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Looking for Feedback: Endeavor-Class Battlecrusier

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xenoscepter:
I've only been playing for about two / three days.        This is the Warship I feel I've done my best on, how do you all think I did?


--- Code: ---Endeavor class Battlecruiser    16,250 tons     178 Crew     1007.75 BP      TCS 325  TH 375  EM 0
1153 km/s     Armour 8-57     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 12
Maint Life 7.23 Years     MSP 5116    AFR 704%    IFR 9.8%    1YR 172    5YR 2573    Max Repair 31.25 MSP
Intended Deployment Time: 36 months    Spare Berths 3   

StarTech Systems Model A (3)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 990,000 Litres    Range 124.0 billion km   (1244 days at full power)

Triton Project "Zeus" 15cm Laser Cannon (1)    Range 40,000km     TS: 1250 km/s     Power 6-0.25     RM 1    ROF 120        6 3 2 1 0 0 0 0 0 0
Federal-Colonial Military Laser 10cm (3)    Range 40,000km     TS: 1250 km/s     Power 3-1     RM 2    ROF 15        3 3 2 1 0 0 0 0 0 0
Westinghouse TP-20K/2.5kms "Fast-Trax" FCS (1)    Max Range: 40,000 km   TS: 2500 km/s     75 50 25 0 0 0 0 0 0 0
Winchester Strix Beam FCS (4)    Max Range: 10,000 km   TS: 1875 km/s     0 0 0 0 0 0 0 0 0 0
Class-2 Military Reactor (2)     Total Power Output 4    Armour 0    Exp 5%
Class-1 Military Reactor (2)     Total Power Output 2    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

--- End code ---


Any feedback is good.   Bear in mind this is made in a Trans-Newtonian Start with Nuclear-Thermal Engines, Water-Pressure Reactors, 12cm Lasers, 0.   75 Laser Weight Reduction, Visible Light Lasers, Fuel Storage (Large), and Damage Control as the only Techs Researched besides the components themselves.  This ship is armored with basic Duranium as well.

Panopticon:
My first reaction is wow that is a lot of maintenance and cruising range, is this thing really intended for deployments multiple jumps away from home and to be left alone for three years? Even if it is your maintenance is still more than double your intended deployment time so you might be able to save a bit of weight there.

Also I don't see any active sensors, so unless this guy is accompanied by another ship then it ain't gonna be able to actually see anything to shoot.

Michael Sandy:
Early ships in a TN start are usually crappy.  You don't have boosted engine tech, so your ships are really slow.  And if you have shipyards tooled to those early ships, it is REALLY time consuming to retool them.

After several painful Conventional starts, I learned to start off with 1,000 ton shipyards, because they are SO much faster to retool.

The ratio of weapon mass to the rest of the ship seems a bit low.  And you don't have turrets, or a x4 accuracy fire control, so you don't have a way to engage missiles.  Its utility to a later fleet is sadly going to be how many missiles its hull can absorb before blowing up.  An ugly way to win, still a way to win, but... ow?

Michael Sandy:
A ship that had turreted lasers, and a LOT of them, at least could be used as an anti-missile flak barge, which would give them a longer career of utility.

Another minor issue, you appear to have way more power than your weapons need.  You only have capacitor 1, so your weapons only draw 1 power per 5 second turn.

sublight:
The ship doesn't punch hard enough to be a jump point guardian, doesn't have enough active missile defense to defend a colony, and doesn't have enough weapons to provide an impressive looking PPV (planetary protection value) to the dumb colonists. Also with no active scanner it can't operate independently.

You can safely dump fuel and/or switch to less efficient engines. If you need to assault an alien system you can use tanker escorts, and for Sol/local operation you should be fine with <20 billion km range. Likewise for local defense you can cut deployment time and maintenance life in half and either leave them stationed at Earth or rotate them back for maintenance more frequently.

You can dump at least three of the Strix Beam FCs. Typically every FC controls 2-10 weapons so with the current weapon load out it is only useful as an emergency backup for the Westinghouse.

You should either end up with a smaller cheaper ship... or fill the freed space back up with more weapons and maybe a resolution-1 active scanner.

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