Author Topic: Terran Directorate ships  (Read 3130 times)

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Offline Aldaris (OP)

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Terran Directorate ships
« on: June 25, 2010, 01:47:12 PM »
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.
Code: [Select]
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

My moust doubted design: My flagship
Code: [Select]
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

My carrier:
Code: [Select]
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

With gunboats:
Code: [Select]
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

Scouts
Code: [Select]
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

And my missile cruiser.
Code: [Select]
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
 

Offline Brian Neumann

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Re: Terran Directorate ships
« Reply #1 on: June 25, 2010, 02:50:25 PM »
Your command ship has no missile launchers but does have a large magazine.  Is this on purpose or did you forget to pull the magazine out when you pulled the launchers.  They also have a lot of spares.

Your scout has no spares for maintenance.  You really want at least one engineering space on the ship, preferably enough to repair any system on the ship once.  If you have a failure you could then resuply from the rest of the fleet, but it is much cheeper to fix something when it breaks then later.  (damage control repairs cost twice as many spare parts as when you have the spares available when you have a maintenance failure.)

Brian
 

Offline Beersatron

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Re: Terran Directorate ships
« Reply #2 on: June 25, 2010, 03:09:11 PM »
You need a Resolution 1 Active Search Sensor on the Anti Missile boat otherwise the Lasers and Missiles will not be able to fire.
 

Offline welchbloke

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Re: Terran Directorate ships
« Reply #3 on: June 25, 2010, 03:29:50 PM »
I would reduce the number of FC on the Cerebus and increase the number of FC on the Guderian.  I use a 1:5 FC to Missile launcher ratio.
Welchbloke
 

Offline Hawkeye

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Re: Terran Directorate ships
« Reply #4 on: June 25, 2010, 04:09:35 PM »
Quote from: "Aldaris"
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.
Code: [Select]
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


Quote from: "Aldaris"
My moust doubted design: My flagship
Code: [Select]
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.


Quote from: "Aldaris"
My carrier:
Code: [Select]
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.


Quote from: "Aldaris"
With gunboats:
Code: [Select]
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.


Quote from: "Aldaris"
Scouts
Code: [Select]
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.


Quote from: "Aldaris"
And my missile cruiser.
Code: [Select]
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.
Ralph Hoenig, Germany
 

Offline UnLimiTeD

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Re: Terran Directorate ships
« Reply #5 on: June 25, 2010, 06:29:20 PM »
I found that mostly, per Hullsize, Engineering spaces come with just as many spares as Maint. Storages.
They just cost more.
Given that Eng. Spaces will make your ships last longer, having some more always helps.
 

Offline symon

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Re: Terran Directorate ships
« Reply #6 on: June 25, 2010, 09:30:18 PM »
Quote from: "Hawkeye"
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.
Got to endorse quad 10cm lasers for point defence. If you can get in close, you can then switch them to offence and gut your opponent before his missiles fire again. The damage may be low, but the volume of fire coupled with the 5s recharge time is quite punishing.
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Offline Erik L

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Re: Terran Directorate ships
« Reply #7 on: June 26, 2010, 02:01:49 AM »
The turret RoF is 5sec, so I can't see that it matters all that much 10cm vs. 15cm. I usually go with the biggest I can with a 5s RoF.

I'd also standardize your missiles across the fleet. You seem to have 2 or 3 different generations of missiles on different ships.

Offline Brian Neumann

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Re: Terran Directorate ships
« Reply #8 on: June 26, 2010, 07:43:04 AM »
Personnal preference for me is either 10, 12, or 15 cm mesons.  I usually use the 10cm as they are very effective against incomming missiles and don't care if the missile is armoured.  Once I can get the 15cm up to a 5 second cycle time then I switch to them.  I only use the 12cm ones when I can't get the 15cm mesons to fire every 5 seconds.  There is a big gap in the amount of reasearch to be done for capaciter 4 and capaciter 6.  (7000rp vs 30000rp)  What symon said about them cutting an enemy up goes double for the mesons as you are ignoring their passive defenses.  The drawback of course is that they are shorter ranged (1/2) than the lasers.  If a laser armed guy gets close enough for effective use of the lasers then they are probably close enough for the small mesons to dice them up.

Mesons are also a good secondary weapon for another long ranged beam weapon like the particle beams (old style torpedo).  At the point that lasers and railguns are starting to do more damage than the particle beam does the mesons also start getting in on the action.  It has worked pretty well for me in several games.

And of course the third reason I like mesons is they are also the only point defense for a lot of planets.

Brian
 

Offline UnLimiTeD

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Re: Terran Directorate ships
« Reply #9 on: June 26, 2010, 08:17:44 AM »
Yep, Mesons are pretty awesome against NPRs.
In an RP game, be advised, though, that enemy missile ships can be a hassle.
A Ship with a big enough load can have you shoot empty magazines for minutes.

For Point defense, smaller weapons are generally smaller, who would have guessed, so you can mount more of them.
 

Offline Brian Neumann

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Re: Terran Directorate ships
« Reply #10 on: June 26, 2010, 08:27:22 AM »
Quote from: "UnLimiTeD"
Yep, Mesons are pretty awesome against NPRs.
In an RP game, be advised, though, that enemy missile ships can be a hassle.
A Ship with a big enough load can have you shoot empty magazines for minutes.

For Point defense, smaller weapons are generally smaller, who would have guessed, so you can mount more of them.

And that is the main reason that 15cm is about the biggest weapon that I use for point defense.  Anything larger starts getting significantly larger in hull size and requires a lot more power as well.

As for ships with empty magazines, I try not to shoot them untill the main beam armed ships are out of action.  If it takes a little more time to take them out then that is fine with me.  They probably do not have a heavy beam weapon suite if they are primarily missile armed ships anyway.

Brian

P.S.  If the magazine isn't empty then that is just fine as I may get it to explode and do lots of damage to the ship.
 

Offline Aldaris (OP)

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Re: Terran Directorate ships
« Reply #11 on: June 26, 2010, 12:22:53 PM »
Yes, the Watson is a fleet support vessel with a flag bridge, it's got very thick armour so that the command crew doesn't get killed in a magazine explosion.
The Lookout is meant to provide sensor coverage for the Rommels, good catch on the lack of engineering.
The Cerebus is meant to accompany Guderians and Queenslands, and use their fuel and maintenance stocks, as well as their active sensor coverage.
As for the fire control issue, how many seperate missiles can a single PD FC target? I thought I need a seperate FC for each target.

My main problem with these designs was a constant shortage of space because my jump engine tech sucks, I'm currently finalising the designs for a 10000 ton fleet. The lack of passives and the need to update the missile stocks was also a good one.
 

Offline UnLimiTeD

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Re: Terran Directorate ships
« Reply #12 on: June 26, 2010, 12:49:59 PM »
Well, make a dedicated Jump ship for that.
Also, having more engineering spaces on a ship will reduce the amount of spares it needs, probably freeing space on those other ships.
Thats where you could invest the savings from using a little smaller weapons ;)

Missile Firecontrols Can target one enemy salvo at a time.
So a huge salvo of 20 missiles can be engaged by a single AM MFC.
5 salvos of 4 need 5 firecontrols.
 

Offline Aldaris (OP)

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Re: Terran Directorate ships
« Reply #13 on: June 26, 2010, 03:10:03 PM »
Thank you, this will save an enormous amount of mass in future designs.And I do have a jumpship, although as of yet I haven't produced a dedicated military one.
 

Offline UnLimiTeD

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Re: Terran Directorate ships
« Reply #14 on: June 26, 2010, 03:20:01 PM »
Well, you need one to jump with military ships (unless theres a JG).
Given that if need be, the Jump Ship doesn't need to do much else but let the fleet jump, and the max ship size it can help jump is it's own (if smaller than the max of the jump engine), make it big, and give it armor. It can also double as a Tanker if you want to burn space.
For maintenance, I'd recommend a dedicated supply ship, probably commercial.