Aurora 4x

VB6 Aurora => Bureau of Ship Design => Topic started by: darkevilme on January 26, 2010, 05:27:29 AM

Title: Ships of the Chamaran Hierarchy.
Post by: darkevilme on January 26, 2010, 05:27:29 AM
This is mainly as i'm still very new at this game i want to ask for advice and critique regarding my ship designs and how to improve them. I currently have the following ships.

Voyager Scout ships.
6 in service, 3 under construction. 3 lost in battle.
Code: [Select]
Voyager class Scout    15000 tons     1217 Crew     2769 BP      TCS 300  TH 126  EM 2280
1200 km/s    JR 3-50     Armour 4-54     Shields 76-300     Sensors 16/16/1/1     Damage Control Rating 26     PPV 66
Annual Failure Rate: 112%    IFR: 1.6%    Maint Capacity 1846 MSP    Max Repair 625 MSP    Est Time: 1.81 Years
Magazine 192    

J15000(3-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Military Ion Engine (6)    Power 60    Fuel Use 80%    Signature 21    Armour 1    Exp 5%
Fuel Capacity 600,000 Litres    Range 90.0 billion km   (868 days at full power)
Shield Grade 1 (38)   Total Fuel Cost  608 Litres per day

Twin Gauss Cannon Turret (3x4)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
PD Fire Control (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

Size 4 Missile Launcher (3)    Missile Size 4    Rate of Fire 30
Missile Fire Control (1)     Range 86.4m km    Resolution 40
Size 4 Anti-ship Missile (48)  Speed: 15,000 km/s   End: 62.5m    Range: 56.2m km   WH: 8    Size: 4    TH: 65 / 39 / 19

PD Radar (1)     GPS 24     Range 240k km    Resolution 1
Thermal Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

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
Destroyer Bombardment ship. none in service, 3 under construction.
Code: [Select]
Destroyer class Bombardment Cruiser    14950 tons     1187 Crew     2485 BP      TCS 299  TH 126  EM 3000
1204 km/s     Armour 5-54     Shields 100-300     Sensors 16/16/1/1     Damage Control Rating 26     PPV 82
Annual Failure Rate: 111%    IFR: 1.6%    Maint Capacity 1662 MSP    Max Repair 100 MSP    Est Time: 4.97 Years
Magazine 448    

Military Ion Engine (6)    Power 60    Fuel Use 80%    Signature 21    Armour 1    Exp 5%
Fuel Capacity 600,000 Litres    Range 90.3 billion km   (868 days at full power)
Shield Grade 1 (50)   Total Fuel Cost  800 Litres per day

Twin Gauss Cannon Turret (3x4)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
PD Fire Control (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

Size 4 Missile Launcher (7)    Missile Size 4    Rate of Fire 30
Missile Fire Control (1)     Range 86.4m km    Resolution 40
Size 4 Anti-ship Missile (112)  Speed: 15,000 km/s   End: 62.5m    Range: 56.2m km   WH: 8    Size: 4    TH: 65 / 39 / 19

PD Radar (1)     GPS 24     Range 240k km    Resolution 1
Thermal Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

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

and our ordinance is. Size 4 Anti-ship Missile
Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 8    Armour: 0     Manoeuvre Rating: 13
Speed: 20000 km/s    Endurance: 62 minutes   Range: 75.0m km
Thermal Sensor Strength: 0.06    Detect Sig Strength 1000:  60,000 km
Cost Per Missile: 3.4683
Chance to Hit: 1k km/s 260%   3k km/s 78%   5k km/s 52%   10k km/s 26%
Materials Required:    2x Tritanium   0.06x Uridium   1.3833x Gallicite   Fuel x2500

Development Cost for Project: 347RP
Title: Re: Ships of the Chamaran Hierarchy.
Post by: waresky on January 26, 2010, 05:58:58 AM
Ciao Darkevil.

Am speack about Missile:

1)Research improve,Warhead missile charge..Missile drive speed and agility.
2)Best Anti-Ships missile are: fast-small: Size 2 ..50000km/s and agility 34 are vicious with a Warhead 10=deadly
3)Improve ECM and ECCM
4)Survey Vessels: now am build this Concept Design: a single JumpCapable CARRIER who load 2 small scoutGEO (800ton) 2 Grav (800tons) and 1 small tankers for support close those.
With my Carrier Scout are 2 JumpCapable Tankers for support Carrier,and my CARRIER are "SUPPLY VESSEL" design so for ur scouts u have: tankers AND supply.

Another point are Active sensors,raise up level:100 sensor capability

My Survey Squadroon arent armed: am build a dedicated Strike Squadroon just in case.

Another point : my Carrier have a awesome Active and passive sensors array.So if am show any enemy flee r easy way-

When am jump throu Jumppoint am waitn for 1 months with PASSIVE only,normally every Races come to patrol my "jump in" and so i can decide actions.

Little and few ideas:)

and..sorry but am english poor speak.

my 2 cent
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Rathos on January 26, 2010, 06:46:19 AM
Quote from: "darkevilme"
This is mainly as i'm still very new at this game i want to ask for advice and critique regarding my ship designs and how to improve them. I currently have the following ships.

Voyager Scout ships.
6 in service, 3 under construction. 3 lost in battle.
Code: [Select]
Voyager class Scout    15000 tons     1217 Crew     2769 BP      TCS 300  TH 126  EM 2280
1200 km/s    JR 3-50     Armour 4-54     Shields 76-300     Sensors 16/16/1/1     Damage Control Rating 26     PPV 66
Annual Failure Rate: 112%    IFR: 1.6%    Maint Capacity 1846 MSP    Max Repair 625 MSP    Est Time: 1.81 Years
Magazine 192    

J15000(3-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Military Ion Engine (6)    Power 60    Fuel Use 80%    Signature 21    Armour 1    Exp 5%
Fuel Capacity 600,000 Litres    Range 90.0 billion km   (868 days at full power)
Shield Grade 1 (38)   Total Fuel Cost  608 Litres per day

Twin Gauss Cannon Turret (3x4)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
PD Fire Control (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

Size 4 Missile Launcher (3)    Missile Size 4    Rate of Fire 30
Missile Fire Control (1)     Range 86.4m km    Resolution 40
Size 4 Anti-ship Missile (48)  Speed: 15,000 km/s   End: 62.5m    Range: 56.2m km   WH: 8    Size: 4    TH: 65 / 39 / 19

PD Radar (1)     GPS 24     Range 240k km    Resolution 1
Thermal Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

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
Destroyer Bombardment ship. none in service, 3 under construction.
Code: [Select]
Destroyer class Bombardment Cruiser    14950 tons     1187 Crew     2485 BP      TCS 299  TH 126  EM 3000
1204 km/s     Armour 5-54     Shields 100-300     Sensors 16/16/1/1     Damage Control Rating 26     PPV 82
Annual Failure Rate: 111%    IFR: 1.6%    Maint Capacity 1662 MSP    Max Repair 100 MSP    Est Time: 4.97 Years
Magazine 448    

Military Ion Engine (6)    Power 60    Fuel Use 80%    Signature 21    Armour 1    Exp 5%
Fuel Capacity 600,000 Litres    Range 90.3 billion km   (868 days at full power)
Shield Grade 1 (50)   Total Fuel Cost  800 Litres per day

Twin Gauss Cannon Turret (3x4)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
PD Fire Control (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

Size 4 Missile Launcher (7)    Missile Size 4    Rate of Fire 30
Missile Fire Control (1)     Range 86.4m km    Resolution 40
Size 4 Anti-ship Missile (112)  Speed: 15,000 km/s   End: 62.5m    Range: 56.2m km   WH: 8    Size: 4    TH: 65 / 39 / 19

PD Radar (1)     GPS 24     Range 240k km    Resolution 1
Thermal Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

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

and our ordinance is. Size 4 Anti-ship Missile
Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 8    Armour: 0     Manoeuvre Rating: 13
Speed: 20000 km/s    Endurance: 62 minutes   Range: 75.0m km
Thermal Sensor Strength: 0.06    Detect Sig Strength 1000:  60,000 km
Cost Per Missile: 3.4683
Chance to Hit: 1k km/s 260%   3k km/s 78%   5k km/s 52%   10k km/s 26%
Materials Required:    2x Tritanium   0.06x Uridium   1.3833x Gallicite   Fuel x2500

Development Cost for Project: 347RP

Your radar's have 204k range, while your missiles have 75 million kilometer range. You need a bigger array so it can accommodate the firecontrol's range.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: welchbloke on January 26, 2010, 06:48:09 AM
Generally speaking in Aurora 'speed is life' your designs are pretty slow and an intelligent opponent will stay outside the range of your beam weapons and pick you apart with missiles.  You could lean towards an integrated fleet concept with 2 types one exclusively beam armed the other missile armed, then use the additional mass for fuel and engines.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: darkevilme on January 26, 2010, 10:04:58 AM
@Rathos: So I can't fire missiles at something i dont have visible to active sensors?

@Welchbloke: How fast should my ships be?
Title: Re: Ships of the Chamaran Hierarchy.
Post by: waresky on January 26, 2010, 10:30:41 AM
u must rsearch design and produce a Active Sensors range=or above Missile Range and Missile FIRE CONTROL range.
Speed maximu available? more than 20000km/s for ships and more than 100.000 km/s for missiles.more more than:)

But u must have a right Sensors range=missile range=Active sensors range.Remember u can shoot missile from another ships aquisitions target actively..
So u can build a little Missile Boats without ACTIVE sensors (but MISSILE FIRE CONTROL YES!) and another little ships with a very good Sensors Array.

learn to build "SPECIALIZED" ships.Are the BEST.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: waresky on January 26, 2010, 10:38:43 AM
Code: [Select]
HMS Alaska Mk2b class Scout Carrier    30000 tons     2854 Crew     13829 BP      TCS 600  TH 1500  EM 0
5000 km/s    JR 4-100     Armour 1-86     Shields 0-0     Sensors 1120/960/0/0     Damage Control Rating 152     PPV 0
Annual Failure Rate: 99%    IFR: 1.4%    Maintenance Capacity 23746 MSP    Max Repair 3360 MSP
Hangar Deck Capacity 5000 tons    
Maintenance Modules: 4 module(s) capable of supporting ships of 800 tons

J30000(4-100) Military Jump Drive     Max Ship Size 30000 tons    Distance 100k km     Squadron Size 4
M-TYPE Solid Core Anti-matter Drive E3 (12)    Power 250    Fuel Use 30%    Signature 125    Armour 0    Exp 20%
Fuel Capacity 1,500,000 Litres    Range 300.0 billion km   (694 days at full power)

Active Search Sensor S2240-R18 (50%) (1)     GPS 40320     Range 403.2m km    Resolution 18
Thermal Sensor TH35-1120 (50%) (1)     Sensitivity 1120     Detect Sig Strength 1000:  1120m km
EM Detection Sensor EM30-960 (50%) (1)     Sensitivity 960     Detect Sig Strength 1000:  960m km

ECM 60

This design is classed as a military vessel for maintenance purposes
Code: [Select]
HMS Firestorm class Missile Destroyer    4550 tons     491 Crew     3682.6 BP      TCS 91  TH 468  EM 0
10285 km/s     Armour 2-24     Shields 0-0     Sensors 288/96/0/0     Damage Control Rating 10     PPV 8
Annual Failure Rate: 18%    IFR: 0.3%    Maintenance Capacity 4553 MSP    Max Repair 1200 MSP
Magazine 329    

M-Gas Core Anti-matter Drive E3 (3)    Power 312    Fuel Use 30%    Signature 156    Armour 0    Exp 20%
Fuel Capacity 80,000 Litres    Range 105.5 billion km   (118 days at full power)

ASM-2 RR8 (4)    Missile Size 2    Rate of Fire 10
Missile Fire Control FC320-R18 (50%) (1)     Range 172.8m km    Resolution 18
Havok A10-2 (164)  Speed: 64,000 km/s   End: 35.1m    Range: 135m km   WH: 10    Size: 2    TH: 725 / 435 / 217

Active Search Sensor S800-R18 (50%) (1)     GPS 14400     Range 144.0m km    Resolution 18
Thermal Sensor TH9-288 (50%) (1)     Sensitivity 288     Detect Sig Strength 1000:  288m km
EM Detection Sensor EM3-96 (50%) (1)     Sensitivity 96     Detect Sig Strength 1000:  96m km

Compact ECCM-6 (1)         ECM 60

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

Code: [Select]
Essex Mk2 class Geosurvey Ship    900 tons     130 Crew     385.4 BP      TCS 18  TH 93.75  EM 0
6944 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/3     Damage Control Rating 22     PPV 0
Annual Failure Rate: 2%    IFR: 0%    Maintenance Capacity 602 MSP    Max Repair 200 MSP

Internal Confinement Fusion Drive E6 (1)    Power 125    Fuel Use 60%    Signature 93.75    Armour 0    Exp 20%
Fuel Capacity 30,000 Litres    Range 100.0 billion km   (166 days at full power)

Advanced Geological Sensors (1)   3 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

Code: [Select]
Essex G 1 class Gravsurvey Ship    1000 tons     122 Crew     575.4 BP      TCS 20  TH 78  EM 0
7800 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/6/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 4%    IFR: 0.1%    Maintenance Capacity 629 MSP    Max Repair 200 MSP

M-Type MCF Drive E3.75 (1)    Power 156    Fuel Use 37.5%    Signature 78    Armour 0    Exp 20%
Fuel Capacity 50,000 Litres    Range 240.0 billion km   (356 days at full power)

Advanced Gravitational Sensors (2)   6 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

Code: [Select]
HMS Arleigh Burke class Missile Frigate    4900 tons     421 Crew     1594.28 BP      TCS 98  TH 468  EM 0
9551 km/s     Armour 1-25     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 8
Annual Failure Rate: 48%    IFR: 0.7%    Maintenance Capacity 813 MSP    Max Repair 360 MSP
Magazine 630    

M-Type MCF Drive E3.75 (6)    Power 156    Fuel Use 37.5%    Signature 78    Armour 0    Exp 20%
Fuel Capacity 80,000 Litres    Range 78.4 billion km   (94 days at full power)

ASM-2 RR8 (4)    Missile Size 2    Rate of Fire 10
Missile Fire Control FC240-R18 (50%) (1)     Range 129.6m km    Resolution 18
Havok-2 (315)  Speed: 50,000 km/s   End: 45m    Range: 135m km   WH: 10    Size: 2    TH: 500 / 300 / 150

ECCM-2 (1)         ECM 20

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

Code: [Select]
HMS Eyer Mk1 class Early Warning Craft    9950 tons     1032 Crew     5554.8 BP      TCS 49.75  TH 936  EM 0
9407 km/s    JR 3-50     Armour 1-41     Shields 0-0     Sensors 416/384/0/0     Damage Control Rating 17     PPV 0
Annual Failure Rate: 47%    IFR: 0.7%    Maintenance Capacity 5757 MSP    Max Repair 1920 MSP

J10000(3-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 3
M-Type MCF Drive E3.75 (12)    Power 156    Fuel Use 37.5%    Signature 78    Armour 0    Exp 20%
Fuel Capacity 150,000 Litres    Range 72.4 billion km   (89 days at full power)

CIWS-160 ECCM2 (1x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor S1280-R18 (50%) (1)     GPS 23040     Range 230.4m km    Resolution 18
Thermal Sensor TH13-416 (50%) (1)     Sensitivity 416     Detect Sig Strength 1000:  416m km
EM Detection Sensor EM12-384 (50%) (1)     Sensitivity 384     Detect Sig Strength 1000:  384m km
Cloaking Device: Class cross-section reduced to 25% of normal

ECCM-2 (1)         ECM 20

This design is classed as a military vessel for maintenance purposes

Code: [Select]
HMS Stealer III class Stealth Boat    3350 tons     349 Crew     2130 BP      TCS 4.69  TH 375  EM 0
11194 km/s     Armour 1-19     Shields 0-0     Sensors 416/384/0/0     Damage Control Rating 5     PPV 0
Annual Failure Rate: 17%    IFR: 0.2%    Maintenance Capacity 1987 MSP    Max Repair 624 MSP

M-TYPE Solid Core Anti-matter Drive E3 (3)    Power 250    Fuel Use 30%    Signature 125    Armour 0    Exp 20%
Fuel Capacity 100,000 Litres    Range 179.1 billion km   (185 days at full power)

GB C-R Active Search Sensor S50-R10 (25%) (1)     GPS 500     Range 5.0m km    Resolution 10
Thermal Sensor TH13-416 (50%) (1)     Sensitivity 416     Detect Sig Strength 1000:  416m km
EM Detection Sensor EM12-384 (50%) (1)     Sensitivity 384     Detect Sig Strength 1000:  384m km
Cloaking Device: Class cross-section reduced to 7% of normal

This design is classed as a military vessel for maintenance purposes


Code: [Select]
HMS Fueler Sm1 class Small Tanker    800 tons     64 Crew     229.2 BP      TCS 16  TH 78  EM 0
9750 km/s     Armour 1-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 5%    IFR: 0.1%    Maintenance Capacity 179 MSP    Max Repair 117 MSP

M-Type MCF Drive E3.75 (1)    Power 156    Fuel Use 37.5%    Signature 78    Armour 0    Exp 20%
Fuel Capacity 400,000 Litres    Range 2400.0 billion km   (2849 days at full power)

This design is classed as a military vessel for maintenance purposes

Code: [Select]
HMS Gravitic class Small GravSurvey    800 tons     81 Crew     379.2 BP      TCS 16  TH 78  EM 0
9750 km/s     Armour 1-7     Shields 0-0     Sensors 1/1/3/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 2%    IFR: 0%    Maintenance Capacity 592 MSP    Max Repair 200 MSP

M-Type MCF Drive E3.75 (1)    Power 156    Fuel Use 37.5%    Signature 78    Armour 0    Exp 20%
Fuel Capacity 100,000 Litres    Range 600.0 billion km   (712 days at full power)

Advanced Gravitational Sensors (1)   3 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Beersatron on January 26, 2010, 12:14:10 PM
A caveat to Waresky's designs is that he has some pretty high tech levels, so if you are playing a 'normal' game and just have the first couple of levels in a Tech Line you will not be able to match his stats.

Personally, I go for unarmed GE (geological) and GV (grav) designs at 10k tons. I then have either Destroyer or Cruiser Squadrons on call as backup.

I do not have the designs on this PC, but this is my fleet makeup to give you an idea:

Survey Cmd - GE A
Primary Default order to survey nearest Body
Secondary Default order to return to entry gate
Conditional Order to refuel at nearest colony or tanker within 4 jumps when fuel level hits 30%

6 ships in the TG -> give the TG the order to 'Transit and Divide', they split into 6 TGs = Survey Cmd - GE A [I/II/III/IV/V/VI]. They go about surveying and then will return to the gate when finished. When they are all on the gate I select the parent TG, Survey Cmd - GE A I and click on 'Assemble' which merges all the children fleets. I then check the galaxy map for the next system to survey.

Sol Sector - 1st Fleet - CruRon 1 (all 15k tons)
No default orders
No conditional orders

1 Jump Cruiser which also has my most sensitive Active (I sometimes fit 3 separate types), TH (thermal) and EM (electromagnetic) sensors.
1 Escort Cruiser for anti-missile defense
2 Attack Cruiser for anti-ship attack

I always give myself Jump Squadron Size 4 and try to squeeze in a couple of CIWS to the Jump Cruiser and Attack Cruiser as the single Escort Cruiser can be swamped if you run into a large enemy fleet.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Hawkeye on January 26, 2010, 04:23:00 PM
Ok, here you go

I am rather early in my game, have only reached Nuclear Pulse Engines and encountered my first hostile aliens some 4 years ago.

Speed for NP-engine warships is generally around 2.500 to 3.000 km/s


Code: [Select]
Decius class Missile Destroyer    7500 tons     781 Crew     975.52 BP      TCS 150  TH 400  EM 150
2666 km/s     Armour 3-34     Shields 5-375     Sensors 18/12/0/0     Damage Control Rating 5     PPV 32
Annual Failure Rate: 90%    IFR: 1.2%    Maint Capacity 406 MSP    Max Repair 72 MSP    Est Time: 3.07 Years
Magazine 413    

Nuclear Pulse Engine E10 (10)    Power 40    Fuel Use 100%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 72.0 billion km   (312 days at full power)
Delta R375/20 Shields (2)   Total Fuel Cost  40 Litres per day

Catapulta Werfer-4 (8)    Missile Size 4    Rate of Fire 40
Missile Fire Control FC60-R50 (1)     Range 90.0m km    Resolution 50
Gladius II ASM-4 (103)  Speed: 16,000 km/s   End: 52.1m    Range: 50m km   WH: 4    Size: 4    TH: 74 / 44 / 22

Active Search Sensor S72-R80 (1)     GPS 5760     Range 57.6m km    Resolution 80
Thermal Sensor TH3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

The Decius class is intended to boost the missile firepower of the larger Scipio Class Missilecruiser.



Code: [Select]
Fabius class Destroyer Escort    7500 tons     697 Crew     980.68 BP      TCS 150  TH 400  EM 0
2666 km/s     Armour 4-34     Shields 0-0     Sensors 18/12/0/0     Damage Control Rating 7     PPV 26
Annual Failure Rate: 64%    IFR: 0.9%    Maint Capacity 572 MSP    Max Repair 144 MSP    Est Time: 3.04 Years
Magazine 260    

Nuclear Pulse Engine E10 (10)    Power 40    Fuel Use 100%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 72.0 billion km   (312 days at full power)

Quad 100mm/L15R10 Meson Cannon Turret (1x4)    Range 15,000km     TS: 12000 km/s     Power 12-8     RM 1.5    ROF 10        1 0 0 0 0 0 0 0 0 0
Fire Control S02 12-12000 (1)    Max Range: 24,000 km   TS: 12000 km/s     58 17 0 0 0 0 0 0 0 0
Pebble Bed Reactor 3 (1)     Total Power Output 3    Armour 0    Exp 5%
Pebble Bed Reactor 6 (1)     Total Power Output 6    Armour 0    Exp 5%

Manubalista Werfer-1 (6)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC48-R1 (1)     Range 1.4m km    Resolution 1
Pugio II AMM-1 (260)  Speed: 23,200 km/s   End: 2.9m    Range: 4m km   WH: 1    Size: 1    TH: 131 / 78 / 39

Active Search Sensor S144-R1 (1)     GPS 144     Range 1.4m km    Resolution 1
Active Search Sensor S12-R20 (1)     GPS 240     Range 2.4m km    Resolution 20
Thermal Sensor TH3-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

The Fabius is the only dedicated escort in the Roman fleet so far.



Code: [Select]
Maximus class Destroyer    7500 tons     806 Crew     1008 BP      TCS 150  TH 400  EM 150
2666 km/s     Armour 6-34     Shields 5-375     Sensors 12/6/0/0     Damage Control Rating 5     PPV 38
Annual Failure Rate: 90%    IFR: 1.2%    Maint Capacity 420 MSP    Max Repair 43 MSP    Est Time: 4.17 Years

Nuclear Pulse Engine E10 (10)    Power 40    Fuel Use 100%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 72.0 billion km   (312 days at full power)
Delta R375/20 Shields (2)   Total Fuel Cost  40 Litres per day

400mm/L150/R20 Pilum (4)    Range 150,000km     TS: 3000 km/s     Power 10-3    ROF 20        4 4 4 4 4 4 4 4 4 4
Twin 100mm/L15R10 Meson Cannon Turret (1x2)    Range 15,000km     TS: 12000 km/s     Power 6-4     RM 1.5    ROF 10        1 0 0 0 0 0 0 0 0 0
Fire Control S02 12-12000 (1)    Max Range: 24,000 km   TS: 12000 km/s     58 17 0 0 0 0 0 0 0 0
Fire Control S04 96-3000 (2)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor 6 (1)     Total Power Output 6    Armour 0    Exp 5%
Pebble Bed Reactor 12 (1)     Total Power Output 12    Armour 0    Exp 5%

Active Search Sensor S36-R20 (1)     GPS 720     Range 7.2m km    Resolution 20
Active Search Sensor S24-R1 (1)     GPS 24     Range 240k km    Resolution 1
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

The Maximus is the close-in-fighter in the destroyer class. Heavily armored it still packs a reasonable punch.


Code: [Select]
Pyrrhus class Cruiser    12000 tons     1324 Crew     1521 BP      TCS 240  TH 640  EM 0
2666 km/s     Armour 6-46     Shields 0-0     Sensors 12/6/0/0     Damage Control Rating 8     PPV 63
Annual Failure Rate: 144%    IFR: 2%    Maint Capacity 634 MSP    Max Repair 43 MSP    Est Time: 4.05 Years

Nuclear Pulse Engine E10 (16)    Power 40    Fuel Use 100%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 450,000 Litres    Range 67.5 billion km   (292 days at full power)

Particle Torpedo-4 (9)    Range 150,000km     TS: 3000 km/s     Power 10-3    ROF 20        4 4 4 4 4 4 4 4 4 4
CIWS-120 (2x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Fire Control S04 96-3000 (3)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Pebble Bed Reactor 12 (2)     Total Power Output 24    Armour 0    Exp 5%
Pebble Bed Reactor 3 (1)     Total Power Output 3    Armour 0    Exp 5%

Active Search Sensor S24-R1 (1)     GPS 24     Range 240k km    Resolution 1
Active Search Sensor S12-R16 (1)     GPS 192     Range 1.9m km    Resolution 16
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

The Pyrrhus was added to the military designs, after encountering an alien Race in two systems adjecent to Sol, which fielded numberous gunboats. As three torpedo hits were considered sufficient to achieve a mssion kill, the original plans, using 10 torpedos and 2 firecons were altered to allow the cruiser to engage three enemy gunboats at once.


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Scipio class Missile Cruiser    12000 tons     1240 Crew     1542.36 BP      TCS 240  TH 640  EM 840
2666 km/s     Armour 3-46     Shields 28-375     Sensors 12/6/0/0     Damage Control Rating 9     PPV 55
Annual Failure Rate: 128%    IFR: 1.8%    Maint Capacity 723 MSP    Max Repair 72 MSP    Est Time: 3.46 Years
Magazine 548    

Nuclear Pulse Engine E10 (16)    Power 40    Fuel Use 100%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 60.0 billion km   (260 days at full power)
Delta R375/20 Shields (11)   Total Fuel Cost  220 Litres per day

Triple 100mm/L15R10 Meson Cannon Turret (1x3)    Range 15,000km     TS: 12000 km/s     Power 9-6     RM 1.5    ROF 10        1 0 0 0 0 0 0 0 0 0
Fire Control S02 12-12000 (1)    Max Range: 24,000 km   TS: 12000 km/s     58 17 0 0 0 0 0 0 0 0
Pebble Bed Reactor 6 (1)     Total Power Output 6    Armour 0    Exp 5%
Catapulta Werfer-4 (10)    Missile Size 4    Rate of Fire 40
Missile Fire Control FC60-R20 (1)     Range 36.0m km    Resolution 20
Missile Fire Control FC60-R50 (1)     Range 90.0m km    Resolution 50
Gladius II ASM-4 (137)  Speed: 16,000 km/s   End: 52.1m    Range: 50m km   WH: 4    Size: 4    TH: 74 / 44 / 22

Active Search Sensor S72-R80 (1)     GPS 5760     Range 57.6m km    Resolution 80
Active Search Sensor S24-R1 (1)     GPS 24     Range 240k km    Resolution 1
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

The main missile combatant of the Roman Fleet.


The fleet has decent anti-missile-capability, because most ships have a pd-turret.
The main problem I see is in close combat with hostile FACs, as those have been observed to move at 10.000 km/s which is a wee bit much for my torpedo tubes  :)
Title: Re: Ships of the Chamaran Hierarchy.
Post by: darkevilme on January 26, 2010, 04:44:41 PM
In accordance with advise from wise council the ships of the fleet were refitted to new and improved designs before returning to Yokohama.
The Chamaran fleet had their first serious fleet combat engagements today against hostile aliens. The result was inconclusive on a strategic level as our fleet was forced to withdraw due to ammunition expenditure. We killed their gunboat squadron without incident but their larger vessels had a disheartening tendency to shoot down our missile salvos with vast volleys of micro missiles and what's worse is that in comparison the Gauss guns originally intended as point defence failed miserably at protecting our vessels. Luckily the Alien scum's counter attacks were pitiful and weak in comparison to their missile interception ability and only minor damage to one ship was caused by the engagement.

Current ship designs:
6 Destroyers in service. Dependent on the scouts for jump capability but now fully optimized for the goal of bombarding planets and spacecraft with a lot of missiles.
Code: [Select]
Destroyer R1 class Bombardment Cruiser    15000 tons     1290 Crew     2756 BP      TCS 300  TH 224  EM 3000
2133 km/s     Armour 6-54     Shields 100-300     Sensors 16/16/0/0     Damage Control Rating 26     PPV 48
Annual Failure Rate: 112%    IFR: 1.6%    Maint Capacity 1837 MSP    Max Repair 120 MSP    Est Time: 4.72 Years
Magazine 768    

Military Magneto-plasma Drive (8)    Power 80    Fuel Use 60%    Signature 28    Armour 1    Exp 5%
Fuel Capacity 800,000 Litres    Range 160.0 billion km   (868 days at full power)
Shield Grade 1 (50)   Total Fuel Cost  800 Litres per day

Size 4 Missile Launcher (12)    Missile Size 4    Rate of Fire 30
Missile Fire Control (1)     Range 86.4m km    Resolution 40
Size 4 Anti-ship Missile (192)  Speed: 15,000 km/s   End: 62.5m    Range: 56.2m km   WH: 8    Size: 4    TH: 65 / 39 / 19

PD Radar (1)     GPS 24     Range 240k km    Resolution 1
Situational Awareness Radar (1)     GPS 7680     Range 76.8m km    Resolution 80
Thermal Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

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
Nine Scouts in service. The old Gun toting and jump capable survey ship design.
Code: [Select]
Voyager R1 class Scout    15000 tons     1245 Crew     3068 BP      TCS 300  TH 196  EM 2280
1866 km/s    JR 3-50     Armour 4-54     Shields 76-300     Sensors 16/16/1/1     Damage Control Rating 26     PPV 48
Annual Failure Rate: 112%    IFR: 1.6%    Maint Capacity 2045 MSP    Max Repair 625 MSP    Est Time: 1.95 Years
Magazine 192    

J15000(3-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Military Magneto-plasma Drive (7)    Power 80    Fuel Use 60%    Signature 28    Armour 1    Exp 5%
Fuel Capacity 700,000 Litres    Range 140.0 billion km   (868 days at full power)
Shield Grade 1 (38)   Total Fuel Cost  608 Litres per day

Twin Gauss Cannon Turret (2x4)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
PD Fire Control (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0

Size 4 Missile Launcher (3)    Missile Size 4    Rate of Fire 30
Missile Fire Control (1)     Range 86.4m km    Resolution 40
Size 4 Anti-ship Missile (48)  Speed: 15,000 km/s   End: 62.5m    Range: 56.2m km   WH: 8    Size: 4    TH: 65 / 39 / 19

Situational Awareness Radar (1)     GPS 7680     Range 76.8m km    Resolution 80
PD Radar (1)     GPS 24     Range 240k km    Resolution 1
Thermal Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

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

No Predator's in service, shipyard refit in progress. This new design is intended to be able to chase down Yok alien space craft and kill the hell out of them.
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Predator class Cruiser    40000 tons     3710 Crew     10123 BP      TCS 800  TH 1120  EM 3900
4000 km/s    JR 3-50     Armour 4-104     Shields 130-300     Sensors 16/16/0/0     Damage Control Rating 100     PPV 84
Annual Failure Rate: 160%    IFR: 2.2%    Maint Capacity 12654 MSP    Max Repair 2500 MSP    Est Time: 2.05 Years
Magazine 768    

Class 40000 Military Jump Drive     Max Ship Size 40000 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive (32)    Power 100    Fuel Use 60%    Signature 35    Armour 1    Exp 5%
Fuel Capacity 2,400,000 Litres    Range 180.0 billion km   (520 days at full power)
Shield Grade 1 (65)   Total Fuel Cost  1,040 Litres per day

CIWS-160 (6x4)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
15cm Penetrator Railgun (6x4)    Range 120,000km     TS: 4000 km/s     Power 9-5     RM 4    ROF 10        3 3 3 3 2 2 1 1 1 1
Railgun Fire Control (1)    Max Range: 192,000 km   TS: 8000 km/s     95 90 84 79 74 69 64 58 53 48
Tokamak Fusion Reactor (4)     Total Power Output 32    Armour 1    Exp 5%

Size 4 Missile Launcher (12)    Missile Size 4    Rate of Fire 30
Missile Fire Control (1)     Range 86.4m km    Resolution 40
Slasher Anti-ship Missile R1 (192)  Speed: 25,000 km/s   End: 50m    Range: 75m km   WH: 8    Size: 4    TH: 108 / 65 / 32

Situational Awareness Radar (1)     GPS 7680     Range 76.8m km    Resolution 80
Thermal Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

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
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Rathos on January 26, 2010, 10:41:44 PM
Currently the only warships in service by the Terran Imperium. The Enterprise II design has managed to chart 20 systems and has been victorious in eight different battles. None have every been destroyed as their 15 inch high-density duranium armor proved capable of withstanding hundreds of missiles from the one engagement where the enemy held the upper hand. Regardless the torpedo bays with their Ranger and Slammer torpedoes have never found a ship they couldn't obliterate with a direct hit. The 10 AMM and 10 ASM launchers provide a high enough rate of fire to overwhelm any defenses a enemy might have while wearing them down with their low yield missiles and creating a hole for a torpedo to fly in through. The radar suites are high powered affairs that push the sensor technology to its limit.

The only downside to them is their relative hunger for maintenance supplies and need to be fueled by Belknap tanker ships. The Belknaps have been able to more than satisfy the need for fuel throughout the entire Imperium, including the Enterprises. These giant mammoth of ships simply fly directly into the atmosphere of a gas giant with known sorium reserves, and being able to withstand the massive radiation and pressure, abosrb the precious gas and process it into millions of gallons of fuel. Currently the empire has four Belknaps in service in strategic locations, two gathering fuel from massive super Jovian, while the other two deliver the fuel to its recipients. When the 500 million gallon tanks are down to 10% the ships will switch places.

Code: [Select]
Enterprise II class Scout Cruiser    150000 tons     15472 Crew     114018.62 BP      TCS 3000  TH 7520  EM 0
2506 km/s    JR 3-50     Armour 15-251     Shields 0-0     Sensors 300/300/5/0     Damage Control Rating 708     PPV 170
Annual Failure Rate: 254%    IFR: 3.5%    Maint Capacity 336338 MSP    Max Repair 90000 MSP    Est Time: 1.23 Years
Magazine 1516    

J150000(3-50) Military Jump Drive     Max Ship Size 150000 tons    Distance 50k km     Squadron Size 3
Magnetic Confinement Fusion Drive E3 (40)    Power 188    Fuel Use 30%    Signature 188    Armour 0    Exp 35%
Fuel Capacity 6,650,000 Litres    Range 265.9 billion km   (1228 days at full power)

12cm C2 Visible Light Laser (10)    Range 80,000km     TS: 2506 km/s     Power 4-2     RM 2    ROF 10        4 4 2 2 1 1 1 1 0 0
CIWS-80 (5x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
Fire Control S12 48-8000 (1)    Max Range: 96,000 km   TS: 8000 km/s     90 79 69 58 48 38 27 17 6 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (5)     Total Power Output 90    Armour 0    Exp 5%

Size 100 Missile Launcher (1)    Missile Size 100    Rate of Fire 1000
Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 10
Size 2 Missile Launcher (10)    Missile Size 2    Rate of Fire 20
Missile Fire Control FC357-R14 (1)     Range 149.9m km    Resolution 14
Missile Fire Control FC336-R100 (1)     Range 1,008.0m km    Resolution 100
Missile Fire Control FC336-R1 (1)     Range 10.1m km    Resolution 1
Firestorm 90mkm Class II (148)  Speed: 48,000 km/s   End: 31.2m    Range: 90m km   WH: 1    Size: 2    TH: 480 / 288 / 144
Stormfury 225mkm ASM Class II (10)  Speed: 36,000 km/s   End: 104.2m    Range: 225m km   WH: 1    Size: 2    TH: 360 / 216 / 108
Fireshield 1.8mkm Class II (400)  Speed: 39,800 km/s   End: 0.7m    Range: 1.8m km   WH: 1    Size: 1    TH: 557 / 334 / 167
Ranger 225mkm ASM Torpedo Class II (4)  Speed: 32,000 km/s   End: 117.2m    Range: 225m km   WH: 50    Size: 100    TH: 277 / 166 / 83
Slammer 135mkm ASM Torpedo Class II (4)  Speed: 40,000 km/s   End: 56.2m    Range: 135m km   WH: 100    Size: 100    TH: 346 / 208 / 104

Active Search Sensor S1050-R1 (1)     GPS 1050     Range 10.5m km    Resolution 1
Active Search Sensor S1050-R100 (1)     GPS 105000     Range 1,050.0m km    Resolution 100
Active Search Sensor S1050-R14 (1)     GPS 14700     Range 147.0m km    Resolution 14
Thermal Sensor TH50-300 (1)     Sensitivity 300     Detect Sig Strength 1000:  300m km
EM Detection Sensor EM50-300 (1)     Sensitivity 300     Detect Sig Strength 1000:  300m km
Gravitational Survey Sensors (5)   5 Survey Points Per Hour

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

Code: [Select]
Belknap class Fuel Harvester    11192300 tons     145520 Crew     252492.4 BP      TCS 223846  TH 75000  EM 0
335 km/s     Armour 1-4457     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 14 MSP    Max Repair 60 MSP
Fuel Harvester: 2000 modules producing 80000000 litres per annum

Ion Engine E0.8 (500)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 500,000,000 Litres    Range 1005.0 billion km   (34722 days at full power)

This design is classed as a commercial vessel for maintenance purposes
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Erik L on January 26, 2010, 10:59:28 PM
The biggest problem with the very large ships is the speed.

Even with the engine tech you have, you are slower than my designs with Ion drives. With what you have tech-wise, I'd be pushing 9,000-10,000km/s. And missiles crowding the 50k km/s mark.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: darkevilme on January 27, 2010, 01:23:01 AM
@Erik:How much space DO you devote to drives? o.0
I did a proposed Refit version of the Predator to try and improve the speed and even if i ENTIRELY remove the missile armament and replace that with drives all i get is 5500kms as opposed to 4000km.

@Rathos: Now that's a neat scout ship design.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: waresky on January 27, 2010, 02:36:26 AM
@rathos: am love Imperium Naval Design posture u have:))..(150k tons are "little" for Empire yes..but Steve's program beat hard who design this ships concept..yeah?)..:D

enough: ur 150k tons ships r awesome in Armor-Armaments..but the overall Maintenance costs are pohibitive for a early Epire stage u agree on me?

Am repeat meself: when an "Empire" reach the 100's Colony and hundreds mining Colony,sure ur design take benfits..BUT..SPEED r main trouble.

If u encounter a "Intelligent" opponent who "understand" how rest OUT MISSILE range,(hope u undertand what am mean:D) ur ships become very useless.
Raise speed,lower mass: deadly
Title: Re: Ships of the Chamaran Hierarchy.
Post by: waresky on January 27, 2010, 02:42:36 AM
Quote from: "Beersatron"
A caveat to Waresky's designs is that he has some pretty high tech levels, so if you are playing a 'normal' game and just have the first couple of levels in a Tech Line you will not be able to match his stats.,..."cut"

.

My Campaign start very normal,PRE-TECH.
Ive lucky none NPR encounter atm.
Second: ive work very hard on my MIssile Research area.
And at last am play from 2025...now am in 2169:D..so obviously my tech r "high"

Only tht.

AM HATE cheat and SM mode on.

AM LOVE rolepaying mode ON,even at REAL dead.
If ALien beat me,am accept.
I love this game and am will play ever in "Role" concept.

my 2 cents
:P
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Erik L on January 27, 2010, 04:21:53 AM
Quote from: "darkevilme"
@Erik:How much space DO you devote to drives? o.0
I did a proposed Refit version of the Predator to try and improve the speed and even if i ENTIRELY remove the missile armament and replace that with drives all i get is 5500kms as opposed to 4000km.

I tend to go for a speed rather than tonnage. There was a thread in which I posted a number of the designs from my current game, but I don't recall which. lol

Most of those ships are around the 4000km/s level. FACs are at 6k. Missiles range from 21k to 32k.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: waresky on January 27, 2010, 04:49:35 AM
Quote from: "Erik Luken"
Quote from: "darkevilme"
@Erik:How much space DO you devote to drives? o.0
I did a proposed Refit version of the Predator to try and improve the speed and even if i ENTIRELY remove the missile armament and replace that with drives all i get is 5500kms as opposed to 4000km.

I tend to go for a speed rather than tonnage. There was a thread in which I posted a number of the designs from my current game, but I don't recall which. lol

Most of those ships are around the 4000km/s level. FACs are at 6k. Missiles range from 21k to 32k.
Agree on Erik.
SO many battles r fought and win only for a overwhelming speed versus Allien outnumbered me.
SPeed =u choice the Battle field>>where,when and how many u shoot and at who.

Choice field=winnner 100%
Title: Re: Ships of the Chamaran Hierarchy.
Post by: waresky on January 27, 2010, 10:15:08 AM
For all who want BUILD a Mega Ships over 100k tons and with more than 300000 Spare Parts:

300.000 spare parts cost : 0.25*300.000 in wealth AND 0.125 Duranium *300.000 AND 0.0625*300.000 Uridiium AND 0.0625*300.000 Gallicite.

For me r too much costs for a single ship
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Hawkeye on January 27, 2010, 10:31:13 AM
Absolutely agree with Waresky

My newest game, I had a pre-TN start. I am now exploring jumppoints for about 5 years gametime. This is my galactic map, so far:

[attachment=0:2gh852ja]Galaxymap-1.JPG[/attachment:2gh852ja]

I am behind (severly) in tech, my fleet consits of 12 DDs (7.500t) and 6 CLs (12.000t) and I get nightmares on the thought that a fleet of those aliens might come knocking. I simply don´t have the time to spend a couple of years to build a warship. I NEED THOSE SHIPS NOW!!
I´m realy riding my economy in the ground and trowing any resources I have into shipbuilding/weapons research.

It´s terrible!  I´m having enormous fun  :D
Title: Re: Ships of the Chamaran Hierarchy.
Post by: waresky on January 27, 2010, 11:01:45 AM
@Ralph: lately ive encounter FAC at same speed u describe in map..and are part of a ,....(Censored:)...:D

Good hunting.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: darkevilme on January 27, 2010, 12:52:13 PM
It is disheartening to launch near six hundred missiles at a planet and only have 20 or so get through their Planetary defences.

Advice from the wise council on how to commit genocide would be gladly accepted.

Since the the second engagement with the Yok fleet and the attempted bombing of their world we've updated some old Designs.

3 Destroyer's have been built for the express purpose of overcoming the planetary defences with missile throw weight.
Code: [Select]
Destroyer R2 class Bombardment Cruiser    15000 tons     1266 Crew     3296 BP      TCS 300  TH 420  EM 3000
4000 km/s     Armour 4-54     Shields 100-300     Sensors 22/22/0/0     Damage Control Rating 25     PPV 40
Annual Failure Rate: 120%    IFR: 1.7%    Maint Capacity 2060 MSP    Max Repair 252 MSP    Est Time: 3.2 Years
Magazine 700    

Internal Confinement Fusion Drive (12)    Power 100    Fuel Use 60%    Signature 35    Armour 1    Exp 5%
Fuel Capacity 600,000 Litres    Range 120.0 billion km   (347 days at full power)
Shield Grade 1 (50)   Total Fuel Cost  800 Litres per day

Size 4 Missile Launcher (10)    Missile Size 4    Rate of Fire 30
Missile Fire Control R1 (1)     Range 75.6m km    Resolution 60
Hellcat MIRV (175)  Speed: 25,000 km/s   End: 50m    Range: 75.1m km   WH: 0    Size: 4    TH: 150 / 90 / 45

Situational Awareness Radar R1 (1)     GPS 7560     Range 75.6m km    Resolution 45
Thermal Sensor TH2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km
EM Detection Sensor EM2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECM 20

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

The 3 Predator Cruisers did well in battle with the Yok fleet even before their refit to current spec and while they were still using the slasher series heavy missiles.

Code: [Select]
Predator R1 class Cruiser    39850 tons     3543 Crew     10606.4 BP      TCS 797  TH 1260  EM 3000
4516 km/s    JR 3-50     Armour 4-103     Shields 100-300     Sensors 22/22/0/0     Damage Control Rating 100     PPV 62
Annual Failure Rate: 158%    IFR: 2.2%    Maint Capacity 13308 MSP    Max Repair 2500 MSP    Est Time: 2.12 Years
Magazine 840    

Class 40000 Military Jump Drive     Max Ship Size 40000 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive (36)    Power 100    Fuel Use 60%    Signature 35    Armour 1    Exp 5%
Fuel Capacity 2,550,000 Litres    Range 191.9 billion km   (491 days at full power)
Shield Grade 1 (50)   Total Fuel Cost  800 Litres per day

CIWS-160 (6x4)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
20cm Penetrator Railgun (2x4)    Range 200,000km     TS: 4516 km/s     Power 12-5     RM 5    ROF 15        4 4 4 4 4 3 2 2 2 2
Railgun Fire Control R1 (1)    Max Range: 320,000 km   TS: 8000 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor (2)     Total Power Output 16    Armour 1    Exp 5%

Size 4 Missile Launcher (12)    Missile Size 4    Rate of Fire 30
Missile Fire Control R1 (1)     Range 75.6m km    Resolution 60
Hellcat MIRV (210)  Speed: 25,000 km/s   End: 50m    Range: 75.1m km   WH: 0    Size: 4    TH: 150 / 90 / 45

Situational Awareness Radar R1 (1)     GPS 7560     Range 75.6m km    Resolution 45
Thermal Sensor TH2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km
EM Detection Sensor EM2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECM 20

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

The Hellcat Mirv is designed to at the very least make it less profitable for the enemy to shoot down our missiles by presenting multiple targets that weigh less than the antimissiles being fired at us.
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Hellcat MIRV
Missile Size: 4 MSP  (0.2 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 18
Speed: 25000 km/s    Endurance: 50 minutes   Range: 75.0m km
Cost Per Missile: 4.5916
Second Stage: Spur Submunition x3
Second Stage Separation Range: 150,000 km
Overall Endurance: 57 minutes   Overall Range: 93.0m km
Chance to Hit: 1k km/s 450%   3k km/s 144%   5k km/s 90%   10k km/s 45%
Materials Required:    0.75x Tritanium   2.9466x Gallicite   Fuel x2500

Spur submunition
Missile Size: 0.5 MSP  (0.025 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 23
Speed: 40000 km/s    Endurance: 7 minutes   Range: 18.0m km
Cost Per Missile: 0.9083
Chance to Hit: 1k km/s 920%   3k km/s 299%   5k km/s 184%   10k km/s 92%
Materials Required:    0.25x Tritanium   0.2433x Gallicite   Fuel x75

Development Cost for Project: 91RP
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Hawkeye on January 27, 2010, 01:33:16 PM
Well, one thing that springs to mind is increasing the seperation range for your 2nd stages. If you target the planet or an enemy ship directely, chances are, a lot of your missiles will be shot down bevor launching their submunitions.

Something to keep in mind: As you noticed, a salvo of 30 missiles is rarely able to swamp enemy PD. Perhaps you could cram some more launchers into your DDs, or, even research the reduced launcher size tech and pack the baby real good.
Once you have box-launchers, you should be able to easily cram 100+ launchers into a 15.000t ship.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: darkevilme on January 27, 2010, 02:18:29 PM
Okay the Revision one version of the Hellcat Mirv will seperate 1mkm from the target.

As for the missile launchers... while that would allow me to put a lot of shots out it'd also burn through ammo at a frightening pace (even more frightening than what i go through right now). Where am i gonna fit the extra magazines or does that tech tree come with a  'tardis' option ?
Title: Re: Ships of the Chamaran Hierarchy.
Post by: boggo2300 on January 27, 2010, 03:01:34 PM
Quote from: "darkevilme"
Okay the Revision one version of the Hellcat Mirv will seperate 1mkm from the target.

As for the missile launchers... while that would allow me to put a lot of shots out it'd also burn through ammo at a frightening pace (even more frightening than what i go through right now). Where am i gonna fit the extra magazines or does that tech tree come with a  'tardis' option ?

You can't reload box launchers from Mag's theyre one shot, get as many warheads in space as you can at once weapons.  Need to return to base to reload them.

But theyre the best way to overwhelm anti missile defences

Matt
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Erik L on January 27, 2010, 04:19:37 PM
Quote from: "boggo2300"
Quote from: "darkevilme"
Okay the Revision one version of the Hellcat Mirv will seperate 1mkm from the target.

As for the missile launchers... while that would allow me to put a lot of shots out it'd also burn through ammo at a frightening pace (even more frightening than what i go through right now). Where am i gonna fit the extra magazines or does that tech tree come with a  'tardis' option ?

You can't reload box launchers from Mag's theyre one shot, get as many warheads in space as you can at once weapons.  Need to return to base to reload them.

But theyre the best way to overwhelm anti missile defences

Matt

My philosphy is box launchers are meant only for FACs. Ships that might end up operating independently should have regular launchers, and magazine space for at least 10-15 salvos.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Father Tim on January 27, 2010, 04:22:31 PM
Quote from: "darkevilme"
How fast should my ships be?

Faster than your enemies.  Unfortunately, you never really know what speed they are . . .

Personally I tend to build ships with heavy armour and about 50% of their space devoted to engines.  Unfortunately, this means my enemies outgun me two- or three-to-one.  Fortunately, it means that when the missiles stop flying I'm in pretty good shape,  and I've won a few battles when my badly-battered sole survivor finally closed within laser range of my enemies' empty missile cruisers.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: darkevilme on January 27, 2010, 07:08:47 PM
4000kms was the stated design goal for the predator and all subsequent ships for exactly the reason that my enemies go 35000-40000 kms ish. Though being able to close distance faster might be useful.

I've never gotten into gun range of enemies yet so i'm wondering how good non missile weapons are in this game. Though the Predators carry a pair of anti ship railguns as last resort weapons.

Also. Why do i have a technology for making maintenance facilities produce more maintenance supplies per annum when Maintenance facilities dont actually produce maintenance supplies according to the wiki and according to my observation. Is this tech branch a red herring?

Also Why in six years has my taskforce training not changed the task force training level ?
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Brian Neumann on January 27, 2010, 07:33:51 PM
For one shot engagements missile armed ships are going to win.  The problem comes in that a missile fleet needs an enourmous fleet train to keep in amunition.  Not just the ships to transport the missiles, but a single engagement can use up a year or more of amunition production.  For any sort of extended campaign, missile ships are going to have a hard time staying supplied with decent missiles.  What I have tended to do for most of my larger empires is to build most of my fleets with a good point defense missile setup, a few offensive missile units, often FAC's or Fighters, and the rest of my fleet is beam armed ships.  I do tend to equip them with lots of point defense so it takes a major missile attack just to get through all of the point defense beams.  With the Aegis style ships thinning out the incomming waves, it actually takes a really large missile wave to saturate the defenses and get lots of hits.  A typical fleet would be 2-3 Aegis cruisers, 2-3 Aegis Destroyers, 1-2 Carriers, 6-10 Cruser-Battleship with beam weapons.

I particularily like a mix of meson and torpedo as this makes any close range engagement (inside meson range) very one sided.  It does not take a lot of meson hits to disable most ships, and the mesons' are mostly 5 second firing for point defense.  The torpedo's make any long range engagement with beam weapons more in my favor as it is not hard to have 5 second cycle times on them as well, and they just sandpaper you away.  Most other weapons that have that kind of range either are not doing as much damage over time, or they are much larger and I can fit multiple small torpedo's in for 1 large weapon.

Brian
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Bobarossa on January 27, 2010, 07:51:03 PM
Quote from: "darkevilme"

Also Why in six years has my taskforce training not changed the task force training level ?

I'm pretty new (1st post) ,but I think I read that your task force must be commanded by a leader with a Training bonus.  Is that your problem?

I'm on my 5th try now and I think I'm finally figuring out how to design a ship that doesn't get crushed by its first alien encounter.  Loving the game's depth so far.

Bob
Title: Re: Ships of the Chamaran Hierarchy.
Post by: sloanjh on January 27, 2010, 10:02:43 PM
Quote from: "Bobarossa"
Quote from: "darkevilme"

Also Why in six years has my taskforce training not changed the task force training level ?

I'm pretty new (1st post) ,but I think I read that your task force must be commanded by a leader with a Training bonus.  Is that your problem?

I'm on my 5th try now and I think I'm finally figuring out how to design a ship that doesn't get crushed by its first alien encounter.  Loving the game's depth so far.

Bob

You also have to put it in "training" mode - there's a button on the 2nd (special orders) tab of the F12 screen.  Warning: training sucks down a lot of fuel, especially for GB/FAC.

John
Title: Re: Ships of the Chamaran Hierarchy.
Post by: ZimRathbone on January 28, 2010, 03:27:12 AM
Quote from: "sloanjh"
Quote from: "Bobarossa"
Quote from: "darkevilme"

Also Why in six years has my taskforce training not changed the task force training level ?

I'm pretty new (1st post) ,but I think I read that your task force must be commanded by a leader with a Training bonus.  Is that your problem?

I'm on my 5th try now and I think I'm finally figuring out how to design a ship that doesn't get crushed by its first alien encounter.  Loving the game's depth so far.

Bob

You also have to put it in "training" mode - there's a button on the 2nd (special orders) tab of the F12 screen.  Warning: training sucks down a lot of fuel, especially for GB/FAC.

John

Put GB & FACs in a carrier, and they train without fuel use (assuming that the carrier is in a training TG with an appropiate commander etc etc).  I often have carriers more or less permanantly training (except for the occasional overhaul and any necessary combat action) but changing out the embarked squadron on a regular basis.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: darkevilme on January 28, 2010, 10:37:47 AM
As a result of the complete destruction of the Yok defences via the new MIRV missiles a full blown invasion was considered using recently designed troop transports.

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Rampant R1 class Troop Transport    15000 tons     752 Crew     2860 BP      TCS 300  TH 420  EM 4500
4000 km/s     Armour 6-54     Shields 150-300     Sensors 22/16/0/0     Damage Control Rating 30     PPV 0
Annual Failure Rate: 180%    IFR: 2.5%    Maint Capacity 1192 MSP    Max Repair 108 MSP    Est Time: 3.03 Years
Troop Capacity: 1 Battalion    Drop Capacity: 1 Battalion    

Internal Confinement Fusion Drive (12)    Power 100    Fuel Use 60%    Signature 35    Armour 1    Exp 5%
Fuel Capacity 650,000 Litres    Range 130.0 billion km   (376 days at full power)
Shield Grade 2 (50)   Total Fuel Cost  900 Litres per day

CIWS-160 (4x4)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km
EM Detection Sensor Grade 1 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

ECM 20

This design is classed as a military vessel for maintenance purposes

Landing of a small taskforce of six heavy assault battalions proceeded without trouble. The PDCs were destroyed by orbital bombardment so only the enemy military forces opposed our conquest. The battle lasted under two months and with minimal casualties our soldiers stand triumphant on an alien world. However despite their complete lack of military units, PDCs or orbiting fleets the Yok's refuse to surrender to their new feline overlords. So now we come to ask our wise council, why is this?
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Hawkeye on January 28, 2010, 11:24:35 AM
Quote from: "darkevilme"

Landing of a small taskforce of six heavy assault battalions proceeded without trouble. The PDCs were destroyed by orbital bombardment so only the enemy military forces opposed our conquest. The battle lasted under two months and with minimal casualties our soldiers stand triumphant on an alien world. However despite their complete lack of military units, PDCs or orbiting fleets the Yok's refuse to surrender to their new feline overlords. So now we come to ask our wise council, why is this?

Look at the F2 screen. Go to "Ground Units". There is a "Required Strength" and a "Actual Strength" at the top.
You have to have enough troops to keep the conquered supressed, or they will not accept your rule. Boots on the ground, man, boots on the ground  :)
Title: Re: Ships of the Chamaran Hierarchy.
Post by: darkevilme on January 28, 2010, 11:33:16 AM
okay I've found what's screwy. Though its saying i dont need any troops to keep the population suppressed (required strength 0) a message is bouncing up saying. that 'General Ground attack on Yokohama-B II. No defending units are present and no garrisoned enemy PDCs remain in operation. Defence strength of available divisions is 94.1746. Required strength to force a surrender is 1047.

What. The. Hell. That's more combat strength than my empires entire ground army by a factor of 4. It'd take YEAARS to train up enough divisions to do that. Is this normal? is this sensible?  Is there a way to make them capitulate quicker than taking years to train up and deploy millions of my ground warriors to the planet?
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Beersatron on January 28, 2010, 01:19:53 PM
Quote from: "darkevilme"
okay I've found what's screwy. Though its saying i dont need any troops to keep the population suppressed (required strength 0) a message is bouncing up saying. that 'General Ground attack on Yokohama-B II. No defending units are present and no garrisoned enemy PDCs remain in operation. Defence strength of available divisions is 94.1746. Required strength to force a surrender is 1047.

What. The. Hell. That's more combat strength than my empires entire ground army by a factor of 4. It'd take YEAARS to train up enough divisions to do that. Is this normal? is this sensible?  Is there a way to make them capitulate quicker than taking years to train up and deploy millions of my ground warriors to the planet?

Can you tell how big the population is? If they have a billion or so souls then you are going to have to place a lot of garrison on the ground to keep them all in order. They also might have a high xenophobic rating which will up there resistance iirc.

You could lift your troops off and fire a couple dozen missiles at the planet to reduce the population and then try invading again. Just know that you will destroy structures and wreck the atmosphere for a bit!
Title: Re: Ships of the Chamaran Hierarchy.
Post by: darkevilme on January 28, 2010, 01:26:48 PM
Planetary EM signature for this world is 83k or so. I have no clue how many  people that means. Also can i bombard planets with railguns instead? would be cheaper. Or do i have to drop nukes only?
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Father Tim on January 28, 2010, 06:19:10 PM
Quote from: "darkevilme"
Defence strength of available divisions is 94.1746. Required strength to force a surrender is 1047.

Aye, that's fairly average.

Quote from: "darkevilme"
What. The. Hell. That's more combat strength than my empires entire ground army by a factor of 4.

Then your army's too small.  I don't mean to be facetious; conquering a populated world takes a significant number of troops.

Quote from: "darkevilme"
It'd take YEAARS to train up enough divisions to do that.

Yes, which is why you should be training new ground units non-stop from the moment you start Aurora.  Especially since those conquering troops will need to stay on the ground for years as an occupying force, so they won't be available to conquer anywhere else for a few decades.

Quote from: "darkevilme"
Is this normal?

Yes.

Quote from: "darkevilme"
Is this sensible?

Yes, though Steve has 'revisit ground combat & occupation' on his to-do list for a future version.  Feel free to lobby for any changes you wish to see.

Quote from: "darkevilme"
Is there a way to make them capitulate quicker than taking years to train up and deploy millions of my ground warriors to the planet?

Warships overhead give a bonus to the surrender roll, as do demonstration nuclear strikes.  Chuck enough missiles at them and they'll surrender - once the planet has become uninhabitable.  #:-[
Title: Re: Ships of the Chamaran Hierarchy.
Post by: sloanjh on January 28, 2010, 08:18:55 PM
Quote from: "Father Tim"
Quote from: "darkevilme"
Is there a way to make them capitulate quicker than taking years to train up and deploy millions of my ground warriors to the planet?

Warships overhead give a bonus to the surrender roll, as do demonstration nuclear strikes.  Chuck enough missiles at them and they'll surrender - once the planet has become uninhabitable.  #:-[

In case you're wondering, this is an intentional design choice by Steve.  One of the tactics/exploits in Starfire was to wipe out the population of a habitable planet and then move your colonists in the next month.  Steve wanted to make it difficult to take over enemy real estate in a way that wasn't expensive.

John
Title: Re: Ships of the Chamaran Hierarchy.
Post by: darkevilme on January 29, 2010, 03:06:13 AM
Okay we went to plan B. We relocated our troops to the moon then dropped nukes until the aliens surrendered. Though this required killing all but a billion aliens, destroying all planetary structures and likely killing a few hundred million more in the next few months due to radiation. Once the bombing stopped we moved half our army back down and this seems to keep them suppressed now they're pummeled into submission.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Hawkeye on January 29, 2010, 08:38:43 AM
Also to note:
Organize your ground troops into divisions with division and brigade HQs. The combat bonus from the leaders of those HQs stack with those of the battalion leaders. Imagine a 30% bonus Division HQ leader, a 25% brigade leader and a 20% battalion leader, this provides a total of 75% boost in combat power (assuming the boni are just added up)
Then research ground combat rates. Going from the basic rate 10 to 16 is rather cheap and gives another 60% increase.

For a 2+ billion alien homeworld, I had to throw one and a halve assault divisions (12 Heavy Assault, 12 Assault Infantry), a full Infantry Division (16 mobile Infantry) and a couple of garrison battalions at them to force a surrender. This with the bulk of my fleet in orbit (some 40 warships of 6.000 to 15.000t)
Title: Re: Ships of the Chamaran Hierarchy.
Post by: Father Tim on January 29, 2010, 09:11:39 AM
Note that conquering population only considers your units' Defense strength - so Assault Infantry are half as good as Garrison battalions at 'occupation', whereas Heavy Assault are only 20% better and three times the price.  In short, once the fighting is over ship in a hefty garrison and pull out your combat troops.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: waresky on January 30, 2010, 02:53:14 PM
Conquer a "REAL" entire world r an absolute crazyest oversize costs,in grounds troops and money terms.

A incredible "novel" about this are a superb "Invasion" 6-books series.

Dozens millions soldiers,decades in combat and never sure to wins.
an "PLANET" aint a simple task to conquer.
Title: Re: Ships of the Chamaran Hierarchy.
Post by: mrwigggles on January 30, 2010, 03:53:14 PM
Quote from: "waresky"
Conquer a "REAL" entire world r an absolute crazyest oversize costs,in grounds troops and money terms.

A incredible "novel" about this are a superb "Invasion" 6-books series.

Dozens millions soldiers,decades in combat and never sure to wins.
an "PLANET" aint a simple task to conquer.
Waresky, do you have an ISBN or an author? The title is a bit to generic to goggle it.

Also, is it in english?