Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Lord Solar on May 16, 2021, 07:16:50 PM
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With 1.14 introducing a fun new spoiler I wanted to make a specialized anti-pirate ship design.
The idea behind this pair of ships is to lure pirates into attacking what looks like an undefended freighter ripe for plunder only to be caught in a trap by this ship, hunted down and defeated.
These designs are at Magneto-Plasma tech level.
I also assume that the pirates don't use missiles as they are looking to make a profit not waste expensive ordinance shooting down freighters.
Queen class Q-Ship 78,123 tons 660 Crew 5,581.9 BP TCS 1,562 TH 3,840 EM 0
2457 km/s Armour 10-162 Shields 0-0 HTK 112 Sensors 14/14/0/0 DCR 1 PPV 0
MSP 20,044 Max Repair 320.00 MSP
Hangar Deck Capacity 22,000 tons Troop Capacity 1,000 tons Boarding Capable Cryogenic Berths 2,000 Cargo Shuttle Multiplier 3
Jaghunchi Control Rating 2 BRG PFC
Intended Deployment Time: 3 months Flight Crew Berths 440
Commercial Magneto-plasma Drive EP1280.0 (3) Power 3840.0 Fuel Use 2.21% Signature 1280.0 Explosion 5%
Fuel Capacity 5,000,000 Litres Range 521.2 billion km (2455 days at full power)
Refuelling Capability: 125,000 litres per hour Complete Refuel 40 hours
Ship Detection Active Search Sensor AS53-R110 (1) GPS 3080 Range 53.5m km Resolution 110
Commercial EM Sensor EM1.0-14.0 (1) Sensitivity 14.0 Detect Sig Strength 1000: 29.6m km
Commercial Thermal Sensor TH1.0-14.0 (1) Sensitivity 14.0 Detect Sig Strength 1000: 29.6m km
This design is classed as a Commercial Vessel for maintenance purposes
This first vessel is sent on long voyages between colonies, sending a bit of fuel, MSP, colonist or troops to defend the planet if you want. Its role is to act as bait for pirate attacks and a mothership for the second craft that does the real work.
Instant Loss class Hunter 22,000 tons 1,141 Crew 7,783.2 BP TCS 440 TH 10,560 EM 3,570
24000 km/s Armour 6-69 Shields 119-476 HTK 151 Sensors 0/0/0/0 DCR 51 PPV 34
Maint Life 4.13 Years MSP 11,487 AFR 75% IFR 1.0% 1YR 1,079 5YR 16,179 Max Repair 2640.00 MSP
Minghunchi Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 2 months Morale Check Required
Hunter 2 Magneto-plasma Drive EP5280.00 (2) Power 10560.0 Fuel Use 235.00% Signature 5280.00 Explosion 30%
Fuel Capacity 1,051,000 Litres Range 3.66 billion km (42 hours at full power)
Epsilon S119 / R476 Shields (1) Recharge Time 476 seconds (0.3 per second)
Spinal 31.250cm C5 Far Ultraviolet Laser (1) Range 320,000km TS: 24,000 km/s Power 26-5 RM 50,000 km ROF 30 26 21 14 10 8 7 6 5 4 4
Particle Beam-6 (3) Range 240,000km TS: 24,000 km/s Power 15-5 ROF 15 6 6 6 6 6 6 6 6 0 0
High Power Main Beam Fire Control R320-TS20000 (1) Max Range: 320,000 km TS: 20,000 km/s 91 81 72 62 53 44 34 25 16 6
Stellarator Fusion Reactor R20-PB80 (1) Total Power Output 20.1 Exp 40%
Light Anti-Small Craft Active Search Sensor AS20-R9 (1) GPS 202 Range 20.8m km Resolution 9
ECCM-2 (1) ECM 20
This design is classed as a Military Vessel for maintenance purposes
(range bands are in 30,000 km)
The second vessel can be really any good combat ship of your choice carried by the mothership. Just make sure it has a lot of self-maintenance capacity as commercial hangers don't freeze maintenance.
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My question is why use commercial hangars and not just regular hangars as it is the commercial engines on the carrier that basically identify it as a commercial vessel or not?!?
You then just add FAC or fighters to it like normal and give the ship a decent deployment and maintenance plan.
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With 1.14 introducing a fun new spoiler I wanted to make a specialized anti-pirate ship design.
The idea behind this pair of ships is to lure pirates into attacking what looks like an undefended freighter ripe for plunder only to be caught in a trap by this ship, hunted down and defeated.
These designs are at Magneto-Plasma tech level.
I also assume that the pirates don't use missiles as they are looking to make a profit not waste expensive ordinance shooting down freighters.
Queen class Q-Ship 78,123 tons 660 Crew 5,581.9 BP TCS 1,562 TH 3,840 EM 0
2457 km/s Armour 10-162 Shields 0-0 HTK 112 Sensors 14/14/0/0 DCR 1 PPV 0
MSP 20,044 Max Repair 320.00 MSP
Hangar Deck Capacity 22,000 tons Troop Capacity 1,000 tons Boarding Capable Cryogenic Berths 2,000 Cargo Shuttle Multiplier 3
Jaghunchi Control Rating 2 BRG PFC
Intended Deployment Time: 3 months Flight Crew Berths 440
Commercial Magneto-plasma Drive EP1280.0 (3) Power 3840.0 Fuel Use 2.21% Signature 1280.0 Explosion 5%
Fuel Capacity 5,000,000 Litres Range 521.2 billion km (2455 days at full power)
Refuelling Capability: 125,000 litres per hour Complete Refuel 40 hours
Ship Detection Active Search Sensor AS53-R110 (1) GPS 3080 Range 53.5m km Resolution 110
Commercial EM Sensor EM1.0-14.0 (1) Sensitivity 14.0 Detect Sig Strength 1000: 29.6m km
Commercial Thermal Sensor TH1.0-14.0 (1) Sensitivity 14.0 Detect Sig Strength 1000: 29.6m km
This design is classed as a Commercial Vessel for maintenance purposes
This first vessel is sent on long voyages between colonies, sending a bit of fuel, MSP, colonist or troops to defend the planet if you want. Its role is to act as bait for pirate attacks and a mothership for the second craft that does the real work.
Instant Loss class Hunter 22,000 tons 1,141 Crew 7,783.2 BP TCS 440 TH 10,560 EM 3,570
24000 km/s Armour 6-69 Shields 119-476 HTK 151 Sensors 0/0/0/0 DCR 51 PPV 34
Maint Life 4.13 Years MSP 11,487 AFR 75% IFR 1.0% 1YR 1,079 5YR 16,179 Max Repair 2640.00 MSP
Minghunchi Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 2 months Morale Check Required
Hunter 2 Magneto-plasma Drive EP5280.00 (2) Power 10560.0 Fuel Use 235.00% Signature 5280.00 Explosion 30%
Fuel Capacity 1,051,000 Litres Range 3.66 billion km (42 hours at full power)
Epsilon S119 / R476 Shields (1) Recharge Time 476 seconds (0.3 per second)
Spinal 31.250cm C5 Far Ultraviolet Laser (1) Range 320,000km TS: 24,000 km/s Power 26-5 RM 50,000 km ROF 30 26 21 14 10 8 7 6 5 4 4
Particle Beam-6 (3) Range 240,000km TS: 24,000 km/s Power 15-5 ROF 15 6 6 6 6 6 6 6 6 0 0
High Power Main Beam Fire Control R320-TS20000 (1) Max Range: 320,000 km TS: 20,000 km/s 91 81 72 62 53 44 34 25 16 6
Stellarator Fusion Reactor R20-PB80 (1) Total Power Output 20.1 Exp 40%
Light Anti-Small Craft Active Search Sensor AS20-R9 (1) GPS 202 Range 20.8m km Resolution 9
ECCM-2 (1) ECM 20
This design is classed as a Military Vessel for maintenance purposes
(range bands are in 30,000 km)
The second vessel can be really any good combat ship of your choice carried by the mothership. Just make sure it has a lot of self-maintenance capacity as commercial hangers don't freeze maintenance.
I died laughing when I saw the name of the parasite craft, you clever cad ahahahahhahahahahahahaa
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My question is why use commercial hangars and not just regular hangars as it is the commercial engines on the carrier that basically identify it as a commercial vessel or not?!?
You then just add FAC or fighters to it like normal and give the ship a decent deployment and maintenance plan.
Regular hangars are a military component, and therefore would make the carrier a military ship, subject to maintenance failures, etc.
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The second vessel can be really any good combat ship of your choice carried by the mothership. Just make sure it has a lot of self-maintenance capacity as commercial hangers don't freeze maintenance.
You only need enough self-maintenance capacity on the parasite to handle sortie deployment time.
The carrier will feed MSP to the parasite while it is in the hangar.
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The second vessel can be really any good combat ship of your choice carried by the mothership. Just make sure it has a lot of self-maintenance capacity as commercial hangers don't freeze maintenance.
You only need enough self-maintenance capacity on the parasite to handle sortie deployment time.
The carrier will feed MSP to the parasite while it is in the hangar.
I feel that intelligent use of MSP supply, as enabled by the glorious new world of non-military Maint. Storage bays, is badly under-utilized by most players. To say nothing of Main Engineering allowing a Chief Engineer's bonus to be applied to regular maint. checks; the maintenance life entry on a ship's summary is a useful estimation, but far from a hard and fast rule. The wiki doesn't spell out how overhaul mechanics work, but does say something about breakdowns - and thus MSP consumption - becoming more frequent once a ship exceeds that maint. life. But with a supply tender, continuing to supply MSP to power through those failures is fairly trivial. Between that, normal consumption of MSP from failures and simple operational flexibility (operating at top speed away from your tender) getting a reasonable maint. life on your designs is good - especially since it reduces overall consumption of MSP, which is not free in either minerals or wealth to produce - but it's not a hard limit on your operational deployments.
Deployment Time, on the other hand, is a bit stiffer - it can't be extended in such a fashion and the only ways to reduce it are to either visit a colony with more than 50,000 people, or visit a Recreational Module - which is a 100,000 ton component, and thus not easily tugged long distances into deep space! Neither of these are actually difficult to achieve - it's quite conceivable to bring a few Mass Conveyors full of LG infrastructure and two/three colony ships to slap down a casino town on the first convenient rock, I've done it - but it's not nearly as easy as just attaching a fuel tanker and supply tender to your exploration or battle fleet. I've taken to giving my warships three years of deployment time and two years of maint. time, with the understanding that they'll have a supply tender attached for any serious long-term operations and that intensive combat will see that nominal two year onboard MSP supply consumed significantly faster anyways. This works out very well for exploration fleets; my exploration vessels in this current play-through have ten years of deployment time, four years of maint. time and are supported by a tender with more than enough MSP to see them through all ten years. In practice they come home after 5 or 6 years out simply for fuel, but now that I have yards producing standardized jump tankers I can fix that.
The best part is, this is all fairly balanced because, as I mentioned, MSP is not free, in either wealth or mineral terms, and you consume a steady amount of it just keeping your navy maintained.
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You posted this in the VB6 version of Design Bureau. :P
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You posted this in the VB6 version of Design Bureau. :P
Whoops, my bad. I didn't notice.
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No worries mate, just that I got excited that someone is still playing VB6 enough to make a post here about their ship designs ;D