Author Topic: Ships of the Empire  (Read 5376 times)

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Offline Starkiller (OP)

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Ships of the Empire
« on: July 07, 2010, 07:40:54 PM »
I needed a ship capable of a long range missle duel for deep space action, as the opponent I will face is reputed to be somewhat troublesome. :)


Code: [Select]
Dunkerque class Missile Cruiser    35000 tons     2969 Crew     51464.08 BP      TCS 700  TH 223.2  EM 3600
15942 km/s    JR 3-50     Armour 10-95     Shields 120-300     Sensors 60/60/0/0     Damage Control Rating 40     PPV 176
Annual Failure Rate: 980%    IFR: 13.6%    Maint Capacity 9190 MSP    Max Repair 2430 MSP    Est Time: 0.39 Years
Magazine 3773    

J35000(3-50) Military Jump Drive     Max Ship Size 35000 tons    Distance 50k km     Squadron Size 3
Beam Core Anti-matter Drive E1 ARM-2 (31)    Power 360    Fuel Use 10%    Signature 7.2    Armour 2    Exp 3%    Hyper Capable
Fuel Capacity 850,000 Litres    Range 437.1 billion km   (317 days at full power)
Psi R300/15 Shields (10)   Total Fuel Cost  150 Litres per day

Quad 10cm C3 Far Gamma Ray Laser Turret (4x4)    Range 350,000km     TS: 20000 km/s     Power 12-12     RM 12    ROF 5        3 3 3 3 3 3 3 3 3 3
Fire Control S01 175-20000 (4)    Max Range: 350,000 km   TS: 20000 km/s     97 94 91 89 86 83 80 77 74 71
Beam Core Anti-matter Power Plant Technology PB-0.75 AR-0 (1)     Total Power Output 48    Armour 0    Exp 1%

Size 4 Missile Launcher (50% Reduction) (40)    Missile Size 4    Rate of Fire 55
Size 1 Missile Launcher (40)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC216-R100 (10%) (8)     Range 216.0m km    Resolution 100
Missile Fire Control FC48-R1 (10%) (8)     Range 48.6m km    Resolution 1
Size 1 Anti-missile Missile (1533)  Speed: 186,400 km/s   End: 4.4m    Range: 49m km   WH: 2    Size: 1    TH: 8574 / 5144 / 2572
Size 4 Anti-ship Missile (560)  Speed: 100,000 km/s   End: 36m    Range: 216m km   WH: 40    Size: 4    TH: 2200 / 1320 / 660

Active Search Sensor MR810-R100 (10%) (1)     GPS 13500     Range 810.0m km    Resolution 100
Active Search Sensor MR48-R1 (10%) (1)     GPS 810     Range 48.6m km    Resolution 1
Thermal Sensor TH1-60 (15%) (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km
EM Detection Sensor EM1-60 (10%) (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km

Compact ECCM-8 (1)         ECM 80

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

Think it might do the job? :)
(I really prefer 'knife-edge' WP defence though)

Eric
 

Offline UnLimiTeD

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Re: Ships of the Empire
« Reply #1 on: July 08, 2010, 08:50:00 AM »
The annual failure rate is ridiculous.
I'd recommend taking out one engine and adding 5 Engineering spaces in turn.
As for the offense, 14 Salvos is quite good, speed is decent, it has some short range defense capability, and good Anti-Missile coverage.
I'm not quite sure you need that many Fire controls, and if you do, why do you have only one ECCM?
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #2 on: July 08, 2010, 09:16:37 AM »
True, but I turned maintenance off while I play around. I think in future designs, I will design as if its on, just to get in practice, because I would like to turn it on eventually. ECCM is, so far, an unknown. I won't waste space on the ship until I learn just how it works, how WELL it works, and if it's worth the space. I included one on the ship so I could see what it does. Unfortunately, it looks like the 'Nasties' will be my first hostile encounter. :)

Eric
 

Offline Hawkeye

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Re: Ships of the Empire
« Reply #3 on: July 08, 2010, 09:59:56 AM »
Quote from: "Starkiller"
True, but I turned maintenance off while I play around. I think in future designs, I will design as if its on, just to get in practice, because I would like to turn it on eventually. ECCM is, so far, an unknown. I won't waste space on the ship until I learn just how it works, how WELL it works, and if it's worth the space. I included one on the ship so I could see what it does. Unfortunately, it looks like the 'Nasties' will be my first hostile encounter. :)  (yes, it doesn´t look good for humanity)
Ralph Hoenig, Germany
 

Offline welchbloke

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Re: Ships of the Empire
« Reply #4 on: July 08, 2010, 12:31:34 PM »
Quote from: "Hawkeye"
Quote from: "Starkiller"
True, but I turned maintenance off while I play around. I think in future designs, I will design as if its on, just to get in practice, because I would like to turn it on eventually. ECCM is, so far, an unknown. I won't waste space on the ship until I learn just how it works, how WELL it works, and if it's worth the space. I included one on the ship so I could see what it does. Unfortunately, it looks like the 'Nasties' will be my first hostile encounter. :)  (yes, it doesn´t look good for humanity)
Your ECM is better than theirs and your ships are faster so you should be able to control the range of the engagement.
Welchbloke
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #5 on: July 08, 2010, 08:48:13 PM »
Ok, so, if I reduce the number of FCs and replace them with enough ECCMs for the remaining FCs, and attach them to the FCs, they will keep my FC firing range at it's normal amount. Am I understanding correctly?
If I can control the engagement range, then if I'm on the ball, they can't win unless I screw up, which is not impossible, in my case. :)

Eric
 

Offline Hawkeye

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Re: Ships of the Empire
« Reply #6 on: July 09, 2010, 08:37:22 AM »
Correct
Ralph Hoenig, Germany
 

Offline UnLimiTeD

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Re: Ships of the Empire
« Reply #7 on: July 09, 2010, 09:25:58 AM »
Or your outnumbered to the point where you run out of missiles, in which case you won't really lose, but it'll cost you.
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #8 on: July 09, 2010, 09:53:20 AM »
Cool!
[spoiler:t8mzi83t]Well, so far, the picket destroyer has seen no Invaders, but the wormhole changed position from one side of the system, to the other side. :)[/spoiler:t8mzi83t]

Eric
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #9 on: July 09, 2010, 08:35:05 PM »
Omega class Fleet Base. I'm trying to design a major fleet base for 61 Cygni, which is a crucial warp junction. This is what I came up with. Just need to design it's fighters. :)

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Omega class Fleet Base    1004450 tons     95477 Crew     321265.5199 BP      TCS 20089  TH 0  EM 7200
1 km/s     Armour 20-893     Shields 240-300     Sensors 60/60/0/0     Damage Control Rating 1620     PPV 1148
Annual Failure Rate: 5380%    IFR: 74.7%    Maint Capacity 301856 MSP    Max Repair 5775 MSP    Est Time: 0.97 Years
Hangar Deck Capacity 100000 tons     Magazine 10982    Cargo 50000    Cargo Handling Multiplier 80    
Maintenance Modules: 500 module(s) capable of supporting ships of 100000 tons

Fuel Capacity 10,000,000 Litres    Range N/A
Psi R300/15 Shields (20)   Total Fuel Cost  300 Litres per day

Twin 70cm C20 Far Gamma Ray Laser Turret (2x2)    Range 1,400,000km     TS: 20000 km/s     Power 256-40     RM 12    ROF 35        128 128 128 128 128 128 128 128 128 128
Quad 10cm C3 Far Gamma Ray Laser Turret (10x4)    Range 360,000km     TS: 20000 km/s     Power 12-12     RM 12    ROF 5        3 3 3 3 3 3 3 3 3 3
Quad 25cm C16 Far Gamma Ray Laser Turret (10x4)    Range 1,400,000km     TS: 20000 km/s     Power 64-64     RM 12    ROF 5        16 16 16 16 16 16 16 16 16 16
Twin 40cm C20 Far Gamma Ray Laser Turret (2x2)    Range 1,400,000km     TS: 20000 km/s     Power 80-40     RM 12    ROF 10        40 40 40 40 40 40 40 40 40 40
Fire Control S04 700-20000 H15 (14)    Max Range: 1,400,000 km   TS: 20000 km/s     99 99 98 97 96 96 95 94 94 93
Fire Control S01 175-20000 (10)    Max Range: 350,000 km   TS: 20000 km/s     97 94 91 89 86 83 80 77 74 71
Beam Core Anti-matter Power Plant Technology PB-0.75 AR-0 (1)     Total Power Output 216    Armour 0    Exp 1%
Beam Core Anti-matter Power Plant Technology PB-0.75 AR-0 (1)     Total Power Output 720    Armour 0    Exp 1%

Size 1 Missile Launcher (60)    Missile Size 1    Rate of Fire 5
Size 10 Missile Launcher (75% Reduction) (60)    Missile Size 10    Rate of Fire 55
Missile Fire Control FC345-R100 (10%) (6)     Range 345.6m km    Resolution 100
Missile Fire Control FC48-R1 (10%) (6)     Range 48.6m km    Resolution 1
Size 1 Anti-missile Missile (4982)  Speed: 186,400 km/s   End: 4.4m    Range: 49m km   WH: 2    Size: 1    TH: 8574 / 5144 / 2572
Size 10 Anti-ship Missile (600)  Speed: 120,000 km/s   End: 40m    Range: 288m km   WH: 72    Size: 10    TH: 1680 / 1008 / 504

Active Search Sensor MR48-R1 (10%) (1)     GPS 810     Range 48.6m km    Resolution 1
Active Search Sensor MR810-R100 (10%) (1)     GPS 13500     Range 810.0m km    Resolution 100
Thermal Sensor TH1-60 (15%) (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km
EM Detection Sensor EM1-60 (10%) (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km

Compact ECCM-8 (36)         ECM 80

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

Eric
 

Offline Hawkeye

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Re: Ships of the Empire
« Reply #10 on: July 10, 2010, 02:21:45 AM »
Hm, there are no missiles to re-arm your fighters (once you have them designed). Yes, you don´t have the missile size now (or have you?), but there is no space left in your magazines. I´d put enough ammo on it to relaod your fighter wing(s) at least 4 times.
Ralph Hoenig, Germany
 

Offline UnLimiTeD

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Re: Ships of the Empire
« Reply #11 on: July 10, 2010, 08:08:53 AM »
Why so many maintenance supplies without overhauls?
And what does it need to be so heavily armed for if you rely on fighters?
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #12 on: July 10, 2010, 04:02:09 PM »
Just experimenting right now. It''ll be quite some time before I have a shipyard big enough to build this. As to fighter missles, I realized I'd need space for them after I posted this. Maintenance supplies because I'll eventually turn overhauls on again, so I need to keep that in mind. I think Steve will need to do a type of engineering space for large constructs. I had over 3000 engineering spaces on this thing, at one time, and the annual failure rate was STILL very high. As to weapons, the base will support the fighters, who's weapons are limited by their size, though I did get a fairly decent loadout for them, and managed to keep a very high speed. Had to use normal engines though, but kept the weight at 2000 tons.
Best I could do, and still give the fighter some good weapons while keeping it's top speed high. No point in having fighters if their speed is slower than the capital ships. :)

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Rapier class Fighter    2000 tons     214 Crew     10530 BP      TCS 40  TH 21.6  EM 360
27000 km/s     Armour 5-14     Shields 12-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 7
Annual Failure Rate: 32%    IFR: 0.4%    Maint Capacity 3291 MSP    Max Repair 5775 MSP    Est Time: 1.39 Years
Magazine 4    

Beam Core Anti-matter Drive E1 ARM-2 (3)    Power 360    Fuel Use 10%    Signature 7.2    Armour 2    Exp 3%    Hyper Capable
Fuel Capacity 50,000 Litres    Range 450.0 billion km   (192 days at full power)
Psi R300/15 Shields (1)   Total Fuel Cost  15 Litres per day

20cm C10 Far Gamma Ray Laser (1)    Range 1,200,000km     TS: 27000 km/s     Power 10-10     RM 12    ROF 5        10 10 10 10 10 10 10 10 10 10
Fire Control S04 700-20000 H15 (1)    Max Range: 1,400,000 km   TS: 20000 km/s     99 99 98 97 96 96 95 94 94 93
Beam Core Anti-matter Power Plant Technology PB-0.75 AR-0 (1)     Total Power Output 12    Armour 0    Exp 1%

Size 2 Missile Launcher (25% Reduction) (2)    Missile Size 2    Rate of Fire 545
Missile Fire Control FC288-R100 (10%) (1)     Range 288.0m km    Resolution 100
Size 2 Anti-ship Missile (2)  Speed: 90,000 km/s   End: 53.3m    Range: 288m km   WH: 16    Size: 2    TH: 2460 / 1476 / 738

Active Search Sensor MR810-R100 (10%) (1)     GPS 13500     Range 810.0m km    Resolution 100

Compact ECCM-8 (1)         ECM 80

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'll have to add the missle storage for the fighter missles to the base. As I mentioned, it'll be some time before I can build it, so I'm finetuning it as I go.
Incidently, [spoiler:30k3tc5i]There are now TWO Invader wormholes in the same system. Is this normal?[/spoiler:30k3tc5i]

Eric
 

Offline symon

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Re: Ships of the Empire
« Reply #13 on: July 10, 2010, 04:21:57 PM »
Yes, I've seen a pair before. It's not good.
"You fertility deities are worse than Marxists," he said. "You think that's all that goes on between people."

Roger Zelazny, Lord of Light. 1971.
 

Offline UnLimiTeD

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Re: Ships of the Empire
« Reply #14 on: July 10, 2010, 06:39:46 PM »
Thats not a fighter, but a Gunboat.
In this case, why not use a Gunboat engine?
I'll reduce your propulsion by a third, but also cut your weight by 25%. (1 engine 250 tons, having one with double output is -33% power, -25% weight)

Also, having 10% of your ships mass in Engineering spaces isn't that bad, after all, they are a buffer to the important systems if something breaches your armor, and add to damage control.

As for Lasers, once you have Capacitor tech 15, you can build a 10 cm laser with size reduction and 5sec fire rate.
That'll allow your to build a size 2 laser with low energy requirement to be used en mass.

With that high shield tech, I'd probably take out a lot of the weapons to increase the defensive, after all, the parasites are going to deliver the punch.
500 shields will result in 6k+ points of shield that regenerate in five minutes.

As Military History has shown, a lot of guns of a lot of calibers aren't more efficient than a few select in bigger numbers.
That was the success of the HMS Dreadnought, whose name is rather well known sort of today.
Big guns for good range and Anti Armor, small guns for small targets and short ranges, but with higher DPS.