Author Topic: How many ships should you have?  (Read 5770 times)

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Offline Anarade Relle

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Re: How many ships should you have?
« Reply #15 on: July 13, 2012, 10:50:00 PM »
In my current game where I have one population system with serious colonization, one with a minor populated outpost, and about three exploited systems and then six or seven systems patrolled for security purposes. I decided to go with a Battlestar Galactica theme for shipbuilding; basically really big ships and numbers of smaller escorts. Currently (its 2053) my Fleet holds 25 Battlestars (Of varying types but mostly built around three archtypes: the type with a big set of railguns, a type with gauss PD turrets, and another with box launchers instead of missile launchers. All types came with nine size-4 ML. Defences were usually 18-20 layers of armor), six troop ships, 19 survey ships, four big tankers, 11 Valkyrie Escortstars, (8x10cm railguns, box launchers instead of the launchers and magazine of the Palamedes), 8 Palamedes Escortstars (8x10cm railguns, 11 layers of armor, 2 s-4 ML. A fairly old design produced before boxed launchers were available), 2 jump frigates, 1 jump battlestar under construction, four battlestars paused under construction (due to crew shortage) and 7 5000-ton command ships. There's a couple odd-ball ships like a couple stealth scout ships and three jump-point gunboats. I find with 25 capital ships I can have two squadrons of 4-7 BST plus escorts deployed to watch the jumpegate leading to a NPR system and the jumpgate to a system absolutely crawling with the Swarm, and another of the first-generation BST (still equipped with Hyperdrive engines since I made a custom system which had a distant secondary star with life supporting planets....) camped over my biggest colony and some parked in huge PDC hangers as a reserve. When I attack the NPR (which has a big fleet) I'll be able to simply fly my fleet to their homeworld and absorb whatever missiles gets through a mass of PD fire.

Essentially you should have a fleet size that reflects the amount of territory you need to defend and have a good sized force to clear systems of robotic leftovers or deal with NPR's while at the same time having a decent reserve force. There's been more then one game where I underestimated a enemy and lost a good number of ships or, a much more fun occurrence, lost due to some doctrine I decided to follow pre-game or/and fighting the way a fleet that has no practical experience would fight.
« Last Edit: July 14, 2012, 12:15:48 AM by Powergirl »
 

Offline Jorgen_CAB

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Re: How many ships should you have?
« Reply #16 on: July 14, 2012, 02:46:54 AM »
One thing that would bother me is your ship sizes are all over the place. A destroyer is bigger than a cruiser escort, while a missile cruiser is bigger than a battlecruiser.

I've always gone with the philosophy of "if a ship is xx tonnage then it is yy class." The destroyers I listed below are 7500 tons, the cruisers are 15k tons. The scouts are destroyer class. Everything has the same size/engine ratio, so the speed is the same. If I were to design a ship smaller than a destroyer, the frigate would be 3750. The planned battlecruisers are 22500 tons, and the battleships are 30000 tons.



To be fair a modern destroyer may well be equal or larger in size than a modern cruiser. The designation destroyer or cruiser don't seem to matter much anymore in naval terms. Although I agree that destroyers in general are smaller than cruisers. Cruisers are much smaller today and destroyers larger, they also basically fill the same roles with destroyers leaning more towards submarine hunting I guess, but I'm not that knowledgeable in the field. ;)
 

Offline Erik L

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Re: How many ships should you have?
« Reply #17 on: July 14, 2012, 03:15:30 AM »
To be fair a modern destroyer may well be equal or larger in size than a modern cruiser. The designation destroyer or cruiser don't seem to matter much anymore in naval terms. Although I agree that destroyers in general are smaller than cruisers. Cruisers are much smaller today and destroyers larger, they also basically fill the same roles with destroyers leaning more towards submarine hunting I guess, but I'm not that knowledgeable in the field. ;)

To me, and this probably harkens back to my days playing SFB and Starfire, but ships should be ranked Frigate, Destroyer, Cruiser (Light/Heavy), Battlecruiser, Battleship, Dreadnought. In order of size, smallest to largest. A cruiser is always bigger than a destroyer. Of course, one man's cruisers may be another man's destroyers. For example, your 30k ton "heavy cruisers" I'd class as battleships minimum.

And even between different play throughs of Aurora, a destroyer could be 5000 tons or 10,000 tons. Most end up in the 6000-7500 ton range though.

Offline Shininglight

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Re: How many ships should you have?
« Reply #18 on: July 14, 2012, 11:34:00 AM »
To me, and this probably harkens back to my days playing SFB and Starfire, but ships should be ranked Frigate, Destroyer, Cruiser (Light/Heavy), Battlecruiser, Battleship, Dreadnought. In order of size, smallest to largest. A cruiser is always bigger than a destroyer. Of course, one man's cruisers may be another man's destroyers. For example, your 30k ton "heavy cruisers" I'd class as battleships minimum.

And even between different play throughs of Aurora, a destroyer could be 5000 tons or 10,000 tons. Most end up in the 6000-7500 ton range though.

Hrm.... I may need to redesign my destroyers and frigates, my DD's usually weigh in at damn near precisely 9000 tons and my frigates are about the size you mentioned, cruisers are double the size of destroyers, and so on and so forth.
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Offline jseah

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Re: How many ships should you have?
« Reply #19 on: July 14, 2012, 11:52:02 AM »
My ship classes used to go by weight, but now I am changing to role.  As it turns out, it does keep the weight increase.  

Frigates form the main battlegroup, being small (6ktons) and able to be produced en-masse.  They are pure missile combatants, with both ASM and AMM tubes.  They are escorted by coillers, tankers, command ships, sensor ships, jumpships.  
The battlegroup cannot do squadron transits.  Frigates will never be found alone or in small groups.  

Destroyers are specialists made to do specific things.  10-20ktons.  Often, these are cloak-ultra-long-range drone shooters, or jumppoint assault (since the battlegroup fails horribly at it).  

Cruisers are independent long range patrol.  They come with a jumpdrive each and maneuver completely independently of my normal military movements.  Meant to be individual patrol ships, used to check supposedly empty jump chains to make sure they are still empty.  Suspect this class will not be smaller than 30ktons.  

Battleships, another hypothetical class, are jumppoint defence and attack, also slower than fleet speed.  Very tanky.  Probably see more use than the cruisers, even if they turn out to be smaller.  
 

Offline Redshirt

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Re: How many ships should you have?
« Reply #20 on: July 14, 2012, 07:33:38 PM »
Steve himself said that ship size tends to increase with tech level- as in real life. A civil war frigate is tiny compared to a modern day frigate.

I very much keep my designations in line with role, rather than size. Destroyers are the gun line, Escorts provide support, and are frequently bigger than the ships they're supporting, especially if I put a jump engine on them to save room for weapons on the other ships. Gunboats are smaller, turreted craft, similar to modern PT boats, and they play a similar role- point defense support for larger craft in a bigger operation, or running interference when needed. Of course in my current game, my gun "boats" are 7000 tonnes- as big as many destroyers. (Then again, my destroyers are 13,300 tonnes.) All in all, working together, they made Swiss cheese out of several precursor ships, including one with heavy beam armor. And one gunboat took an entire salvo of 7 anti-ship missiles before I realized I'd let them extend their range too far in front of the escort craft. It survived, without taking too much damage.

Of course, back to the original post, I believe in quality and quantity. My carrier group alone has 19 ships plus fighters. Destroyer groups can operate independently of the fleet as a whole, but never have less than four ships- a destroyer, its support escort, and two gunboats. Remember, in the real world, you'll never find ships working alone, either. My carrier groups are modeled after US carrier groups, which have the carrier, a couple destroyers, several smaller communication ships and support craft, and even a submarine or two, plus oilers and supply line craft. The theory is that, if you're a country who's thinking about causing trouble, just seeing that carrier group sitting off your coastline will make you think again. (And carriers are massive. The USS Enterprise is 94,781 tonnes, and 342 meters long. Bigger than the Pentagon.) Anyway, ships that large are often multi-role. The Nimitz-class carriers, besides carrying 90 aircraft, also mount 16-24 surface-to-air missile launchers, and a massive array of sensors, so it carries its own area point defense. Building a multi-role craft like that in Aurora is definitely an end-game proposition. But it still travels with support craft.
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Offline Jorgen_CAB

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Re: How many ships should you have?
« Reply #21 on: July 15, 2012, 04:17:40 AM »
I have read in many places here that multipurpose ships are not possible in the early game but I have designed several multipurpose ships just fine in the early game. Granted I have mostly played in the early game yet and are pretty new my logic can be seriously flawed.

But anyhow, building multipurpose ships do seem to require bigger ships overall and size creep come in all the time with increasing tech levels.

I base my designation on the role of the ships, but in general frigates are smaller than destroyer who in turn are smaller than a cruiser.

As an example I hardly have any real combat naval warships smaller than about 15000 tones, anything below this are just a support ship with limited weaponry such as CIWS systems. I obviously don't cont corvettes (FAC) and attack crafts (Fighters) as naval warships.

A frigate was in my last game just a reconnaissance ship with no weapons beside some CIWS system for self defense.

Destroyers were heavy gunships who started at about 15000 tonnes. Their role where powerful engines, heavy guns and using stealth to sneak up on potential targets. They hunted in pairs alone from cruisers, usually way outside any other ships support, but they still supported at least one or two boat bays with a small scout ship.

My cruiser designation means a ship that can operate on its own and take care of its own defenses and have enough offensive power to be a real threat. They start out at around 35000 tones for the smallest ones and should end up in battle cruisers at about 60000-70000 tones. I have never seen the use for running more than two cruisers and some support frigates in one task group at any time so far. Even one cruiser can perform pretty well of I have equal or better tech than the opponent.

One difference from my tactics seem to be that I don't use any dedicated carries at all (except for my escort carriers or FAC tenders). My bigger warships do tend to have a larger proportion dedicated to hangars the larger they get though. So, a regular cruiser have a lower percentage of their weight in hangar space than a battle cruiser does.
 

Offline Hawkeye

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Re: How many ships should you have?
« Reply #22 on: July 15, 2012, 07:05:24 AM »
You are right, of course. Multi-role ships _are_ possible early game, they are just not very efficient (IMO)

My early game DDs are usually around 6000 tons in size. I have missile DDGs, beam DEs, beam DDs and AMM DEs. Now, combining those four types into a single cruiser at around 24000 tons would quite easily be possible. Problems with that approach are:

1) Forward bases are much harder to establish, as I need population and maint. facilities for 24.000 ton ships instead of 6.000 ton ships.

2) Assume I am in a war with a beam heavy enemy. Increasing the DE part of my fleet is not necessary, so I concentrate on building DDGs, which makes increasing my fleets firepower much easier than if I had to build large mulit-role ships.
The same goes for a missile-heavy enemy. I just churn out more DEs.

3) Shipyard can stay at 6.000 tons and can be cheaper/faster retooled for an upgraded class _and_ can build my ships faster (I am able to build 4 x 6.000 ton yards while you build 1 x 24.000 ton yard), so I have as much firepower as you do under construction, only my ships will be faster to build, so I can chrun out more firepower per year than you do (yes I know, a single 24.000 ton yard does not quite need as much time to build as 4 x 6.000 ton yards).

4) More targets for the enemy to shoot at. There _will_ be overkill if the enemy uses missiles, the more overkill, the longer my ships that are not yet engaged can shoot back.

5) Most importantly, if you have offensive beams and missiles on one ship, half of you offensive mass is wasted. Either you are in beam range, than your missiles are (more or less) useless or you are in missile range, then your beams are out of range. With a specialist ship approach, you can tailor your fleet to whatever is needed.



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Offline Shininglight

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Re: How many ships should you have?
« Reply #23 on: July 15, 2012, 11:07:02 AM »
Idk about such small destroyers, I find that anythign with less than 2 or 3 layers of armor isn't capable of really standing up in a line battle or being useful as delaying action for your real heavy hitters, Also if you add that armor then you just have the problem of fittign your weapons and CIWS into the ship, that's why anythign less than 7500 tons that isn't a suervey vessel or FAC/Fighter simply isn't worth the materials to build it IMO. Still i can see the merit of using small, fast, and kinda dangerous at higher tech levels, craft in raiding.
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Offline Hawkeye

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Re: How many ships should you have?
« Reply #24 on: July 15, 2012, 11:35:29 AM »
Idk about such small destroyers, I find that anythign with less than 2 or 3 layers of armor isn't capable of really standing up in a line battle or being useful as delaying action for your real heavy hitters, Also if you add that armor then you just have the problem of fittign your weapons and CIWS into the ship, that's why anythign less than 7500 tons that isn't a suervey vessel or FAC/Fighter simply isn't worth the materials to build it IMO. Still i can see the merit of using small, fast, and kinda dangerous at higher tech levels, craft in raiding.

Um, how about this?

Quote
Fury class Destroyer Escort    6,000 tons     490 Crew     952.6 BP      TCS 120  TH 396  EM 0
3300 km/s     Armour 4-29     Shields 0-0     Sensors 12/1/0/0     Damage Control Rating 4     PPV 15.71
Maint Life 4.56 Years     MSP 397    AFR 72%    IFR 1%    1YR 31    5YR 466    Max Repair 192 MSP
Magazine 233   

Thordan 66X Ion Engine (6)    Power 66    Fuel Use 72%    Signature 66    Armour 0    Exp 10%
Fuel Capacity 200,000 Litres    Range 83.3 billion km   (292 days at full power)

Twin LFN Linblad 30mm 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
Sync Tracker (24/8) (1)    Max Range: 48,000 km   TS: 8000 km/s     79 58 38 17 0 0 0 0 0 0

Magna Shortbow-1 (8)    Missile Size 1    Rate of Fire 10
Cats Eye 15/1 MFC (2)     Range 15.4m km    Resolution 1
Dart (233)  Speed: 30,000 km/s   End: 1.7m    Range: 3m km   WH: 1    Size: 1    TH: 250 / 150 / 75

Tansech C15/1 Radar System (1)     GPS 192     Range 15.4m km    Resolution 1
Achernar Electronics TH-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

or this:

Quote
Avenger Mk. IIb class Missile Destroyer  6,000 tons   599 Crew   868.6 BP   TCS 120  TH 396  EM 0
3300 km/s     Armour 4-29     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 2     PPV 30
Maint Life 3.79 Years     MSP 226    AFR 115%    IFR 1.6%    1YR 25    5YR 371   
Max Repair 64 MSP      Magazine 420   

Thordan 66X Ion Engine (6)    Power 66    Fuel Use 72%    Signature 66    Armour 0    Exp 10%
Fuel Capacity 250,000 Litres    Range 104.2 billion km   (365 days at full power)

Magna Longbow-5 (6)    Missile Size 5    Rate of Fire 50
Cats Eyes 89/60 MFC (1)     Range 89.2m km    Resolution 60
White Shark Mk. II (84)  Speed: 20,000 km/s   End: 37.5m    Range: 45m km   WH: 4    Size: 5    TH: 100 / 60 / 30

Tansech C51/100 Radar System (1)     GPS 6400     Range 51.2m km    Resolution 100
Achernar Electronics TH-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km


then there are the small frigates


Quote
Fiji class Frigate    4,000 tons     352 Crew     624.4 BP      TCS 80  TH 132  EM 0
3300 km/s     Armour 6-22     Shields 0-0     Sensors 3/3/0/0     Damage Control Rating 3     PPV 16.33
Maint Life 5.81 Years     MSP 293    AFR 42%    IFR 0.6%    1YR 15    5YR 221    Max Repair 60 MSP   Magazine 89   

Parsson Type 66/50 Ion Engine (4)    Power 66    Fuel Use 84%    Signature 33    Armour 0    Exp 10%
Fuel Capacity 100,000 Litres    Range 53.6 billion km   (187 days at full power)

Triple 100mm/L60/R5 VL-Lasercannon Turret (1x3)    Range 60,000km     TS: 12000 km/s     Power 9-9     RM 2    ROF 5        3 3 2 1 1 1 0 0 0 0
TrueTack Class 32/8 Tracking System (1)    Max Range: 64,000 km   TS: 8000 km/s     84 69 53 37 22 6 0 0 0 0

Shortbow Space-Space AMM Launcher (4)    Missile Size 1    Rate of Fire 10
SureFire Class 11/1 Missile Targeting System (1)     Range 10.8m km    Resolution 1

StarSearch Class 3 Thermal Sensor (1)     Sensitivity 3     Detect Sig Strength 1000:  3m km
SkySearch Class 3 EM-Sensor (1)     Sensitivity 3     Detect Sig Strength 1000:  3m km


Quote
Agincourt class Patrol Craft    3,950 tons     461 Crew     521.4 BP      TCS 79  TH 84  EM 0
3037 km/s     Armour 3-22     Shields 0-0     Sensors 12/6/0/0     Damage Control Rating 3     PPV 20
Annual Failure Rate: 41%    IFR: 0.6%    Maint Capacity 248 MSP    Max Repair 35 MSP    Est Time: 5.34 Years

Rolls Royce Mk. 40/35 Nuclear Pulse Engine (6)    Power 40    Fuel Use 80%    Signature 14    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 85.4 billion km   (325 days at full power)

120mmL60/R10 Railgun (4x4)    Range 60,000km     TS: 3037 km/s     Power 6-2     RM 3    ROF 15        2 2 2 1 1 1 0 0 0 0
Rand Technologies Type 72/3 Tracking System (1)    Max Range: 144,000 km   TS: 3000 km/s     93 86 79 72 65 58 51 44 37 31
Pebble Bed Reactor 3 (3)     Total Power Output 9    Armour 0    Exp 5%

Fairfield Mk. 2.9/16 Radar System (1)     GPS 192     Range 2.9m km    Resolution 16
Deep Scan Class 12 Thermal Sensor (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Skywatch Class 6 EM Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km



As you can see, all of them have at least armor 3. Of course, they are not as fast as some would like their ships to be, but every design is a compromise after all.
Ralph Hoenig, Germany
 

Offline Shininglight

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Re: How many ships should you have?
« Reply #25 on: July 15, 2012, 12:19:57 PM »
Those are actually Very nice designs... hrm, still the armament seems a bit light on them, my DDG's double as AMM disensers with around 12 S1 missile launchers and then my S4 Heavy hitters and S3 standard combat missiles. However your design philosophy seems to work as well though i'm not really a fan of railguns or Gauss, my DE's double as Energy combatants and mount a healthy number of laser cannon. Though my Destroyers were about 100 KM/s or so slower than yours when i used Ion tech, i'm at mag plas engines and researching mag conf. My philosophy is that a bigger ship means you can fit more engines in it while keeping  healthy armament, i once had cruisers faster than destroyers before i decided to add more weapons to the cruiser and remove some engines, most ships in my fleet have a quasi standardised speed, you can look at my designs in one of the other threads in the bureau, i repurposed an old thread of mine.


All in all good ships and it's made me begin thinking about designing a smaller force as a fast reaction unit in my empire.
« Last Edit: July 15, 2012, 12:23:30 PM by Shininglight »
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Offline jseah

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Re: How many ships should you have?
« Reply #26 on: July 15, 2012, 02:52:16 PM »
For mainline fleets, I actively try not to go over 10ktons.  Occasional specialists do go over 10ktons, but I find that 6ktons is often enough to mount everything I need to.  

While I used to use a mixed-size fleet, with designations increasing with size, I decided it wasn't worth the hassle.  A missile destroyer is much the same as a missile frigate, it just has more of everything (with about 1-2% less armour panels).  Why not just build proportionally more frigates?  

Not only is it logistically easier (less maintenance stations to tow around), the primary driver for this is that if you have a lower number of designs, you can set up the fire for one and just copy it.  Assigning missiles, ECCM, setting ranges, etc. is a major pain when you have 20+ ship types running around.  

In fact, I now have merged my AMM and ASM frigates into one all-purpose missile frigate.  

The only point of having fewer big ships IMO, is to benefit more from good officers and RP.  Which is why I am presently building up a 1-slip shipyard to 30-40ktons size.  For those special occasions when I have an incredible officer, he'll get a special ship.  
And there is what better to cheer up the men than the leadership of a 40kton missile-spewing laser-flashing behemoth?  =D
 

Offline Jorgen_CAB

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Re: How many ships should you have?
« Reply #27 on: July 15, 2012, 05:28:26 PM »
You are right, of course. Multi-role ships _are_ possible early game, they are just not very efficient (IMO)

My early game DDs are usually around 6000 tons in size. I have missile DDGs, beam DEs, beam DDs and AMM DEs. Now, combining those four types into a single cruiser at around 24000 tons would quite easily be possible. Problems with that approach are:

1) Forward bases are much harder to establish, as I need population and maint. facilities for 24.000 ton ships instead of 6.000 ton ships.

2) Assume I am in a war with a beam heavy enemy. Increasing the DE part of my fleet is not necessary, so I concentrate on building DDGs, which makes increasing my fleets firepower much easier than if I had to build large mulit-role ships.
The same goes for a missile-heavy enemy. I just churn out more DEs.

3) Shipyard can stay at 6.000 tons and can be cheaper/faster retooled for an upgraded class _and_ can build my ships faster (I am able to build 4 x 6.000 ton yards while you build 1 x 24.000 ton yard), so I have as much firepower as you do under construction, only my ships will be faster to build, so I can chrun out more firepower per year than you do (yes I know, a single 24.000 ton yard does not quite need as much time to build as 4 x 6.000 ton yards).

4) More targets for the enemy to shoot at. There _will_ be overkill if the enemy uses missiles, the more overkill, the longer my ships that are not yet engaged can shoot back.

5) Most importantly, if you have offensive beams and missiles on one ship, half of you offensive mass is wasted. Either you are in beam range, than your missiles are (more or less) useless or you are in missile range, then your beams are out of range. With a specialist ship approach, you can tailor your fleet to whatever is needed.

I certainly don't defy your logic or reasoning that specialist ships may actually be useful and might even be better at times. But when it comes to my cruisers being specialized that is mainly done through missiles and their hangar space. All ordinance can be specialized for so many things.

As I understand, bigger ships is also built much faster per tonnage so once you have those big yards you can if you have the infrastructure and resources build more tonnage in a shorter time.

When it comes to forward bases I mainly use a heavy FAC centric approach (and lots of sensor stations for defense) and they are very specialized indeed and quite easy to maintain anywhere. It is also very easy to hide their bases since you don't need a very large population or you use a small maintenance ships to maintain them anywhere.

All my cruisers have enough engineering sections to last them very well from launch to their next refit (when they get overhauled at the same time). So they can stay on station for years on end, even without a supply ship if need be. I don't feel that I need to sacrifice all that much space to gain that ability.

Sure, it might in the end be more inefficient... but I never felt it was thus far.

My main strategy is not brutal power but it is knowledge of my enemies forces. So I invest heavily in my scouting and ability to detect my enemies movement and then devise a plan to destroy them in force.
All my ship designs probably have much more defensive capability that most ships I have seen on the forum (except fighters and FAC). I rather have my ship survive engagement than not. It's more of a role-playing thing I suppose.  ;)
In almost all cases I'm the one detecting the enemy first or using my acting sensors on recon ships to make the enemy make a move in a direction that I desire. Drones is also very efficient in giving away enemy positions. All big cruisers have at least one large launch tube for drones and they usually have a large array of many different types of drones to choose from. My big cruiser designs are not just guns and missiles, they have many other uses and can easily be equipped for scouting in force missions, battle missions and all sort of interesting role-playing missions.  ;)

Each 36000 tone cruiser have at least one marine company with a drop ship for recon on force on the ground. Sure, that might seem like a waste of space, but has come in handy at least once and it is fun when it does. I plan to have several companies on my larger cruisers.

I also never lost a single cruiser so far, their defensive capabilities seem to be way more than my position can handle so far. I had one limping home in a pretty bad shape once, but it made it back to the repair yard. Most of the time i can just avoid confrontation if I deem the opposition to be too strong.
« Last Edit: July 15, 2012, 05:34:24 PM by Jorgen_CAB »
 

Offline SteelChicken

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Re: How many ships should you have?
« Reply #28 on: October 11, 2012, 10:41:02 AM »
Just to add my personal experience...

For whatever reason, my galaxies tend to be pretty empty.  My latest game...Ive explored nearly 100 systems.  I think I found the starting NPC, as their population was the same as mine...but I could be guessing.  They were easily rolled over.  One spoiler mothership with minions. (Biggest threat.)   A dozen or so spoiler protected outpost/systems.   Otherwise...fairly empty.   I've never had to engage any opponent on anything but my terms.  None of my colonies or outlying mines/outposts have ever been under threat, in any game I have ever played.  Rarely does any enemy pursue me through a warp point.  This has happened maybe once in 10 or so games.

So for me, ships in a system are more of giving civilian populations protection (so they don't riot, not actual protection), until I get around to building PDC's for them.   I don't need a defense strategy, because there are no threats....note I have never turned on invaders.   Maybe this game I will, I enjoy getting my butt kicked so I can develop counter-strategies.

Anyways, I keep most of my forces rolled up into two big carrier groups usually berthed at Sol/homeworld unless they are out taking care of business.

Each battle group consists of:
2 carriers, each with one or maybe two squadrons, depending on tonnage.  The Carrier is also a huge sensor platform and flagship for the fleet.  I find managing separate scouts too problematic.  With the carrier being a giant active sensor, I don't need sensor fighters, but I include one in each squadron for backup and for extra fuel.

3-4 missile cruisers, with strike and missile defense capabilities, backup in case the fighters can't handle it.
2-3 point defense ships (gauss, meson turrets, whatever, backup for the missile cruisers)
1-3 cruisers/destroyers whatever you want to call them, basically short ranged beam ships, these rarely see any action
1-2 oilers
2-3 coilers

These carrier groups are what I send out to engage hostile forces.  One of these groups can handle anything, except for outpost defender spoilers when I am early, early tech.

I also use what I call hunters- single, fast ships with stealth capabilities, and large passive sensor arrays to scout and opportunity ambush, or to guard warp points.   Slap on a few beam weapons and some box launchers, and they work well.  Mostly they spend time hunting down NPC scouts/survey ships.



 

Offline Marski

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Re: How many ships should you have?
« Reply #29 on: October 12, 2012, 04:20:19 AM »
    This is my usual fleet and it's structure

1st Red Fleet
  • 1st Logistics Division
         -Supply Line
              2x Collier
              2x Collier
          -Support Line
              2x Supply Ship
              2x Supply Ship
          -Tanker Line
              2x Tanker
              2x Tanker
  
  • 1st Transport Division
           4x Troop Transports
            6x Corvettes
  • 1st Reconnaissance Division
           2x Recon Ships
  
  • Battlegroup
        -Battle Division
             1x Battlecruiser
             2x Destroyers
             2x Frigates
             2x Missile Frigates
             4x Corvettes
         -Battle Division
             1x Battlecruiser
             2x Destroyers
             2x Frigates
             2x Missile Frigates
             4x Corvettes
         -Battle Division
             1x Battlecruiser
             2x Destroyers
             2x Frigates
             2x Missile Frigates
             4x Corvettes
         -Battle Division
             1x Battlecruiser
             2x Destroyers
             2x Frigates
             2x Missile Frigates
             4x Corvettes

If hostiles encountered, then one additional Battle group is constructed for front-line duty with same amount of ships.[/list]
« Last Edit: October 12, 2012, 04:36:24 AM by Marski »