Aurora 4x

Fiction => Þórgrímr's Fiction => Topic started by: Þórgrímr on March 14, 2007, 11:08:45 AM

Title: Ships of the Imperium Romanum
Post by: Þórgrímr on March 14, 2007, 11:08:45 AM
When Aurora gets stable enough to run a full campaign with, I intend to use it to flesh out my Roman universe and run a campaign with it. Right now I am going to use Aurora to design the ships that have been mentioned in my story The Siliconate War.

First up is the Imperator Class Carrier. So far mentioned in the story are The Octavianus and the Caesar. Also included is the C.A.G. attached and the typical Escorts. In the Roman universe a Cruiser is called a Quadreme and a Destroyer is a Trireme.

Since I don't have that starfire campaign anymore, thanks to a hdd crash, These are about 90% of what I can remember the Starfire eqivalents were. But don't quote me on that.  :wink:

So without further adeux, here are the Imperator and her escots the Gladius Quadreme and Scutum Triremes.



Code: [Select]
Imperator class Carrier    14900 tons     3415 Crew     3859 BP      Signature 298-1533
5144 km/s    JR 3-50     Armour 1     Shields 25-250     Sensors 18/18/0/0     Damage Control 1-2    Command Bonus 1
Hangar Bay Capacity 400    Magazine 1000    Replacement Parts 5    

J3-50(6) 15k Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 3
Mil Magnetic Confinement Fusion Drive (7)    Power 219    Engine Efficiency 0.23    Armour 0    Exp 3%
Fuel Capacity 350,000 Litres    Range 451.0 billion km   (1014 days at full power)
Delta R250/7.5 Shields (10)   Total Fuel Cost  75 Litres per day

PD 10cm C5 Far Ultraviolet Laser (3)    Range 150,000km     Power 3-5     Range Modifier 5    Rate of Fire 5        3 3 3 3 3 2 2 1 1 1
PD Fire Control (1)    Range: 20,000 km   TS: 16000 km/s     75 50 25 0 0 0 0 0 0 0
Magnetic Confinement Fusion Reactor (1)     Total Power Output 26    Armour 0    Exp 3%

High Resolution Thermal Sensor HRT3-18 (1)     Strength 18     Detect Signature 10: 1.8m km     Detect Signature 100: 18m km
Gravitational Pulse Sensor GP3-18 (1)     Strength 18     Detect Size 10: 1.8m km     Detect Size 100: 18m km

ECM 20


Typical Air Wing attached to an Imperator Class Carrier

VF - 143 "Pukin Dogs" - 12 Peregrine Space Superiority Fighters
VF - 11  "Red Rippers" - 12 Peregrine Space Superiority Fighters
VF - 1   "High Hatters" - 12 Peregrine Space Superiority Fighters
VFA - 25 "Fist of the Fleet" - 12 Falcon Attack Fighters
VFA - 2  "Bounty Hunters" - 12 Falcon Attack Fighters
VAW - 121 "Bluetails" - 2 Hawkeye Early Warning Aircraft
VAQ - 140 "Patriots" - 2 Prowler EW Fighters





Typical Escort Group

1
Gladius class Escort Cruiser    9950 tons     1142 Crew     2679 BP      Signature 199-1314
6603 km/s     Armour 3     Shields 22-250     Sensors 18/18/0/0     Damage Control 1-2
Magazine 1000    Replacement Parts 5    

Mil Magnetic Confinement Fusion Drive (6)    Power 219    Engine Efficiency 0.23    Armour 0    Exp 3%
Fuel Capacity 250,000 Litres    Range 482.4 billion km   (845 days at full power)
Delta R250/7.5 Shields (9)   Total Fuel Cost  68 Litres per day

PD 10cm C5 Far Ultraviolet Laser (8)    Range 150,000km     Power 3-5     Range Modifier 5    Rate of Fire 5        3 3 3 3 3 2 2 1 1 1
PD Fire Control (1)    Range: 20,000 km   TS: 16000 km/s     75 50 25 0 0 0 0 0 0 0
Magnetic Confinement Fusion Reactor (2)     Total Power Output 52    Armour 0    Exp 3%

PD Missile Launcher 02-015 (8)    Missile Size 2    Rate of Fire 15
Missile Fire Control S02-040 (1)    Range: 400k km

High Resolution Thermal Sensor HRT3-18 (1)     Strength 18     Detect Signature 10: 1.8m km     Detect Signature 100: 18m km
Gravitational Pulse Sensor GP3-18 (1)     Strength 18     Detect Size 10: 1.8m km     Detect Size 100: 18m km

ECCM-2C (1)         ECM 20


2
Scutum class Destroyer Escort    4700 tons     505 Crew     1230 BP      Signature 94-657
6989 km/s     Armour 2     Shields 12-250     Sensors 18/18/0/0     Damage Control 1-2
Magazine 600    Replacement Parts 5    

Mil Magnetic Confinement Fusion Drive (3)    Power 219    Engine Efficiency 0.23    Armour 0    Exp 3%
Fuel Capacity 150,000 Litres    Range 612.7 billion km   (1014 days at full power)
Delta R250/7.5 Shields (5)   Total Fuel Cost  38 Litres per day

PD 10cm C5 Far Ultraviolet Laser (5)    Range 150,000km     Power 3-5     Range Modifier 5    Rate of Fire 5        3 3 3 3 3 2 2 1 1 1
Magnetic Confinement Fusion Reactor (1)     Total Power Output 26    Armour 0    Exp 3%
High Resolution Thermal Sensor HRT3-18 (1)     Strength 18     Detect Signature 10: 1.8m km     Detect Signature 100: 18m km
Gravitational Pulse Sensor GP3-18 (1)     Strength 18     Detect Size 10: 1.8m km     Detect Size 100: 18m km

ECCM-2C (1)         ECM 20



More ships will be added to this list as they are converted.
Title:
Post by: Erik L on March 14, 2007, 11:21:21 AM
Hmmm... Couple things. With the 15k ton jump drive, you might want to add another 100 tons so you are at max capacity. Also, your designs have 5 replacement parts. This won't allow for very lengthy deployments. My combat ships usually run 15-20 spares, and survey vessels 25-30 spares. Allows for longer times between overhauls (which can get expensive and time-consuming). I also noticed your main offensive punch is the fighters. What are the designs on them?
Title:
Post by: Þórgrímr on March 14, 2007, 11:40:23 AM
Quote from: "Erik Luken"
Hmmm... Couple things. With the 15k ton jump drive, you might want to add another 100 tons so you are at max capacity. Also, your designs have 5 replacement parts. This won't allow for very lengthy deployments. My combat ships usually run 15-20 spares, and survey vessels 25-30 spares. Allows for longer times between overhauls (which can get expensive and time-consuming). I also noticed your main offensive punch is the fighters. What are the designs on them?


I don't use the spare requirements or overhauls. Too tedius IMO.

How can you copy a fighter design like a ship design? or do you have to do it manually?

Yeah I wanted the carrier group to be like an American carrier and its escorts. I suppose I could always add another magazine.  :D
Title:
Post by: Erik L on March 14, 2007, 11:52:31 AM
Easiest way to post a fighter design is when you create it, copy the text in the fighter design window. And with no spares, you might as well get rid of the engineering section, that's 150 tons right there.

As for fleets, mine have been designed around 1-2 carriers (when I get them), 3-4 missile ships (only missile launchers), 3-4 PA/Beam ships, and then 2x the total main ships in escorts. And with the new formation rules, I've split 2 out to each 30, 0 & -30 degrees off the main body at 60k km, and 1 scout at each quarter at 100k km.
Title:
Post by: Þórgrímr on March 14, 2007, 12:07:37 PM
Here are the fighter designs. Hand copied them.  :D
Title:
Post by: Brian Neumann on March 14, 2007, 12:32:10 PM
Also, you are paying to much for the point defense lasers.  The maximum rate of fire is 5 seconds and you get that with a capaciter 3.  Your lasers are costing you 60% more because you used the capaciter 5 tech in them.  Just thought you might like to know.

Brian
Title:
Post by: Þórgrímr on March 14, 2007, 12:36:08 PM
Quote from: "Brian"
Also, you are paying to much for the point defense lasers.  The maximum rate of fire is 5 seconds and you get that with a capaciter 3.  Your lasers are costing you 60% more because you used the capaciter 5 tech in them.  Just thought you might like to know.

Brian


damn, no I did not know that.  :D
Title:
Post by: Brian Neumann on March 14, 2007, 12:47:47 PM
The trick with the capaciters is that the level of capaciter is a multiplier on both how fast you recharge and on the cost.  Unfortunately there is no maximum cost but there is a minimum recharge time. For 12cm weapons a C4 is best.  A 15cm weapon needs a C6 to get the same 5 second cycle time.  I don't really remember what it is above there but I rarely use anything bigger than 15cm for point defense anyway as they are just to big.

Another thing that I just thought of was that with 3 10cm point defense lasers you only need a gas cooled power plant which is a size 2 item.  that saves another space on some ships for more shields.

Brian
Title:
Post by: Þórgrímr on March 14, 2007, 02:06:46 PM
Quote from: "Brian"
The trick with the capaciters is that the level of capaciter is a multiplier on both how fast you recharge and on the cost.  Unfortunately there is no maximum cost but there is a minimum recharge time. For 12cm weapons a C4 is best.  A 15cm weapon needs a C6 to get the same 5 second cycle time.  I don't really remember what it is above there but I rarely use anything bigger than 15cm for point defense anyway as they are just to big.

Another thing that I just thought of was that with 3 10cm point defense lasers you only need a gas cooled power plant which is a size 2 item.  that saves another space on some ships for more shields.

Brian


I will definitely keep that scaling for capacitors in mind from now on. Thanks much for the info.  :D

As for the number of PD lasers on the dde's, I was trying to recreate my dde's from starfire I had used for that campaign, and just converted the number of Dx's one for one into the Aurora version PD lasers.
Title:
Post by: Brian Neumann on March 14, 2007, 02:54:52 PM
[quote="
Title:
Post by: Erik L on March 14, 2007, 03:02:22 PM
If your power is generated in groups of 9, i.e. 1 plant generates 9pts of power, and you only require 8 pts, in effect, 1 pt is wasted from what I've seen. Now I'd put in 2 plants, just for a redundancy factor. But it'd be silly to put in a plant that generates 12 pts or 15 pts as then you are wasting 3-6 pts of power. In that case, if you have the room, add more PD lasers.
Title:
Post by: Brian Neumann on March 14, 2007, 03:46:58 PM
Thanks for clearing up what I meant Eric.  You are correct, and I usually will fill up the space if I can.  The only time that I havn't is when I want enough power for the weapons to still fire at a usuable speed even with a reactor down.  I have only done it twice, and both were size 500 ships.  The extra power let them lose one or two reactors and still keep firing at full speed.  Obviously this isn't practical for smaller ships as there is a much harder time juggling the space you have in the first place.

Brian
Title:
Post by: Erik L on March 14, 2007, 04:22:42 PM
Quote from: "Brian"
Thanks for clearing up what I meant Eric.  You are correct, and I usually will fill up the space if I can.  The only time that I havn't is when I want enough power for the weapons to still fire at a usuable speed even with a reactor down.  I have only done it twice, and both were size 500 ships.  The extra power let them lose one or two reactors and still keep firing at full speed.  Obviously this isn't practical for smaller ships as there is a much harder time juggling the space you have in the first place.

Brian


Amen to that. Usually the first thing to get shaved in my case is extra fuel. Then extra engineering. Then I bitch a bit and start cutting weapons.  :cry:
Title:
Post by: Brian Neumann on March 14, 2007, 06:06:52 PM
I have the same problem with ships under about 200 spaces.  Over that it gets a bit easier.

I find that I can usually get by with 2 armored fuel tanks.  I really don't like having less than 2 as a single lucky shot can leave the ship dead in the water.  I also like armoring them as the lower fuel capacity is more than balanced by the difficulty in killing them.

brian
Title:
Post by: Erik L on March 14, 2007, 06:27:37 PM
Quote from: "Brian"
I have the same problem with ships under about 200 spaces.  Over that it gets a bit easier.

I find that I can usually get by with 2 armored fuel tanks.  I really don't like having less than 2 as a single lucky shot can leave the ship dead in the water.  I also like armoring them as the lower fuel capacity is more than balanced by the difficulty in killing them.

brian


Armored definitely on warships. Civilian (freighters/survey/colony), I go for the extra capacity.
Title:
Post by: Þórgrímr on March 14, 2007, 06:53:57 PM
Brian and Eric, thanks for bringing the power situation to my attention. now here is a lil study I just conducted with some new power plant designs I was messing with and my conclusions. Which may not be the same as yours.  :D  

I look forward to any feedback.
Title:
Post by: Erik L on March 14, 2007, 07:02:34 PM
Here's the kicker...

Code: [Select]
Power Output: 9     Internal Armour: 0     Explosion Chance: 5
Reactor Size: 2    Reactor HTK: 2
Cost: 27    Crew: 10
Materials Required: 6.75x Duranium  0x Neutronium  20.25x Boronide

Development Cost for Project: 800RP


That's a gas-cooled fast reactor. Output 9 you see. Your ship uses 9 for the PD lasers. So for a 33% increase in size over 1 Tokomak, you get near the same output, BUT with redundancy. Or for the size of 2 Tokomaks, you get 3x the redundancy.

So unless you see a future version where you need 20 power in one burst, the older stuff is still good. Of course, with the Tokomaks, you can design a shell hull (engine, power, fuel supply, etc) and swap weapons, hangars, etc out for different versions.
Title:
Post by: Þórgrímr on March 14, 2007, 07:13:51 PM
Eric, I can see your logic for using that PP, but it would mandate the usage of more space and tonnage, an increase of 25% in size and doubling the tonnage to be exact. That is not what I look for, to me space and weight is a premium hence my going for the most efficient and space saving design I can come up with.  :D
Title:
Post by: Erik L on March 14, 2007, 07:23:24 PM
Going by the numbers you have there, on a power to space ratio you get:

MCF - 26/3
Stellar - 15/3
Tokomak - 20/3
Gas-cool - 9/3

On a per ton basis, the gas cooled is the least efficient of the ones we've talked about. But if you are using at most 9 pts of energy in 5 seconds, everything else is overkill. You are wasting energy, and (correct me if I am wrong here Steve), should one of the more powerful plants take a combat hit and blow, they will produce more collateral damage. If I had a choice, I'd much rather take 9pts internal damage than 26. Especially on a small ship that could ill afford such damage.

I think that's the point Brian is making too.
Title:
Post by: Brian Neumann on March 14, 2007, 07:35:30 PM
You are correct on the 9 points for the gas cooled reactor.  If you only need 9 power, then there is no reason to have a bigger reactor on board.  The side benifit of less damage if it explodes is just a nice bonus to me.

Brian
Title:
Post by: Þórgrímr on March 14, 2007, 09:24:36 PM
Gents you have valid points on smaller designs, and are well worth my consideration. So I will be using that philosophy for my smaller designs that have 9 or less power requirements.  :D

Next up is the Triari designed Mons Class battleship. It does not translate well into Aurora, more to do with the special items in SF that is not in Aurora, Datagroups and primaries being the biggies. But this is as close as I can come as of now.

The ones mentioned in the Story are the Olympus Mons, Vesuvius Mons and the Fujimus Mons.

The Leader version of this class has the jump drive and removes 5 30 cm lasers for the space.

Code: [Select]
Mons Class Battleship

Mons class Battleship    30000 tons     3424 Crew     9361 BP      Signature 600-3066
5110 km/s     Armour 5     Shields 132-250     Sensors 18/18/0/0     Damage Control 1-2    Command Bonus 1
Replacement Parts 5    

Mil Magnetic Confinement Fusion Drive (14)    Power 219    Engine Efficiency 0.23    Armour 0    Exp 3%
Fuel Capacity 400,000 Litres    Range 256.0 billion km   (579 days at full power)
Delta R250/7.5 Shields (53)   Total Fuel Cost  398 Litres per day

30cm C6 Soft X-ray Laser (20)    Range 1,440,000km     Power 24-6     Range Modifier 6    Rate of Fire 20        24 24 24 24 24 24 20 18 16 14
PD 10cm C5 Far Ultraviolet Laser (7)    Range 150,000km     Power 3-5     Range Modifier 5    Rate of Fire 5        3 3 3 3 3 2 2 1 1 1
C Fire Control (1)    Range: 400,000 km   TS: 8000 km/s     99 98 96 95 94 92 91 90 89 88
PD Fire Control (1)    Range: 20,000 km   TS: 16000 km/s     75 50 25 0 0 0 0 0 0 0
Magnetic Confinement Fusion Reactor (6)     Total Power Output 156    Armour 0    Exp 3%

Orbital Bombardment Rating: 20
High Resolution Thermal Sensor HRT3-18 (1)     Strength 18     Detect Signature 10: 1.8m km     Detect Signature 100: 18m km
Gravitational Pulse Sensor GP3-18 (1)     Strength 18     Detect Size 10: 1.8m km     Detect Size 100: 18m km

ECCM-3 (1)         ECM 30
Title:
Post by: Erik L on March 14, 2007, 09:40:40 PM
[quote="
Title:
Post by: Þórgrímr on March 14, 2007, 10:53:21 PM
Sure, nitpicking is fine. :D  And yeah I was aware of the fine line of power generation. It was a toss up between more power or shorter legs and less shields.

But then again in the SF design I did not have to worry about fuel or power supplies.  :shock:
Title:
Post by: Þórgrímr on March 17, 2007, 09:07:27 PM
Now that I was able to recover the game I had been using to try and remake the Ships from my SF Campaign I was able to make the items  I needed to better reflect those ships, and below is the I Carrier Squadron in all it glory.  :D
Title:
Post by: Þórgrímr on March 18, 2007, 09:22:42 AM
A Martiobarbulus Velites Squadron

2x Martiobarbulus (L) Class Sexiremes (BB)

Code: [Select]
Martiobarbulus (L) class Battleship    32000 tons     4290 Crew     13128 BP      Signature 550-5156
9375 km/s    JR 5-50     Armour 1     Shields 240-300     Sensors 42/60/0/0     Damage Control 1-3    Command Bonus 1
Magazine 4000    Replacement Parts 5    

J5-50(16) 32k Jump Drive     Max Ship Size 32000 tons    Distance 50k km     Squadron Size 5
Mil Solid Core Anti-matter Drive (10)    Power 600    Engine Efficiency 0.06    Armour 0    Exp 1%
Fuel Capacity 520,000 Litres    Range 1123.2 billion km   (1386 days at full power)
Sigma R300/10 Shields (30)   Total Fuel Cost  300 Litres per day

PD 12cm C4 Extreme X-ray Laser (3)    Range 360,000km     Power 4-4     Range Modifier 9    Rate of Fire 5        4 4 4 4 4 4 4 4 4 3
PD Fire Control S01 015-40000 (1)    Range: 150,000 km   TS: 40000 km/s     97 93 90 87 83 80 77 73 70 67
Tokamak Fusion Reactor (2)     Total Power Output 40    Armour 0    Exp 2%

Missile Launcher 12-040 (9)    Missile Size 12    Rate of Fire 40
C Missile Fire Control S04-640 (1)    Range: 6400k km
Atlas (333)  Speed: 33,000 km/s   Endurance: 62 secs    Range: 2046k km   Warhead: 32    Size: 12
Orbital Bombardment Rating: 42
High Resolution Thermal Sensor HRT3-42 (1)     Strength 42     Detect Signature 10: 4.2m km     Detect Signature 100: 42m km
Gravitational Pulse Sensor GP3-60 (1)     Strength 60     Detect Size 10: 6m km     Detect Size 100: 60m km

ECCM-7 (1)         ECM 70



2x Martiobarbulus Class Sexiremes (BB)

Code: [Select]
Martiobarbulus class Battleship    32000 tons     4550 Crew     13536 BP      Signature 550-5156
9375 km/s     Armour 1     Shields 240-300     Sensors 42/60/0/0     Damage Control 1-3    Command Bonus 1
Magazine 4800    Replacement Parts 5    

Mil Solid Core Anti-matter Drive (10)    Power 600    Engine Efficiency 0.06    Armour 0    Exp 1%
Fuel Capacity 520,000 Litres    Range 1123.2 billion km   (1386 days at full power)
Sigma R300/10 Shields (30)   Total Fuel Cost  300 Litres per day

PD 12cm C4 Extreme X-ray Laser (4)    Range 360,000km     Power 4-4     Range Modifier 9    Rate of Fire 5        4 4 4 4 4 4 4 4 4 3
PD Fire Control S01 015-40000 (1)    Range: 150,000 km   TS: 40000 km/s     97 93 90 87 83 80 77 73 70 67
Tokamak Fusion Reactor (2)     Total Power Output 40    Armour 0    Exp 2%

Missile Launcher 12-040 (11)    Missile Size 12    Rate of Fire 40
C Missile Fire Control S04-640 (1)    Range: 6400k km
Atlas (400)  Speed: 33,000 km/s   Endurance: 62 secs    Range: 2046k km   Warhead: 32    Size: 12
Orbital Bombardment Rating: 42
High Resolution Thermal Sensor HRT3-42 (1)     Strength 42     Detect Signature 10: 4.2m km     Detect Signature 100: 42m km
Gravitational Pulse Sensor GP3-60 (1)     Strength 60     Detect Size 10: 6m km     Detect Size 100: 60m km

ECCM-7 (1)         ECM 70



2x Gladius Class Escort Quadremes (CA)

Code: [Select]
Gladius class Escort Cruiser    12000 tons     1335 Crew     4766 BP      Signature 240-3600
15000 km/s     Armour 3     Shields 80-300     Sensors 42/60/0/0     Damage Control 1-3
Magazine 1200    Replacement Parts 5    

Mil Solid Core Anti-matter Drive (6)    Power 600    Engine Efficiency 0.06    Armour 0    Exp 1%
Fuel Capacity 200,000 Litres    Range 1152.0 billion km   (888 days at full power)
Sigma R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

PD 12cm C4 Extreme X-ray Laser (6)    Range 360,000km     Power 4-4     Range Modifier 9    Rate of Fire 5        4 4 4 4 4 4 4 4 4 3
PD Fire Control S01 015-40000 (1)    Range: 150,000 km   TS: 40000 km/s     97 93 90 87 83 80 77 73 70 67
Inertial Confinement Fusion Reactor (1)     Total Power Output 27    Armour 0    Exp 1%

PD Missile Launcher 02-015 (5)    Missile Size 2    Rate of Fire 15
PD Missile Fire Control S01-060 (1)    Range: 600k km
Sparrow - 1 AFM (600)  Speed: 80,000 km/s   Endurance: 31 secs    Range: 2480k km   Warhead: 4    Size: 2

High Resolution Thermal Sensor HRT3-42 (1)     Strength 42     Detect Signature 10: 4.2m km     Detect Signature 100: 42m km
Gravitational Pulse Sensor GP3-60 (1)     Strength 60     Detect Size 10: 6m km     Detect Size 100: 60m km

ECCM-7 (1)         ECM 70



4x Scutum Class Escort Triremes (DD)

Code: [Select]
Scutum class Destroyer Escort    6000 tons     680 Crew     2841 BP      Signature 120-1800
15000 km/s     Armour 1     Shields 80-300     Sensors 42/60/0/0     Damage Control 1-3
Replacement Parts 5    

Mil Solid Core Anti-matter Drive (3)    Power 600    Engine Efficiency 0.06    Armour 0    Exp 1%
Fuel Capacity 160,000 Litres    Range 1843.2 billion km   (1422 days at full power)
Sigma R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

PD 12cm C4 Extreme X-ray Laser (4)    Range 360,000km     Power 4-4     Range Modifier 9    Rate of Fire 5        4 4 4 4 4 4 4 4 4 3
PD Fire Control S01 015-40000 (1)    Range: 150,000 km   TS: 40000 km/s     97 93 90 87 83 80 77 73 70 67
Tokamak Fusion Reactor (1)     Total Power Output 20    Armour 0    Exp 2%

High Resolution Thermal Sensor HRT3-42 (1)     Strength 42     Detect Signature 10: 4.2m km     Detect Signature 100: 42m km
Gravitational Pulse Sensor GP3-60 (1)     Strength 60     Detect Size 10: 6m km     Detect Size 100: 60m km

ECCM-6C (1)         ECM 60


Next up will more than likely be a Triari Squadron. :D
Title:
Post by: Steve Walmsley on March 19, 2007, 07:07:27 AM
[quote="
Title:
Post by: Þórgrímr on March 19, 2007, 08:57:42 AM
Steve, these designs were why I was kind of irritated when I thought the game had blown up, before we found out about the db bloat. I had thought these were lost. Aurora has the detail I wanted to give the ships a 'personality' if you will. I look forward to the time I can use the Imperators, Martiobarbulus, and Mons classes against a Pre-Cursor. I kept my exploration under tight reins till I got to the tech level I felt I could 'whoop some tail' with.  :D  

I would love to see a primary type of weapon.  :D
Title:
Post by: Erik L on March 19, 2007, 09:04:37 AM
Quote from: "Steve Walmsley"
[quote="
Title:
Post by: Michael Sandy on March 20, 2007, 01:23:59 PM
32,000 tons and no sensor redundancy and no fire control redundancy?

Redundant fire control also means you can target more than one ship.  Or fire at missiles or fighters at the same time.
Title:
Post by: Erik L on March 20, 2007, 01:57:53 PM
Quote from: "Michael Sandy"
32,000 tons and no sensor redundancy and no fire control redundancy?

Redundant fire control also means you can target more than one ship.  Or fire at missiles or fighters at the same time.


Along with Michael's comments, you might want to increase the range of your beam fire control. Your weapons out-range the control by a significant factor.

As for Pre-cursors, I had a middling-tech fleet destroy one. Granted, I don't know what class it was, but it mounted 200 shields, so I'm thinking it was not a mere scout. With a 16-1 advantage I took it, and lost 2 ships. Now that fleet has been upgraded, and reinforced by another 10 ships, for a total of 25. I'll have to post the designs in the San Diego thread.
Title:
Post by: Þórgrímr on March 20, 2007, 02:14:42 PM
Quote from: "Michael Sandy"
32,000 tons and no sensor redundancy and no fire control redundancy?

Redundant fire control also means you can target more than one ship.  Or fire at missiles or fighters at the same time.


@Michael Sandy, Good point, but on the ships I have posted so far, if they get close enough to the enemy to get the damage that redundancy would require I am doing something wrong.  :wink:

As for firing at more than one ship at a time, That sir, i do not engage in.  8)

@ Eric, that was the max range available at the current tech level.  I look forward to seeing youjr designs.  :D
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Post by: Erik L on March 20, 2007, 02:17:26 PM
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Post by: Þórgrímr on March 20, 2007, 02:19:18 PM
Eric, that was 4x by 4x, except for the PD controls. I seriously need to do more research on fire control ranges.  :D
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Post by: Erik L on March 20, 2007, 02:28:02 PM
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