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Topic Summary

Posted by: Gabethebaldandbold
« on: November 17, 2016, 10:39:45 AM »

I don't think this works against CWIS though, but is a smart exploit
Posted by: Jorgen_CAB
« on: November 07, 2016, 06:20:16 AM »

I wouldn't use something like this in any of my games. To exploity and to much micro design/missiles needed for me.

Yes... if you really want to exploit the mechanics then build one FAC with a ton of launchers, one FC and then multiple versions of the same identical missile. Each missile will now become their own salvo...

Have some missiles just be slightly faster than the other, just by a tiny fraction and stuff it full of armour and no warhead.
Posted by: alex_brunius
« on: November 07, 2016, 03:01:46 AM »

I wouldn't use something like this in any of my games. To exploity and to much micro design/missiles needed for me.
Posted by: Starmantle
« on: November 06, 2016, 10:55:44 PM »

Why hadn't I ever thought of this for JP/WH defence :D Definitely stealing this idea, cheers!

I would be most honored.
Posted by: Garfunkel
« on: November 06, 2016, 10:40:15 PM »

Why hadn't I ever thought of this for JP/WH defence :D Definitely stealing this idea, cheers!
Posted by: Starmantle
« on: November 06, 2016, 07:04:25 PM »

Is it important to separate strike and decoy fighters?
Otherwise, giving each fighter 1 bomb and 3 of each decoy seems a more economical use of fire controls.

I'm sure other configurations are possible and good, but having two heavy bombs on my bombers has worked very well.  Bear in mind that fire controls are only 0.1 HS.  Each bomber can now generate 4 salvos each, two of them decoys, which should be sufficient for most missions.  In a combined assault group of 72 fighters , it's the goal of the 12 bombers to destroy the enemy ships that pose the most significant threat while others are blinded, disabled, and boarded by sister fighters.  Among all those ships, I only need one Bejorn to double the number of decoys, which sounds worth it to me. 
Posted by: Iranon
« on: November 06, 2016, 03:14:46 PM »

Is it important to separate strike and decoy fighters?
Otherwise, giving each fighter 1 bomb and 3 of each decoy seems a more economical use of fire controls.
Posted by: Starmantle
« on: November 06, 2016, 01:48:50 PM »

Based on this concept, here's a redesign of the primary bomber/Interceptor and an new escort.  A total of 12 Polaris-B Bombers and 1 Bejorn Bomber Escort are part of an overall Assault Wing including sensor ships, boarding ships, microwave interceptors, and (mostly) railgun-armed anti-missile fighters.

Between these 13 missile armed ships, though, the Assault Wing can launch  72 salvos at once including 24 Nova Bombs and 48 decoys.

Quote
Polaris-B class Bomber/Interceptor    500 tons     2 Crew     304.4 BP      TCS 10  TH 57.6  EM 0
24000 km/s     Armour 6-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.3
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 35    5YR 531    Max Repair 120 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8   
Magazine 22   

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)

Size 10 Box Launcher (2)    Missile Size 10    Hangar Reload 75 minutes    MF Reload 12.5 hours
Size 1 Box Launcher (2)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC18-R50 (2)     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
Decoy D (2) Speed: 99 600 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 564/338/169

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



Quote
Beorn-B class Bomber Escort    500 tons     2 Crew     208.3 BP      TCS 10  TH 240  EM 0
24000 km/s     Armour 4-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 5    5YR 79    Max Repair 30 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8   
Magazine 24   

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)

Size 1 Box Launcher (24)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC18-R50 (6)     Range 18.3m km    Resolution 50
Decoy A (6) Speed: 96 000 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 640/384/192
Decoy B (6) Speed: 97 200 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 615/369/184
Decoy C (6) Speed: 98 400 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 580/354/176
Decoy D (6) Speed: 99 600 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 564/338/169

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
Posted by: Starmantle
« on: November 03, 2016, 09:06:02 PM »

Hah.  If this thing fired even once, it would be worth it.

I think it could take out 60,000 tons of enemy ships at once and in 5 seconds even if they had heavy missile defense.

That's a great contingency to have up your sleeve.   
Posted by: TCD
« on: November 03, 2016, 06:32:33 PM »

Producing & moving & reloading all those missile types is going to be a pain though, especially once you start having multiple versions of each one to juggle with.
Posted by: Thanatos
« on: November 03, 2016, 02:45:22 PM »

Yeah, but you could totally build dummy armored missiles, with the same range as the real deal. This is a pretty neat concept, I might end up using it.
Posted by: Iranon
« on: November 03, 2016, 07:17:32 AM »

Interesting concept. I'm not 100% of CIWS priorities and whether the first to impact within a 5s turn gets shot at first. But in general, your ship should work as intended.

Overwhelming point defence with number of salvos definitely works against AI ships. Some of my designs were also built to do just that, in a different way (fast launching platform keeping up with the slow high-yield missiles it fires). Your method seems much better suited for the task of point blank jump point defence though.
Posted by: MarcAFK
« on: November 03, 2016, 01:51:21 AM »

Provided you can get close enough to fire missiles they should be unstoppable, however 5000 km/s isn't particularly fast for that tech level. This certainly should be a good spoiler ship against enemy beam attackers though.
Posted by: Thanatos
« on: November 03, 2016, 01:47:50 AM »

Oh, I see what you mean, yeah, I guess that would work. But I don't think NPRs actually respect salvos or anything. They just fire on missiles, but don't quote me on that. That's just the feeling I get. I don't think I ever defeated an NPR's PD simply by overwhelming it with salvos; My missiles always tend to hit after the NPRs stop shooting them down, regardless of salvo size. But then again, I never really fired a lot of salvos, so that might actually work.
Posted by: Starmantle
« on: November 02, 2016, 11:45:43 PM »

Are you sure?  If one fire control is assigned to 5 tubes, each of which fires a missile with a different speed, my sense is that I get 5 salvos. 

Multiply that times 15 fire controls and you get 75 salvos.