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Posted by: MarcAFK
« on: July 10, 2013, 11:10:01 PM »

The largest ship i have actually constructed was only around 200 ktons, I tend to get distracted and bored and restart often.   
But i did create this for a Non standard start :
Code: [Select]
"%Tranquility Base class Orbital Habitat    151,656,450 tons     30510 Crew     191376 BP      TCS 3033129  TH 62500  EM 0
20 km/s     Armour 1-25332     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 1    Max Repair 31. 25 MSP
Intended Deployment Time: 120 months    Spare Berths 0  
Habitation Capacity 30,000,000  

125 EP Commercial Nuclear Thermal Engine (500)    Power 125    Fuel Use 8. 84%    Signature 125    Exp 5%
Fuel Capacity 2,500,000 Litres    Range 0. 0 billion km   (18 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes"
I popped this monstrosity around one of the smaller Jovian moons, and spawned a few freighters, fuel harvesters and Asteroid miners, then reduced earth to a Radioactive dust covered hulk with everything set to .   1 accessibility.   
Things weren't as slow as you might think, smaller populations waste far less on environmental (0% for the habitat)and service industry, This supports 200 factories and with a few hundred automines and 2-3 fuel harvesting ships I basically started with not less than 50% of the production level of a standard start.    The downside is not having large enough population to support large shipyards and research, but i was roleplaying an apocalyptic scenario where the survivors were basically just civilians/merchants.   
Posted by: GodEmperor
« on: July 06, 2013, 09:21:28 AM »

Necro Thread :)

My largest ship :

Code: [Select]
Ark class Generation Ship    2 124 450 tons     3036 Crew     95849 BP      TCS 42489  TH 14000  EM 0
941 km/s     Armour 1-1472     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 1     PPV 0
MSP 28    Max Repair 500 MSP
Intended Deployment Time: 99999 months    Spare Berths -1   
Cargo 500000    Cryogenic Berths 100000   
Fuel Harvester: 10 modules producing 280000 litres per annum
Terraformer: 10 module(s) producing 0.015 atm per annum
Asteroid Miner: 10 module(s) producing 140 tons per mineral per annum

400 EP Commercial Inertial Fusion Drive (100)    Power 400    Fuel Use 3.98%    Signature 140    Exp 5%
Fuel Capacity 1 000 000 000 Litres    Range 2127.9 billion km   (26172 days at full power)

CIWS Falanga (2x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

This ship is developed with the sole purpose of making colony if i ever encounter another star system with beautiful planet laaarge distance from the any JP :) Load up some auto-mines, mass drivers, factories and colonists and in theory one of those ships can make a self-sufficient colony all by himself.
Posted by: Person012345
« on: November 23, 2011, 05:34:16 PM »

I believe the largest I've built are 2 of these:
X-5M class Super-Transporter    2,399,450 tons     18455 Crew     97891.6 BP      TCS 47989  TH 171875  EM 0
3581 km/s     Armour 1-1596     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
MSP 127    Max Repair 100 MSP
Colonists 5000000    Habitation Capacity 100,000    Cargo Handling Multiplier 200    Tractor Beam     

Magnetic Confinement Fusion Drive Civ Mil (500)    Power 343.75    Fuel Use 6%    Signature 343.75    Armour 0    Exp 2%
Fuel Capacity 5,000,000 Litres    Range 62.5 billion km   (202 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes

I intend to build far bigger though. For the hell of it.
Posted by: Girlinhat
« on: October 29, 2011, 12:48:55 AM »

I've been debating some ship ideas.  I'm a fan of certain "sensor grid" styles that I've mostly read about, where a ship itself doesn't have enough capacity to really survey an area, so it sends out probes to sit somewhere and send back data.  Some fiction uses this for one ship to keep eyes on several planets, other fiction puts close ship combat (laser range) requiring multiple external sensor buoys to help get a proper fix on the target.  These are usually the situations that have one big ship, capable of fielding its own PD and sensors and everything, so it's a bit different from Aurora style.  But, I'm still thinking about putting microships into a hangar, try and get them to fit into a size 5 or size 20 hangar, outfitted only with a small engine, a sensor suite, and some moderate fuel, with the intent of sending them out to act as forward eyes.  With the "sit 5 deg clockwise at X distance" options, this could be even easier.  I've also realized that a drone could be fit with sensors and some fuel, and fired at a waypoint, where it would wait until its fuel ran out, allowing for some ranged recon of a sort.

This doesn't really apply to the shipyard size argument, but it's an interesting tactic and would need some large vessels to sport it.
Posted by: OAM47
« on: October 29, 2011, 12:03:16 AM »

(a lurker here *cough cough*)

My ships tend to be pretty small, though I've never stuck with a game for TOO long.

However, I have also tried the "only carry one fighter/FAC" technique.   I don't use it with carriers, though, but with "lone wolf" styled cruisers.   The unit inside is basically just a scout, either for jump points or a second set of eyes.   I actually prefer a full 1000 sizer for this, for longer operating time and better sensor mounts.   Typically my ships are pretty slow, too, so the extra scout offsets that somewhat too (though one could argue the cruiser would be better off just being lighter and a tad faster).
Posted by: scoopdjm
« on: October 28, 2011, 08:34:32 PM »

I like the Idea too girlinhat, but when Im not using it in backwater, dead end colonies it makes me feel inadequate considering I'd have like  my entire extra-solar combat fleet right there
Posted by: Girlinhat
« on: October 28, 2011, 06:43:37 PM »

I'd probably dismantle as well, but I like the idea of catching an enemy vessel as-is, tweaking it to racial tolerances, and then flying it back against the enemy!
Posted by: Vynadan
« on: October 28, 2011, 03:08:57 PM »

Well, with Invaders you could get lucky if they open a wormhole in a system you're already established a presence in. Either maintenance capacities are already there or you can move them there so the dismantling or refitting of their ships could happen faster. I'd never refit an NPC ship personally due to the maintenance and fuel circumstances, but rather dismantle it for its technology.
Posted by: Girlinhat
« on: October 28, 2011, 02:12:48 PM »

For the record, the existence of invaders and swarm and such cannot be a secret.  It's part of the checklist when you start a game, everyone who's played the game knows they exist.  They just don't know any specifics until they encounter them~

I've seen the spoiler forum posts about captured queens and matriarchs, and they tend to be terrible player ships due to the 120,000% annual failure rate.  I assume invaders suffer the same NPC-cheat style that lets them get away with this.  Still, it'd be pretty boss to manage and capture and refit an invader ship at all.  Even if you had to strip half the gear to equip new maintenance, it'd still just be fun for RP purposes alone.
Posted by: Vynadan
« on: October 28, 2011, 09:13:48 AM »

As far as I know, the Invaders can be captured like any other ship. After all, not even the Swarm is save from that. Though with their high tech you'd need to time very well when to deploy your marines, as the shields regenerate a small amount every 5 second increments. I haven't seen any marine companies put on larger ships (which I usually do for story reasons), so I guess it should be fairly simple once you're on board. I don't know if the absorption quality of their shields somehow influences the drop, though.
Posted by: sloanjh
« on: October 28, 2011, 08:59:33 AM »

How do invaders react with marines?  At that point would it be feasible to microwave the shields and drop troops onboard?  After all, if you can't crack the armor you just look for another way in, right?  A high powered laser strike could even blast a hole for the marines.

Is it possible to capture an invader ship, or do they have some catch-all defense?

For those of you replying to this, please remember to place spoiler tags appropriately, or discuss in "Spoilers" forum.

John
Posted by: Girlinhat
« on: October 28, 2011, 02:26:01 AM »

How do invaders react with marines?  At that point would it be feasible to microwave the shields and drop troops onboard?  After all, if you can't crack the armor you just look for another way in, right?  A high powered laser strike could even blast a hole for the marines.

Is it possible to capture an invader ship, or do they have some catch-all defense?
Posted by: sloanjh
« on: October 28, 2011, 01:18:16 AM »

I have found two ways to deal with this.  One is to load my size 1 launchers with a missile where I switch all of the agility for extra fuel and a .01 size passive sensor.  Fire a salvo 5-10 seconds before your main asm fire and then again with the main asm's.  The point defense missile tend to absorb a huge percentage of their point defense which leaves a lot of the heavier missiles to get through.  The second way is to have my escorts be designed with a bunch of reduced size launchers for a small asm.  Fire them 5 seconds before the primary asm swarm to do the same thing.  Either way you tend to get a lot more of your main salvo through which tends to destroy the target fairly well.

My problem was more logistical than PD - I just didn't have the launchers present in-system (in my FAC wing) to be able to blow through the shields and kill the soft chewy (ok, heavily armored, actually) center.

At one point I managed to get a fighter wing in position to coordinate a time-on-target launch (including launch delay and different missile design speeds) of my size-1 asm design so that it hit just in front of the size-4 missiles coming in from the FAC.  The size-1s knocked down the shields, which let the size-4s kill the target, but this was more a raw damage thing than increased PD penetration.

What I was fighting was a monster Invader ship with many hundreds of points of shields and armor.  The cycle time on my FAC launchers was about 20 minutes, while their shield recharge was about 5 minutes.  Half (or more) of the damage from each missile strike was getting absorbed by the shields, resulting a huge logistics drain on my missile stockpiles .

John

Posted by: Brian Neumann
« on: October 23, 2011, 11:41:36 AM »

I do similar things with my FAC - 25% launchers with 1-2 reloads.  The only trouble I have is when the enemy has powerful enough shields to absorb a large fraction of a salvo - the shields then have time to recharge between my salvos and end up costing me many more shots.

John
I have found two ways to deal with this.  One is to load my size 1 launchers with a missile where I switch all of the agility for extra fuel and a .01 size passive sensor.  Fire a salvo 5-10 seconds before your main asm fire and then again with the main asm's.  The point defense missile tend to absorb a huge percentage of their point defense which leaves a lot of the heavier missiles to get through.  The second way is to have my escorts be designed with a bunch of reduced size launchers for a small asm.  Fire them 5 seconds before the primary asm swarm to do the same thing.  Either way you tend to get a lot more of your main salvo through which tends to destroy the target fairly well.

Brian
Posted by: sloanjh
« on: October 22, 2011, 08:54:25 PM »

You can get a lot more box launchers into a given volume of your ship.  The drawback is that you can not reload except at a planet with maintenance facilities, or in a hanger.  For larger ships if I am looking for that one shot punch I prefer the 25% size launchers.  Your rate of fire is horrendous, but that is not the point.  You get four times the salvo size of the normal sized launchers (vs 6.66 for box launchers) and you can reload in the field.  I will typically include enough magazine capacity for 1 or 2 reloads which has worked well in the past.  I launch my salvo, observe results while waiting a few hours to reload and then hit them again.  Repeat with periodic stops to reload the magazines from the colliers and continue.  To be fair I also build fleet colliers that are stripped down warships with thier engines, shields, armor and ciws systems left intact.  Pretty much everything else is magazines.  One of these is enough to reload a combat ship about 5 times which is fairly good for a front line resuply ship.
I do similar things with my FAC - 25% launchers with 1-2 reloads.  The only trouble I have is when the enemy has powerful enough shields to absorb a large fraction of a salvo - the shields then have time to recharge between my salvos and end up costing me many more shots.

John