I apologize in advance for the long post, but the complexity of Aurora requires a little more verbosity.
So, I've been fiddling around with Aurora for the past few days or so, and after much trial and error, wiki and forum searching, I think I'm finally starting to get a grasp of how things work. In my first serious game, It's 2047 and I've been completely isolated for the first 22 years, though there was a long, slow period in which it seemed a couple of NPRs were engaged in some heavy action. It wasn't until recently that my survey team discovered the wrecks of some of that action. Obviously, I want to get some salvage vessels out there as soon as possible, but it's going to take awhile, as I have other things I'm actively trying to deal with. Sol, unfortunately for me, did not turn out to be particularly mineral rich, and my Geological Team is taking their sweet time practicing on asteroids due to low skill, leaving me flying by the seat of my pants in terms of minerals.
At the same time, however, I want that salvage, but since there are some fairly large hulls amongst the wreckage, I'm obviously worried about the same fate befalling my own ships, so I want to establish a military presence in the system just in case. Now, up until this point I've completely neglected my military, because I just wasn't sure what to put on my ships. I had plenty of ideas for roles, but was unclear on how to realize them, despite having a somewhat-well defined naval doctrine in mind.
Currently, I've decided to build all capital ships with a displacement of 34k tons (the size of my largest naval shipyard), with escorts of 6-8k (the sizes of my other shipyards). I intend to use every bit of that 34k, because it seems to me that with my current jump engine tech, I can make much more effective warships by omitting the jump engine on the escorts, and even on capital ships, and creating purpose-built fleets of 5 (max jump squadron size). That way, I figure I can combine fleets for larger actions more easily if necessary. Since I'm still waiting on a few techs to finish before I commit to and actually build particular designs, I wanted to get some critiques and advice from other players.
I've envisioned my first 5-ship fleet as something like this (keep in mind, I have no idea what sort of ships I may potentially be fighting in the future):
1x34k ton Jump Battleship or Carrier. I'm leaning toward carriers at the moment, despite the threat of more micromanagement. Such is my love of carriers. Not sure what else I'll put on this. Lots of hangars if it's a carrier, tons of beam and missile weapons if it's a Battleship. I have a few potential fighter designs in mind, but since NPRs don't field fighters, I won't need fighter/bomber interceptors. I plan on developing a multi-role fighter first and redesigning it to fit other roles. Whether BB or CV, this ship's role in the fleet is Power Projection.
1x?k ton Command Ship. This is the ship I'm planning on designing around active sensor arrays. Since I want to protect the meatbags in the Flag Bridge, this will probably be an 8k ton displacement class for extra armor. Will not have offensive weapons, and defensive arrays may be confined to CIWS. Designed to stay close to the capital ship and provide fire support for the whole fleet. The size 5 active and passive sensor arrays I've designed should do the job nicely.
2x8k ton Missile Defense Escorts. The only ship I have a tenative design for:
Resolution class Escort 7,900 tons 731 Crew 1392 BP TCS 158 TH 199.5 EM 0
3607 km/s Armour 4-35 Shields 0-0 Sensors 11/11/0/0 Damage Control Rating 25 PPV 26
Annual Failure Rate: 33% IFR: 0.5% Maint Capacity 1652 MSP Max Repair 70 MSP Est Time: 11.41 Years
Magazine 112
Rage Ind. 'Chemical Burn' M-I E6.3 ARM-1 (10) Power 57 Fuel Use 63% Signature 19.95 Armour 1 Exp 4%
Fuel Capacity 250,000 Litres Range 90.4 billion km (290 days at full power)
Quad R6/C3 Meson Cannon Turret (1x4) Range 12,000km TS: 15000 km/s Power 12-12 RM 6 ROF 5 0 0 0 0 0 0 0 0 0 0
Aegis Mk II CIWS-160 (1x4) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Point Defense Beam Fire Control Mk I (1) Max Range: 12,000 km TS: 16000 km/s 0 0 0 0 0 0 0 0 0 0
General Electric GCFR PB-0.95 AR-0 (3) Total Power Output 12.82 Armour 0 Exp 4%
Guardian Mk I Anti-Missile Missile Launcher (10) Missile Size 1 Rate of Fire 10
Military PD AMMFC Mk I (2) Range 3.5m km Resolution 1
Sparrow Mk I (112) Speed: 30,000 km/s End: 1.4m Range: 2.6m km WH: 1 Size: 1 TH: 220 / 132 / 66
Military Mk I TH1-11 (70%) (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
KrathulTek EM1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m 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
The Resolution class is designed as a hardy anti-missile platform, capable of long tours on station with minimal logistic support. The design needs some revision, as far as I'm concerned, because I'm worried the Meson turret won't have a chance to fire on faster missiles, as they could easily transit its short range in seconds. I've considered dropping the turret, the CIWS, and the armor and adding more missiles, but I'm not really comfortable with the idea of combat ships with only one type of weapon, and I'd like to equip all my ships with at least one CIWS 'just in case'. But, since the design has no actives, and is unlikely to be engaged except at close range, there's probably no reason I shouldn't just completely specialize it as an anti-missile ship. And I do plan on squeezing all 8k tons out of the design, as well.
The fifth ship in the fleet design is still up in the air. I've considered a second, non-jump engine armed capital ship for offensive fire and staying power, an anti-ship missile ship, or a fast beam weapon ship. Any suggestions or advice would be appreciated.
And also, I've had sort of a niggling question about logistics task groups and task groups with logistics ships in them. Early on, I designed my survey ships to operate with a long range Jump Tender/Tanker/Supply ship in fleets of 1xJT, 2xSS. If set to refuel/supply at nearest tanker, they would do so, until the tanker started to run low on fuel, at which point the task group would freak out. Conversely, if set to refuel/supply at nearest colony/tanker, it would always go to the nearest colony first, and would often run out of fuel, even if the tanker was full of fuel. So do logistics ships need to be in their own task groups to function properly, and must they be manipulated by the player so that they are in the right system? Because if that's the case, logistics fleets really should be able to receive automatic fuel/supply requests from ships running low on them. That way, fleets could easily be set to refuel/supply at the nearest tanker, and logistics fleets could be set to do so at colonies, and there would be a little bit less micromanagement.