Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: darkevilme on January 26, 2010, 05:27:29 AM
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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.
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.
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
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
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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
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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.
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.
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
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.
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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.
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@Rathos: So I can't fire missiles at something i dont have visible to active sensors?
@Welchbloke: How fast should my ships be?
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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.
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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
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
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
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
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
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
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
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
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
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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.
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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
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.
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.
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.
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.
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
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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.
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.
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.
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
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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.
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
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
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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.
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@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.
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@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?)..
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
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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
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@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.
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@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%
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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
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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
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@Ralph: lately ive encounter FAC at same speed u describe in map..and are part of a ,....(Censored:)...
Good hunting.
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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.
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.
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.
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
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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.
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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 ?
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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
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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.
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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.
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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 ?
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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
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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
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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
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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.
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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.
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?
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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
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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?
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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!
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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?
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Defence strength of available divisions is 94.1746. Required strength to force a surrender is 1047.
Aye, that's fairly average.
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.
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.
Is this normal?
Yes.
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.
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. #:-[
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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
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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.
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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)
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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.
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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.
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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?