Posted by: NihilRex
« on: April 11, 2014, 05:52:23 PM »I dont often rage quit. Usually it is a boredom issue, or a sudden realization of something that I had been doing majorly wrong that should have been obvious.
If you can face it I'd strongly suggest sticking to the same game. . .
The first test in combat for this fleet resulted in its total destruction: the enemy's fleet consisted of almost exclusively ~1000 ton gunboats armed with close-range missiles, and I have no missile FC that can hit them at that range, even though I could see them. I rage-quit the game.
Lesson learned. I will do better in my new game.
Musketeer class Missile Frigate 5,000 tons 118 Crew 711 BP TCS 100 TH 312 EM 0
3120 km/s Armour 3-26 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 20
Maint Life 3.1 Years MSP 1044 AFR 400% IFR 5.6% 1YR 163 5YR 2449 Max Repair 96 MSP
Intended Deployment Time: 12 months Spare Berths 2
Magazine 203
156 EP Ion Drive (2) Power 156 Fuel Use 69.6% Signature 156 Exp 10%
Fuel Capacity 600,000 Litres Range 31.0 billion km (115 days at full power)
Size 4 Missile Launcher (5) Missile Size 4 Rate of Fire 40
ASM FC 51.5Mkm (1) Range 51.5m km Resolution 45
Size 4 Anti-ship Missile (51) Speed: 27,400 km/s End: 30.5m Range: 50.1m km WH: 4 Size: 4 TH: 146/87/43
ASM Sensor 59.5Mkm (1) GPS 5760 Range 59.5m km Resolution 60
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
This is my "standard" missile boat, I had to keep it under 5000 tons due to starting shipyard size restrictions. 5 launchers is as much as I could fit onto the ship while still keeping (in my opinion) decent speed and acceptable range. I figure that at 711 BP, this class will be cheap enough to mass-produce (if there is ever such a thing), and thus the low missile volume per ship would not handicap me too much since I can have (say) 10 of them aim at the same target, hopefully getting some through. The sensor is a backup, as there is a more powerful sensor somewhere else in the fleet. Allegiance class Escort 11,000 tons 247 Crew 1868.7 BP TCS 220 TH 336 EM 0
3054 km/s Armour 3-44 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 29.7
Maint Life 1.04 Years MSP 1133 AFR 774% IFR 10.8% 1YR 1050 5YR 15754 Max Repair 352 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 381
336 EP Ion Drive (2) Power 336 Fuel Use 57.6% Signature 168 Exp 10%
Fuel Capacity 1,050,000 Litres Range 29.8 billion km (113 days at full power)
Quad PD VL Laser Turret (1x4) Range 48,000km TS: 10000 km/s Power 12-12 RM 2 ROF 5 3 3 2 1 0 0 0 0 0 0
PD Laser FC 9kkm/s (1) Max Range: 48,000 km TS: 9000 km/s 79 58 38 17 0 0 0 0 0 0
Power Plant 13.5 (1) Total Power Output 13.5 Armour 0 Exp 5%
Size 1 Missile Launcher (15) Missile Size 1 Rate of Fire 10
AMM FC 3.35Mkm (2) Range 30.7m km Resolution 1
Size 1 Anti-missile Missile (381) Speed: 27,400 km/s End: 1.8m Range: 3m km WH: 1 Size: 1 TH: 164/98/49
PD Sensor 3.01Mkm (1) GPS 352 Range 28.2m km MCR 3.1m km Resolution 1
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 escort, with zero offensive capability. The design feels. . . weird, especially the part with 15 launchers on 2 FCs. I'm not OCD enough to change it now, since three of this class is already in production. I chose to use a quad laser turret instead of a gauss cannon turret for closer-range PD, because I felt that if I use a gauss cannon for this role, there will be literally nothing in my fleet to handle something like a meson fighter squad dive-bombing my fleet. Now that I think about it, with this turret, I probably still have literally nothing in my fleet to handle something like a meson fighter squad dive-bombing my fleet. Oh well. Orion class Carrier 20,000 tons 350 Crew 3119.2 BP TCS 400 TH 600 EM 0
3000 km/s Armour 6-65 Shields 0-0 Sensors 160/160/0/0 Damage Control Rating 3 PPV 0
Maint Life 1.15 Years MSP 2292 AFR 1066% IFR 14.8% 1YR 1761 5YR 26416 Max Repair 320 MSP
Intended Deployment Time: 12 months Flight Crew Berths 40
Flag Bridge Hangar Deck Capacity 5000 tons Magazine 183
300 EP Ion Drive (4) Power 300 Fuel Use 60% Signature 150 Exp 10%
Fuel Capacity 1,810,000 Litres Range 27.2 billion km (104 days at full power)
Size 4 Anti-ship Missile (46) Speed: 27,400 km/s End: 30.5m Range: 50.1m km WH: 4 Size: 4 TH: 146/87/43
ASM Sensor 214Mkm (1) GPS 22400 Range 214.2m km Resolution 70
Thermal Sensor 160 (1) Sensitivity 160 Detect Sig Strength 1000: 160m km
EM Sensor 160 (1) Sensitivity 160 Detect Sig Strength 1000: 160m km
Strike Group
5x Wasp Strikefighter Speed: 4800 km/s Size: 10
5x Slayer Fighter Speed: 9648 km/s Size: 9.95
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
Wasp class Strikefighter 500 tons 2 Crew 99.8 BP TCS 10 TH 24 EM 0
4800 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4.8
Maint Life 3.05 Years MSP 12 AFR 20% IFR 0.3% 1YR 2 5YR 29 Max Repair 36 MSP
Intended Deployment Time: 0.03 months Spare Berths 14
Magazine 32
48 EP Fighter Engine (1) Power 48 Fuel Use 443.5% Signature 24 Exp 20%
Fuel Capacity 15,000 Litres Range 1.2 billion km (70 hours at full power)
Size 4 Box Launcher (8) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
ASM FC 51.5Mkm (1) Range 51.5m km Resolution 45
Size 4 Anti-ship Missile (4) Speed: 27,400 km/s End: 30.5m Range: 50.1m km WH: 4 Size: 4 TH: 146/87/43
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 Fighter for production, combat and maintenance purposes
Slayer class Fighter 498 tons 4 Crew 110.6 BP TCS 9.95 TH 48 EM 0
9648 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3.75
Maint Life 1.86 Years MSP 14 AFR 19% IFR 0.3% 1YR 5 5YR 77 Max Repair 72 MSP
Intended Deployment Time: 0.03 months Spare Berths 12
96 EP Fighter Engine (1) Power 96 Fuel Use 434.45% Signature 48 Exp 20%
Fuel Capacity 15,000 Litres Range 1.2 billion km (35 hours at full power)
Gauss Cannon 0.75HS (1x2) Range 10,000km TS: 9648 km/s Accuracy Modifier 12.5% RM 1 ROF 5 1 0 0 0 0 0 0 0 0 0
Gauss Cannon 3HS (1x2) Range 10,000km TS: 9648 km/s Accuracy Modifier 50% RM 1 ROF 5 1 0 0 0 0 0 0 0 0 0
Fighter BFC (1) Max Range: 48,000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
This design is classed as a Fighter for production, combat and maintenance purposes
The carrier, and what it carries. They say fighters are not a good idea for early tech, now I know why. However with my skill level, I doubt my abilities to even reach non-early tech, so I decided to give it a try now. The flag bridge is there because I want it to be somewhere in my fleet, as I lack a true "one-of-a-kind" capital ship. There will probably be two identical copies of this class, one with a flag bridge and one without. If the game decides to be mean and does not let me build both at the same shipyard, I'll come up with something else.