Author Topic: Basic Ship Design  (Read 2164 times)

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Offline starshard0 (OP)

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Basic Ship Design
« on: October 25, 2012, 04:50:09 PM »
I've read through the wiki and the Bureau of Ship Design, and I've seen lot's of awesome looking ships.  However, I'm a bit overwhelmed with the myriad of options when it comes to creating my own.  What are some of the basic philosophies when it comes to designing ship components and ships?

For example, what is a good target speed for a fleet of warships?

What about range/deployment time?

Tonnage?

Weapon selection? Specialized beam and missile ships, or combinations of both?

What is the idea behind "escorts".

What sort of range should I be looking to engage enemy ships, and what sort of sensors best allow me to accomplish this?

I have many, many more questions with regard to military ship creating, but hopefully once I understand some of the basic "rules of thumb" I'll be able to experiment for myself.
 

Offline tryrar

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Re: Basic Ship Design
« Reply #1 on: October 25, 2012, 05:34:39 PM »
A lot of the answers to your questions depends on the tech you have, really, but some general advice:

Your main cmobatants will generally be missile boats, though if you have awesome beam tech, stealthed beam ships(with a separate sensor scout) do well. That said, having a few beam escorts helps when an enemy manages to close with your ships.

BTW, having specialized beam and missile ships works better in the long run than a combined ship-especially at smaller sizes, though on larger ships you might find enough space at least for modest point defense lasers or something along those lines.


As for the idea behind escorts, those are the ships that are designed for shooting down incoming missiles. Remember, even one missile shot down is one less that's tearing up your ships.

One last general thing: For warships, you'll generally have a fleet train of colliers/tankers/supply ships following them(generally hanging out on the other side of the hostile JP, of course), and they tend to spend most of their time orbiting friendly bases anyways, so you can generally get away with low deployment times. Having a deployment time of around 6-12 months is a good idea. As well, having enough gas for 75-100 days and a 3 year maintenance life is plenty(and may even be more than enough, but I like having it for extended operations). And finally, warships can be of any tonnage really, it just depends on how many weapons you can squeeze in, what role it is for, and if you feel, with the above two points, of it is effective in this role.
 

Offline starshard0 (OP)

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Re: Basic Ship Design
« Reply #2 on: October 25, 2012, 05:53:23 PM »
With regard to missile boats.  I'm assuming that they should carry their own missile fire control units, correct? Also, how many fire control units do I need per launcher, or will one cover all of them?
 

Offline tryrar

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Re: Basic Ship Design
« Reply #3 on: October 25, 2012, 07:00:07 PM »
Correct. Any launcher on a ship requires at least one fire control(so no ships with a launcher and a separate ship with fire control), though there ARE exceptions, such as when you're launching mines for example. As for number of fire controls, depends on the role. If the ship in question is an AMM(Anti-Missile Missile) escort, you'd generally want at LEAST 1 fire control for every three launchers as a good rule of thumb. For shipkillers, you can generally get away with having all the launchers on one fire control, but for me, I find that when I have more than 10 launchers on a ship, I'll put in a second fire control to break up my salvos into to(and it lets me target more than one ship if I happen to be attacking multiple weak ships). As well, having at least 2 fire controls is good for redundancy against battle damage.
 

Offline starshard0 (OP)

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Re: Basic Ship Design
« Reply #4 on: October 25, 2012, 07:05:01 PM »
That makes a lot of sense.  I've been trying to understand the whole anti-missile missile vs.  anti-ship missile thing.  What is generally a good range to use for AMMs and ASMs? I get pretty confused when it comes to the enormous distances I have to cover, so I have no idea what to expect from the average engagement, other than a pretty quick death most of the time.
 

Offline metalax

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Re: Basic Ship Design
« Reply #5 on: October 25, 2012, 07:46:25 PM »
The range to use really depends on your tech level. For example, at active sensor 21 and EM sensor 11 techs, a size 2, resolution 1 firecontrol will pick up size 6 missiles at about 2 million km's. The active sensor to match that range will be size 6. As going much larger will end up eating a lot of space in firecontrols and sensors this would limit your AMM's to 2 million km at this tech level.

ASM's tend to have their range limited more by engine tech and fuel efficiency instead. At similar tech level (ion drives and 0.6 effiency) I'd aim for between 60 - 100 million km's.

Also note, if you are willing to perform some micromanagment you can get away with less firecontrols on your ship by swapping which launchers are assigned to a firecontrol while some are reloading. eg 8 launchers with a RoF of 10 seconds, can keep up a salvo of 4 missiles every 5 second increment with one firecontrol by swapping half the launchers each increment. If neccesary you can also just link everything up for an alpha strike as well.

To answer your earlier question about speed, because it is so dependant on your engine tech level, instead of aiming for a set speed I tend to instead dedicate a certain percentage of the tonnage to engines, usually 25%. With around 25% taken up by fuel storage/crew quarters/engineering/armour that leaves 50% for weapons, firecontrols and sensors.
« Last Edit: October 25, 2012, 07:53:03 PM by metalax »
 

Offline starshard0 (OP)

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Re: Basic Ship Design
« Reply #6 on: October 25, 2012, 08:01:04 PM »
So to recap, assuming I'm using missiles:

Attack ship with ASM
1 fire control for alpha strikes, with as many launchers as I want

Escort with AMM
1 fire control per ~3 launchers, designed to spot size ~6 missiles as far out as I can.
 

Offline metalax

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Re: Basic Ship Design
« Reply #7 on: October 25, 2012, 08:26:10 PM »
Dependant on the size of your ship, you may want to go with more than 1 fire control on the ship for ASM's to provide some protection against the ship being rendered harmless due to the first internal damage taking out the firecontrol. Also keep in mind that you will want to fire your ASM's in salvos of 1, 4, 7, 10, 13, ..., 3n+1 missiles. As the usual salvo size of AMM's is 3, this forces an additional salvo to be used to take out each of your ASM salvos, draining their missile supplies faster.

For the AMM's yes, though keep an eye on the size of your firecontrols/sensors. These tend to be significantly larger than those for your ASM ships which can often lead to your AMM escorts being bigger than the ships they are escorting.
 

Offline starshard0 (OP)

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Re: Basic Ship Design
« Reply #8 on: October 25, 2012, 10:24:20 PM »
How many active sensors do I need on each ship?
 

Offline Hawkeye

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Re: Basic Ship Design
« Reply #9 on: October 25, 2012, 10:55:29 PM »
Active sensor data are shared, so a single active in a fleet wold be sufficient. Of course, if you realy only have a single ship with an active sensor and that ship buys it, you´ll be blind and can´t keep shooting.
Personally, I have two dedicated sensor ships with huge actives (res-120 for anti-ship work and res-1 for anti-missile work and big passives) and mount small backup actives on all combat ships. Except for the sensors, the sensor ships only mount defensive armament but have strong armor/shields, as those huge sensors have massive EM emissions which make them a prime target for any enemy.
Ralph Hoenig, Germany
 

Offline Nathan_

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Re: Basic Ship Design
« Reply #10 on: October 25, 2012, 11:48:49 PM »
You'll have to experiment for yourself, but my warships have 40-50% engine tonnage(with power mods being 100-150%), up until 11000 km/s, at which point I slack off on engine total.  Faster ships have initiative, and are harder to hit with various weapons. So speed is a component of ship defense,as well as offense since it allows you to dictate where and how engagements occur,and the AI does know how to exploit this.
 

Offline starshard0 (OP)

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Re: Basic Ship Design
« Reply #11 on: October 26, 2012, 12:22:27 AM »
Code: [Select]
Revenge class Cruiser    3,500 tons     103 Crew     547.4 BP      TCS 70  TH 320  EM 0
4571 km/s     Armour 1-20     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 20
Maint Life 1.53 Years     MSP 98    AFR 98%    IFR 1.4%    1YR 48    5YR 715    Max Repair 80 MSP
Intended Deployment Time: 8 months    Spare Berths 2    
Magazine 105    

160 EP Magneto-plasma Drive (2)    Power 160    Fuel Use 54%    Signature 160    Exp 10%
Fuel Capacity 500,000 Litres    Range 47.6 billion km   (120 days at full power)

Size 5 Missile Launcher (4)    Missile Size 5    Rate of Fire 40
AS Missile Fire Control FC29-R60 (2)     Range 0k km    Resolution 60

AS Active Search Sensor MR29-R60 (1)     GPS 2880     Range 29.7m km    Resolution 60

This design is classed as a Military Vessel for maintenance purposes

Any idea why I have 0 range on my Fire Control?
« Last Edit: October 26, 2012, 03:08:29 AM by starshard0 »
 

Offline Icecoon

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Re: Basic Ship Design
« Reply #12 on: October 26, 2012, 02:14:07 AM »
1. Maybe you made a mistake at component creation. Try to design a new component.

2. Upgrade the armor of the ship. 1 layer of armor will not help you much. Maybe against some space debris.
I'd go with minimally 3 layers of armor on a combat ship, 2 layers on survey ships.
« Last Edit: October 26, 2012, 02:16:11 AM by Icecoon »
If it's stupid but it works, it isn't stupid.


If fire fighters fight fire and crime fighters fight crime, what do freedom fighters fight?
 

Offline starshard0 (OP)

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Re: Basic Ship Design
« Reply #13 on: October 26, 2012, 03:07:28 AM »
Code: [Select]
Active Sensor Strength: 16   Sensitivity Modifier: 80%
Sensor Size: 1 HS    Sensor HTK: 1
Resolution: 60    Maximum Range vs 3000 ton object (or larger): 29,730,000 km
Range vs 1000 ton object: 3,303,333 km
Range vs 250 ton object: 206,458 km
Chance of destruction by electronic damage: 100%
Cost: 16    Crew: 2
Materials Required: 8.2x Duranium  16x Uridium

Development Cost for Project: 160RP

This is the design I used for the fire control module.

It seems to me that I should have a range of 29.7m km.
 

Offline Icecoon

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Re: Basic Ship Design
« Reply #14 on: October 26, 2012, 06:21:04 AM »
It seems ok, nothing wrong with it. Maybe try to design the ship again.
If it's stupid but it works, it isn't stupid.


If fire fighters fight fire and crime fighters fight crime, what do freedom fighters fight?