Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: ty55101 on July 05, 2016, 06:51:41 PM
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This is the fleet I am currently using to assault a system. Go ahead and critique it all you like. Some of these ships I have already posted so you don't really need to say anything about those.
1st ship a cruiser/frigate/scout: 3. These will be used to distract and take down any missiles fired since it is confirmed the enemy relies on missiles.
Crusade - Mk2 class Cruiser 33 100 tons 614 Crew 3453.8 BP TCS 662 TH 2000 EM 0
3021 km/s JR 3-50 Armour 6-91 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 29 PPV 0
Maint Life 6.17 Years MSP 9891 AFR 302% IFR 4.2% 1YR 445 5YR 6676 Max Repair 712 MSP
Intended Deployment Time: 36 months Spare Berths 0
Cryo Drop Capacity: 1 Company Cryogenic Berths 400
J33200(3-50) Military Jump Drive Max Ship Size 33200 tons Distance 50k km Squadron Size 3
400 EP Commercial Magneto-plasma Drive (5) Power 400 Fuel Use 4.42% Signature 400 Exp 5%
Fuel Capacity 1 500 000 Litres Range 184.5 billion km (707 days at full power)
CIWS-120 (15x4) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
Active Search Sensor MR126-R100 (1) GPS 21000 Range 126.0m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
2nd ship a close range destroyer: 4. These are built to run up to the enemy and pepper them to death.
Ranseur class Destroyer 6 100 tons 159 Crew 1011.6 BP TCS 122 TH 800 EM 0
6557 km/s Armour 7-29 Shields 0-0 Sensors 1/30/0/0 Damage Control Rating 6 PPV 24
Maint Life 4.35 Years MSP 622 AFR 49% IFR 0.7% 1YR 53 5YR 795 Max Repair 200 MSP
Intended Deployment Time: 24 months Spare Berths 0
400 EP Magneto-plasma Drive (2) Power 400 Fuel Use 37.5% Signature 400 Exp 10%
Fuel Capacity 250 000 Litres Range 19.7 billion km (34 days at full power)
Gauss Cannon R2-50 (8x2) Range 20 000km TS: 6557 km/s Accuracy Modifier 50% RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Fire Control S04 96-6000 (1) Max Range: 192 000 km TS: 6000 km/s 95 90 84 79 74 69 64 58 53 48
EM Detection Sensor EM5-30 (1) Sensitivity 30 Detect Sig Strength 1000: 30m km
This design is classed as a Military Vessel for maintenance purposes
3rd ship missile destroyer: 5. These are built to take down any faster moving ships that may pop up.
Voulge class Missile Destroyer 5 450 tons 109 Crew 773.9 BP TCS 109 TH 400 EM 0
3669 km/s Armour 1-27 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 27
Maint Life 5 Years MSP 444 AFR 47% IFR 0.7% 1YR 30 5YR 444 Max Repair 200 MSP
Intended Deployment Time: 12 months Spare Berths 41
Magazine 369
400 EP Magneto-plasma Drive (1) Power 400 Fuel Use 37.5% Signature 400 Exp 10%
Fuel Capacity 1 000 000 Litres Range 88.1 billion km (277 days at full power)
Size 9 Missile Launcher (50% Reduction) (6) Missile Size 9 Rate of Fire 450
Missile Fire Control FC37-R100 (1) Range 37.8m km Resolution 100
Size 8.997 Missile Stage (37) Speed: 500 km/s End: 586.5d Range: 25338.4m km WH: 0 Size: 8.997 TH: 1/1/0
Size 5 civ detector (2) Speed: 3 000 km/s End: 2.8d Range: 728.3m km WH: 0 Size: 5 TH: 10/6/3
Size 4.73 buoy delivery (5) Speed: 1 600 km/s End: 15.2d Range: 2099.6m km WH: 0 Size: 4.73 TH: 5/3/1
Size 2.4 Buoy (1) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 2.4 TH: 0/0/0
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
4th ship, carrier with missiles: 3. This ship is designed to launch boarding ships should I want to capture any tech.
Warcarriage - Mk2 class Carrier 51 000 tons 1263 Crew 8327.3 BP TCS 1020 TH 2400 EM 0
2352 km/s JR 4-50 Armour 7-122 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 94 PPV 30
Maint Life 3 Years MSP 10572 AFR 247% IFR 3.4% 1YR 1759 5YR 26381 Max Repair 3071 MSP
Intended Deployment Time: 30 months Flight Crew Berths 32
Hangar Deck Capacity 4000 tons Troop Capacity: 1 Battalion Magazine 345 Cryogenic Berths 200 Tractor Beam
J51000(4-50) Military Jump Drive Max Ship Size 51000 tons Distance 50k km Squadron Size 4
400 EP Commercial Magneto-plasma Drive (6) Power 400 Fuel Use 4.42% Signature 400 Exp 5%
Fuel Capacity 1 000 000 Litres Range 79.8 billion km (392 days at full power)
CIWS-120 (2x4) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
Size 5 Missile Launcher (6) Missile Size 5 Rate of Fire 50
Missile Fire Control FC37-R100 (1) Range 37.8m km Resolution 100
Size 4.96 Anti-ship Missile (9) Speed: 3 000 km/s End: 858.9m Range: 154.6m km WH: 9 Size: 4.96 TH: 29/17/8
Size 5 sensor (10) Speed: 3 000 km/s End: 2.1d Range: 531.5m km WH: 1 Size: 5 TH: 10/6/3
Size 5 Anti-ship Missile (50) Speed: 3 000 km/s End: 1.9d Range: 492.1m km WH: 9 Size: 5 TH: 30/18/9
Active Search Sensor MR771-R150 (1) GPS 157500 Range 771.6m km Resolution 150
Strike Group
1x W-lifeboat - Mk2 Lifeboat Speed: 4824 km/s Size: 9.95
9x W-boarding ship - Mk2 Fighter Transport Speed: 12648 km/s Size: 7.59
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
5th ship a troop transport: 1. For those damn planets that won't surrender.
Battleaxe class Troop Transport 25 200 tons 162 Crew 1017.8 BP TCS 504 TH 1600 EM 0
3174 km/s Armour 1-76 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 25 Max Repair 100 MSP
Intended Deployment Time: 100 months Spare Berths 0
Troop Capacity: 5 Battalions Cryogenic Berths 1000
400 EP Commercial Magneto-plasma Drive (4) Power 400 Fuel Use 4.42% Signature 400 Exp 5%
Fuel Capacity 1 250 000 Litres Range 202.0 billion km (736 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
6th ship a supply ship: 2. Just a supply ship.
Crossbow - Mk2 class Command Ship 19 900 tons 199 Crew 2031 BP TCS 398 TH 1200 EM 0
3015 km/s Armour 6-65 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 10 PPV 0
Maint Life 8.87 Years MSP 11638 AFR 316% IFR 4.4% 1YR 265 5YR 3982 Max Repair 150 MSP
Intended Deployment Time: 100 months Spare Berths 0
Flag Bridge Magazine 630 Cryogenic Berths 1000
400 EP Commercial Magneto-plasma Drive (3) Power 400 Fuel Use 4.42% Signature 400 Exp 5%
Fuel Capacity 4 000 000 Litres Range 818.6 billion km (3142 days at full power)
Size 5 Anti-ship Missile (20) Speed: 2 900 km/s End: 858.9m Range: 149.5m km WH: 4 Size: 5 TH: 9/5/2
Size 4.96 Anti-ship Missile (110) Speed: 3 000 km/s End: 858.9m Range: 154.6m km WH: 9 Size: 4.96 TH: 29/17/8
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
7th ship capital ship: 1. Purely designed to scare the living hell out of anything that sees it.
Aragon class Dreadnought 89 900 tons 1508 Crew 11724.7 BP TCS 1798 TH 2000 EM 3750
1112 km/s JR 2-25(C) Armour 25-178 Shields 125-375 Sensors 1/30/0/0 Damage Control Rating 170 PPV 74
Maint Life 10.44 Years MSP 27597 AFR 497% IFR 6.9% 1YR 461 5YR 6919 Max Repair 1050 MSP
Intended Deployment Time: 80 months Flight Crew Berths 0
Flag Bridge Hangar Deck Capacity 4000 tons Troop Capacity: 1 Battalion Magazine 995 Cryogenic Berths 200
JC90K Commercial Jump Drive Max Ship Size 90000 tons Distance 25k km Squadron Size 2
400 EP Commercial Magneto-plasma Drive (5) Power 400 Fuel Use 4.42% Signature 400 Exp 5%
Fuel Capacity 2 000 000 Litres Range 90.6 billion km (942 days at full power)
Delta R375/300 Shields (50) Total Fuel Cost 625 Litres per hour (15 000 per day)
Gauss Cannon R2-50 (8x2) Range 20 000km TS: 3000 km/s Accuracy Modifier 50% RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
CIWS-120 (11x4) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
Fire Control S02 24-12000 (2) Max Range: 48 000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
Size 5 Missile Launcher (10) Missile Size 5 Rate of Fire 50
Missile Fire Control FC37-R100 (2) Range 37.8m km Resolution 100
Size 2.4 Buoy (9) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 2.4 TH: 0/0/0
Size 4.73 buoy delivery (7) Speed: 1 600 km/s End: 15.2d Range: 2099.6m km WH: 0 Size: 4.73 TH: 5/3/1
Size 5 civ detector (7) Speed: 3 000 km/s End: 2.8d Range: 728.3m km WH: 0 Size: 5 TH: 10/6/3
Size 5 sensor (10) Speed: 3 000 km/s End: 2.1d Range: 531.5m km WH: 1 Size: 5 TH: 10/6/3
Size 5 Anti-ship Missile (171) Speed: 3 000 km/s End: 1.9d Range: 492.1m km WH: 9 Size: 5 TH: 30/18/9
Active Search Sensor MR771-R150 (1) GPS 157500 Range 771.6m km Resolution 150
Active Search Sensor MR7-R1 (1) GPS 126 Range 7.6m km MCR 823k km Resolution 1
EM Detection Sensor EM5-30 (1) Sensitivity 30 Detect Sig Strength 1000: 30m km
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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The Crusade uses CIWS to shoot down missiles? CIWS can only shoot down missiles aimed at the ship that they are mounted on. I guess the Crusade goes off on its own and tries to attract attention before the rest of the fleet is spotted? But if the incoming missiles are aimed at a ship right next to the crusade, those CIWS won't fire. I'd recommend using Gauss turrets instead.
Is the cryo drop capacity for roleplayig purposes, or do you plan on doing boarding actions with that single marine company?
You could probably afford to drop some maintenance life from the Crusade and make it match the intended deployment time better.
The Ranseur has very short ranged weapons. Because the Gauss cannons have a range of 20,000 km, a ship with a speed of 4,000 km/s or higher might outmaneuver it even if the Ranseur is fast enough to catch it, depedning on the two captains' initiative ratings.
The Voulge has no armor to speak of. One hit of power 4 or more will damage internal components, possibly taking out the single engine or single fire control, crippling it. Or it could hit the magazine and blow it to smithereens. I'd recommend more armor, engines, and fire comtrols. That will make it a bigger ship, but more durable.
Also, does the Voulge rely on the active sensor from other ships? It doesn't have one of its own. If these different designs are meant to work together, then you may want to match up their speeds better. That extra 600 km/s on the Voulge is wasted if it has to wait for the Crusade to keep pace.
The Warcarriage doesn't have the troop capacity for 9 marine companies for the boarding ships. Of course, if the boarding ships keep their marines frozen in cryo drop pods, then why does the carrier need the troop capacity?
The anti-ship missiles on the Warcarriage are way too slow. Your own ships can outrun them.
For the sake of your ground forces, I hope you establish complete superiority in the theater before you call in the Battleaxe. That single layer of armor would make me think twice about walking into the recruiter's office.
If the Crossbow serves as both a command ship and a supply ship, that means if it needs to run back to your planetary stockpiles in another system to load up on supplies of one kind or another, then your command staff go with it. Maybe the admiralty designed it that way on purpose to buy themselves an excuse for a trip back home.
The Aragon has the same problems as the Crusade and the Ranseur: gauss cannons are too short ranged for anti-ship work, and CIWS are limited to defending the ship they are mounted on. And it uses that familiar slow missiles.
The Aragon is also very, very slow. If it's chasing something, then it probably won't catch it. If it's being chased, then it will be caught. If it's approaching a stationary target, then it's going to get shot at a lot on the approach. If it gets shot at, then it can't dodge well.
If the Aragon transits under its own power, it will have to do a standard transit, creating a period of jump blindness of up to 30 minutes. With a military jump drive it could squadron transit, limiting jump blindness to at most 30 seconds. That assumes that it can currently transit at all. I thought civvy jump drives wouldn't work on military ships, but I've seen that kind of thing twice recently on the boards and I've begun to doubt myself. Regardless, if there is someone waiting for you on the other side of a jump point, the Aragon is going to get pummelled with impunity.
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Your missiles are an embarrasment to anything with the name missile, they are so slow that the only way they may hit something is if it tries to ram you. I could be wrong though as you may have forgotten to pose your actual missiles as none of them actually have a warhead. It may be that you have misunderstood how to make multistage missiles as well as it looks to me like you have a first stage of a missile onboard and no actual second stage fitted. This is done when you build the missiles not when you fire them, so at the moment they are totally useless.
As far as I can tell this fleet has no weapons worth mentioning and pretty much any NPR will slaughter it with impunity, their energy weapons will outrange you, their missiles will be missed by your poor antimissile defenses and they won't even notice that you have fired missiles at them. Given you have excellent drive technology the only redemption would be that a fleet with good engines could run away , but your designs are so slow that Ion drive NPR's will chase you down.
Even if you did have useful missiles you fire a total of 30 every 450 seconds, you may get lucky and not face an NPR ships with antimissiles if you do then even if you introduce semi useful missiles the small salvo size will result in them being shot down
In summary this fleet cannot fight , cannot run so scuttling it around your homeworld will save the lives of many of your crews, it may be the most doomed fleet I have ever seen.
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Is the cryo drop capacity for roleplayig purposes, or do you plan on doing boarding actions with that single marine company?
I can actually think of one reason that it stands valid, actually, and that is anti-boarding combat. Though, the AI doesn't really seem to do boarding combat, unfortunately, but when you're doing even a little bit of RP, troop capacity: company modules are ussually low investment ways to ensure a hypothetical enemy can't Git on your ship without a fight.
That said, I don't know if troops in drop pods will engage boarding enemies, let alone cryo drop pods.
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I can actually think of one reason that it stands valid, actually, and that is anti-boarding combat. Though, the AI doesn't really seem to do boarding combat, unfortunately, but when you're doing even a little bit of RP, troop capacity: company modules are ussually low investment ways to ensure a hypothetical enemy can't Git on your ship without a fight.
That said, I don't know if troops in drop pods will engage boarding enemies, let alone cryo drop pods.
Would troops in cryo drop modules/normal drop modules, even count in defending against boarding attempt ? I was under the impression that only those in transport bays count.
@OP - why the hell do you make your missiles so slooooow ? What do you have against actually useful ones with less range ?
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Would troops in cryo drop modules/normal drop modules, even count in defending against boarding attempt ? I was under the impression that only those in transport bays count.
@OP - why the hell do you make your missiles so slooooow ? What do you have against actually useful ones with less range ?
I think they're still apprehensive of using max modifier engines for some reason. Or it hasn't been researched yet.
Either way, it is worth noting, when your own ships outrun your own missiles? I'd chalk that much up to severe under-engineering in that case. No point in firing long range missiles if the target can just literally run away from them.
On top of that, due to their slow speed, anything with area point defense will be able to pick off entire salvos without even getting to final defensive fire.
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I think they're still apprehensive of using max modifier engines for some reason. Or it hasn't been researched yet.
He has a Magneto Plasma engines, even without power multipliers he should pull more than 3k km/s....
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Hmm, looking closely, it looks like a majority of missile tonnage may be fuel, with tiny inefficient engines. Potentially. I can't see any other conclusion.
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I have used slow cruise missiles of roughly ship speed before. Usually either for bombarding stationary targets. Or ill kite the enemy, and set the breakaway range for the missiles to just outside their detection range.