP      TCS 60  TH 375  EM 0
6250 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 26.85
Maint Life 4.44 Years     MSP 202    AFR 65%    IFR 0.9%    1YR 17    5YR 249    Max Repair 187.5 MSP
Intended Deployment Time: 48 months    Spare Berths 0   
Magazine 161   

375 EP Magnetic Fusion Drive (1)    Power 375    Fuel Use 25.5%    Signature 375    Exp 10%
Fuel Capacity 277 500 Litres    Range 65.3 billion km   (120 days at full power)

Quad Gauss Cannon R4-17 Turret (1x20)    Range 40 000km     TS: 32000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S01 30-32000 (1)    Max Range: 60 000 km   TS: 32000 km/s     83 67 50 33 17 0 0 0 0 0

Size 1 Box Launcher (18)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Active Defense Pod (110)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Size 1 Missile Launcher (25% Reduction) (4)    Missile Size 1    Rate of Fire 430
Size 10 Box Launcher (1)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Missile Fire Control FC4-R1 (50%) (3)     Range 4.3m km    Resolution 1
Missile Fire Control FC12-R1 (2)     Range 13.0m km    Resolution 1
Missile Fire Control FC94-R120 (1)     Range 94.6m km    Resolution 120
Meteor Mk III (110)  Speed: 81 000 km/s   End: 0.5m    Range: 2.3m km   WH: 1    Size: 1    TH: 1674/1004/502
Nova Bomb Mk IV (1)  Speed: 54 000 km/s   End: 3.6m    Range: 11.6m km   WH: 81    Size: 10    TH: 666/399/199
Sparrow Mk II (22)  Speed: 40 000 km/s   End: 38m    Range: 91.3m km   WH: 7    Size: 1    TH: 333/200/100
Slamhammer Light Bomb (8 )  Speed: 66 000 km/s   End: 5.9m    Range: 23.4m km   WH: 9    Size: 1    TH: 286/171/85
L.O.B. Light Orbital Bomb (1)  Speed: 0 km/s   End: 0m    Range: 0m km   WH: 20    Size: 1    TH: 0/0/0
Crybaby Probe (2)  Speed: 10 000 km/s   End: 1.3d    Range: 1082.9m km   WH: 0    Size: 1    TH: 33/20/10
Watchman class Sensor Buoy (4)  Speed: 0 km/s   End: 0m    Range: 0m km   WH: 0    Size: 1    TH: 0/0/0
Decoy A-1 (4)  Speed: 127 500 km/s   End: 2.6m    Range: 20.3m km   WH: 1    Size: 1    TH: 680/408/204

Active Search Sensor MR1-R1 (50%) (1)     GPS 6     Range 1.4m km    MCR 157k km    Resolution 1
Active Search Sensor MR32-R1 (1)     GPS 135     Range 32.4m km    MCR 3.5m km    Resolution 1

ECM 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

8
I love role playing out really, really early conventional ships like shuttles to start exploring the Sol System and defending against imagined alien attacks.  Below are some of my early designs from my last campaign, but I'd love to see some of yours too!

The Sagan Class is small and durable, able to travel at 136km per second and can transport small teams of experts to other planets.

Quote
Sagan class Shuttle    365 tons     8 Crew     44.5 BP      TCS 7.3  TH 1  EM 0
136 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 86.71 Years     MSP 76    AFR 1%    IFR 0%    1YR 0    5YR 0    Max Repair 5 MSP
Intended Deployment Time: 80 months    Spare Berths 5   

0.6 EP Conventional Engine (1)    Power 0.6    Fuel Use 97%    Signature 0.6    Exp 10%
Fuel Capacity 60 000 Litres    Range 30.3 billion km   (2577 days at full power)

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


Naval engineers draw up a design for a geological survey ship with current technologies.  It's not ideal, but it might work.  It's not possible to design a shuttle larger than 500 tons - the challenges of creating a craft that can survive in both deep space and in atmosphere at high speeds are simply too great.  And there's not quite enough room on the ships for adequate engines, life support, the bulky sensors, and decent engineering space.  So the engineering space had to go.  That leaves a functional, but dangerous shuttle suitable only for surveying Luna, Mars, and perhaps a few other bodies.

Quote
Kaskuh class Shuttle    475 tons     12 Crew     117.4 BP      TCS 9.5  TH 1  EM 0
105 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 95%    IFR 1.3%    1YR 44    5YR 667    Max Repair 100 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

0.51 EP Conventional Engine (1)    Power 0.51    Fuel Use 64.61%    Signature 0.51    Exp 8%
Fuel Capacity 10 000 Litres    Range 5.9 billion km   (644 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

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

The development of nuclear thermal engines leads to the design of a new geological survey shuttle that is very durable with long deployment time, maintenance life, and fuel reserves, with still almost 4 times the speed of its predecessor. 

Quote
Anders class Geosurvey Shuttle    500 tons     16 Crew     141.4 BP      TCS 10  TH 4  EM 0
400 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 1     PPV 0
Maint Life 17.96 Years     MSP 177    AFR 2%    IFR 0%    1YR 1    5YR 16    Max Repair 100 MSP
Intended Deployment Time: 40 months    Spare Berths 0   

4 EP Nuclear Thermal Engine (1)    Power 4    Fuel Use 56.67%    Signature 4    Exp 8%
Fuel Capacity 50 000 Litres    Range 31.8 billion km   (919 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

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

The vessel is named after one of humanity's first visitors to the moon.  Eight members of the class are laid down and will be produced in sequence to survey the many bodies of the inner solar system. 


Admiral Conor Lawrence of Fleet Command also notes the value of creating training fighters to develop the skills of pilots and to build morale.  The navy has already lost many promising officers to the private sector as they wait for a true space-based navy to be designed and built.

The Frogfoot Trainer craft is deigned with many elements from the Anders shuttle, minus the bulky survey sensors.  It's an even sturdier craft and can travel at an incredible 1000 km/s.

Quote
Frogfoot class Trainer    200 tons     6 Crew     33 BP      TCS 4  TH 4  EM 0
1000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 0 Years     MSP 103    AFR 0%    IFR 0%    1YR 0    5YR 0    Max Repair 6 MSP
Intended Deployment Time: 72 months    Spare Berths 0   

4 EP Nuclear Thermal Engine (1)    Power 4    Fuel Use 56.67%    Signature 4    Exp 8%
Fuel Capacity 50 000 Litres    Range 79.4 billion km   (919 days at full power)

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


With advancements in Gauss cannon research and nuclear pulse engines, Fleet Command introduces a design for the Mauler class Armed Shuttle.  It has a trio of nuclear pulse engines, a 18.2b km range, extra armor, and a gauss cannon, as well as its own small active sensor.  The shuttle is incredibly fast at 2400 km/s and is humanity's first space combat vessel.  It's thought to be an effective point defense asset and is the first example of real force projection power within the Sol system.   

Quote
Mauler class Armed Shuttle    500 tons     13 Crew     61.2 BP      TCS 10  TH 24  EM 0
2400 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 23.81 Years     MSP 38    AFR 4%    IFR 0.1%    1YR 0    5YR 2    Max Repair 8 MSP
Intended Deployment Time: 48 months    Spare Berths 0   

8 EP Nuclear Pulse Engine (3)    Power 8    Fuel Use 79.2%    Signature 8    Exp 10%
Fuel Capacity 40 000 Litres    Range 18.2 billion km   (87 days at full power)

Gauss Cannon R1-50 (1)    Range 10 000km     TS: 2400 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S00.2 10-625 (FTR) (1)    Max Range: 20 000 km   TS: 2500 km/s     50 0 0 0 0 0 0 0 0 0

Active Search Sensor MR0-R50 (1)     GPS 60     Range 420k km    Resolution 50

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

The Le Moyne administration approves construction of one squadron of 8 maulers which will be available in 4 months, likely to be followed by additional squadrons.

9
Bureau of Ship Design / Iron Moon class Orbital Point Defense Base
« on: November 10, 2016, 01:09:08 AM »
Nothing special here, but I like the feel of these:


The four Iron Moon class Orbital Point Defense Bases have been silent sentinels hanging in the night sky of Earth for a year and a half now and make up the majority of static home world missile defense capability, though they're assisted by the offensive missile batteries of the Oberon class Fortress PDC on Earth, several wings of ground-based fighters, aging ISSMB silos, and typically both one light cruiser fleet and one battle cruiser fleet moored in orbit. 

70.2% of the Iron Moon's tonnage is dedicated to 24 fast-tracking twin gauss turrets and their fire controls, able to engage 12 salvos of incoming missiles at a time for infinitely sustained planetary defensive fire.  Each Iron Moon is thought to be able to shoot down 84 missiles of a theoretical 50,000 km/s speed every 5 seconds.  For larger salvos, each Iron Moon carries additional Active Defense Pod racks with a total of 220 Meteor MK II anti-missiles, which can be resupplied by orbital terminals. 

The base also carries a point-blank anti-ship battery of 16 Mk III Nova Bombs to destroy enemy capital ships that get into close range after their missile-based attacks have been thwarted.  For self-defense, the Iron Moon has double the shield strength of most battle cruisers and strength 9 armor, plus state of the art electronic countermeasures. 

The base has a fairly powerful missile sensor and backup corvette sensor, plus a small engine that could allow it to relocate at least between satellites of a planetary system.  Being a 30,000 ton ship, it can be maintained by any fleet base able to perform maintenance on battle cruisers.   


Quote
Iron Moon class Orbital Point Defence Base    30 000 tons     749 Crew     6868 BP      TCS 600  TH 120  EM 3840
200 km/s     Armour 9-86     Shields 128-300     Sensors 1/1/0/0     Damage Control Rating 8     PPV 454.44
Maint Life 1.39 Years     MSP 1145    AFR 900%    IFR 12.5%    1YR 646    5YR 9692    Max Repair 192 MSP
Intended Deployment Time: 1 months    Spare Berths 1   
Magazine 380   

120 EP Internal Fusion Drive (1)    Power 120    Fuel Use 611.07%    Signature 120    Exp 30%
Fuel Capacity 195 000 Litres    Range 0.2 billion km   (11 days at full power)
Theta R300/384 Shields (32)   Total Fuel Cost  512 Litres per hour  (12 288 per day)

Twin Gauss Cannon R3-100 Turret (24x8)    Range 30 000km     TS: 25000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-25000 (12)    Max Range: 80 000 km   TS: 25000 km/s     88 75 62 50 38 25 12 0 0 0

Active Defense Pod (220)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Size 10 Box Launcher (16)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Missile Fire Control FC25-R1 (2)     Range 25.9m km    Resolution 1
Missile Fire Control FC18-R50 (2)     Range 18.3m km    Resolution 50
Meteor Mk II (220)  Speed: 60 000 km/s   End: 0.4m    Range: 1.3m km   WH: 1    Size: 1    TH: 840/504/252
Nova Bomb Mk III (16)  Speed: 34 600 km/s   End: 1.6m    Range: 3.4m km   WH: 64    Size: 10    TH: 323/193/96

Active Search Sensor MR6-R50 (1)     GPS 240     Range 6.1m km    Resolution 50
Active Search Sensor MR34-R1 (1)     GPS 192     Range 34.6m km    MCR 3.8m km    Resolution 1

ECM 40

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

10
Bureau of Ship Design / Loki class CQB Corvette - Would this really work?
« on: November 02, 2016, 08:00:52 PM »
The below corvette carries 15 each of 5 kinds of missiles and 15 fire controls.  If I hooked one of each kind of missile up to each fire control, could I generate 75 separate salvos launched at once to overcome enemy missile defenses?  Would the computer focus on the larger, slower missiles, or would the decoys successfully tie up CIWS batteries and other beam defense?  Even though the missiles move at different speeds, they would all arrive in the same tic if launched within 173,000 KM.

The Loki class CQB corvette is primarily designed to guard jump points and LaGrange points but is also used to prevent enemy ships from moving within 173,000 KM of Starfleet planets or fleet formations.  At that range, the little corvette can launch a wave of 15 Mark III Nova Bombs - enough to destroy or cripple two battlecruiser size opponents.  At that range, enemy missile defense wouldn't be swift enough to get off a shot, but the battery of 60 super-fast decoy missiles is designed to confuse faster enemy fire controls during the few seconds they have to respond to the point-blank salvo.  The Loki has two anemic sensors which are still be suffiicient to detect the enemy at intended engagement ranges.  It has some armor and ECM abilities, but is a generally fragile ship.  Ship Crews of the Loki train for years and have intended deployment times of 48 months, all leading up to a total engagement window of 5-10 seconds.  After that, the Loki will attenpt to evade remaining enemy forces and withdraw. 

Quote
Loki class CQB Corvette    3 000 tons     29 Crew     573.5 BP      TCS 60  TH 300  EM 0
5000 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 31.5
Maint Life 5.65 Years     MSP 179    AFR 48%    IFR 0.7%    1YR 9    5YR 142    Max Repair 150 MSP
Intended Deployment Time: 48 months    Spare Berths 1   
Magazine 210   

300 EP Internal Fusion Drive (1)    Power 300    Fuel Use 25.5%    Signature 300    Exp 10%
Fuel Capacity 217 500 Litres    Range 51.2 billion km   (118 days at full power)

Size 10 Box Launcher (15)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Size 1 Box Launcher (60)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC5-R5 (15)     Range 5.8m km    Resolution 5
Nova Bomb Mk III (15)  Speed: 34 600 km/s   End: 1.6m    Range: 3.4m km   WH: 64    Size: 10    TH: 323/193/96
Decoy A (15)  Speed: 96 000 km/s   End: 0m    Range: 0.2m km   WH: 1    Size: 1    TH: 640/384/192
Decoy B (15)  Speed: 97 200 km/s   End: 0m    Range: 0.2m km   WH: 1    Size: 1    TH: 615/369/184
Decoy C (15)  Speed: 98 400 km/s   End: 0m    Range: 0.2m km   WH: 1    Size: 1    TH: 580/354/176
Decoy D (15)  Speed: 99 600 km/s   End: 0m    Range: 0.2m km   WH: 1    Size: 1    TH: 564/338/169

Active Search Sensor MR0-R1 (1)     GPS 5     Range 670k km    MCR 73k km    Resolution 1
Active Search Sensor MR8-R100 (1)     GPS 480     Range 8.6m km    Resolution 100

ECM 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

11
Thirty years into my conventional start, there are long-standing fractures between various U.N. interests including dichotomies between the Capitalist Alliance and Workers Guild and political skirmishes between the Earth and its various solar and extra solar colonies.

But in recent year's the U.N.'s two military arms - Starfleet High Command (Fleet Command) and the Combined Armed Forces (the Combine) have had many political battles over which arm has control over a combat theater and when.  The Combine has largely been in charge of only garrison operations, ground assaults, and boarding actions, but their political clout is growing.

In July of 2065, both military branches have completed their systems design, doctrine, ordinance design, and ship designs for their respective carrier wings which they have designed separately and are unveiling to the joint chiefs at the same time. 

Combine's Kodiak Assault Wing:

The first and primary weapon in the arsenal of the Combine's Denkeeper Assault Carrier is the Kodiak class Heavy Gunfighter/Interceptor.  The Kodiak is incredibly fast at 24,000 km/s and sports a 100mm railgun designed both as an offensive weapon and to bat down enemy missiles.  A formation of 9 Kodiaks operating together are about 32% as effective as an Iron Knuckle-B class Flack Battlecruiser for destroying missiles with the advantage of having 66% greater range, 2.3% better accuracy, and 4.5 times as many fire controls, but 4% less tracking speed.  The Kodiak also might be able to outrun more primitive missiles and with its thick strength 5 armor, it can actually sustain numerous anti-missile impacts.  The Kodiak employs expensive heat dispersion technology on its engines to be able to close to short range with enemy fleets in some scenarios.  This class makes up 37.5% of the Denkeeper assault wing and is a fast, tough, and brutal combatant. 


Quote
Kodiak class Heavy Gunfighter/Interceptor    500 tons     4 Crew     351.5 BP      TCS 10  TH 57.6  EM 0
24000 km/s     Armour 5-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 51    5YR 760    Max Repair 120 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   

120 EP Internal Fusion Drive (2)    Power 120    Fuel Use 458.3%    Signature 28.8    Exp 30%
Fuel Capacity 10 000 Litres    Range 0.8 billion km   (9 hours at full power)

10cm Railgun V5/C3 (1x4)    Range 50 000km     TS: 24000 km/s     Power 3-3     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
Fire Control S00.5 48-6250 (FTR) (1)    Max Range: 96 000 km   TS: 25000 km/s     90 79 69 58 48 38 27 17 6 0
Tokamak Fusion Reactor Technology PB-1.25 (1)     Total Power Output 3    Armour 0    Exp 20%

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


The Marsican class Breaching Shuttle is even 60% better armored than the Kodiak and carries a company of 100 marines from the Denkeeper's troop bays into battle to neutralize and capture one or more valuable enemy ships.  The Marsican also has a limited ECM ability to subvert enemy missile and beam fie controls.  The Marsican is able to take a significant beating and still deliver marines onto an enemy hull unscathed.  In cases where there is little chance of enemy fire, the Marsican will be supported by faster and more numerous Taurus-B class Breaching Shuttles launched from Ranger D-B class Marine Frigates with their cryognically frozen marines. 

Quote
Marsican class Breaching Shuttle    500 tons     3 Crew     322 BP      TCS 10  TH 57.6  EM 0
24000 km/s     Armour 8-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 52    5YR 787    Max Repair 120 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   
Drop Capacity: 1 Company   

120 EP Internal Fusion Drive (2)    Power 120    Fuel Use 458.3%    Signature 28.8    Exp 30%
Fuel Capacity 20 000 Litres    Range 1.6 billion km   (18 hours at full power)

ECM 10

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

In an up-close battle with active enemy capital ships, the Polaris class Bomber/Interceptor is the assault wing asset that can do the most damage in the first few seconds of an engagement.  Whereas Fleet Command designed the Nova Bomb series of ordinance to keep enemy ships away from the fleet or destroy them when they reach a deeply undesirable distance, the Polaris is all about bringing these destructive weapons to the enemy and launching them so close that anti-missiles don't have a chance to target them.  The Mark III Nova Bombs can blow through rating 8 armor and can violently shake a ship even if it has that much protection, undoubtedly disabling internal systems.  The tiny bomber can launch two such bombs at once, but will have to then return to the Denkeeper to re-arm.  Protected by the Kodiaks, their fast speed, and the thick armor of the Polaris, it's hoped that they will be able to get close enough to obliterate enemy cruisers, particularly ships with any kind of anti-missile ability. 

Quote
Polaris class Bomber/Interceptor    500 tons     2 Crew     300 BP      TCS 10  TH 57.6  EM 0
24000 km/s     Armour 7-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 47    5YR 708    Max Repair 120 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8   
Magazine 20   

120 EP Internal Fusion Drive (2)    Power 120    Fuel Use 458.3%    Signature 28.8    Exp 30%
Fuel Capacity 10 000 Litres    Range 0.8 billion km   (9 hours at full power)

Size 10 Box Launcher (2)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Missile Fire Control FC18-R50 (1)     Range 18.3m km    Resolution 50
Nova Bomb Mk III (2) Speed: 34 600 km/s   End: 1.6m    Range: 3.4m km   WH: 64    Size: 10    TH: 323/193/96

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 Gobi class Heavy EW Interceptor is dedicated to detecting enemy sensors, shields, and fire controls, and knocking them out.  Just a few Gobis should be able to blind an enemy fleet fairly quickly and a fleet without any sensors or fire controls is helpless to fight back.  Its heavy high powered microwave beam weapon and passive EM sensor make the Gobi the second least armored member of the attack wing, but strength 4 armor is still significant.  It also has less fuel than its cousins but can benefit from regular in-flight refueling from its sister ships.  It's thought that the Gobi could also detect powerful enemy res 1 sensors at significant range that could spell doom for the assault wing, giving them enough warning to turn back. 

Quote
Gobi class Heavy EW Interceptor    500 tons     5 Crew     368.5 BP      TCS 10  TH 57.6  EM 0
24000 km/s     Armour 4-5     Shields 0-0     Sensors 1/9/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 55    5YR 829    Max Repair 120 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5   

120 EP Internal Fusion Drive (2)    Power 120    Fuel Use 458.3%    Signature 28.8    Exp 30%
Fuel Capacity 5 000 Litres    Range 0.4 billion km   (4 hours at full power)

R6/C3 High Power Microwave (1)    Range 60 000km     TS: 24000 km/s     Power 3-3     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S00.5 48-6250 (FTR) (1)    Max Range: 96 000 km   TS: 25000 km/s     90 79 69 58 48 38 27 17 6 0
Tokamak Fusion Reactor Technology PB-1.25 (1)     Total Power Output 3    Armour 0    Exp 20%

EM Detection Sensor EM0.5-9 (1)     Sensitivity 9     Detect Sig Strength 1000:  9m km
This design is classed as a Fighter for production, combat and maintenance purposes



The Brutus class  Meson Gunfighter/Interceptor is a curious design with an energy weapon able to cut through armor and shields.  It can be used in a missile defense role, but only 25% as effectively as the Kodiak.  It's an ideal design for cutting through shields or tactically damaging well-defended enemy ships one tiny hit at a time, possibly to disable an engine prior to a boarding action. 

Quote
Brutus class Meson Gunfighter/Interceptor    500 tons     5 Crew     333.5 BP      TCS 10  TH 57.6  EM 0
24000 km/s     Armour 5-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 46    5YR 690    Max Repair 120 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5   

120 EP Internal Fusion Drive (2)    Power 120    Fuel Use 458.3%    Signature 28.8    Exp 30%
Fuel Capacity 10 000 Litres    Range 0.8 billion km   (9 hours at full power)

R6/C3 Meson Cannon (1)    Range 60 000km     TS: 24000 km/s     Power 3-3     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S00.5 48-6250 (FTR) (1)    Max Range: 96 000 km   TS: 25000 km/s     90 79 69 58 48 38 27 17 6 0
Tokamak Fusion Reactor Technology PB-1.25 (1)     Total Power Output 3    Armour 0    Exp 20%

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



Sun Bear class Gunship Leader carries the assault wing's formidable anti-missile sensor array.  The ship also has strong armor and a powerful target jamming unit usually only found in much larger warships.  The sensor can tag enemy missiles far enough away to study them and transmit key information to Kodiaks to better counter their evasive tactics.  In the case of a slower missile, this advanced warning could allow the Kodiak wing to simply side-step an enemy missile salvo entirely. 

Quote
Sun Bear class Gunship Leader    500 tons     4 Crew     427 BP      TCS 10  TH 57.6  EM 0
24000 km/s     Armour 7-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 65    5YR 978    Max Repair 120 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   

120 EP Internal Fusion Drive (2)    Power 120    Fuel Use 458.3%    Signature 28.8    Exp 30%
Fuel Capacity 15 000 Litres    Range 1.2 billion km   (13 hours at full power)

Active Search Sensor MR17-R1 (1)     GPS 96     Range 17.3m km    MCR 1.9m km    Resolution 1

ECM 30

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



The Wojtek class Light Tanker is minimally armored, but carries enough fuel to double the range of the entire assault wing through in-flight refueling.  As a fast and armored fighter, it might still be difficult to destroy, but not as difficult as any other ship in the wing.  But by then, the wing will likely have already expended most of the fuel it needs to reach its target.

Quote
Wojtek class Light Tanker    500 tons     2 Crew     304.5 BP      TCS 10  TH 57.6  EM 0
24000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 44    5YR 654    Max Repair 120 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8   

120 EP Internal Fusion Drive (2)    Power 120    Fuel Use 458.3%    Signature 28.8    Exp 30%
Fuel Capacity 260 000 Litres    Range 20.4 billion km   (9 days at full power)

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



The Denkeeper class Assault Carrier model gets an incremental and un-named refit, trading 19 unneeded flight crew berths for 5 days of fuel.  It still has far less refined sorium than most warships and a full refuel of the Denkeeper's wing would cost the Assault Carrier half its fuel.  Fleet Command resents the fact that this ship will clearly need to mooch off ot its naval warships. 

In addition to limited Nova Bomb Mk III missiles to re-arm the Polaris class Bombers, the Denkeeper has 20 Beartoe class missiles.  These missiles are extremely long range and have the same speed as a Kodiak, allowing it to be used as a defensive test against an enemy ship or formation.  A salvo of 10 Beartoes can also be launched 5 seconds in front of a wing of Kodiaks to give enemy anti-missile defenses something extra to shoot at.  The missile itself does minimal damage. 

Together, the Kodiak Assault Wing has a 1.7b km total range and has a wide variety of tools at it's disposal in dealing with incoming missiles, closing to short range, destroying ships with bombs, boarding enemy ships and taking them over, knocking out fire controls and sensors, methodically damaging systems with a meson cannon, or sandblasting away armor and systems 36 shots every 5 seconds from the massed Kodiaks. 

One point of weakness is her Sun Bear leaders.  Although very well-defended, a kodiak wing could not generally continue the fight if it lost all three of its Sun Bears.  Another weakness is enemy anti-missile fire beause anti-missile are designed to hit even smaller targets than the Kodiak, although Kodiaks should be able to destroy significant numbers of AMMs while sustaining 20 hits without loss of combat performance.

Another weakness comes from close-range.  Once a Kodiak Assault Wing gets within a 5 second missile flight of the enemy, the Kodiaks need to destroy or neutralize the enemy in just a few seconds.  At that range, her own anti-missile defenses won't be able to acquire targets fast enough to destroy inbound missiles. 

Quote
Denkeeper class Assault Carrier    30 000 tons     548 Crew     4618.5 BP      TCS 600  TH 3000  EM 1920
5000 km/s     Armour 5-86     Shields 64-300     Sensors 1/1/0/0     Damage Control Rating 33     PPV 2.5
Maint Life 4.08 Years     MSP 3175    AFR 218%    IFR 3%    1YR 305    5YR 4574    Max Repair 500 MSP
Intended Deployment Time: 48 months    Flight Crew Berths 101   
Hangar Deck Capacity 12000 tons     Troop Capacity: 3 Companies    Magazine 120    Cargo Handling Multiplier 10   

1000 EP Internal Fusion Drive (3)    Power 1000    Fuel Use 20%    Signature 1000    Exp 10%
Fuel Capacity 1 330 000 Litres    Range 39.9 billion km   (92 days at full power)
Theta R300/384 Shields (16)   Total Fuel Cost  256 Litres per hour  (6 144 per day)

Size 1 Missile Launcher (25% Reduction) (10)    Missile Size 1    Rate of Fire 600
Missile Fire Control FC518-R100 (1)     Range 518.4m km    Resolution 100
Nova Bomb Mk III  (10) Speed: 34 600 km/s   End: 1.6m    Range: 3.4m km   WH: 64    Size: 10    TH: 323/193/96
Beartoe (20)  Speed: 24 000 km/s   End: 361.9m    Range: 521.2m km   WH: 1    Size: 1    TH: 176/105/52

ECM 40

Strike Group
9x Kodiak Heavy Gunfighter/Interceptor   Speed: 24000 km/s    Size: 10
4x Polaris Bomber/Interceptor   Speed: 24000 km/s    Size: 10
3x Sun Bear Gunship Leader   Speed: 24000 km/s    Size: 10
3x Gobi Heavy EW Interceptor   Speed: 24000 km/s    Size: 10
1x Brutus Meson Gunfighter/Interceptor   Speed: 24000 km/s    Size: 10
3x Marsican Breaching Shuttle   Speed: 24000 km/s    Size: 10
1x Wojtek Light Tanker   Speed: 24000 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

Cost
4,619 for the carrier
8,318 in fighters
216 in ordinance
108 in marines
13,261 total

The Denkeeper and her assault wing are very expensive, but very powerful.  Fleet Command calls the point-blank approach foolhardy and wasteful of human lives and resources, needlessly putting ships at risk, whild the Combine criticizes Fleet Commands obsession with standoff attacks at the cost of effectiveness.

By doctrine, the Kodiak Assault Wing will be used primarily in the following situations

- When an advanced or unknown opponent's fleet is significantly damaged by a Starfleet missile wave and there's a desire to close in, identify and knock out remaining resistance, and capture enemy assets.  In this scenario, the Denkeeper would first fire off a volley of Beartoe class Missiles to test enemy defenses.  Depending on an analysis of how much of a defense they mount and how valuable the target is, another missile wave might be called for or the Kodiaks might be ordered in, possible followed by a squadron of Taurus-Bs.

- When Starfleet identifies a distant high value enemy target through passive sensors only and wants to send in a stealth attack of Kodiaks with their low-thermal engines to knock out the enemy fleet and/or capture high value ships.  In this case, a salvo of Beartoes will be launched just 5 seconds ahead of the Kodiaks to shield the wings from some of the anti-missile defenses. 

- Against an enemy that can out-range Starfleet ships, the Kodiak Assault Wing will move in and try to determine enemy anti-missile abilities and will destroy or capture enemy ships that Fleet Command's navy cannot handle.


Fleet Command's Concordia Strike Wing:

The Y-wing class Fighter-Bomber is the key element in Fleet Command's carrier wing.  It's 44.4% of the size of the larger Kodiak and is 56.3% as fast.  It's also largely unarmored and fragile compared to the Kodiak.  Its design is uncompromisingly built around force projection, with a range significantly longer than any missile and the ability to launch 18 separate missiles each at a range of over 70 million KM.  Through slow compared to the Kodiak, the Y-Wing is still faster than the fastest observed alien ship - the 12,500km/s Genda class FAC fielded by the ancient Cyborgs.  It's thought that the little ship should be able to easily get within range without the enemy being able to target it, launch its missiles, overwhelm enemy point defense through large numbers, and then return to a carrier for refueling and rearming. 

Quote
Y-wing class Fighter-Bomber    222 tons     1 Crew     72 BP      TCS 4.44  TH 60  EM 0
13513 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.7
Maint Life 0 Years     MSP 0    AFR 44%    IFR 0.6%    1YR 1    5YR 20    Max Repair 30 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3   
Magazine 18   

60 EP Internal Fusion Drive (1)    Power 60    Fuel Use 462.98%    Signature 60    Exp 30%
Fuel Capacity 10 000 Litres    Range 1.8 billion km   (35 hours at full power)

Size 1 Box Launcher (18)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC77-R100 (1)     Range 77.8m km    Resolution 100
Sparrow Mk 1 (18)  Speed: 30 700 km/s   End: 38.1m    Range: 70.2m km   WH: 4    Size: 1    TH: 286/172/86

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 Y-wing Extension class Light Tanker plays a similar role to the Combine's Wojtek and radically increases the range of the Y-Wing, which is already far greated than the Kodiak. 

Quote
Y-wing Extension class Light Tanker    222 tons     1 Crew     66.4 BP      TCS 4.44  TH 60  EM 0
13513 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 44%    IFR 0.6%    1YR 9    5YR 133    Max Repair 30 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3   

60 EP Internal Fusion Drive (1)    Power 60    Fuel Use 462.98%    Signature 60    Exp 30%
Fuel Capacity 160 000 Litres    Range 28.0 billion km   (23 days at full power)

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


The Y-wing AWACs class Recon Fighter is a duel-role design primarily dedicated to acquiring targets near the Concordia's wing.  Sometimes the AWAcs will radiate out from the position of the actual attack wing to misdirect the enemy.  The 172.9 km resolution 100 sensor is incredibly powerful for a fighter.  The AWACs was a small but serviceable engineering section to allow it to stay on station longer for independent reconnaissance missions, though the cockpit space is cramped for the two-person crew and morale would erode far before the ship would need to refuel or run into a maintenance problem in the field that would bring it back to its mother-ship. 

Quote
Y-wing AWACs class Recon Fighter    222 tons     2 Crew     142.4 BP      TCS 4.44  TH 60  EM 0
13513 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 7.02 Years     MSP 40    AFR 3%    IFR 0.1%    1YR 1    5YR 21    Max Repair 96 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

60 EP Internal Fusion Drive (1)    Power 60    Fuel Use 462.98%    Signature 60    Exp 30%
Fuel Capacity 55 000 Litres    Range 9.6 billion km   (8 days at full power)

Active Search Sensor MR172-R100 (1)     GPS 9600     Range 172.8m km    Resolution 100

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


The Y-wing Lightning class Recon Fighter sports the strike wing's only passive sensor - a powerful EM sensor to help identify powerful enemy sensor signals and to keep the wing outside of detection range.  This system would be especially useful in situations where the wing is observing emission controls.

Quote
Y-wing Lightning class Recon Fighter    222 tons     2 Crew     86.4 BP      TCS 4.44  TH 60  EM 0
13513 km/s     Armour 1-3     Shields 0-0     Sensors 1/36/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 44%    IFR 0.6%    1YR 9    5YR 130    Max Repair 36 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   

60 EP Internal Fusion Drive (1)    Power 60    Fuel Use 462.98%    Signature 60    Exp 30%
Fuel Capacity 55 000 Litres    Range 9.6 billion km   (8 days at full power)

Active Search Sensor MR0-R1 (1)     GPS 5     Range 670k km    MCR 73k km    Resolution 1
EM Detection Sensor EM2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

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



The Concordia class Strike Carrier has battlecruiser fleet-standard speed, ECM, force shields, maintenance life, and deployment time.  It has 3,000 tons less hangar capacity than the similarly sized Denkeeper, but has extra fuel and deep missile stockpiles.  As the Vice Admirals of Fleet Command are fond of saying, amateurs study tactics and professionals study logistics.  In all, the Concordia class Strike Carrier's wing consists 40 fighters - 90% of attack fighters, 7.5% sensor fighters, and 2.5% tanker.  The overall strike group has a range of 2.8b km total (far longer than the Kodiaks) and can launch an overwhelming barrage of 648 missiles at a time.  Without Colliers, the Concordia can launch three full sorties and part of a 4th.

Quote
Concordia class Strike Carrier    30 000 tons     532 Crew     4640 BP      TCS 600  TH 3000  EM 1920
5000 km/s     Armour 6-86     Shields 64-300     Sensors 1/1/0/0     Damage Control Rating 36     PPV 0
Maint Life 4.16 Years     MSP 3480    AFR 200%    IFR 2.8%    1YR 323    5YR 4842    Max Repair 500 MSP
Intended Deployment Time: 48 months    Flight Crew Berths 117   
Hangar Deck Capacity 9000 tons     Magazine 1440   

1000 EP Internal Fusion Drive (3)    Power 1000    Fuel Use 20%    Signature 1000    Exp 10%
Fuel Capacity 2 170 000 Litres    Range 65.1 billion km   (150 days at full power)
Theta R300/384 Shields (16)   Total Fuel Cost  256 Litres per hour  (6 144 per day)

Sparrow Mk 1 (1440)  Speed: 30 700 km/s   End: 38.1m    Range: 70.2m km   WH: 4    Size: 1    TH: 286/172/86

ECM 40

Strike Group
36x Y-wing Fighter-Bomber   Speed: 13513 km/s    Size: 4.44
2x Y-wing AWACs Recon Fighter   Speed: 13513 km/s    Size: 4.44
1x Y-wing Extension Light Tanker   Speed: 13513 km/s    Size: 4.44
1x Y-wing Lightning Recon Fighter   Speed: 13513 km/s    Size: 4.44

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

Cost
4,640 for the carrier
3,030 in fighters
2,498 in ordinance
10,168 total

So this carrier, fighter group, and ordinance load-out is significantly less expensive than the Denkeeper, but even an ideal engagement from the Concordia's wing will cost thousands of BP in ordinance.  Theoretically, the Kodiaks will cost less to actually use, although Fleet Command points out that that assumes no fighter losses, which they say will likely happen to the Kodiak wings.

By doctrine, the Concordia Strike Wing will be used primarily in the following situations:

- Against any formidible enemy fleet detected at great range, particularly if that fleet's active sensors have a greater effective range than the Manticore class Barrage Battlecruiser's Gorgon class anti-ship missile (a 340.9m km reach).

- Against any enemy fleet thought to have strong anti-missile capability, particularly ancient Cyborg orbital defense bases. 

- Against enemy fleets of greater than 5,000 km/s fleet speeds, particularly if they're retreating.

The Concordia strike wing could be vulnerable to space superiority fighters or extremely long-ranged anti-missiles or anti-fighter missiles, especially if enemy ECM forces the wing to get closer to its targets.  Y-Wings have no armor, no guns, and not much speed compared to a Kodiak facing similar threats.  They also have a limited ability to destroy, target, or detect enemy ships smaller than 5,000 tons.  Still, the Strike Wing is all about force projection and the fighters' small size and great missile range will likely allow them to destroy the enemy without being targeted themselves. A wave of more than 600 sparrow missiles is likely to make all but the most powerful fleet point defense arsenals practically irrelevant.

Fleet Command and Combine leaders argue endlessly about which carrier and strike group could best the other in an engagement.  Wing-to-wing, it's likely that the Concordia's fighters could prevail, but the Kodiaks could keep out of engagement range if they wanted.  Both Fleet Command and Combine carrier groups are likely to have Warlock class Area Defense Battlecruisers and Iron Knuckle class Flack Battlecruisers which could give the Kodiaks a run for their money. 

At any rate both carriers are designed for very specific roles of ultra long-range missile engagement and close, brutal combat and capture missions.

In all, the U.N. Authorizes construction of two wings each of both the Concordia Strike Wing and Kodiak Assault Wing.

Fleet Command and the Combine are fight over access to the 680 fighter factories on Earth to build their fighters first.  Because the Y-Wings will need less training to be combat effective and their fighter wings will be less expensive anyway, Fleet Command wins out.  The first 36 Y-Wings will be complete by Sept 9th, 2065 with the support ships to follow. 

The Combine makes a deal with the administrator of Sahaag to use that world's 364 fighter factories to start working on Kodiaks, though work-stoppages still cut into overall production on Sahaag.  It will take until Jan 24th, 2066 for the world to produce its first 9 Kodiaks. 

12
Mechanics / Lost Window...
« on: February 04, 2015, 11:22:56 PM »
I seem to have lost my "Individual Unit" tab (the Romulan Warbird graphic from the system map sceen)

The tab is open, but it's as if it's open somewhere off of my screen.

Closing the tab or closing the game doesn't help and I haven't been able to get it by changing my screen resolution either.

My next bet is to install a additional monitor and play around with the positioning to look for the lost window. 

Anyway, has anyone had this problem or can they offer a possible solution?

13
Mechanics / Engineering a rebellion on Eris?
« on: January 20, 2015, 02:29:11 PM »
Greetings, all.

Some pesky separatists have set up a colony on Eris outside the orbit of Pluto. They've raised a militia of a few dozen conventional units and Mobile Infantry and the political climate back on Earth has changed enough to allow the Commonwealth to finally send in Hovertank Division Alpha to retake the planet...

I thought there was a way to change control of an existing colony or ground units to an alien race or to otherwise make them hostile, but I can't find it.

Is there a way to do that?

14
Aurora Suggestions / Conventional tech shouldn't requre TN resources?
« on: June 06, 2014, 01:09:15 PM »

I wonder what people think about the possibility of making it such that low tech infantry divisions, low tech armor divisions, conventional engines, and maybe other pre-transnewtonian items didn't require trans-newtonian minerals to build. 

It might also be nice to be able to construct conventional industry.   

In playing an empire with very early technology and harsh mineral restrictions, it'd be nice to have that kind of thing as a viable option.

If there's a problem with balance, the cost of these items in terms or wealth or construction time could increase. 

I recognize that this might cause coding problems because right now there's always a 1:1 ratio for something's cost in wealth and it's cost in TN materials.

15
Other Games / Tales From The Strange Universe! - and Kickstarter
« on: January 05, 2014, 02:45:25 PM »
Some friends of mine launched a kickstarter for an awesome strategy game called Tales From The Strange Universe. 

It's a liiitle like playing a space empire game in the Hitchhiker's Guide to the Galaxy universe. 

It's an enjoyable game, relatively easy to learn and you play against human players who are rather witty and fun. 

http://www.kickstarter.com/projects/921157396/tales-from-the-strange-universe

Pages: [1] 2