Here is what I came up with based on the new ideas I got.
Well by dropping engines and moving tech around to improve cloaking I was able to more then triple my volley size. I don't think point defense will be an issue anymore. I also swapped out one point of damage on the missiles for some sensors, although I don't know if 160,000 km of sensor range is enough (my guess is its not). Also I don't know if I need the anti-fighter fire control or not.
County class Cruiser 7000 tons 696 Crew 1329.8 BP TCS 28 TH 147 EM 0
3000 km/s Armour 1-32 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 7 PPV 20
Annual Failure Rate: 56% IFR: 0.8% Maint Capacity 831 MSP Max Repair 392 MSP Est Time: 2.26 Years
Magazine 530
Military Ion Engine (Stealth) (7) Power 60 Fuel Use 80% Signature 21 Armour 0 Exp 5%
Fuel Capacity 250,000 Litres Range 80.4 billion km (310 days at full power)
Anti-Ship Missile Launcher (10) Missile Size 2 Rate of Fire 20
Anti-Fighter Missile Fire Control (1) Range 10.6m km Resolution 5
Anti-Ship Missile Fire Control (1) Range 84.5m km Resolution 80
Anti-ship Missile (265) Speed: 25,100 km/s End: 20.1m Range: 30.2m km WH: 1 Size: 2 TH: 167 / 100 / 50
Cloaking Device: Class cross-section reduced to 20% of normal
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
I am much happier with the scout, I can now venture close to planets and hopefully pickup fighters and facs before they are a problem, I can also use it for attacking if I am faster then my enemy. The Anti-ship missiles probably should be replaced with some sort of drone/buoy launcher for scouting planets since I could quickly get into trouble if they have large fast ships at the planet.
Duke of York class Scout 7000 tons 688 Crew 1546.8 BP TCS 28 TH 147 EM 0
3000 km/s Armour 1-32 Shields 0-0 Sensors 110/22/0/0 Damage Control Rating 5 PPV 10
Annual Failure Rate: 78% IFR: 1.1% Maint Capacity 691 MSP Max Repair 392 MSP Est Time: 1.62 Years
Magazine 265
Military Ion Engine (Stealth) (7) Power 60 Fuel Use 80% Signature 21 Armour 0 Exp 5%
Fuel Capacity 250,000 Litres Range 80.4 billion km (310 days at full power)
Anti-Ship Missile Launcher (5) Missile Size 2 Rate of Fire 20
Anti-Fighter Missile Fire Control (1) Range 10.6m km Resolution 5
Anti-Ship Missile Fire Control (1) Range 84.5m km Resolution 80
Anti-ship Missile (132) Speed: 25,100 km/s End: 20.1m Range: 30.2m km WH: 1 Size: 2 TH: 167 / 100 / 50
Standard Anti-Ship Active Search Sensor (1) GPS 3840 Range 42.2m km Resolution 80
Anti-Fighter Active Search Sensor (1) GPS 960 Range 10.6m km Resolution 5
Thermal Sensor (1) Sensitivity 110 Detect Sig Strength 1000: 110m km
EM Detection Sensor (1) Sensitivity 22 Detect Sig Strength 1000: 22m km
Cloaking Device: Class cross-section reduced to 20% of normal
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 targeting scout was able to drop the gun boat sensors as it will now only be used for targeting ships that are faster then my attacking ships. It also now has a lot more fuel so I can use it for long range scouting if need be.
River class Fast Scout Craft 500 tons 44 Crew 109.6 BP TCS 10 TH 42 EM 0
12000 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Annual Failure Rate: 4% IFR: 0.1% Maint Capacity 68 MSP Max Repair 52 MSP Est Time: 7.59 Years
GB Ion Engine (Stealth) (1) Power 120 Fuel Use 800% Signature 42 Armour 0 Exp 15%
Fuel Capacity 50,000 Litres Range 22.5 billion km (21 days at full power)
Small Anti-Ship Active Search Sensor (1) GPS 2560 Range 28.2m km Resolution 80
This design is classed as a military vessel for maintenance purposes
The carrier can now carry two fast scouts and even has some room to spare for something else, I put some missile launchers on it because I don't know what I want to do with the extra space.
Warrior class Carrier 7000 tons 650 Crew 1416.8 BP TCS 28 TH 147 EM 0
3000 km/s Armour 1-32 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 7 PPV 6
Annual Failure Rate: 56% IFR: 0.8% Maint Capacity 886 MSP Max Repair 392 MSP Est Time: 2.35 Years
Flag Bridge Hangar Deck Capacity 1000 tons Magazine 261
Military Ion Engine (Stealth) (7) Power 60 Fuel Use 80% Signature 21 Armour 0 Exp 5%
Fuel Capacity 450,000 Litres Range 144.6 billion km (558 days at full power)
Anti-Ship Missile Launcher (3) Missile Size 2 Rate of Fire 20
Anti-Ship Missile Fire Control (1) Range 84.5m km Resolution 80
Anti-ship Missile (132) Speed: 25,100 km/s End: 20.1m Range: 30.2m km WH: 1 Size: 2 TH: 167 / 100 / 50
Cloaking Device: Class cross-section reduced to 20% of normal
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 Jump Ship can now use a cloaking device, but I think I will drop that in favor of hanger space for a fac that I can use for probing jump points and just let the Jump Ship stay behind the fleet.
Audacious class Jump Ship 7000 tons 682 Crew 1605.8 BP TCS 28 TH 147 EM 0
3000 km/s JR 3-50 Armour 1-32 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 7 PPV 0
Annual Failure Rate: 56% IFR: 0.8% Maint Capacity 1004 MSP Max Repair 552 MSP Est Time: 2.08 Years
J7050(3-50) Military Jump Drive Max Ship Size 7050 tons Distance 50k km Squadron Size 3
Military Ion Engine (Stealth) (7) Power 60 Fuel Use 80% Signature 21 Armour 0 Exp 5%
Fuel Capacity 700,000 Litres Range 225.0 billion km (868 days at full power)
Cloaking Device: Class cross-section reduced to 20% of normal
This design is classed as a military vessel for maintenance purposes
Overall a large improvement over my last attempt imo. And I even manage to hit my goal of being able to attack Kurt's zog fleet without it being able to fire back, although they could now easily out run me so I would have to be careful. The Jump Ship needs some reworking but that is not really in issue for me. I may give this a go now, I feel much safer attacking planets (well after I get some kind of drone/buoy worked out). The only issue is the racial techs put me a little over budget on research points, (currently less then 1k but with the mods it would be a bit more) but that is not really an issue for me I'll just have to start playing before I have jump ships or something.
I will note that even after these improvements I still think fighters are a better option for attacking without getting counter attacked but this redesign has done a good job at closing the gap.