Author Topic: Initial Jump Point Defense  (Read 1902 times)

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Offline Ogamaga (OP)

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Initial Jump Point Defense
« on: February 02, 2018, 02:24:59 AM »
Thoughts on this design?

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Spore Colony class Jump Point Defence Base    500 tons     18 Crew     116 BP      TCS 10  TH 20  EM 0
2000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.8
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 19    5YR 283    Max Repair 36 MSP
Intended Deployment Time: 36 months    Spare Berths 0   

Baba Thrust 10 EP Internal Fusion Drive (2)    Power 10    Fuel Use 8.75%    Signature 10    Exp 5%
Fuel Capacity 5,000 Litres    Range 20.6 billion km   (119 days at full power)

Single Murasaki Ordnance 12cm C4 Ultraviolet Laser Turret (1x1)    Range 160,000km     TS: 10000 km/s     Power 4-4     RM 4    ROF 5        4 4 4 4 3 2 2 2 1 1
Suzuki Sensor Systems Fire Control S00.5 80-2500 (FTR) (1)    Max Range: 160,000 km   TS: 10000 km/s     94 88 81 75 69 62 56 50 44 38
Yosmegomi Turbines Tokamak Fusion Reactor Technology PB-1 (1)     Total Power Output 4    Armour 0    Exp 5%

Active Search Sensor MR4-R20 (1)     GPS 168     Range 4.1m km    Resolution 20

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

Offline TheDeadlyShoe

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Re: Initial Jump Point Defense
« Reply #1 on: February 02, 2018, 03:19:24 AM »
are you putting in hangar base and rotating it or what?  do you have maintenance off?
 

Offline Ogamaga (OP)

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Re: Initial Jump Point Defense
« Reply #2 on: February 02, 2018, 03:23:35 AM »
Yes, maintenance is off.
 

Offline Michael Sandy

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Re: Initial Jump Point Defense
« Reply #3 on: February 02, 2018, 04:12:45 AM »
The low fuel supply makes sense for its deployment, but its range indicates you are using fuel efficient engines instead of boosted engines.  At that tech level, jump engines can jump ships in well outside the range of its beam weapon.  Beam defenders don't need a lot of range, but they do need to be able to close before the enemy sensors and weapons come on line.

You would probably be better off with boosted engines, and more of them, and switch from a turret to a standard beam.

Because frontloading the damage is important, you might even consider reduced sized lasers, get more round 1 firepower, at the expense of sustained fire.

The problem with it as a jump point defense is that any targets can move out of its range envelope pretty quickly, before it has really done enough damage to justify itself.

In the interests of making its performance a little better, while still being under 500 tons, I would suggest splitting off the active sensor portion to a dedicated scout fighter class.  Fortunately, it is very easy to just churn out some fighter scouts without retooling.

If you want a virtually stationary self-deploying jump point defense base, I would suggest using Box launchers with missiles of less than 30 second flight time, (the expected duration of the attacker's sensor blindness, and therefore vulnerability to missiles), possibly with really big warheads for the possibility of shock damage.

You have front loaded offense, and a bit longer range.

Play around with it, see if you can get its speed up to 30,000 and tracking up to that as well.  It can also serve as colonial point defense.  Because you REALLY want these at point blank range for added damage.  As a jump point defense 'base', it won't need to close through missiles, so it doesn't need endurance or armor, but you do want it to have a good bit of speed.
 

Offline celem

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Re: Initial Jump Point Defense
« Reply #4 on: February 02, 2018, 09:44:54 AM »
Yeah definately boost the engine up some, the range is over-kill for jump point work, so you might as well trade it off.      My current IFD empire uses a 40EP size-1 fighter drive as standard and an overboosted interceptor drive beyond that.     

As another thing to consider, you are aware that your Fire Control does in theory reach out to 160k km, but you have just about 0% chance to hit there right? (And because laser you also do more or less 0 damage at max).      Despite both bits of tech reading 160k, you want to be way in by 80k or even closer, so you definately want a pursuit engine.      If you can squeeze the space, do consider a FC with more range, you get 50% acc at the stated range, dropping to near 0 at max.   

As soon as your ship is moving faster than your turret can track, downgrade (situational upgrade) to hull-mounted weaponry.      I wouldn't be at all surprised if a redesign around a faster engine resulted in this situation.   

(Edit: as an aside, this is also the philosophy to follow for missile engines.   most of the time you want them boosted, especially for AMM)
« Last Edit: February 02, 2018, 09:53:34 AM by celem »
 

Offline Drgong

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Re: Initial Jump Point Defense
« Reply #5 on: February 03, 2018, 04:49:38 PM »
are you playing with inexperienced crews?  if so, the nice thing about fighters is you can put them on a training character, as shooting early is very key for Jump Point defense.  One of the reasons why I love defensive mining.   
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Offline Starmantle

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Re: Initial Jump Point Defense
« Reply #6 on: February 24, 2018, 01:15:15 AM »
I like it in general and I like the idea of either upping the engine power maximization as others suggest or swapping out the armament for some short range missiles, then speed doesn't matter except in deployment.

Although if you have old, slow freighters, this actually doubles as a fun escort for them on the cheap.