Author Topic: Alpha Centauri Fleet Challenge  (Read 11591 times)

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Offline Erik L

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Re: Alpha Centauri Fleet Challenge
« Reply #30 on: July 20, 2013, 05:42:57 PM »
Speaking of which, I really wish that there was a mechanic so that having a flag bridge mattered.

There is. If you have your staff command structure assigned to a ship with a flag bridge, they provide their benefits to the fleet. Normally they only provide the benefits if they are in the same system.

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #31 on: July 20, 2013, 07:47:24 PM »
There is. If you have your staff command structure assigned to a ship with a flag bridge, they provide their benefits to the fleet. Normally they only provide the benefits if they are in the same system.
I know that part, I meant in this specific challenge. Since we probably can't use officers.
 

Offline Nightstar

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Re: Alpha Centauri Fleet Challenge
« Reply #32 on: July 21, 2013, 02:15:35 AM »
Nightstar, I think you have been challenged. Do you have time to whip up a somewhat optimized Artillery fleet to submit along side your planned Tank fleet?
Yeah, sure. I'll probably give you a choice
 

Offline Charlie Beeler

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Re: Alpha Centauri Fleet Challenge
« Reply #33 on: July 21, 2013, 11:39:07 AM »
So far Rolepgeek, Nightstar, and myself have pledged fleets. I'm assuming Bremen and Charlie Beeler will also be sending in a fleet, but I still need to know their themes to avoid repetition if I design filler fleets. That leaves us in need of 2 more fleets.

Nightstar, I think you have been challenged. Do you have time to whip up a somewhat optimized Artillery fleet to submit along side your planned Tank fleet?

Rolepgeek, congratulations. I think you were the first person to finish their challenge fleet. If you want to submit a 2nd more traditional fleet using one of the archtypes go ahead. If not we'll leave that fleet slot open for any late arriving challengers, and if it is still unclaimed August 1st I'll fill it with whatever archtype is least represented.

I don't think I will be submitting one.  I've played around with an artillery fleet, but don't really have the time to validated the components.  Tinkering don't take much time with a spreadsheet that only deals with everything but component cost.

Most of my time is being taken up with working weanling fillies up for a couple of big shows. 
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline sublight (OP)

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Re: Alpha Centauri Fleet Challenge
« Reply #34 on: July 28, 2013, 08:48:39 AM »
Well, I guess I'm building three fleets then.

Sublight, submitting Beam Rush, Beam Kiting, Balanced Missiles
NightStar, submitting Beam Tank, Missile Artillery
Rolepgeek, submitting Missile Sniper, Ship Capture
Elouda, submitting Missile Rush

I'll need a few days to make my 3rd fleet and validate my others, so lets plan on everyone posting final fleet designs and RP/BP breakdowns next Saturday. Also start thinking about standard operating procedure instructions.

I know that part, I meant in this specific challenge. Since we probably can't use officers.
Sadly this is true. If I knew how to customize officers so everyone had an identical roster officers could be used, but I don't so we can't.
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #35 on: July 30, 2013, 10:29:15 PM »
You could just grab all officers with the right percentages. Run up a huge number of them for an ample pool.

Anyway, I will be gone until the sixth, or so, and I'm not too sure how to submit my fleet. Go on without me, or wait? Perhaps put my fleets in when I come back?
 

Offline sublight (OP)

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Re: Alpha Centauri Fleet Challenge
« Reply #36 on: July 31, 2013, 07:54:15 AM »
Well, that might work. But, what flag-bridge combat-bonuses are worth the effort? The flag benefits I know of are the survey bonus and remote task-force training gain, but none of that helps direct combat.

Submitting the fleet on the 6th would be fine, as would sending everything in a PM titled 'don't read until Aug 3.'
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #37 on: July 31, 2013, 10:47:51 AM »
Well, there's Operations bonus, Fighter Operations Bonus, Communications, Intelligence(sort-of; only if you're interested in RPing it to an extent and going off what previous encounters have been)
 

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Re: Alpha Centauri Fleet Challenge
« Reply #38 on: August 03, 2013, 09:55:17 AM »
Ok, everyone have their fleets read?

Here's my first:
Code: [Select]
Dahak class Heavy Battlecruiser    436,100 tons     3092 Crew     9710.5 BP      TCS 8722  TH 13200  EM 9000
1513 km/s     Armour 3-512     Shields 300-500     Sensors 25/30/0/0     Damage Control Rating 180     PPV 285
Maint Life 2.23 Years     MSP 10505    AFR 8452%    IFR 117.4%    1YR 2838    5YR 42566    Max Repair 72 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Habitation Capacity 50,000   

240 EP Commercial Magneto-plasma Drive (55)    Power 240    Fuel Use 1.73%    Signature 240    Exp 3%
Fuel Capacity 2,500,000 Litres    Range 59.6 billion km   (456 days at full power)
Delta R500/420 Shields (120)   Total Fuel Cost  2,100 Litres per hour  (50,400 per day)

20cm C3 Near Ultraviolet Laser (25)    Range 300,000km     TS: 4000 km/s     Power 10-3     RM 3    ROF 20        10 10 10 7 5 5 4 3 3 3
10cm Railgun V1/C1 (45x4)    Range 10,000km     TS: 4000 km/s     Power 3-1     RM 1    ROF 15        1 0 0 0 0 0 0 0 0 0
Cheep BFC (9)    Max Range: 40,000 km   TS: 3000 km/s     75 50 25 0 0 0 0 0 0 0
Doom-Lance (5)    Max Range: 320,000 km   TS: 3000 km/s     97 94 91 88 84 81 78 75 72 69
Pebble Bed Reactor Technology PB-1 (40)     Total Power Output 120    Armour 0    Exp 5%

Missile Watch (2)     GPS 39     Range 2.3m km    Resolution 1
Thermal Sensor TH5-25 (1)     Sensitivity 25     Detect Sig Strength 1000:  25m km
EM Detection Sensor EM5-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

This design is classed as a Military Vessel for maintenance purposes

Utilizing an orbital habitat module to sidestep the ship yard size restruction, the Dahak fleet consists of the single largest ship possible that fits in under 7500 bp limit, adjusted upward for construction/mining 14. Shield regeneration comes out to 3 points every 5 seconds thwarting long range laser sniping while the laser batteries will shred any close range beam fleet.  The railgun banks will destroy conventional missile bombardment, while the bulk of 300 shield points provides a healthy passive buffer against reduced-size artillery launchers. I am confident that the Dahak will be undefeated. Especially since this is, to the relief of the other contestants, an elaborate joke that fudged the RP budget a little and will not be entering the arena. My real first entry coming soon in my next post.
 

Offline sublight (OP)

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Re: Alpha Centauri Fleet Challenge
« Reply #39 on: August 03, 2013, 10:30:26 AM »
Fleet: Beam Rush by sublight

Code: [Select]
Shianzpla  class Cruiser    5,400 tons     157 Crew     1066.6 BP      TCS 108  TH 828  EM 0
7666 km/s     Armour 4-27     Shields 0-0     Sensors 1/21/0/0     Damage Control Rating 2     PPV 23
Maint Life 2.71 Years     MSP 247    AFR 116%    IFR 1.6%    1YR 48    5YR 721    Max Repair 138 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

276 EP Internal Fusion Drive (3)    Power 276    Fuel Use 112.32%    Signature 276    Exp 11%
Fuel Capacity 510,000 Litres    Range 15.1 billion km   (22 days at full power)

15cm C3 Near Ultraviolet Laser (2)    Range 144,000km     TS: 7666 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
10cm Railgun V2/C3 (5x4)    Range 20,000km     TS: 7666 km/s     Power 3-3     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
BirdShot-BFC (2)    Max Range: 48,000 km   TS: 8000 km/s     79 58 38 17 0 0 0 0 0 0
BuckShot-BFC (1)    Max Range: 144,000 km   TS: 4000 km/s     93 86 79 72 65 58 51 44 37 31
Stellarator PB-1 (4)     Total Power Output 24    Armour 0    Exp 5%

BackUpScan (1)     GPS 420     Range 4.6m km    Resolution 30
EarlyWarning (1)     Sensitivity 21     Detect Sig Strength 1000:  21m km

This design is classed as a Military Vessel for maintenance purposes
Effective fully fueled cost with technology discounts: 846.9 BP

Code: [Select]
Dredlezhdr class Cruiser    5,400 tons     148 Crew     1086.8 BP      TCS 108  TH 828  EM 0
7666 km/s     Armour 5-27     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 20
Maint Life 2.64 Years     MSP 252    AFR 116%    IFR 1.6%    1YR 51    5YR 768    Max Repair 138 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

276 EP Internal Fusion Drive (3)    Power 276    Fuel Use 112.32%    Signature 276    Exp 11%
Fuel Capacity 510,000 Litres    Range 15.1 billion km   (22 days at full power)

15cm C3 Near Ultraviolet Laser (2)    Range 144,000km     TS: 7666 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
10cm Railgun V2/C3 (4x4)    Range 20,000km     TS: 7666 km/s     Power 3-3     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
BirdShot-BFC (2)    Max Range: 48,000 km   TS: 8000 km/s     79 58 38 17 0 0 0 0 0 0
BuckShot-BFC (1)    Max Range: 144,000 km   TS: 4000 km/s     93 86 79 72 65 58 51 44 37 31
Stellarator PB-1 (3)     Total Power Output 18    Armour 0    Exp 5%

Missile-Alert (1)     GPS 60     Range 3.6m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
Effective fully fueled cost with technology discounts: 861.3 BP

Code: [Select]
Jderveledr  class Oiler    5,400 tons     101 Crew     629.4 BP      TCS 108  TH 320  EM 0
2962 km/s    JR 3-50     Armour 3-27     Shields 0-0     Sensors 1/21/0/0     Damage Control Rating 2     PPV 0
Maint Life 9.9 Years     MSP 2182    AFR 93%    IFR 1.3%    1YR 40    5YR 607    Max Repair 94 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

Assault-JumpC     Max Ship Size 5400 tons    Distance 50k km     Squadron Size 3
160 EP Internal Fusion Drive (2)    Power 160    Fuel Use 46.36%    Signature 160    Exp 8%
Fuel Capacity 1,490,000 Litres    Range 107.1 billion km   (418 days at full power)

EarlyWarning (1)     Sensitivity 21     Detect Sig Strength 1000:  21m km
This design is classed as a Military Vessel for maintenance purposes
Effective fully fueled cost with technology discounts: 697.9 BP

Code: [Select]
Idlev  class Oiler    2,050 tons     22 Crew     261.4 BP      TCS 41  TH 160  EM 0
3902 km/s     Armour 1-14     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 8 Years     MSP 120    AFR 22%    IFR 0.3%    1YR 3    5YR 50    Max Repair 64 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

160 EP Internal Fusion Drive (1)    Power 160    Fuel Use 46.36%    Signature 160    Exp 8%
Fuel Capacity 1,250,000 Litres    Range 236.7 billion km   (702 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Effective fully fueled cost with technology discounts: 395.0 BP

Code: [Select]
Nianemiev  class Interceptor    2,500 tons     58 Crew     399.2 BP      TCS 50  TH 384  EM 0
7680 km/s     Armour 3-16     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 7
Maint Life 3.62 Years     MSP 100    AFR 50%    IFR 0.7%    1YR 12    5YR 177    Max Repair 51.2 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

128 EP Internal Fusion Drive (3)    Power 128    Fuel Use 47.39%    Signature 128    Exp 8%
Fuel Capacity 200,000 Litres    Range 30.4 billion km   (45 days at full power)

15cm C3 Near Ultraviolet Laser (1)    Range 72,000km     TS: 7680 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 0 0 0
10cm Railgun V2/C3 (1x4)    Range 20,000km     TS: 7680 km/s     Power 3-3     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Hybrid (1)    Max Range: 72,000 km   TS: 6000 km/s     86 72 58 44 31 17 3 0 0 0
Stellarator PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%

ScoutScanner (1)     GPS 12     Range 720k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
318.5 BP

Design Notes:
The Three 7000+ km/s attack designs use only small fuel storage units to run up the HTK totals. The Oiler designs use large fuel storage when possible to reduce cost. All designs use only small engineering spaces. Each oiler has the extra fuel needed for 2 Cruisers.

Theoretical Tech List: Construction 14 (8k), Mining 14 (8k), Fuel 24k (3k), Composite Armor (7.5k), 15 cm Laser (6k), Near UV Laser (6k), Large Fuel (1k), Small Engineering (2k), Rail Velocity 2 (2k), Tolkammak Fusion (45k), Internal Fusion Dive (75k), Capacitor 3 (6k), Max Power 1.25 (1k) Fuel consumption 0.9 (1k), Fire Control 24k km (6k), Fire Control 4k km/s (14k), EM 6 (2k)
Total Theoretical Tech Value: 193,500 RP

Component List: 15cm C3 UV Laser (220), 10cm C3/V2 Railgun (330), 160 EP IF Drive (10x80%) (640), 128 EP IF Drive (8x80%) (512), 276 EP IF Drive (12x115%) (1380), MillJump-5400 (940), S1 Stellarator (180), BackupScan (140), Early Warning EM (210), BirdShot FC(296), BuckShot FC(430), Missile Alert (600), Scout Scanner (120), Hybrid FC(320)
Total Component Tech Value: 6,332 RP

Unspent: 168RP

Starting Force: 3x D, 3x S, 1x J, 2x I, 2x N, 1,100,000L extra fuel + 269 extra MSP
Task Force Training: 1 year, Nianemiev only. (1,100,000 L fuel)

Reinforcements: 1xD, 1xS, 1xI, 1xN, 300,000L extra fuel + 113 extra MSP


I'll wait until one or two other fleets get posted before showing off my 2nd entry.
« Last Edit: August 03, 2013, 10:36:09 AM by sublight »
 

Offline Nightstar

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Re: Alpha Centauri Fleet Challenge
« Reply #40 on: August 03, 2013, 11:39:27 AM »
Righty then. Tank fleet:

The really annoying thing is that the 'Balanced beam' slot turned out to be purpose built to beat tanks -- and nothing else.

Initial fleet: 9x Ogre.
Reinforcements: 2x Ogre, 1x Leapfrog.

Code: [Select]
Ogre class Cruiser    11,400 tons     259 Crew     1587.2 BP      TCS 228  TH 300  EM 540
1315 km/s     Armour 17-45     Shields 18-450     Sensors 1/1/0/0     Damage Control Rating 4     PPV 40
Maint Life 2.53 Years     MSP 348    AFR 259%    IFR 3.6%    1YR 76    5YR 1141    Max Repair 77 MSP
Intended Deployment Time: 7 months    Spare Berths 2   

300 EP Commercial Ion Drive (1)    Power 300    Fuel Use 7.96%    Signature 300    Exp 5%
Fuel Capacity 160,000 Litres    Range 31.7 billion km   (279 days at full power)
Beta R450/324 Shields (12)   Total Fuel Cost  162 Litres per hour  (3,888 per day)

15cm C3 Ultraviolet Laser (8)    Range 240,000km     TS: 4000 km/s     Power 6-3     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
R12/C3 High Power Microwave (2)    Range 120,000km     TS: 4000 km/s     Power 6-3     RM 12    ROF 10        1 1 1 1 1 1 1 1 1 1
Fire Control S04 128-4000 (1)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
Gas-Cooled Fast Reactor Technology PB-1 (67)     Total Power Output 30.15    Armour 0    Exp 5%

Active Search Sensor MR1-R10 (1)     GPS 100     Range 1.6m km    Resolution 10

This design is classed as a Military Vessel for maintenance purposes
Total cost with modifiers: 825.6
Code: [Select]
Leapfrog III class Jump Ship    11,400 tons     167 Crew     1478.6 BP      TCS 228  TH 300  EM 0
1315 km/s    JR 3-250     Armour 16-45     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 81    Max Repair 471 MSP
Intended Deployment Time: 20 months    Spare Berths 0   

J12000(3-250) Military Jump Drive     Max Ship Size 12000 tons    Distance 250k km     Squadron Size 3
300 EP Commercial Ion Drive (1)    Power 300    Fuel Use 7.96%    Signature 300    Exp 5%
Fuel Capacity 500,000 Litres    Range 99.1 billion km   (872 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Total cost with modifiers: 839.3

Subtlety is for punier fleets.

Tech list:
Mining Production 20: 38k
Construction Rate 20: 38k
Beta Shields: 2k
Composite Armour: 7.5k
15 cm Laser: 6k
15 cm Microwave: 6k
Ultraviolet Laser: 14k
Microwave Focusing 4: 14k
Capacitor Recharge 3: 6k
Fuel consumption 0.9: 1k
Gas reactor + Ion drive: 24k
Squad Jump Radius 250k: 6k
Beam FC range 32k km: 14k
Beam FC Speed 4k km/s: 14k

Components:
Beta R450/324 Shields: 500
15cm C3 Ultraviolet Laser: 290
R12/C3 HPM (15cm R4 C3): 1600
300 EP Commercial Ion Drive (50x0.5): 750
Gas-Cooled Fast Reactor PB-1: 10
J12000(3-250) Military Jump Drive: 4710
Active Search Sensor MR1-10 (size 1, res 10): 100
Fire Control S04 128-4000 (R4 S1): 770

Left over: 770 RP.

There should be enough BP left over for 8 months of TFT for the initial fleet.

I have some comments -- I went through a bunch of iterations to get to this fleet -- but those can wait for now.
 

Offline sublight (OP)

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Re: Alpha Centauri Fleet Challenge
« Reply #41 on: August 03, 2013, 05:48:46 PM »
Nightstar, that is a nasty fleet. My Beam Kite entry has the same 20cm lasers as the Dahak so they'll win, eventually, but that looks like it will defeat most anything else.

Here is my 2nd entry: Balanced Missiles, inspired by the relative success of the Shielded Missile fleet in the first Alpha Centauri arena.

Code: [Select]
Tamoch class Cruiser    11,700 tons     298 Crew     1525.88 BP      TCS 234  TH 544  EM 1800
2324 km/s     Armour 3-45     Shields 60-500     Sensors 1/1/0/0     Damage Control Rating 4     PPV 47.04
Maint Life 2.15 Years     MSP 326    AFR 273%    IFR 3.8%    1YR 94    5YR 1415    Max Repair 84 MSP
Intended Deployment Time: 6 months    Spare Berths 4    
Magazine 288    

272 EP Commercial Magneto-plasma Drive (2)    Power 272    Fuel Use 8.17%    Signature 272    Exp 5%
Fuel Capacity 610,000 Litres    Range 114.8 billion km   (571 days at full power)
Delta R500/420 Shields (24)   Total Fuel Cost  420 Litres per hour  (10,080 per day)

Twin 10cm C0.75 Near UV Turret 16K (2x2)    Range 90,000km     TS: 16000 km/s     Power 6-2     RM 3    ROF 15        3 3 3 2 1 1 1 1 1 0
MissileBlock 24-16000 (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Fighter Block (1)    Max Range: 144,000 km   TS: 2000 km/s     93 86 79 72 65 58 51 44 37 31
Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 4.5    Armour 0    Exp 5%

Size 4 Missile Launcher (9)    Missile Size 4    Rate of Fire 40
Missile Fire Control FC83-R110 (9)     Range 83.0m km    Resolution 110
S4-104M (59)  Speed: 30,800 km/s   End: 56.3m    Range: 104.1m km   WH: 4    Size: 4    TH: 123/74/37
S4-404M (13)  Speed: 22,000 km/s   End: 306.5m    Range: 404.6m km   WH: 4    Size: 4    TH: 80/48/24

Active Search Sensor MR96-R110 (1)     GPS 9240     Range 96.9m km    Resolution 110

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
Cost including fuel (excluding missiles) after tech discounts: 1393.6 BP


Code: [Select]
Tobac class Collier    4,250 tons     70 Crew     414.96 BP      TCS 85  TH 272  EM 0
3200 km/s     Armour 2-23     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 3.02 Years     MSP 122    AFR 72%    IFR 1%    1YR 20    5YR 302    Max Repair 68 MSP
Intended Deployment Time: 6 months    Spare Berths 1    
Magazine 504    

272 EP Commercial Magneto-plasma Drive (1)    Power 272    Fuel Use 8.17%    Signature 272    Exp 5%
Fuel Capacity 150,000 Litres    Range 77.8 billion km   (281 days at full power)

S4-104M (102)  Speed: 30,800 km/s   End: 56.3m    Range: 104.1m km   WH: 4    Size: 4    TH: 123/74/37
S4-404M (24)  Speed: 22,000 km/s   End: 306.5m    Range: 404.6m km   WH: 4    Size: 4    TH: 80/48/24

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
Cost: 375.9 BP

Code: [Select]
Foscadh class Cruiser    11,700 tons     297 Crew     1517.88 BP      TCS 234  TH 544  EM 1800
2324 km/s     Armour 3-45     Shields 60-500     Sensors 1/36/0/0     Damage Control Rating 4     PPV 47.04
Maint Life 2.22 Years     MSP 324    AFR 273%    IFR 3.8%    1YR 88    5YR 1325    Max Repair 68 MSP
Intended Deployment Time: 6 months    Spare Berths 0    
Magazine 288    

272 EP Commercial Magneto-plasma Drive (2)    Power 272    Fuel Use 8.17%    Signature 272    Exp 5%
Fuel Capacity 610,000 Litres    Range 114.8 billion km   (571 days at full power)
Delta R500/420 Shields (24)   Total Fuel Cost  420 Litres per hour  (10,080 per day)

Twin 10cm C0.75 Near UV Turret 16K (2x2)    Range 90,000km     TS: 16000 km/s     Power 6-2     RM 3    ROF 15        3 3 3 2 1 1 1 1 1 0
MissileBlock 24-16000 (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Fighter Block (1)    Max Range: 144,000 km   TS: 2000 km/s     93 86 79 72 65 58 51 44 37 31
Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 4.5    Armour 0    Exp 5%

Size 4 Missile Launcher (9)    Missile Size 4    Rate of Fire 40
Missile Fire Control FC83-R110 (9)     Range 83.0m km    Resolution 110
S4-104M (59)  Speed: 30,800 km/s   End: 56.3m    Range: 104.1m km   WH: 4    Size: 4    TH: 123/74/37
S4-404M (13)  Speed: 22,000 km/s   End: 306.5m    Range: 404.6m km   WH: 4    Size: 4    TH: 80/48/24

Missile Watch (1)     GPS 42     Range 4.6m km    Resolution 1
EM3.25-35.75 (1)     Sensitivity 35.75     Detect Sig Strength 1000:  35.75m km

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
Cost: 1387 BP

Code: [Select]
Leathphingin class Jump Tender    11,950 tons     75 Crew     349.8 BP      TCS 239  TH 544  EM 0
2276 km/s    JR 2-25(C)     Armour 2-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 18    Max Repair 68 MSP
Intended Deployment Time: 6 months    Spare Berths 2    

JC22K Commercial Jump Drive     Max Ship Size 22500 tons    Distance 25k km     Squadron Size 2
272 EP Commercial Magneto-plasma Drive (2)    Power 272    Fuel Use 8.17%    Signature 272    Exp 5%
Fuel Capacity 200,000 Litres    Range 36.9 billion km   (187 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
BP: 331.5 BP

S4-104M: 2.50 BP each after tech reduction plus fuel cost. Has Armor rating 1 to improve AMM penetration.
S4-404M: 2.39 BP each after tech reduction plus fuel costs. A self-guided surprise just in case.

Tech List:
Construction 12: 3k
Mining 12: 3k
Delta Shields: 14 k
Shield Regen 1.5: 2k
Composite Armor: 7.5k
Near UV Laser: 6k
Reduced 0.75 Laser: 5k
Turret Speed 4k km/s: 7k
Small Engineering: 2k
Fusion WH (5): 14k
80% ejection: 1k
80% efficiency: 2k
Agility 48: 6k
Missile launch rate 3: 6k
Ordinance Production 12: 3k
Stellarator Fusion: 21k
Magneto Plasma: 35k
Fuel Consumption 0.7: 7k
Capacitor 3: 6k
Engine Power  1.75x: 7k
Active Scanner 12: 2k
BFC Range 24k km: 6k
BFC Speed 4k km/s: 14k
---------------------------
Total: 193.5k

Components:
Delta R500/420 Shield - 800
10cm C0.75 N-UV laser - 110
Twin Turret [16k/s] - 300
C14 HTK3 Magazine - 60
6.16EP M-Drive - 308
S4-104M - 280
4.4EP M-Drive - 220
S4-404M - 243
S4-Launcher - 240
JC22K Commercial Jump - 330
Gas Reactor - 140
272EP C. Mag-plasma drive - 680
Active Scanner MR 96-R110 - 840
Missile Watch - 420
Missile Fire Control - 240
Fighter Block - 220
Missile Block - 580
EM3.25 - 360
------------------
Component Total:6391

Unspent RP: 109 RP

Starting Force: 2x Tamoch, 2x Foscadh, 1x Tobac, 1x Leathphingin, and a full load of missiles. The remaining 203 BP goes first toward the 529,000L fuel needed for 1 year task force training and then to stockpiling 196 MSP, 15,000L fuel and 18x 104M missiles for later retrieval.

Reinforcements: 1x Tamoch, 1x Tobac, their missiles (37x 404M, 161 104M). Also, 100,000L fuel and an additional 27x 404M and 58x 104M missiles are stockpiled on the home world for later retrieval.



24 hours ago this fleet used military engines to be leaner, meaner, and faster. It also came out 3200 RP over-budget when I typed out the final component listing.
« Last Edit: August 03, 2013, 05:51:21 PM by sublight »
 

Offline Nightstar

  • Lt. Commander
  • ********
  • N
  • Posts: 263
Re: Alpha Centauri Fleet Challenge
« Reply #42 on: August 04, 2013, 08:04:11 AM »
Yeah, there's a lot to be said for simple brute force. I was really worried about microwaves, and spent a fair bit of RP defending against that possibility. I kinda thought your beam rush would have some. I also just figured kites would be a loss, and ignored them. In retrospect, I could have used this variation:
Code: [Select]
Ogre class Cruiser    11,200 tons     245 Crew     1619.2 BP      TCS 224  TH 300  EM 0
1339 km/s     Armour 19-44     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 40
Maint Life 2.53 Years     MSP 361    AFR 250%    IFR 3.5%    1YR 79    5YR 1183    Max Repair 96 MSP
Intended Deployment Time: 7 months    Spare Berths 0   

300 EP Commercial Ion Drive (1)    Power 300    Fuel Use 7.96%    Signature 300    Exp 5%
Fuel Capacity 150,000 Litres    Range 30.3 billion km   (261 days at full power)

15cm C3 Far Ultraviolet Laser (10)    Range 300,000km     TS: 4000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S04 160-4000 (1)    Max Range: 320,000 km   TS: 4000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (67)     Total Power Output 30.15    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes
x9 initial
x3 reinforcements
Drops the frills for the range to take on kites. On the other hand, it only takes about 12 microwave shots to cripple, and can't assault JPs. I can't say I'm really upset.

The Dahak is hilarious, shame it didn't quite work. Also, I don't think you can actually build military orbital habs from the ground anymore.

I'm also intrigued by the amount of shielding in our fleets. For reference, here's the kiting fleet I made:

Code: [Select]
Shell class Carrier    12,000 tons     167 Crew     1163.5 BP      TCS 240  TH 200  EM 0
833 km/s     Armour 1-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 0
Maint Life 3.72 Years     MSP 182    AFR 384%    IFR 5.3%    1YR 21    5YR 308    Max Repair 50 MSP
Intended Deployment Time: 11 months    Flight Crew Berths 51   
Hangar Deck Capacity 9000 tons     

200 EP Commercial Magneto-plasma Drive (1)    Power 200    Fuel Use 13.26%    Signature 200    Exp 5%
Fuel Capacity 150,000 Litres    Range 17.0 billion km   (235 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Subtlety class Strike Cruiser    9,000 tons     47 Crew     2647.5 BP      TCS 180  TH 3000  EM 9000
16666 km/s     Armour 1-38     Shields 300-600     Sensors 1/1/0/0     Damage Control Rating 1     PPV 10
Maint Life 1.31 Years     MSP 184    AFR 648%    IFR 9%    1YR 114    5YR 1703    Max Repair 58 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   

40 EP Magneto-plasma Drive (75)    Power 40    Fuel Use 978.33%    Signature 40    Exp 25%
Fuel Capacity 200,000 Litres    Range 0.4 billion km   (6 hours at full power)
Theta R600/960 Shields (75)   Total Fuel Cost  3,000 Litres per hour  (72,000 per day)

Particle Beam-2 (2)    Range 200,000km     TS: 16666 km/s     Power 5-3    ROF 10        2 2 2 2 2 2 2 2 2 2
Fire Control S04 128-3000 (1)    Max Range: 256,000 km   TS: 3000 km/s     96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%

Active Search Sensor MR1-R10 (1)     GPS 80     Range 1.3m km    Resolution 10

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Tanky II class Tanker    3,700 tons     37 Crew     408.5 BP      TCS 74  TH 200  EM 0
2702 km/s     Armour 1-21     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 2.23 Years     MSP 69    AFR 109%    IFR 1.5%    1YR 19    5YR 281    Max Repair 50 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 9   
Hangar Deck Capacity 1000 tons     

200 EP Commercial Magneto-plasma Drive (1)    Power 200    Fuel Use 13.26%    Signature 200    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 366.8 billion km   (1571 days at full power)

Strike Group
4x Booster II Fighter   Speed: 16666 km/s    Size: 4.8

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Booster II class Fighter    240 tons     4 Crew     64.5 BP      TCS 4.8  TH 80  EM 0
16666 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 48%    IFR 0.7%    1YR 4    5YR 58    Max Repair 20 MSP
Intended Deployment Time: 1 months    Spare Berths 1   

40 EP Magneto-plasma Drive (2)    Power 40    Fuel Use 978.33%    Signature 40    Exp 25%
Fuel Capacity 100,000 Litres    Range 7.7 billion km   (5 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
Code: [Select]
Sacrifice class Cruiser    11,950 tons     96 Crew     1186.5 BP      TCS 239  TH 400  EM 0
1673 km/s     Armour 17-46     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 10
Maint Life 2.21 Years     MSP 310    AFR 228%    IFR 3.2%    1YR 85    5YR 1278    Max Repair 58 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

200 EP Commercial Magneto-plasma Drive (2)    Power 200    Fuel Use 13.26%    Signature 200    Exp 5%
Fuel Capacity 270,000 Litres    Range 30.7 billion km   (212 days at full power)

Particle Beam-2 (2)    Range 200,000km     TS: 3000 km/s     Power 5-3    ROF 10        2 2 2 2 2 2 2 2 2 2
Fire Control S04 128-3000 (1)    Max Range: 256,000 km   TS: 3000 km/s     96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 6    Armour 0    Exp 5%

Active Search Sensor MR1-R10 (1)     GPS 80     Range 1.3m km    Resolution 10

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Spy class Fast Scout    2,150 tons     42 Crew     161 BP      TCS 43  TH 200  EM 0
4651 km/s     Armour 1-14     Shields 0-0     Sensors 1/50/0/0     Damage Control Rating 1     PPV 0
Maint Life 2.02 Years     MSP 47    AFR 36%    IFR 0.5%    1YR 15    5YR 231    Max Repair 50 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

200 EP Commercial Magneto-plasma Drive (1)    Power 200    Fuel Use 13.26%    Signature 200    Exp 5%
Fuel Capacity 50,000 Litres    Range 31.6 billion km   (78 days at full power)

EM Detection Sensor EM10-50 (1)     Sensitivity 50     Detect Sig Strength 1000:  50m km
This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Tanky III class Tanker    2,850 tons     22 Crew     346 BP      TCS 57  TH 200  EM 0
3508 km/s     Armour 1-17     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 76    Max Repair 50 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

200 EP Commercial Magneto-plasma Drive (1)    Power 200    Fuel Use 13.26%    Signature 200    Exp 5%
Fuel Capacity 1,250,000 Litres    Range 595.2 billion km   (1963 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
1x Shell
with 1x Subtlety
1x Tanky II
with 4x Booster II
2x Sacrifice
1x Spy

Reinforcements:
3x Tanky III 1x Sacrifice

Breakdown:
Theta Shields: 59k RP
Shield Regen 2: 6k RP
Particle Beam Range 200k: 14k RP
Hanger Deck: 5k
Capacitor Recharge 3: 6k
MP Drive + Stellarator Fusion: 56k
MEPM 2.5: 30k
BFC Range 32k km: 14k
BFC Speed 3k km/s: 6k

Theta R600/960 Shields: 1200 RP
Particle Beam 2: 700 RP
200 EP Commercial MP Drive (25x0.5): 500 RP
40 EP MP Drive (1x2.5): 200 RP
SF reactor PB-1 (1 HS): 180 RP
Active Search Sensor MR1-R10(0.8 HS, 10 res): 80 RP
EM Detection Sensor EM10-50 (10 HS): 500 RP
Fire Control 128-3000: 580 RP

Left over: 60 RP

This also happens to be built on shields. Either we're way too fond of shields, or they're better than I thought. I didn't submit it because playing it requires shooting every 10s for potentially hours at a time, but I think it'd perform decently.
 

Offline Rolepgeek

  • Warrant Officer, Class 1
  • *****
  • R
  • Posts: 80
Re: Alpha Centauri Fleet Challenge
« Reply #43 on: August 05, 2013, 09:34:03 PM »
I cannot currently submit my designs, but tomorrow or the day after I should be able to. My Boarding fleet still needs some work, but my Sniper fleet should be more or less done, though I'm considering boosting the size of the sensors to squeeze out a bit more range.
 

Offline Rolepgeek

  • Warrant Officer, Class 1
  • *****
  • R
  • Posts: 80
Re: Alpha Centauri Fleet Challenge
« Reply #44 on: August 07, 2013, 05:07:15 PM »
The kiting fleet wouldn't have worked; minimum of 10 bil kilometer range, the rest can be in tankers.

Anyway, here's my sniper fleet.

Code: [Select]
Archer class Missile Frigate    4,000 tons     99 Crew     665.2 BP      TCS 80  TH 480  EM 0
6000 km/s     Armour 1-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 32
Maint Life 2.09 Years     MSP 208    AFR 64%    IFR 0.9%    1YR 64    5YR 956    Max Repair 240 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Magazine 128   

Reverse Plasma Induction Drive (1)    Power 480    Fuel Use 82.81%    Signature 480    Exp 12%
Fuel Capacity 250,000 Litres    Range 13.6 billion km   (26 days at full power)

'Siege' M4S16-ML Torpedo Bay (8)    Missile Size 16    Rate of Fire 24000
Likursh Missile Guidance System (1)     Range 375.8m km    Resolution 60
'Ballista' AS MIRV (8)  Speed: 10,000 km/s   End: 1420.5m    Range: 874.8m km   WH: 0    Size: 16    TH: 33/20/10

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
Cost after fuel and missiles(including discounts): 527.8 BP

Code: [Select]
Fletcher class Collier    4,000 tons     65 Crew     546.2 BP      TCS 80  TH 480  EM 0
6000 km/s     Armour 1-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 2.14 Years     MSP 171    AFR 64%    IFR 0.9%    1YR 50    5YR 748    Max Repair 240 MSP
Intended Deployment Time: 6 months    Spare Berths 1   
Magazine 640   

Reverse Plasma Induction Drive (1)    Power 480    Fuel Use 82.81%    Signature 480    Exp 12%
Fuel Capacity 250,000 Litres    Range 13.6 billion km   (26 days at full power)

'Ballista' AS MIRV (40)  Speed: 10,000 km/s   End: 1420.5m    Range: 874.8m km   WH: 0    Size: 16    TH: 33/20/10

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
Cost after fuel and missiles(including discounts): 735.1 BP

Code: [Select]
Knight class Command Ship    4,000 tons     124 Crew     856.2 BP      TCS 80  TH 480  EM 0
6000 km/s    JR 3-50     Armour 1-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 0
Maint Life 2.54 Years     MSP 401    AFR 42%    IFR 0.6%    1YR 87    5YR 1301    Max Repair 441 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

Phlebotinum Jump Drive     Max Ship Size 4000 tons    Distance 50k km     Squadron Size 3
Reverse Plasma Induction Drive (1)    Power 480    Fuel Use 82.81%    Signature 480    Exp 12%
Fuel Capacity 250,000 Litres    Range 13.6 billion km   (26 days at full power)

'Spyglass' GRADAR System (1)     GPS 26460     Range 375.8m km    Resolution 60

This design is classed as a Military Vessel for maintenance purposes
Cost after fuel(including discounts): 576.8 BP

Code: [Select]
Wench class Oiler    4,000 tons     45 Crew     489.2 BP      TCS 80  TH 480  EM 0
6000 km/s     Armour 1-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 2.05 Years     MSP 153    AFR 64%    IFR 0.9%    1YR 49    5YR 729    Max Repair 240 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

Reverse Plasma Induction Drive (1)    Power 480    Fuel Use 82.81%    Signature 480    Exp 12%
Fuel Capacity 2,300,000 Litres    Range 125.0 billion km   (241 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Cost after fuel(including discounts): 689.1 BP

"Ballista' AS MIRV: 12.325 after fuel, but not after discounts.
Code: [Select]
Missile Size: 16 MSP  (0.8 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 10000 km/s    Engine Endurance: 23.7 hours   Range: 852.3m km
Cost Per Missile: 11.7
Second Stage: 'Dart' AS Warhead x5
Second Stage Separation Range: 20,00,000 km
Overall Endurance: 24 hours   Overall Range: 879.1m km
Chance to Hit: 1k km/s 100%   3k km/s 30%   5k km/s 20%   10k km/s 10%
Materials Required:    2.5x Tritanium   9.2x Gallicite   Fuel x3750

Dart AS Warhead:
Code: [Select]
Missile Size: 2 MSP  (0.1 HS)     Warhead: 2    Armour: 0     Manoeuvre Rating: 26
Speed: 32000 km/s    Engine Endurance: 14 minutes   Range: 26.8m km
Cost Per Missile: 1.94
Chance to Hit: 1k km/s 832%   3k km/s 260%   5k km/s 166.4%   10k km/s 83.2%
Materials Required:    0.5x Tritanium   1.44x Gallicite   Fuel x250

Initial:
7x Archer
1x Knight
2x Fletcher
2x Wench
2,281,200 Litres of Fuel at Homeworld

Reinforcements:
1st Wave:
3x Archer
80 'Ballista' AS MIRVs at Homeworld
1,273,885 Litres of Fuel at Homeworld
2nd Wave:
1x Fletcher
1x Wench
1x Knight
40 'Ballista' AS MIRVs at Homeworld
881,142 Litres of Fuel at Homeworld
3rd Wave:
3x Archer
106 'Ballista' AS MIRVs at Homeworld
4th Wave and on:
2x Archer
1x Fletcher
1x Wench

Research:
Construction Rate 16 BP: 18k
Fuel Production 24,000 Litres: 3k
High Density Duranium Armor: 2.5k
Fuel Storage - Very Large: 3.5k
Fusion-boosted Fission Warhead: Strength 5x MSP: 14k
Magazine Feed System Efficiency 80%: 2k
Missile Agility 64 per MSP: 14k
Missile Reload Rate 2: 2k
Ordnance Production 14 BP: 8k
Reduced Size Launcer 0.25 Size/100x Reload: 12k
Fuel Consumption 0.7 Litres per Engine Power Hour: 7k
Jump Drive Efficiency 5: 4k
Maximum Engine Power Modifier x2: 15k
Magneto-plasma Drive Technology: 56k
Active Grav Sensor Strength 21: 14k
EM Sensor Sensitivity 11: 14k
Total:189k

Components:
'Ballista' AS MIRV: 1170
C32 Unarmored Torpedo Rack: 100
'Dart' As Warhead: 194
'Siege' M4S16-ML Torpedo Bay: 200
Phlebotinum Jump Drive: 370
Pulsed Plasma Repulsion Rocket: 160
Reverse Plasma Induction Drive: 2400
Sequencing Plasma Repulsion Rocket: 400
Likursh Missile Guidance System: 1470
'Spyglass' GRADAR System: 4410
Total: 10,874

Grand Total: 199,874 RP Spent
126 left over

Assault fleet needs a lot of tweaking, still.