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1
Bureau of Ship Design / Re: Beam Cruisers
« Last post by Iranon on Today at 05:08:51 PM »
Still a bit too much overhead on fire controls for my liking.
I don't get the meson weaponry, they don't mix well with lasers. 15cm lasers would match your maximum FC range and work quite well as dual-purpose weapons - turreted or not. They'd probably be my main armament, but big guns and especially the spinal monstrosity have their appeal.

Propulsion plant is overstressed and inefficient. 3 engines with power between 1.0 and 1.3 and 2.5m fuel would achieve considerably better performance (almost twice the range or 30% higher speed or a bit of both) at lower fuel consumption.

Better armoured and less well armed than I like similar ships, but not unreasonably so. With the above caveats, it looks quite functional.
2
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Triato on Today at 03:31:08 PM »
Civilians don´t spend fuel right now. Expanding civilian activities to much would decrease the fuel scarcity push towards colonizing new worlds or conquering them.  If civilians used fuel, they would frequently end reserves without the player being able to do much about it. Maybe they should use fuel with players being able to limit their consumption?, this with a rebalancing of the typical ammounts of fuel found on default empire planets.
3
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Whitecold on Today at 03:06:17 PM »
Another suggestion from my side:
Area Defense PD mode right now is quite useless, as many missiles can skip through the entire PD range in a single increment. I'd suggest to make all Area PD beams also get in a Final PD shot. (The Area PD should first try to engage final inbound after all Final PD weapons fired, if none are available, engage one in range if possible)
Thus beams would get at least 1 shot in, possibly 2, depending on range. This would make longer range on PD more appealing, as currently there is little advantage for any of the range upgrades, because all the shots are fired at 10k range anyway.
4
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by alex_brunius on Today at 10:13:47 AM »
I have considered something on these lines before (as well as civilian companies building warships for the government). Probably won't in the first version, but will consider for the future.

I think the best way to approach Civilian assistance is to focus on the less exiting parts of empire building.

For example mining expansions, civilian minerals market in industrial locations, demand/supply like moving population from where there is unemploynent to colonies where lots of open jobs exist. Or moving minerals from where there is excess to where alot of demand exists, as well as salvaging.

Id like each system to have a taxation level of various civilian activities so you can control how much freedom they have and their growth ( or decline by overtaxation ).
5
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by SpikeTheHobbitMage on Today at 07:47:55 AM »
Much of this has already been suggested or discussed elsewhere, but I thought I'd put in my two pesos.  Sorry for the wall of text.

1. Fuel
Off-Topic: show

I like the new refuelling orders, especially the minimum reserve.

Please let the reserve be specified in liters.

It wasn't mentioned, but please retain the "Transfer Fuel to Colony to Set Level" order, and/or allow colonies to have a maximum fuel level set.

Allow fuel reserves to be set for non-tankers, especially carriers.  If carriers must be tankers then allow them to be set to only refuel their own parasites.

Allow per-ship fuel limits, with the class limit as default for new ships.  An order to change the limit would also be appreciated.

A "Refuel Until Full" order variant.  If the refuel does not complete, fleet will wait until the next production tick to try again.  No message or interrupt should occur.

A "Wait until (target) fuel < X" order.  Checks should be after production ticks.  Fleet should not need to be at (target) to check it.  This will help with demand-based refueling orders.

2. Cargo
Off-Topic: show

I second the "Unload All Cargo" order, and also suggest a general "Unload Everything" order that unloads cargo, fuel, magazines, survivors, pows, etc, all in one go.
It seems you can't hide a quote.
For instance, it'd be great to have a cargo group setup to load materials from a colony once that colony hits a certain level.

You can already do this one in VB6. The move order is "Load Mineral when X available"
Off-Topic: show

That only applies to a single mineral type.  It doesn't help if you have multiple mineral types of unknown mix, or if you may already have an unknown amount of cargo from a previous stop.

There is a "Load All Minerals" order, but it only has a maximum, not a minimum.  It doesn't wait for a full load.

Suggestions:
"Load All Minerals when X available" for when you want a fixed size load of unknown mix.
"Load All Minerals Until Full" for when your fleet capacity might vary, say by adding or removing ships, or partial loads from previous stops.
-These should start with whichever mineral has the most available.  On failure, sleep until the next production tick and try again.  No message or interrupt should occur.

"Unload X (Mineral)" for metered drop-offs.  Currently you have to unload everything and then load back what you didn't want to drop off.

3. Fighters
Off-Topic: show

5000L tanks are sometimes too large for my smallest scout fighter designs, especially when fine-tuning.

Fuel Storage-Fighter / 1000L / Cost 1 / Size 0.02

0.1HS size increments for engines smaller than 10HS, at least down to 0.5HS.  A 1HS minimum total ship size, like the 1MSP minimum for missiles, may be appropriate.

This is probably pushing it, but a new Fighter hull type that can't self-maintain or repair, but only needs a bridge crew.  It must return to a hangar for all repairs and service and cannot have Engineering Spaces or Damage Control.  Deployment time should be measured in days, instead of months.  A Cockpit module as a smaller alternative to a Bridge.  It seats a Pilot and may seat a Navigator/Sigint or a Gunner/Bombardier.  This new type is not intended to replace current mid to long range 'Ship' type fighters, but gives options for smaller short to medium ranged craft.

4. AoE
Off-Topic: show

Another way to alleviate the Size 1 ASM spam problem is with AoE.  I propose variants of either a MOO2 or MOO3 Lighting Field, which are essentially EMP weapons.  Both are FDF-only.  They could (should?) be advanced Spoiler techs.

Lightning Shield* is an FDF-self ship component that scales with ship size like a Jump Drive.  Only one can be equipped per ship.  It has no firing rate, charge, or speed limits, but has a size based hit chance.  Like a shield it increases EM signature while active.  It should fire before CIWS, with a 1/(1+MSP) chance of killing each incoming missile.  It should also hurt boarding parties attempting to land or breach.

Lightning Emitter* is an FDF-group beam weapon that can engage a single salvo per shot.  It should be a self-contained turret similar to CIWS, with a 1/(1+MSP^2) chance of killing each missile in a single salvo.

Neither weapon makes other beam defences obsolete since larger missiles still get through.

*Sorry, but I suck at naming things.

5. Civilian Trade
Off-Topic: show

Currently, the number of civilian ships built has little to do with actual need.  Keeping the number of freighters and colonizers equal results in a large surplus of idle colonizers.

Suggestion:
The number of civilian ships needs to be workload-limited.  The key indicator is the number of idle ships of each type.

Each yearly build cycle, each company has a 1/(1+Idle) chance of building a new ship of each eligible ship type, capped by available funds.  Replacing existing ships uses the same formula, except Idle is decremented each time a ship is not replaced.  Assuming a 10 year ship lifespan, this should trend towards 4-6 idle ships of each type per company.

Idleness can be instant at time of check, or tracked over time by keeping a running average of idle ships each build cycle, after job assignments.  Average=(Idle+OldAverage*Cycles)/(Cycles+1) where Cycles is the number of build cycles you want to track.

6. Colonization
Off-Topic: show

When creating a new colony, or for existing colonies with no population, it should be possible to specify the intended resident species.

Instead of a fixed 25m threshold, a more flexible dynamic system might be preferable.

Each colony does a population capacity and desirability check.
The greatest of overcrowding, 50% of unemployed, and some factor of Political Stability and emigration subsidy, is always available for export.
(Free Space - Incoming) * 0.8 is always available for import.  The 0.8 is to allow for growth during delivery.
Desirability is calculated from Political stability, crowding, unemployment, and immigration/emigration subsidies.
Population will only consider moving to a planet with higher desirability.

Player set per-colony immigration/emigration subsidies would allow fine-tuning.
Players should be able to forbid immigration regardless of population level.  This plus an emigration subsidy could allow evacuating a colony.

7. Jump Drives
Off-Topic: show

Remove the requirement that a Jump Tender be the maximum size that it can escort, only that it carry a drive that powerful.  This could be limited to standard transit or commercial drives.  Currently, commercial jump tenders require significant padding as well as larger shipyards.

Allow both commercial and military Jump Drives on the same tender.  This would allow a single tender to service both a 50kt commercial salvager and a 1kt military survey ship.

Allow commercial engine tugs pulling military engine ships to use commercial tenders if the tender can tandem-jump them under the tug's power.

8. Tugs and Tractors
Off-Topic: show

Allow disabling the engines on the towed ship.  This can matter when hauling a fast military ship.

Tactical Tractor Beam

A weaponized Tractor Beam.  Only one can be equipped to a ship.  It can be used to Grab an enemy ship within range, or just Counter the target's own TT without Grabbing.  A Grabbed or Countered TT can only Counter.  Multiple attackers can attack the same target.  A TT breaks a standard tractor link, whether used on tug or load.

When Grabbing, the attackers' EP is subtracted from the target's:

If the target still has EP, attacker's weight is added to determine the new speed and the attackers are dragged along behind.  Target loses all speed bonuses against attackers.  Attackers lose 90% of their speed bonuses when defending from target, or each other, but can use target's new speed bonus against anyone else.

If the target is reduced to 0 EP, then it is immobilized.  Attackers must remain in range to maintain lock, and are limited to 10% their maximum speed, but are otherwise mobile.

This would be very helpful in boarding operations and allow new swarming tactics.

Spoilers could use it to catch prey to eat.  Alive.

9. Misc
Off-Topic: show

An "R&R" order to rest crews.
Landing parasites should warn if they can't fully rearm.
*action* at Current Location order variants would be helpful when creating order templates.

10. Spoilers
Off-Topic: show


Amoeba - Monster that occurs in nebulas.  TH only, no EM signature.  Stealth bonus according to nebula level.  No internal components.  Immune to HPM and Meson.  Boarding is suicide.  Anything eaten increases Amoeba mass.  Damage reduces mass, and can spawn small amoebas at further expense of parent mass.  If lured out of the nebula, missiles cause both explosion and radiation damage.  Pseudopod that acts like a Tactical Tractor.  Once target is immobilized, the Amoeba moves in for the kill.

If less than half the size of target, the Amoeba will act like a boarder, and burrow through the hull.  Once inside it will try to eat components and crew from the inside.

If at least twice the size of target, target is enveloped.  Any smaller attached Ameoba will be immediately eaten.  Digestion rate is one hit per 12 columns every 5 seconds, random distribution.  Damage that penetrates results in digestion of ship components and crew, with destroyed components getting eaten rather than exploding.  An enveloped ship can fire any of its weapons with a 100% hit chance.  Missiles and bombs will explode against the ship's hull damaging it as well as the monster.  Abandoning is suicide, since the Amoeba will eat the escape pods.  Self destruct causes high damage, and has a high chance of splitting the Amoeba.  Other ships attacking risks hitting the enveloped ship.

Other ships are too big to swallow, but too small to enter.  The Amoeba will stick to the side and try to eat it anyway.



Snowflake - Has an EM signature, but no TH.  Fires a beam weapon that only kills crew.  Ignores armour, but shields can block it.  Every kill increases mass.  Missile damage risks breaking off pieces that can then attack independently from the mother.  Heaven help you if it reaches a major population.

6
The Corporate Federation / Ship Designs: End of 2134
« Last post by Kurt on Today at 07:47:19 AM »
The Interim Government has been struggling to determine the best way to defend the Earth and the Solar System, and, as of the end of 2134, has been forced into a completely defensive stance.  Several different strategies have been proposed and then abandoned or shelved for the time being.  Currently, all efforts are aimed at surviving the next attack, with all planning beyond that being completely theoretical. 

Planetary Defense Command
The Planetary Defense Command is Earth’s shield and sword, and is held in high esteem by Earth’s population, who know that without the EDC they would have been wiped out long ago.  All efforts related to the defense of the Earth for the near future have been focused on EDC rather than the fleet, a trend that is likely to continue for some time.  The EDC is a high-morale force, and is held in high esteem by the general populace.

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Aegis m1 class Point Defence Base    8,950 tons     212 Crew     1788.2 BP      TCS 179  TH 0  EM 0
Armour 20-38     Sensors 1/160     Damage Control Rating 0     PPV 30
Intended Deployment Time: 3 months    Spare Berths 2   
Magazine 695   

Bowen Kinetics PDC AMM Missile Launcher (30)    Missile Size 1    Rate of Fire 5
AMM Fire Control Mk II (3)     Range 15.1m km    Resolution 1
AM Missile Fire Control (3)     Range 15.4m km    Resolution 1

AMM Active Search Sensor  (1)     GPS 160     Range 12.8m km    MCR 1.4m km    Resolution 1

ECCM-1 (3)         
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 4 sections

This design includes three additional advanced fire controls for the AMM launchers.  In the aftermath of the first attack on the Earth the EDC’s defensive bases had suffered armor damage. As part of the program to repair them this improvement was authorized as a relatively cheap way to improve the bases without major changes.  The base’s sensors were not improved, as a research effort to develop new missile detection sensors at the time this plan was authorized.  To save money and time, the Interim Government decided to put the new anti-missile sensors in a separate base. 
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Board r1ER class Planetary Defence Centre    30,900 tons     1240 Crew     4950.8 BP      TCS 618  TH 0  EM 0
Armour 20-87     Sensors 1/320     Damage Control Rating 0     PPV 384
Intended Deployment Time: 3 months    Spare Berths 1   
Magazine 1049   

PDC Missile Launcher (24)    Missile Size 16    Rate of Fire 80
Bludeon LRASM Missile Fire Control (3)     Range 302.2m km    Resolution 180

Pl. Active Search Sensor Mk III (1)     GPS 6400     Range 114.5m km    Resolution 20


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 13 sections

The Interim Government decided to improve the offensive bases at the same time as the defensive bases were being repaired and rebuilt.  The sole improvement is the new missile fire controls, able to target enemy ships out to 300 mkm’s.  As with the defensive bases this design’s active sensors were not improved, and instead the Interim Government decided to build a separate base that would serve all of the existing PDC’s.

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Final Line class Planetary Defence Centre    800 tons     9 Crew     110.2 BP      TCS 16  TH 0  EM 0
Armour 5-7     Sensors 1/0     Damage Control Rating 0     PPV 12
Intended Deployment Time: 3 months    Spare Berths 1   
Magazine 80   

Lord Ordnance Heavy Box Launcher (5)    Missile Size 16    Hangar Reload 120 minutes    MF Reload 20 hours
Thunderbolt Missile Fire Control Mk II (1)     Range 45.1m km    Resolution 20


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections

This PDC design was roughed out by then-Admiral Foster during the time he was detained by the old Federation Board.  This PDC was small and was capable of being built by planetary industry in a few days as a last ditch stop-gap effort.  Lightly armored and mounting no sensors of its own, this design is dependent on outside support to function.  However, in the last days before the first Dregluk attack, this design was viewed as a necessary component of Earth’s defense.  This design mounts the old-style Thunderbolt Missile Fire Controls, meaning that it cannot engage the Dregluk ships at long range with the current version of the Bludgeon LRASM’s. 

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Looking Glass class Planetary Surveillance Base    950 tons     37 Crew     365.4 BP      TCS 19  TH 0  EM 0
Armour 5-8     Sensors 1/336     Damage Control Rating 0     PPV 0
Intended Deployment Time: 3 months    Spare Berths 1   

Planetary AMM Active Sensor (1)     GPS 336     Range 37.0m km    MCR 4.0m km    Resolution 1


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections

In the aftermath of the disastrous events of August 2134, it was clear that Earth’s current anti-missile sensors were completely inadequate.  Therefore, a research effort was commissioned by the Interim Government to develop a new anti-missile sensor immediately.  This effort was not completed in time to be included in the refit designs for the existing PDC’s, but in any case, the new anti-missile sensor was judged to be too expensive to be included in all of the PDC’s anyway.  This PDC is intended to serve all of Earth’s defensive PDC’s. 

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Oculus class Planetary Surveillance Base    1,700 tons     57 Crew     636.6 BP      TCS 34  TH 0  EM 0
Armour 9-12     Sensors 1/336     Damage Control Rating 0     PPV 0
Intended Deployment Time: 3 months    Spare Berths 1   

Planetary AMM Active Sensor (1)     GPS 336     Range 37.0m km    MCR 4.0m km    Resolution 1
AD Active Search Sensor (1)     GPS 37800     Range 309.9m km    Resolution 180


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections

Like the Looking Glass PDC detailed above, the Oculus class is intended to serve all of the offensive PDC’s on the Earth by detecting enemy ships at a range commensurate with the offensive attack range of the new Bludgeon LRASM’s.  The Looking Glass design also contains an anti-missile sensor, which is intended as a backup to the Looking Glass Base, ensuring that should something happen to that base Earth’s defenders will not be helpless. 


The Fleet
In the press of activity surrounding Humanity’s attempt to survive the Dregluk onslaught, the Interim Government has not had time to rename the old Federation Militia.  The Militia itself uniformly hated the name “militia”, indicating as it did a temporary and\or amateur organization.  In the months since the first attacks the Militia has become known only as the Fleet.  The Fleet has been of secondary importance to Earth’s fight to survive, and while it has contributed to Earth’s defense in every attack since the first, everyone knows that the Earth has only survived because of the EDC.  The Interim Government has found it nearly impossible to build up the fleet in the face of constant bombardments by the Dregluk which damage ships in orbit and erode the shipyards needed to repair and buildup the fleet.  Still, planning continues to develop a fleet capable of taking the fight to the Dregluk. 

The Interim Government’s fleet planning process has been somewhat…chaotic, largely given the constant death toll from Dregluk bombardments and the need to find some way, anyway, to respond.   As of yet the fleet has not developed a coherent plan to take the fight to the enemy, nor even to defend the solar system.  In spite of the fact that the fleet’s commander, Admiral Law, is the acknowledged leader of Earth’s combined military, the fleet itself is general low-morale as it has been forced into a secondary role, limited to orbital operations and the occasional rescue op.  Worse, Admiral Law’s responsibilities as the leader of Earth’s military has meant that the fleet itself has been neglected, and it has not been able to develop a coherent plan to fight the enemy. 

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Attack Boat class Attack Craft    2,250 tons     97 Crew     390.8 BP      TCS 45  TH 240  EM 0
5333 km/s     Armour 5-15     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 12
Maint Life 2.77 Years     MSP 109    AFR 40%    IFR 0.6%    1YR 21    5YR 308    Max Repair 120 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

Akhtar Aerospace Interceptor MP Drive (1)    Power 240    Fuel Use 51%    Signature 240    Exp 10%
Fuel Capacity 60,000 Litres    Range 9.4 billion km   (20 days at full power)

Atkinson-Jenkins Systems 100mm Meson Cannon (4)    Range 15,000km     TS: 5333 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
N-F Elect Sys PD Fire Control Mk III (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0
J&J Stellarator Fusion Reactor  (2)     Total Power Output 12    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

This design is intended to go toe-to-toe with Dregluk fleet units that have just transited into the Solar System.  It is capable of outrunning all known Dregluk designs and is equipped with meson weaponry that can penetrate the Dregluk ships’ massive armor belt.  For new orbital yards are being expanded to build this design, and a fifth yard is under construction.  This unit mounts no active sensor, because of its small size, and is thus dependent on other units to provide detection capabilities.   

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Brooklyn r3 class Missile Frigate    6,000 tons     128 Crew     1167.6 BP      TCS 120  TH 720  EM 0
6000 km/s     Armour 4-29     Shields 0-0     Sensors 32/32/0/0     Damage Control Rating 2     PPV 24.25
Maint Life 1.77 Years     MSP 243    AFR 144%    IFR 2%    1YR 95    5YR 1432    Max Repair 168 MSP
Intended Deployment Time: 6 months    Spare Berths 1   
Magazine 190   

Akhtar Aerospace Interceptor MP Drive (3)    Power 240    Fuel Use 51%    Signature 240    Exp 10%
Fuel Capacity 150,000 Litres    Range 8.8 billion km   (17 days at full power)

Lord Ordnance Standard Box Launcher (27)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
Bowen Kinetics AMM Missile Launcher (4)    Missile Size 1    Rate of Fire 10
AMM Fire Control Mk II (1)     Range 15.1m km    Resolution 1
Thunderbolt Missile Fire Control Mk II (2)     Range 45.1m km    Resolution 20

AMM Active Search Sensor Mk II (1)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Active Search Sensor Mk IV (1)     GPS 6720     Range 60.1m km    Resolution 80
Standard Thermal Sensor Mk III (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
Standard EM Detection Sensor Mk II (1)     Sensitivity 32     Detect Sig Strength 1000:  32m 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

This design was intended to be ultimate version of the Brooklyn class which would be deployed to face both the Dregluk and Obscura threats.  The primary change for this upgrade is the complete replacement of the weapon’s suite.  The older standard missile launchers of the r2 class was replaced with Lord Ordnance box launchers capable of launching Thunderbolt Missiles in useful numbers.  In addition, the single AMM launcher was bolstered by the addition of three additional launchers, giving the Brooklyn class improved anti-missile and fleet-defense capability.

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Brooklyn r4 class Missile Frigate    6,000 tons     161 Crew     1095.5 BP      TCS 120  TH 720  EM 0
6000 km/s     Armour 4-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 19
Maint Life 1.65 Years     MSP 228    AFR 144%    IFR 2%    1YR 99    5YR 1489    Max Repair 168 MSP
Intended Deployment Time: 6 months    Spare Berths 4   
Magazine 223   

Akhtar Aerospace Interceptor MP Drive (3)    Power 240    Fuel Use 51%    Signature 240    Exp 10%
Fuel Capacity 150,000 Litres    Range 8.8 billion km   (17 days at full power)

CIWS-160 (1x4)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Bowen Kinetics AMM Missile Launcher (19)    Missile Size 1    Rate of Fire 10
AMM Fire Control Mk II (2)     Range 15.1m km    Resolution 1

AMM Active Search Sensor Mk II (1)     GPS 168     Range 13.4m km    MCR 1.5m 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

In the aftermath of the Disaster of August and the fall of the Federation, all fleet deployment strategies were either put on hold or completely changed.  Admiral Law and his staff decided early on that the Thunderbolt missile was no longer viable, as it was too short-ranged to be useful in an engagement with the Dregluk.  This made the Brooklyn class problematic, as it was not large enough to mount useful numbers of Bludgeon missile launchers.  Thus, the r4 design was born.  This class is intended to defend other ships or planetary sites with its large number of AMM launchers. 

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Defender class Patrol Vessel    6,250 tons     106 Crew     864.7 BP      TCS 125  TH 432  EM 600
3456 km/s     Armour 3-30     Shields 20-300     Sensors 6/8/0/0     Damage Control Rating 3     PPV 9.6
Maint Life 1.76 Years     MSP 259    AFR 104%    IFR 1.4%    1YR 103    5YR 1538    Max Repair 172.8 MSP
Intended Deployment Time: 12 months    Spare Berths 3   
Magazine 64   

Akhtar Aerospace Hi-Eff. Ion Drive (1)    Power 432    Fuel Use 18.89%    Signature 432    Exp 8%
Fuel Capacity 500,000 Litres    Range 76.2 billion km   (255 days at full power)
Gamma Shields (10)   Total Fuel Cost  160 Litres per hour  (3,840 per day)

CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Lord Ordnance Heavy Box Launcher (4)    Missile Size 16    Hangar Reload 120 minutes    MF Reload 20 hours
Thunderbolt Missile Fire Control Mk II (1)     Range 45.1m km    Resolution 20
Bludgeon Pl AS Msl (4)  Speed: 20,000 km/s   End: 34.2m    Range: 41m km   WH: 24    Size: 16    TH: 120/72/36

Active Search Sensor Mk IV (1)     GPS 6720     Range 60.1m km    Resolution 80
AMM Active Search Sensor Mk II (1)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Basic Thermal Sensor Mk II (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Basic EM Detection Sensor Mk II (1)     Sensitivity 8     Detect Sig Strength 1000:  8m 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

This class is an exercise in pure desperation.  In the days after the Disaster in August, there was a desperate push to deploy as many combat capable spacecraft as possible.   This design was developed to cheaply transform Explorer and Farseer class exploration ships into makeshift warships.  Two exploration ships were refitted to this design.  Current thinking is that the only effective offensive missile is the Bludgeon LRASM, therefore units of this design will likely either be upgraded with better fire controls or will be scrapped. 

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Enterprise r3 class Patrol Cruiser    11,000 tons     293 Crew     2138 BP      TCS 220  TH 1440  EM 3600
6545 km/s     Armour 3-44     Shields 120-480     Sensors 32/44/0/0     Damage Control Rating 3     PPV 34.19
Maint Life 1.28 Years     MSP 364    AFR 322%    IFR 4.5%    1YR 233    5YR 3493    Max Repair 120 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

Akhtar Aerospace Interceptor MP Drive (6)    Power 240    Fuel Use 51%    Signature 240    Exp 10%
Fuel Capacity 750,000 Litres    Range 24.1 billion km   (42 days at full power)
P&G Space Security Theta Shields (30)   Total Fuel Cost  720 Litres per hour  (17,280 per day)

Lockheed-Martin 250 mm Spinal UV Laser (1)    Range 256,000km     TS: 6545 km/s     Power 16-4     RM 4    ROF 20        16 16 16 16 12 10 9 8 7 6
Lockheed-Martin 200mm UV Laser (2)    Range 256,000km     TS: 6545 km/s     Power 10-4     RM 4    ROF 15        10 10 10 10 8 6 5 5 4 4
Mk II Twin Gauss Cannon Turret (1x4)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
N-F Elect Systems Beam Fire Control Mk IV (2)    Max Range: 256,000 km   TS: 4500 km/s     96 92 88 84 80 77 73 69 65 61
N-F Elect Systems PD Fire Control Mk II (1)    Max Range: 64,000 km   TS: 12000 km/s     84 69 53 37 22 6 0 0 0 0
J&J Stellarator Fusion Reactor  (2)     Total Power Output 12    Armour 0    Exp 5%

Active Search Sensor Mk IV (1)     GPS 6720     Range 60.1m km    Resolution 80
Standard Thermal Sensor Mk III (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
Standard EM Sensor Mk III (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes

Prior to the Disaster of August, this was intended to be the end result of this class, which would be deployed against Dregluk or Obscura threats.  Unfortunately, only one unit of the Enterprise class, the Assistance, survived various encounters with the Dregluk.  The Assistance is currently being refit to this design, but the future of the class is not clear.  The Fleet is currently focused on long-ranged missile combatants, or small, fast meson equipped attack units. 

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Falcon r2 class Interceptor    1,000 tons     48 Crew     225.9 BP      TCS 20  TH 144  EM 0
7200 km/s     Armour 3-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Maint Life 3.79 Years     MSP 35    AFR 32%    IFR 0.4%    1YR 4    5YR 57    Max Repair 77 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

Akhtar Aerospace Corvette MP Drive (6)    Power 24    Fuel Use 136.41%    Signature 24    Exp 15%
Fuel Capacity 20,000 Litres    Range 2.6 billion km   (4 days at full power)

Atkinson-Jenkins Systems 100mm Meson Cannon (2)    Range 15,000km     TS: 7200 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
N-F Elect Sys PD Fire Control Mk III (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0
J&J Stellarator Fusion Reactor  (1)     Total Power Output 6    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

This original version of this class carried Thunderbolt missiles and was designed by the Federation Militia, largely as a design study for a quick reaction force.  It was never intended to be deployed.  After the Disaster, the Interim Government took this design off of the shelf and replaced the Thunderbolt missiles with Bludgeon missile launchers, however, the hull was too small to carry Bludgeon missile launchers in useful numbers.  None of the earlier versions were built.  Instead, the r2 class was designed, replacing the missile launchers with meson cannons.  This class is intended to be deployed alongside the Attack Boat class units.  This unit mounts no active sensor, because of its small size, and is thus dependent on other units to provide detection capabilities.   

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Falcon r2Sc class Interceptor    1,000 tons     41 Crew     295.5 BP      TCS 20  TH 144  EM 0
7200 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 2.83 Years     MSP 46    AFR 32%    IFR 0.4%    1YR 8    5YR 125    Max Repair 84 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

Akhtar Aerospace Corvette MP Drive (6)    Power 24    Fuel Use 136.41%    Signature 24    Exp 15%
Fuel Capacity 20,000 Litres    Range 2.6 billion km   (4 days at full power)

Atkinson-Jenkins Systems 100mm Meson Cannon (1)    Range 15,000km     TS: 7200 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
N-F Elect Sys PD Fire Control Mk III (1)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0
J&J Stellarator Fusion Reactor  (1)     Total Power Output 6    Armour 0    Exp 5%

Active Search Sensor Mk IV (1)     GPS 6720     Range 60.1m km    Resolution 80

This design is classed as a Military Vessel for maintenance purposes

This modified version of the Falcon Interceptor is intended to provide sensor support for a Falcon squadron. 

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MB r2 class Missile Boat    2,200 tons     41 Crew     429.6 BP      TCS 44  TH 240  EM 0
5454 km/s     Armour 3-15     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 12
Maint Life 2.74 Years     MSP 122    AFR 38%    IFR 0.5%    1YR 23    5YR 351    Max Repair 126 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Magazine 80   

Akhtar Aerospace Interceptor MP Drive (1)    Power 240    Fuel Use 51%    Signature 240    Exp 10%
Fuel Capacity 60,000 Litres    Range 9.6 billion km   (20 days at full power)

Lord Ordnance Heavy Box Launcher (5)    Missile Size 16    Hangar Reload 120 minutes    MF Reload 20 hours
Thunderbolt Missile Fire Control Mk II (1)     Range 45.1m km    Resolution 20

Enhanced Active Search Sensor Mk II (1)     GPS 10080     Range 90.2m km    Resolution 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

This class was intended to be the final form of the missile boat class, to be deployed in defense of the home system while the fleet was deployed against external enemies. 

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MB r2ER class Missile Boat    2,200 tons     40 Crew     441.1 BP      TCS 44  TH 240  EM 0
5454 km/s     Armour 3-15     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 12
Maint Life 0.32 Years     MSP 31    AFR 154%    IFR 2.2%    1YR 96    5YR 1438    Max Repair 126 MSP
Intended Deployment Time: 1 months    Spare Berths 0   
Magazine 80   

Akhtar Aerospace Interceptor MP Drive (1)    Power 240    Fuel Use 51%    Signature 240    Exp 10%
Fuel Capacity 60,000 Litres    Range 9.6 billion km   (20 days at full power)

Lord Ordnance Heavy Box Launcher (5)    Missile Size 16    Hangar Reload 120 minutes    MF Reload 20 hours
Bludeon LRASM Missile Fire Control (1)     Range 302.2m km    Resolution 180

Enhanced Active Search Sensor Mk II (1)     GPS 10080     Range 90.2m km    Resolution 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

The refit adds a long-range fire control to the class so that it can use the latest Bludgeon LRASM.

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Norrth Carolina R3 class Jump Tender    10,500 tons     207 Crew     1409.8 BP      TCS 210  TH 1152  EM 0
5485 km/s    JR 3-50     Armour 2-42     Shields 0-0     Sensors 44/44/2/0     Damage Control Rating 6     PPV 0
Maint Life 3.51 Years     MSP 1504    AFR 147%    IFR 2%    1YR 187    5YR 2803    Max Repair 230.4 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

Cop R&D J10500(3-50) Military Jump Drive     Max Ship Size 10500 tons    Distance 50k km     Squadron Size 3
Akhtar Aerospace Hi-Eff MP Drive (2)    Power 576    Fuel Use 18.89%    Signature 576    Exp 8%
Fuel Capacity 1,750,000 Litres    Range 158.8 billion km   (335 days at full power)

CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Enhanced Active Search Sensor Mk II (1)     GPS 10080     Range 90.2m km    Resolution 80
Standard Thermal Sensor Mk IV (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km
Standard EM Sensor Mk III (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

This is the latest version of the venerable North Carolina class, intended to support exploration fleets.  This design was finalized prior to the fall of the Federation, and as of yet no units of earlier classes have been upgraded. 

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Planet r1 class Battlecruiser    15,200 tons     380 Crew     2697.6 BP      TCS 304  TH 1440  EM 4800
4736 km/s     Armour 5-54     Shields 160-480     Sensors 32/32/0/0     Damage Control Rating 15     PPV 44
Maint Life 1.67 Years     MSP 555    AFR 369%    IFR 5.1%    1YR 237    5YR 3554    Max Repair 168 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 299   

Akhtar Aerospace Interceptor MP Drive (6)    Power 240    Fuel Use 51%    Signature 240    Exp 10%
Fuel Capacity 1,500,000 Litres    Range 34.8 billion km   (85 days at full power)
P&G Space Security Theta Shields (40)   Total Fuel Cost  960 Litres per hour  (23,040 per day)

CIWS-120 (1x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Bowen Kinetics Missile Launcher (8)    Missile Size 5    Rate of Fire 50
Bowen Kinetics AMM Missile Launcher (4)    Missile Size 1    Rate of Fire 10
Thunderbolt Missile Fire Control Mk II (1)     Range 45.1m km    Resolution 20
AMM Fire Control Mk II (1)     Range 15.1m km    Resolution 1

Active Search Sensor Mk IV (1)     GPS 6720     Range 60.1m km    Resolution 80
AMM Active Search Sensor Mk II (1)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Standard Thermal Sensor Mk III (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
Standard EM Detection Sensor Mk II (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

ECM 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

This is the latest version of the Federation, and now the Interim Government’s, largest warship.  Only one unit of this class has been built to date, the Mars.  This class suffers from the same problems that all pre-war Federation designs suffered from, the ability to use only medium ranged missiles.  Currently, there are no plans to upgrade the class, although that will likely change at some point. 

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Saratoga class Monitor    16,300 tons     306 Crew     3004.1 BP      TCS 326  TH 240  EM 6000
736 km/s     Armour 6-57     Shields 200-480     Sensors 44/44/0/0     Damage Control Rating 31     PPV 111
Maint Life 6.09 Years     MSP 1267    AFR 193%    IFR 2.7%    1YR 59    5YR 879    Max Repair 168 MSP
Intended Deployment Time: 36 months    Spare Berths 1   
Magazine 1165   

Akhtar Aerospace Interceptor MP Drive (1)    Power 240    Fuel Use 51%    Signature 240    Exp 10%
Fuel Capacity 50,000 Litres    Range 1.1 billion km   (17 days at full power)
P&G Space Security Theta Shields (50)   Total Fuel Cost  1,200 Litres per hour  (28,800 per day)

CIWS-160 (1x4)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Lord Ordnance Heavy Box Launcher (40)    Missile Size 16    Hangar Reload 120 minutes    MF Reload 20 hours
Bowen Kinetics AMM Missile Launcher (15)    Missile Size 1    Rate of Fire 10
AMM Fire Control Mk II (3)     Range 15.1m km    Resolution 1
ER Missile Fire Control  (3)     Range 346.5m km    Resolution 100

Active Search Sensor Mk IV (1)     GPS 6720     Range 60.1m km    Resolution 80
AMM Active Search Sensor Mk II (1)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Standard Thermal Sensor Mk IV (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km
Standard EM Sensor Mk III (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km

ECM 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

This class is the first major unit designed by the Interim Government since the fall of the Federation.  This class trades speed for a heavy broadside of LRASM’s and is intended to be used as a sort of mobile base for Solar System defense.  Plans are in place to lay down the first units of this class in July of 2135. 

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Tennessee r1 class Jump Cruiser    15,200 tons     375 Crew     2735.6 BP      TCS 304  TH 1680  EM 3600
5526 km/s    JR 3-50     Armour 5-54     Shields 120-480     Sensors 48/48/0/0     Damage Control Rating 17     PPV 10
Maint Life 2.18 Years     MSP 787    AFR 264%    IFR 3.7%    1YR 222    5YR 3325    Max Repair 174 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 265   

Cop R&D J15200(3-50) Military Jump Drive     Max Ship Size 15200 tons    Distance 50k km     Squadron Size 3
Akhtar Aerospace Interceptor MP Drive (7)    Power 240    Fuel Use 51%    Signature 240    Exp 10%
Fuel Capacity 1,000,000 Litres    Range 23.2 billion km   (48 days at full power)
P&G Space Security Theta Shields (30)   Total Fuel Cost  720 Litres per hour  (17,280 per day)

Bowen Kinetics AMM Missile Launcher (10)    Missile Size 1    Rate of Fire 10
AMM Fire Control Mk II (2)     Range 15.1m km    Resolution 1

AMM Active Search Sensor Mk II (1)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Enhanced Active Search Sensor Mk II (1)     GPS 10080     Range 90.2m km    Resolution 80
Enhanced Thermal Sensor  (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km
Enhanced EM Detection Sensor  (1)     Sensitivity 48     Detect Sig Strength 1000:  48m km

ECM 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

This was intended to be the next-generation jump cruiser design to escort Federation fleets to their targets.  Unfortunately, due to the continuing attacks on Earth and the critical need for every defensive missile launcher, the two existing Tennessee class units were never upgraded to this design.  Eventually, the yards devoted to the class were re-tasked to the Saratoga class.

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Tennessee r2 class Jump Cruiser    15,200 tons     381 Crew     2760.6 BP      TCS 304  TH 1680  EM 3600
5526 km/s    JR 4-250     Armour 5-54     Shields 120-480     Sensors 32/44/0/0     Damage Control Rating 17     PPV 10
Maint Life 1.95 Years     MSP 795    AFR 264%    IFR 3.7%    1YR 274    5YR 4115    Max Repair 246 MSP
Intended Deployment Time: 9 months    Spare Berths 3   
Magazine 214   

Cop R&D J15200(4-250) Military Jump Drive     Max Ship Size 15200 tons    Distance 250k km     Squadron Size 4
Akhtar Aerospace Interceptor MP Drive (7)    Power 240    Fuel Use 51%    Signature 240    Exp 10%
Fuel Capacity 1,000,000 Litres    Range 23.2 billion km   (48 days at full power)
P&G Space Security Theta Shields (30)   Total Fuel Cost  720 Litres per hour  (17,280 per day)

Bowen Kinetics AMM Missile Launcher (10)    Missile Size 1    Rate of Fire 10
AMM Fire Control Mk II (2)     Range 15.1m km    Resolution 1
Aegis AMM (214)  Speed: 21,000 km/s   End: 1.4m    Range: 1.8m km   WH: 1    Size: 1    TH: 154/92/46

Enhanced Active Search Sensor Mk II (1)     GPS 10080     Range 90.2m km    Resolution 80
AMM Active Search Sensor Mk II (1)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Standard Thermal Sensor Mk III (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
Standard EM Sensor Mk III (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km

ECM 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

Because of the delays in upgrading the original units of this class, a new refit class was developed to add in newly developed sensors.  Unfortunately, the same delays that affected the r1 program affected this program, and no units were upgraded to this class. 

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Tennessee r3 class Jump Cruiser    15,450 tons     371 Crew     2747 BP      TCS 309  TH 1680  EM 3600
5436 km/s    JR 5-250     Armour 5-55     Shields 120-480     Sensors 32/44/0/0     Damage Control Rating 17     PPV 10
Maint Life 1.99 Years     MSP 778    AFR 272%    IFR 3.8%    1YR 262    5YR 3925    Max Repair 200 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 214   

Cop R&D J15500(5-250) Military Jump Drive     Max Ship Size 15500 tons    Distance 250k km     Squadron Size 5
Akhtar Aerospace Interceptor MP Drive (7)    Power 240    Fuel Use 51%    Signature 240    Exp 10%
Fuel Capacity 1,450,000 Litres    Range 33.1 billion km   (70 days at full power)
P&G Space Security Theta Shields (30)   Total Fuel Cost  720 Litres per hour  (17,280 per day)

Bowen Kinetics AMM Missile Launcher (10)    Missile Size 1    Rate of Fire 10
AMM Fire Control Mk II (2)     Range 15.1m km    Resolution 1

AMM Active Search Sensor Mk II (1)     GPS 168     Range 13.4m km    MCR 1.5m km    Resolution 1
Enhanced Active Search Sensor Mk II (1)     GPS 10080     Range 90.2m km    Resolution 80
Standard Thermal Sensor Mk III (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
Standard EM Sensor Mk III (1)     Sensitivity 44     Detect Sig Strength 1000:  44m km

ECM 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

This upgrade class includes a newly developed jump drive design, giving the ship better ability to bring additional units into potential combat situations during contested jumps. 
7
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Steve Walmsley on Today at 04:40:30 AM »
Absolutely in favor, I would *love* to actually keep consistent companies for equipment and ordinance and so forth.

Would be interesting to have civilian companies also as additional production capacity - not only handing transport orders to them, but also building equipment... .

I was thinking about something like this. Assuming a capitalistic society, what if you had something along the following:

Multiple companies, each with fields of interest (maybe some are like Rolls Royce and focus on engines, other are Intel like and do computers, etc).

Instead of designing a new technology, you instead put out a request to these companies. "I want a 15cm UV laser with 10sec recharge". Then after some time, these companies come back with their prototypes that each have small tweaks to your request.. Maybe the Foobar Corporation's laser does an extra point of damage but takes a little extra material to make. But Barfoo Inc has a model that can fire a little farther. Then you pick the one you want and it becomes a thing to build.

I have considered something on these lines before (as well as civilian companies building warships for the government). Probably won't in the first version, but will consider for the future.
8
Bureau of Ship Design / Re: Beam Cruisers
« Last post by Felius on Yesterday at 06:08:50 PM »
Thinking on the next iteration, was considering dropping the Gauss turrets from the main cruiser and create a dedicated PD vessel, getting something like:

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Illustrious Mk4 class Cruiser    20 000 tons     621 Crew     8159.6 BP      TCS 400  TH 4800  EM 5400
12000 km/s     Armour 9-65     Shields 180-300     Sensors 1/1/0/0     Damage Control Rating 10     PPV 98.22
Maint Life 1.3 Years     MSP 2550    AFR 320%    IFR 4.4%    1YR 1602    5YR 24034    Max Repair 1200 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Cryogenic Berths 400   

Brooks & Heath Research Inc 2400 EP Inertial Fusion Drive (2)    Power 2400    Fuel Use 41.34%    Signature 2400    Exp 15%
Fuel Capacity 3 500 000 Litres    Range 76.2 billion km   (73 days at full power)
D'Aoust-Villon  Omicron R300/432 Shields (30)   Total Fuel Cost  540 Litres per hour  (12 960 per day)

Cameron & Franklin 75cm C10 Far X-Ray Laser (1)    Range 480 000km     TS: 12000 km/s     Power 147-10     RM 8    ROF 75        147 147 147 147 147 147 147 147 130 117
Cameron & Franklin 35cm C8 Far X-Ray Laser (3)    Range 480 000km     TS: 12000 km/s     Power 32-8     RM 8    ROF 20        32 32 32 32 32 32 32 32 28 25
Quad Bellemare-Astruc R21/C6 Meson Cannon Turret (2x4)    Range 210 000km     TS: 32000 km/s     Power 24-24     RM 21    ROF 5        1 1 1 1 1 1 1 1 1 1
van Dijck Ordnance CIWS-320 (1x10)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Bonnaire-Delorit Fire Control S02 240-8000 (1)    Max Range: 480 000 km   TS: 8000 km/s     98 96 94 92 90 88 85 83 81 79
Cardigan -Goodge Fire Control S03 120-24000 (1)    Max Range: 240 000 km   TS: 24000 km/s     96 92 88 83 79 75 71 67 62 58
Boyer-Rivard Inertial Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 24    Armour 0    Exp 5%
Levengood Marine Inertial Confinement Fusion Reactor Technology PB-1 (1)     Total Power Output 60    Armour 0    Exp 5%

de Witt & van Dijk Active Search Sensor MR57-R1 (1)     GPS 240     Range 57.6m km    MCR 6.3m km    Resolution 1

ECCM-5 (1)     Compact ECCM-4 (1)         ECM 50

This design is classed as a Military Vessel for maintenance purposes
Still only one fire control for each group of guns, but thinking on it, we while it'd mean a loss of range, I could have them use the other weapon fire control. Will probably trade the reactors for multiple size one reactors too, and might increase the tracking speed of the Meson fire control to equal that of the meson turret, although that's also a bit costly for not that much gain when they can already use a different fire control system. An increase in the laser FC speed might be in the books though, to match that of the ship itself. Might drop a few shields for extra engineering spaces too.
9
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by wedgebert on Yesterday at 05:43:54 PM »
Absolutely in favor, I would *love* to actually keep consistent companies for equipment and ordinance and so forth.

Would be interesting to have civilian companies also as additional production capacity - not only handing transport orders to them, but also building equipment... .

I was thinking about something like this. Assuming a capitalistic society, what if you had something along the following:

Multiple companies, each with fields of interest (maybe some are like Rolls Royce and focus on engines, other are Intel like and do computers, etc).

Instead of designing a new technology, you instead put out a request to these companies. "I want a 15cm UV laser with 10sec recharge". Then after some time, these companies come back with their prototypes that each have small tweaks to your request.. Maybe the Foobar Corporation's laser does an extra point of damage but takes a little extra material to make. But Barfoo Inc has a model that can fire a little farther. Then you pick the one you want and it becomes a thing to build.


10
C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by the obelisk on Yesterday at 03:56:28 PM »
Another suggestion of mine: Remove the missile engine component, and revert to designing missile engines along with the missile itself, adding options for boost modifier/engine generation/fuel consumption there.
The missile engine component adds an annoying step to missile design. Unlike regular engines they are very rarely reused, every new missile usually requires a new engine. Furthermore there is no incentive to use multiple engines on a missile if you can use a single one instead, and I don't think there should be one.
Also, I'd suggest to remove the cap on missile engines to 5 MSP, especially with the new incentives to large missiles.
The missile engine only adds unnecessary complications, you should not have to use an external performance calculator to find out which engine size you need in the first place.
Maybe add the ability to create missile engines in missile creation without removing missile engines as a component?

Other random quality of life suggestion: Instead of suggesting random new companies for naming components, have a separate panel where you can save the names of the companies you have in your game (and generate suggestions)
Then you can select the company name in a dropdown menu, as you will be likely be reusing company names.
I think that's been discussed before, could be wrong.
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