Author Topic: Carrier Designs  (Read 5458 times)

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Offline Starkiller

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Re: Carrier Designs
« Reply #15 on: January 12, 2011, 10:45:37 AM »
The problem is, with a 1000 ton limit, the FAC is not really much better than
a fighter, and twice the size. I tend to ignore FACs because the fighters are
cheaper, don't waste shipyard space, and you can cram a lot of them into
a carrier. Currently, I have compact, and high speed, strike fleets. Sort of
like one of today's Rapid Response Forces. The smallest fleet ships I have,
are the 9000 ton missile DDGs and the 9000 ton beam DDGs, the largest
are the 21000 ton missile BCs, and I use 5000 ton fast patrol craft for
system defense. I imagine I'll run into something BIG sooner or later, that
will require bigger ships, but these strike fleets have proven to be good
Precurser killers. This is good because I've run into Precursers MANY times. :)

Eric
 

Offline UnLimiTeD

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Re: Carrier Designs
« Reply #16 on: January 12, 2011, 01:57:27 PM »
Bigger ships just slightly increase the surviveability, you can normally just produce MOAR and be fine with it.
Regarding FACs, their strength is that you can put a beam weapon like a small meson in them without completely gimping them.
Because at your tech level, a Fighter below 20k speed is indeed pretty gimped in it's usefulness.
495 tons is just extremely heavy.
I guess it's fine with your enemies being Precursors, but it's still not the best option.
 

Offline Starkiller

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Re: Carrier Designs
« Reply #17 on: January 12, 2011, 03:38:58 PM »
True, but that tells you how limited fighters are, except when used in numbers.
It's virtually impossible, even at my tech level, to build a fighter under 490 tons.
Lessen the weapon loadout, and it becomes worthless, even in numbers. It has
no armour and shields to remove, so that won't help. Still, a 1000 ton FAC with
the same weapons as the fighters may well be much faster due to the more
powerful gunboat engine. I'm toying with a FAC that's sort of like a EWACS (sp?).
Very LONG range scanners. I'm kinda tired of my survey ships getting bushwacked
by Precursers all the time. :)

Eric
 

Offline UnLimiTeD

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Re: Carrier Designs
« Reply #18 on: January 15, 2011, 08:54:35 AM »
Well, they aren't a main fighting force, but employ a small gauss cannon on them, and with high speed, they can form an invisible Anti-Missile Screen.
With half the missile loadout, they'll be significantly faster, so you can build missiles with shorter range and more payload, get in, shoot, get out. With more fighters.
Miniaturization allows you to put a 2 HS Laser on them, on higher tech levels still with 5 second fire rate.
Having enough of those can rip smeg up as well.
Meson fighters are heavy, but by giving external sensor coverage, you can save space there as well. Never take more than a 10cm, obviously.
And a swarm of microwave fighters, against heavy shields supported by a small missile strike, can disable even the strongest fleet.
They have their applications.
 

Offline Anarade Relle

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Re: Carrier Designs
« Reply #19 on: January 20, 2011, 03:19:12 AM »
In my "Outercolonies" (a name that has no real meaning to it) Campaign I found right next to sol an alien race. Our first meeting was followed, about a year later, with an armed fleet coming out of their Jump Point. Needless to say my paranoia induced decision to station a big JP defence with a squadron at Earth to intercept any leakers allowed me victory. I developed a couple rough carrier designs to augment my fleet. My general tech was fairly low in some areas; I had no box launchers for example and plasma engines as my main drives. So these are my designs I popped out with the tech I had - I ended up getting a decent amount of work out of them I think.

Code: [Select]
Ark Royal class Carrier    20,700 tons     1100 Crew     2524.8 BP      TCS 414  TH 1280  EM 0
3091 km/s     Armour 3-67     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 17     PPV 12
Annual Failure Rate: 201%    IFR: 2.8%    Maint Capacity 3296 MSP    Max Repair 43 MSP    Est Time: 8.22 Years
Hangar Deck Capacity 9000 tons     Troop Capacity: 1 Company    Magazine 400    

NPO-1 Plasma Drive (16)    Power 80    Fuel Use 100%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 1,250,000 Litres    Range 108.7 billion km   (406 days at full power)

CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
10cm Naval Autocannon V1/C3 (4x4)    Range 10,000km     TS: 8000 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Naval Autocannon Fire Control 16,000 (1)    Max Range: 32,000 km   TS: 3000 km/s     69 37 6 0 0 0 0 0 0 0
Fusion-12 (1)     Total Power Output 12    Armour 0    Exp 5%

Strike Group
35x F-2 Valkyrie Fighter   Speed: 13529 km/s    Size: 5.1

This design is classed as a Military Vessel for maintenance purposes

My first big carrier design in that game. First one laid down in 2030 (It's 44 now, so you can imagine how dated they are). Nearly a flying-can. Basically intended to deploy a wing of fighters to chase down stragglers and act as a mobile base for 'em.

Code: [Select]
Fox CVE class Escort Carrier    5,000 tons     244 Crew     633 BP      TCS 100  TH 352  EM 0
3520 km/s     Armour 2-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
Annual Failure Rate: 40%    IFR: 0.6%    Maint Capacity 396 MSP    Max Repair 44 MSP    Est Time: 6.21 Years
Hangar Deck Capacity 3000 tons    

NPO-4 Neptune (4)    Power 88    Fuel Use 96%    Signature 88    Armour 0    Exp 10%
Fuel Capacity 150,000 Litres    Range 56.3 billion km   (184 days at full power)

Strike Group
8x F-31 Owl Assault Shuttle   Speed: 7352 km/s    Size: 6.8

My Escort Carrier design. Mainly build to take advantage of some 5000-ton slipways I wasn't going to use anyways. The idea was for the Owl's to hunt down crippled enemy ships and railgun them to death. This they did somewhat well. Later on they ended up carrying 11 Valkyrie's when I finally invaded the NPR home system which made them useful. I've been using them to ferry some FAC's around. They'll prolly be refitted to add another engine and a hanger to them at some point or just scrapped.

Code: [Select]
F-2 Valkyrie class Fighter    255 tons     4 Crew     47.3 BP      TCS 5.1  TH 69  EM 0
13529 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.7
Annual Failure Rate: 5%    IFR: 0.1%    Maint Capacity 12 MSP    Max Repair 15 MSP    Est Time: 5.06 Years
Magazine 18    

FTR-NPO-5 Neptune Confinement Drive (1)    Power 69    Fuel Use 9100%    Signature 69    Armour 0    Exp 60%
Fuel Capacity 5,000 Litres    Range 0.4 billion km   (7 hours at full power)

Size 3 Box Launcher (6)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
Fighter Missile FC43/150 (1)     Range 43.2m km    Resolution 150
P-304W/6 (6)  Speed: 41,300 km/s   End: 9.7m    Range: 24m km   WH: 6    Size: 3    TH: 137 / 82 / 41

The F-2 replaced the old Bat-series that originally flew off the Ark Royals.

Code: [Select]
F-1C Bat class Fighter    325 tons     5 Crew     66.3 BP      TCS 6.5  TH 50  EM 0
7692 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.7
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 64 MSP    Max Repair 34 MSP    Est Time: 14.43 Years
Magazine 18    

FTR Magneto-plasma Drive E990 (1)    Power 50.4    Fuel Use 9900%    Signature 50.4    Armour 0    Exp 35%
Fuel Capacity 5,000 Litres    Range 0.3 billion km   (10 hours at full power)

Size 3 Box Launcher (6)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
Missile Fire Control FC50-R100 (1)     Range 50.4m km    Resolution 100
P-302 Kracker B (6)  Speed: 45,300 km/s   End: 4.9m    Range: 13.3m km   WH: 4    Size: 3    TH: 151 / 90 / 45

The C-mark replaced the B and A models which were built waaaay before I had box-launchers- those mounted 3 x Size 3 Missile Launcher (33% Reduction)'s. Pretty much a desperation design as box launchers were quite some time away and I had to deal with an NPR power right next to Sol. The Bat's did well enough, they just ended up being destroyed after launching their missiles in the only fleet engagement they ended up participating in.
« Last Edit: January 20, 2011, 03:20:52 AM by Powergirl »
 

Offline Starkiller

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Re: Carrier Designs
« Reply #20 on: January 20, 2011, 08:39:45 AM »
I'm full of paranoia all the time. It's a survival tool, really.
I have heavy defenses at ALL jump points heading into my territory.
When I expand, I move them up using tugs to move the bases, and
the defense cruisers move under their own power.

Code: [Select]
Fabius class Jump Point Defence Base    21,000 tons     1850 Crew     11206.44 BP      TCS 420  TH 0  EM 2400
1 km/s     Armour 10-67     Shields 80-300     Sensors 28/28/0/0     Damage Control Rating 50     PPV 120
Annual Failure Rate: 176%    IFR: 2.4%    Maint Capacity 16670 MSP    Max Repair 797 MSP    Est Time: 4.37 Years
Magazine 1056   

Fuel Capacity 500,000 Litres    Range N/A
Xi R300/15 Shields (16)   Total Fuel Cost  240 Litres per day

Twin 30cm C8 Near Gamma Ray Laser Turret (4x2)    Range 1,000,000km     TS: 10000 km/s     Power 48-16     RM 10    ROF 15        24 24 24 24 24 24 24 24 24 24
Single R112/C8 Meson Cannon Turret (2x1)    Range 1,000,000km     TS: 10000 km/s     Power 32-8     RM 112    ROF 20        1 1 1 1 1 1 1 1 1 1
CIWS-320 Mk II (3x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Fire Control S05 500-10000 (6)    Max Range: 1,000,000 km   TS: 10000 km/s     99 98 97 96 95 94 93 92 91 90
Solid-core Anti-matter Power Plant Technology PB-1 AR-0 (1)     Total Power Output 80    Armour 0    Exp 5%

Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC58-R100 (1)     Range 58.8m km    Resolution 100
Missile Fire Control FC31-R1 (1)     Range 31.1m km    Resolution 1
Size 1 Anti-missile Missile Mk III (1056)  Speed: 40,000 km/s   End: 7.5m    Range: 18m km   WH: 6    Size: 1    TH: 426 / 256 / 128

Active Search Sensor MR115-R100 (1)     GPS 4800     Range 115.2m km    Resolution 100
Thermal Sensor TH2-28 (40%) (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
EM Detection Sensor EM2-28 (40%) (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

Compact ECCM-4 (7)         ECM 50

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 bases use heavy weapons, and size 1 launchers with the
size 1 mark III ship killers. The base depends on getting a MASSIVE
strike while enemy sensors and FCs are still scrambled by the transit.

Code: [Select]
Nero class Defense Cruiser    21,000 tons     1893 Crew     13135.44 BP      TCS 420  TH 408  EM 1800
8095 km/s     Armour 9-67     Shields 60-300     Sensors 24/24/0/0     Damage Control Rating 1     PPV 100
Annual Failure Rate: 3528%    IFR: 49%    Maint Capacity 391 MSP    Max Repair 562 MSP    Est Time: 0.02 Years
Magazine 1056   

Solid Core Anti-matter Drive E3 (17)    Power 200    Fuel Use 30%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 142.9 billion km   (204 days at full power)
Xi R300/15 Shields (12)   Total Fuel Cost  180 Litres per day

Twin 15cm C6 Near Gamma Ray Laser Turret (10x2)    Range 600,000km     TS: 10000 km/s     Power 12-12     RM 10    ROF 5        6 6 6 6 6 6 6 6 6 6
CIWS-320 Mk II (6x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Fire Control S03.7 375-10000 (5)    Max Range: 750,000 km   TS: 10000 km/s     99 97 96 95 93 92 91 89 88 87
Solid-core Anti-matter Power Plant Technology PB-1.25 AR-0 (1)     Total Power Output 120    Armour 0    Exp 20%

Size 1 Missile Launcher (10)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC20-R100 (2)     Range 20.2m km    Resolution 100
Size 1 Anti-missile Missile Mk III (1056)  Speed: 40,000 km/s   End: 7.5m    Range: 18m km   WH: 6    Size: 1    TH: 426 / 256 / 128

Active Search Sensor MR34-R1 (1)     GPS 144     Range 34.6m km    Resolution 1
Active Search Sensor MR39-R100 (1)     GPS 2800     Range 39.2m km    Resolution 100
Thermal Sensor TH1-24 Mk II (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
EM Detection Sensor EM1-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

ECCM-5 (7)         ECM 50

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 defense cruisers were built to support the bases with LOTS of
5 ROF firepower, and since they are mobile, they can get the leakers.
Jump Point defense generally has 2 bases and 2 cruisers on each outgoing
jump point. So far, no one has 'broken the Line'. :)

Eric
 
 

Offline Hawkeye

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Re: Carrier Designs
« Reply #21 on: January 20, 2011, 09:50:02 AM »
I'm full of paranoia all the time. It's a survival tool, really.

Eric
 


Just because you´re paranoid doesn´t mean they are NOT out to get you    :)
Ralph Hoenig, Germany
 

Offline Starkiller

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Re: Carrier Designs
« Reply #22 on: January 20, 2011, 01:14:20 PM »
Shin'a'in Proverb; Just because you think there's an enemy behind every bush,
                           Doesn't mean you're wrong. :)

Of course, the best defense, is a good offense. This is why I have two battlefleets,
each with 2 60000 ton CVs, with 100 fighters between them, of which 40 are the
lethal Aracathusa fighter/bombers, each carrying 4 size 10 ASMs. :) Also, 4 fast
attack strike fleets, which are basically fast reaction forces, and lastly, the Reserve.
Whenever I get some spare production, I build a warship, and stick it in the Reserve.
That way, combat losses can be replaced at once instead of desperately building
replacements. So far, it's worked nicely, and since there is still much room to expand
within protected space, I don't need to worry about system expansion for awhile, but
the survey fleets are still exploring. ^_-

Eric

PS: 4 NPRs, so far, all below me in Tech, though not by much. :)
 

Offline Starkiller

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Re: Carrier Designs
« Reply #23 on: February 12, 2011, 01:09:14 PM »
The Lolth class Assault Carrier carries the exact same strike groups as the Harrington class.
This class, however, is designed to survive assaulting defended Jump Points. Heavy Armour,
Shields, anti-missile defenses, and heavy short-range firepower.

Now a question. Ships suffer degradation of their sensors after a jump for about 2 to 5 minutes.
Does a fighter onboard the carrier suffer this same effect? Or can it launch with sensors intact?
It would be nice to use the StarFire tactic of Assault Carriers transiting a heavily defended warp
point, launching their squadrons, then transiting back to safety. :)

Code: [Select]
Lolth class Assault Carrier    100,000 tons     6710 Crew     53455.18 BP      TCS 2000  TH 2400  EM 3000
10000 km/s    JR 3-50     Armour 12-191     Shields 100-300     Sensors 1/1/0/0     Damage Control Rating 40     PPV 168
Annual Failure Rate: 8000%    IFR: 111.1%    Maint Capacity 5341 MSP    Max Repair 10000 MSP    Est Time: 0.01 Years
Hangar Deck Capacity 25000 tons     Magazine 2092   

J100000(3-50) Military Jump Drive     Max Ship Size 100000 tons    Distance 50k km     Squadron Size 3
Solid Core Anti-matter Drive E3 (100)    Power 200    Fuel Use 30%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 5,000,000 Litres    Range 300.0 billion km   (347 days at full power)
Xi R300/15 Shields (20)   Total Fuel Cost  300 Litres per day

Twin 30cm C8 Near Gamma Ray Laser Turret (8x2)    Range 1,000,000km     TS: 10000 km/s     Power 48-16     RM 10    ROF 15        24 24 24 24 24 24 24 24 24 24
CIWS-320 Mk II (10x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Fire Control S05 500-10000 (4)    Max Range: 1,000,000 km   TS: 10000 km/s     99 98 97 96 95 94 93 92 91 90
Magnetic Confinement Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 10    Armour 0    Exp 5%
Solid-core Anti-matter Power Plant Technology PB-1.25 AR-0 (1)     Total Power Output 120    Armour 0    Exp 20%

Size 10 Anti-ship Missile Mk II (209)  Speed: 74,000 km/s   End: 17.6m    Range: 78m km   WH: 35    Size: 10    TH: 394 / 236 / 118

Active Search Sensor MR23-R1 (1)     GPS 96     Range 23.0m km    Resolution 1
Active Search Sensor MR115-R100 (1)     GPS 4800     Range 115.2m km    Resolution 100

ECCM-5 (4)         ECM 50

Strike Group
20x Araçatuba Fighter/Bomber   Speed: 16969 km/s    Size: 9.9
20x Gladius Fighter   Speed: 16969 km/s    Size: 9.9
10x Fury Interceptor   Speed: 17142 km/s    Size: 9.8

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

Eric
 

Offline welchbloke

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Re: Carrier Designs
« Reply #24 on: February 12, 2011, 03:44:01 PM »
Now a question. Ships suffer degradation of their sensors after a jump for about 2 to 5 minutes.
Does a fighter onboard the carrier suffer this same effect? Or can it launch with sensors intact?
It would be nice to use the StarFire tactic of Assault Carriers transiting a heavily defended warp
point, launching their squadrons, then transiting back to safety. :)
Eric

I just tried it and the fighters suffer the same sensor/fire delay.
Welchbloke
 

Offline Starkiller

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Re: Carrier Designs
« Reply #25 on: February 12, 2011, 05:02:19 PM »
Now that IS too bad. 2 to 5 minutes is an eternity when someone is firing at you. Oh well. :)

Eric
 

Offline Brian Neumann

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Re: Carrier Designs
« Reply #26 on: February 12, 2011, 06:51:42 PM »
The sensor delay can be reduced to under a minute with well trained crews.  This normally requires that you put the racial training level up to about 10 minimum.  The effect of this is that you will get 1/10 of the crew for your ships than you normally get.  This does not change the number of officers that the same naval training facilities generate.  The upshot is that you will tend to have to many officers generated for your fleet, but this also has a good side as it keeps the poor ones from getting posts.

Brian
 

Offline Hawkeye

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Re: Carrier Designs
« Reply #27 on: February 13, 2011, 12:49:15 AM »
It´s not as bad as you might think.
I dug this up in the mechanics board

The psuedo code is as follows:

Code: [Select]
    Bonus = 1 - (Int(Sqr(GradePoints) - 10) / 100)
   
    If Squadron Transit then
        Delay = (10 + Random Number(20)) * Bonus
    Else
        Delay = (120 + Random Number(60)) * Bonus
    End
Which means that a squadron transit will cause blindness for 11-30 seconds and a regular or jump gate transit will cause blindness for 121-180 seconds. This affects both fire control and active sensors. The delay is reduced by the grade bonus of each ship.

Steve

It´s almost a year old, but don´t think anything has changed.
The key is: Don´t use a jumpgate/standard jump for a jumppoint assault!
Ralph Hoenig, Germany
 

Offline Steve Walmsley

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Re: Carrier Designs
« Reply #28 on: February 13, 2011, 04:28:17 AM »
It´s not as bad as you might think.
I dug this up in the mechanics board

It´s almost a year old, but don´t think anything has changed.
The key is: Don´t use a jumpgate/standard jump for a jumppoint assault!

This is still the current mechanic. Squadron transit is necessary for an effective jump point assault.

Steve