This is my first real warfleet, and I'd like some people to look over the designs and do some holepoking.
I've got some bigger ships lined up for my next generation battle fleet, but they've yet to enter production.
My PD ship, the next gen versions are 10.000 ton dedicated AMM and dedicated laser designs.
Cerebus IV class Escort 7500 tons 767 Crew 2567.1 BP TCS 150 TH 375 EM 0
5000 km/s Armour 4-34 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 36
Annual Failure Rate: 150% IFR: 2.1% Maint Capacity 642 MSP Max Repair 180 MSP Est Time: 1.69 Years
Magazine 306
Magnetic Confinement Fusion Drive E4 (6) Power 125 Fuel Use 40% Signature 62.5 Armour 0 Exp 5%
Fuel Capacity 80,000 Litres Range 48.0 billion km (111 days at full power)
Twin 15cm C6 Far Ultraviolet Laser Turret (3x2) Range 240,000km TS: 10000 km/s Power 12-12 RM 5 ROF 5 6 6 6 6 6 5 4 3 3 3
Laser Fire Control S06 120-10000 (3) Max Range: 240,000 km TS: 10000 km/s 96 92 88 83 79 75 71 67 62 58
Magnetic Confinement Fusion Reactor Technology PB-1 AR-0 (6) Total Power Output 6 Armour 0 Exp 5%
Magnetic Confinement Fusion Reactor Technology PB-1 AR-0 (6) Total Power Output 30 Armour 0 Exp 5%
Size 1 AMM Launcher (6) Missile Size 1 Rate of Fire 10
Missile Fire Control FC3-R1 (70%) (3) Range 3.0m km Resolution 1
AMM-1-Shield II (2) (306) Speed: 39,200 km/s End: 1.3m Range: 3m km WH: 1 Size: 1 TH: 379 / 227 / 113
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
Rather low on spares, might put another engineering section or two on.
As others have stated, no anti-missile active on board.
The turret and laser firecon tracking speed is very slow for a anti-missile ship, you might want to up that. Also, for anti-missile work, I´d go with 10cm lasers, but that is a personal preference, so you might want a different approach, like using the turrets for anti-ship work too.
3 Anti-Missile FCs seem a bit much for just 6 tubes
My moust doubted design: My flagship
Watson II class Command Ship 7500 tons 490 Crew 1854.5 BP TCS 150 TH 375 EM 0
5000 km/s Armour 7-34 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Annual Failure Rate: 150% IFR: 2.1% Maint Capacity 2464 MSP Max Repair 420 MSP Est Time: 2.3 Years
Flag Bridge Magazine 750
Magnetic Confinement Fusion Drive E4 (6) Power 125 Fuel Use 40% Signature 62.5 Armour 0 Exp 5%
Fuel Capacity 280,000 Litres Range 168.0 billion km (388 days at full power)
ASM-3-Javelin (155) Speed: 40,000 km/s End: 20.8m Range: 50m km WH: 5 Size: 3 TH: 133 / 80 / 40
AMM-1-Shield III (285) Speed: 40,000 km/s End: 1.5m Range: 3.6m km WH: 1 Size: 1 TH: 466 / 280 / 140
Active Search Sensor MR134-R40 (1) GPS 16800 Range 134.4m km Resolution 40
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
I take it, this doubles as collier/supply ship. Huge stock of spares, but only mediocre engineering. I´d probably add an engineering section or two, to keep your flagship from eating all those spares all by itself.
A rather wierd ship. An unarmed ship serving as a flagship, strange.
My carrier:
Queensland V class Carrier 7500 tons 332 Crew 1277 BP TCS 150 TH 375 EM 0
5000 km/s Armour 5-34 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Annual Failure Rate: 150% IFR: 2.1% Maint Capacity 1319 MSP Max Repair 94 MSP Est Time: 3.84 Years
Hangar Deck Capacity 3000 tons Magazine 300
Magnetic Confinement Fusion Drive E4 (6) Power 125 Fuel Use 40% Signature 62.5 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 120.0 billion km (277 days at full power)
ASM-3-Javelin II (100) Speed: 50,000 km/s End: 16m Range: 48m km WH: 5 Size: 3 TH: 200 / 120 / 60
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
Well, it´s a carrier and it does what it is designed to do, carry its gunboats to the battle. Seems to be ok.
Only thing to consider would be to lower the armor somewhat (I assume the carrier is NOT intended to go into the thick of fighting), if this allows you to either up the missile loadout (120 missiles, or 4 reloads make more sense than 100) or maybe even manage to cram another gunboat in.
With gunboats:
Rommel IV class Gunboat 1000 tons 65 Crew 264.5 BP TCS 20 TH 288 EM 0
14400 km/s Armour 4-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4.5
Annual Failure Rate: 80% IFR: 1.1% Maint Capacity 17 MSP Max Repair 105 MSP Est Time: 0.2 Years
Magazine 30
GB Magnetic Confinement Fusion Drive E52 (1) Power 287.5 Fuel Use 520% Signature 287.5 Armour 0 Exp 36%
Fuel Capacity 50,000 Litres Range 17.3 billion km (13 days at full power)
Size 3 Box Launcher (10) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Missile Fire Control FC60-R30 (70%) (1) Range 60.5m km Resolution 30
ASM-3-Javelin II (10) Speed: 50,000 km/s End: 16m Range: 48m km WH: 5 Size: 3 TH: 200 / 120 / 60
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
Rather small salvo-size, probably due to the armor. Personally, I don´t armor FACs. Anything serious hitting them, will put them out of the fight anyway, so better make sure the one salvo they can get off realy counts.
Scouts
Lookout II class Scout 3000 tons 256 Crew 1030.5 BP TCS 60 TH 312.5 EM 0
10416 km/s Armour 5-18 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Annual Failure Rate: 600% IFR: 8.3% Maint Capacity 0 MSP Max Repair 420 MSP Est Time: 0 Years
Magnetic Confinement Fusion Drive E4 (5) Power 125 Fuel Use 40% Signature 62.5 Armour 0 Exp 5%
Active Search Sensor MR134-R40 (1) GPS 16800 Range 134.4m km Resolution 40
ECM 20
This design is classed as a military vessel for maintenance purposes
A scout without any passive sensors. Your whole fleet lacks any passive sensors for that matter. This will force you to run around with your actives on all the time, broadcasting your presense all over the place. I´m not sure this is such a good idea.
As others have said, this one will start falling appart as soon as it leaves orbit.
And my missile cruiser.
Guderian II class Missile Cruiser 7450 tons 815 Crew 1990.9 BP TCS 149 TH 375 EM 0
5033 km/s Armour 4-33 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 39
Annual Failure Rate: 88% IFR: 1.2% Maint Capacity 835 MSP Max Repair 630 MSP Est Time: 1.25 Years
Magazine 489
Magnetic Confinement Fusion Drive E4 (6) Power 125 Fuel Use 40% Signature 62.5 Armour 0 Exp 5%
Fuel Capacity 90,000 Litres Range 54.4 billion km (125 days at full power)
Size 3 Missile Launcher (13) Missile Size 3 Rate of Fire 30
Missile Fire Control FC60-R30 (70%) (1) Range 60.5m km Resolution 30
ASM-3-Javelin II (163) Speed: 50,000 km/s End: 16m Range: 48m km WH: 5 Size: 3 TH: 200 / 120 / 60
Active Search Sensor MR67-R20 (50%) (1) GPS 8400 Range 67.2m km Resolution 20
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
Too little engineering sections. Looking at the number of spares, I take it you are using maintanence storage in some of your designs. While those help keeping your ships running, they are not cost-effective in that function. Put some more engineering sections on to lower the chance for maintenance failurs.
I have recently changed my fleet to use 25% size launchers exclusively, along with enough magazine space for a single reload. Yes, the ROF is horrible, but the ability to launch truely massive salvos more than makes up for this, IMO. Avoiding box-launchers allows for reloading in space without the need to fly back to a planetary base or carrying along a truely massive carrier. A fleet train is obviously a must in that case.