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Offline JOKER

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Re: Ship reviews
« Reply #15 on: November 13, 2014, 10:14:38 AM »
5154 km/s? A fighter? Don't you have engine power modifier technology?
 

Offline 83athom

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Re: Ship reviews
« Reply #16 on: November 13, 2014, 10:59:38 AM »
5154 km/s? A fighter? Don't you have engine power modifier technology?
I designed it for firepower over speed, and to closely escort my slower ships (ie. carriers) and too be mostly in formation with the battlecruiser. All my other fighters can go over 15000km/s.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline rcj33

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Re: Ship reviews
« Reply #17 on: November 14, 2014, 12:44:39 PM »
Since the hangar bay takes up 21 HS, you might be better served adding Gauss PD turrets to the ship in question.  They will track faster too, which is probably necessary at your TL.
 

Offline 83athom

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Re: Ship reviews
« Reply #18 on: November 14, 2014, 02:05:48 PM »
I was doing that and I came up with an idea so crazy, it just might work. Here is the Brawler class Cruiser (WiP):
Code: [Select]
Brawler class Cruiser    25 800 tons     484 Crew     6516.6124 BP      TCS 516  TH 2812.5  EM 0
7267 km/s     Armour 5-77     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 35     PPV 250
Maint Life 5.36 Years     MSP 5525    AFR 152%    IFR 2.1%    1YR 322    5YR 4834    Max Repair 878.9062 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

1875 EP Gas Core AM Drive (2)    Power 1875    Fuel Use 6.09%    Signature 1406.25    Exp 7%
Fuel Capacity 750 000 Litres    Range 85.9 billion km   (136 days at full power)

AF/AM Triple Gauss Cannon R6-8 Turret (50x18)    Range 60 000km     TS: 94500 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
CIWS-600 (5x12)    Range 1000 km     TS: 60000 km/s     ROF 5       Base 50% To Hit
Fire Control S01 60-30000 (5)    Max Range: 120 000 km   TS: 30000 km/s     92 83 75 67 58 50 42 33 25 17

This design is classed as a Military Vessel for maintenance purposes
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline Brian Neumann

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Re: Ship reviews
« Reply #19 on: November 14, 2014, 09:50:18 PM »
I was doing that and I came up with an idea so crazy, it just might work. Here is the Brawler class Cruiser (WiP):
Code: [Select]
Brawler class Cruiser    25 800 tons     484 Crew     6516.6124 BP      TCS 516  TH 2812.5  EM 0
7267 km/s     Armour 5-77     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 35     PPV 250
Maint Life 5.36 Years     MSP 5525    AFR 152%    IFR 2.1%    1YR 322    5YR 4834    Max Repair 878.9062 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

1875 EP Gas Core AM Drive (2)    Power 1875    Fuel Use 6.09%    Signature 1406.25    Exp 7%
Fuel Capacity 750 000 Litres    Range 85.9 billion km   (136 days at full power)

AF/AM Triple Gauss Cannon R6-8 Turret (50x18)    Range 60 000km     TS: 94500 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
CIWS-600 (5x12)    Range 1000 km     TS: 60000 km/s     ROF 5       Base 50% To Hit
Fire Control S01 60-30000 (5)    Max Range: 120 000 km   TS: 30000 km/s     92 83 75 67 58 50 42 33 25 17

This design is classed as a Military Vessel for maintenance purposes

I would ditch the ciws system as you already have a ton of pretty good point defense.  Use the space for a better fire control with a max tracking speed.  With your current design the fire control is the limiting factor on your tracking speed.  If you have any more space left over I would add some shields or armor to make the ship more survivable if anyone gets into beam weapons range.  My preference would be shields as anyone who gets to close is going to be turned into swiss cheese by all those gauss cannon.  If they stay at longer beam weapons range then the shields regenerative powers will come in handy. 

Brian

P.S.  Just noticed you don't have any ecm/eccm, I would suggest putting at least two ecm on board (protects against shock damage, ect) and enough compact eccm to have one per fire control.  You really do not want anything reducing your hit chances when you are already such a short range combatant.
 

Offline Barkhorn

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Re: Ship reviews
« Reply #20 on: November 14, 2014, 09:55:53 PM »
ECM doesn't protect against shock damage, it decreases your opponent's effective targeting range.
 

Offline 83athom

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Re: Ship reviews
« Reply #21 on: November 14, 2014, 10:40:49 PM »
I changed it somewhat, but the tracking speed thing is unable to be fixed at the moment, to many things to research so little time, I have a Master Fire Control designed but I have a lot of small stuff researching already at the moment, nine projects at two planets. As I said before, WiP (work in progress).
Code: [Select]
Brawler class Cruiser    28 350 tons     545 Crew     7540.1186 BP      TCS 567  TH 4218.75  EM 900
9920 km/s     Armour 8-82     Shields 30-375     Sensors 1/1/0/0     Damage Control Rating 35     PPV 250
Maint Life 4.33 Years     MSP 5818    AFR 183%    IFR 2.6%    1YR 500    5YR 7494    Max Repair 878.9062 MSP
Intended Deployment Time: 24 months    Spare Berths 1   

1875 EP Gas Core AM Drive (3)    Power 1875    Fuel Use 6.09%    Signature 1406.25    Exp 7%
Fuel Capacity 750 000 Litres    Range 78.2 billion km   (91 days at full power)
Delta R375/150 Shields (12)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

AF/AM Triple Gauss Cannon R6-8 Turret (50x18)    Range 60 000km     TS: 94500 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
CIWS-600 (1x12)    Range 1000 km     TS: 60000 km/s     ROF 5       Base 50% To Hit
Fire Control S01 60-30000 (5)    Max Range: 120 000 km   TS: 30000 km/s     92 83 75 67 58 50 42 33 25 17

ECCM-2 (5)         ECM 20

This design is classed as a Military Vessel for maintenance purposes
You cannot tell me not to include CIWS as it is a part of my doctrine for all ships except gunships/fighters to have at least one, even if it has so much AM capability without it. As to others who will say "balance you fuel/maintenance/deployment"  :P.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline Ninetails (OP)

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Re: Ship reviews
« Reply #22 on: November 15, 2014, 07:26:30 AM »
@firsal:
Overall your ship looks quite feasible. What I notice most is your relatively large amount of fuel and fuel consumption. Using 2 million liiters of fuel for each trip is quite a steep deployment cost in my book, and I would advise against it unless you are rolling in fuel in your game. From calculating backward through your tech, I have come up with you using 100 HS for engines with size 10 engines 100% power/efficiency and 42.5HS on fuel. Now 40% of engine size as fuel is technically the optimal amount of fuel to engines if you need to get to a certain range at the fastest possible speed. This is without considering the fuel efficiency gain from using larger engines, and just has to do with the amount of engines and the power/efficiency multiplyer. However, because this is the optimal value, it also means that one should never cross it in terms of more fuel (unless there are special economic interests at hand), since you would getter more range by using more engines with more economical power/efficiency multiplyers. Now, due to being so close to the limmit, and due to the discrete nature of the designs, it would be hard to find a more optimal value. On the other hand is the small engine size. These could relatively easily be increase, to 20, 25, or 50 HS. This would ofcause increase the maximum component cost, and reduce the redundancy of the engine, but since the Hit To Kill of engines are half the HS of the engines rounded down they will still be as hard to take out, and even with 50 HS engines you will still have some redundancy. The extra fuel efficiency gained from this could either be used to save increase the power of the engines (about 25% for 50 HS), or used to save space from reducing fuel tanks (more than 16 HS for 50 HS engines). Some of the extra space could then be used to add more engineering bays/additional maintaince storage, which would keep your high maintenaince multiplyer and even increase it.

I like the idea of using railguns for clean up, since it gives you a high probability of hitting the holes in the armor. For this though, you might want to add som shields if you want to use it against ships armed with anti ship beams, since they might still have a few weapons left over that could take a pot shot at you or 2, and it will help to give you some leeway when trying to find the distance you want to engage them on. For jupm point defense the railguns are somewhat less usefull, if they are used alone that is. This has to do with their low penetration power, which means that they will have to work their way through most of the ships armor before they get to start to cripple the other ship. Because of this they might not get as much of a significant headstart of damage as they might need to, and if deployed against well armored ships you might end up suffering casuelties. I would suggest deploying them together with some heavy laser weaponry or large warhead missiles, whos job it is to punch holes in the armor which your railguns can then find. If you have access to decent laser tech, I would suggest replacing your largest rail gun with equally large lasers, since this will help you with both long range beam combat (for finishing off foes without damage) and for punching holes which your railguns can then use.


@83athom:
For both your larger ships you really need to work on matching up your beam fire control tracking speed with your weapons tracking speed. This is because for any given pairing of weapon to fire control only the lower of these 2 values will be used, while the higher value is just wasted. I can only really come up with 2 scenarios for when not to do this: 1) If you are futureproffing your ships to reduce the amount of components that need to be refitted on later versions. 2) If you do not actually need the high tracking speed for those weapons, and you are getting the extra "for free". However number 2 only works for extra tracking speed on non-turret weapons. On the Admiral class Battlecruisser you have a fire control with a tracking speed of 30,000 km/s, with no weapons to make use of this, which means it is just a waste of space a resurces to make it so large, while on the Brawler class you have turrets with a tracking speed of 94,500 km/s, which can only employed by END game tech (TL12, the last one). With fire controls that only go to 30.000 km/s you are either doing some extreme future proffing, without actually going all the way to 100.000km/s, or you are simply wasting valueable space and resources on makeing the turrets way to large. I would suggest lowering them to 60.0000 km/s and increasing the fire control to the same speed. About Close In Weapon Systems (CIWS) I would like to point out that they are technically just gauss turrets configured in a special way, and that converting them into gauss cannons could for the doctrine be described as "using improved versions", and it would theirfor not necessarily conflict with your fleet doctrine, unless you specifically wish it to do so.

At the tech level of gas core AM drives (TL 9) I would say that your ships and missiles are quite slow (the brawler is more acceptable). The "Standard Speed"* for gas core AM drives is 12.500 km/s, which those 5,xxx km/s is awefully short of. Based on this (and other) observations, I would guess that you have only really been encountering low tech NPR's, since those are the main kinds of targets that your ships and missiles speeds will be effective against. I am also going to assume that you are not a missile based empire, since the missiles you have on your Adminral class Battlecruiser are not exactly very potent (compared to what else it features). Since you only have a resolution 10 missile fire control, you cannot use your AF/AM missiles against missiles, since they would targetable at any reasonably range (about 65,000 km), and they would be bad against missiles anyway, since they do not feature any agility, and therefor has a Target Speed** of 6,500 km/s, which is awefully slow for most missiles (the slowest missiles I have had used against me were 8000 km/s), not to mention that such targets could have been completely invalidated by increasing the ships speed (which means you could have simply run from their missiles). They also need to reach the 4 point warhead to be really effective against fighters and other strike craft, since that will allow them to punch through the normal 1 thickness armor and do significant internal damage (most fighters have very few internal hit to kills), while their speed is only enough to target early tech fighters. Your ASM are also quite slow, and with a Target Speed of 2.200 km/s they will start losing effectiveness against ships with just ion engines (which is somewhat embarissing for an anti-matter age empire). They do pack a decent amount of punch and penetrates to the 4th armor layer. All this means that the missiles are fine enough against low tech empires, but anything more than that and they end up being less than optimal. The ranges are somewhat strange though, with a 180m km range AMM against the 60m km fire control, which I suppose is for use on other ships with much larger fighter targeting systems. The ASM missile has somewhat shorter range, which is more accetable considering that the fire control could be reduced by ECM, until you consider that the empires with sufficient tech to go above 2 ECM level, is probably going to be hard to hit with those missiles anyway. The secod problem with those missile speeds, are that they end up being much easier to shoot down than otherwise necessary. Lastly, the amount of missiles carried are insufficient to do any serious damage to a ship of its own size, which again suggests that I have just rambled on for very long against what is most likely just some test sidearms, or old missiles to be disposed of.

Anyway, for comparioson, I am going to post 2 designs which are from the next generation of the campain I last posted about, and they were build around 60 years into a conventional game, at the same engine tech level. Note that I am going to discontinue that campain, as I happend to push the wrong bottom at the wrong place (screwing up a lot of stuff).
First is the Defiant class frigate, which can be compared to your Brawler class:
Code: [Select]
Defiant class Frigate    7,500 tons     175 Crew     2971.3 BP      TCS 150  TH 2250  EM 600
15000 km/s     Armour 6-34     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 62.6
Maint Life 0.13 Years     MSP 248    AFR 450%    IFR 6.2%    1YR 1940    5YR 29099    Max Repair 1012.5 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

Std-90 2250 EP Gas Core AM Drive (1)    Power 2250    Fuel Use 7.68%    Signature 2250    Exp 9%
Fuel Capacity 250,000 Litres    Range 78.1 billion km   (60 days at full power)
Xi R300/300 Shields (4)   Total Fuel Cost  50 Litres per hour  (1,200 per day)

Twin Gauss Cannon R4-100 Turret (4x10)    Range 40,000km     TS: 40000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Point Blank Fire Control S01 37.5-40000 (4)    Max Range: 75,000 km   TS: 40000 km/s     87 73 60 47 33 20 7 0 0 0

Active Search Sensor MR19-R1 (1)     GPS 60     Range 19.2m km    MCR 2.1m km    Resolution 1

ECM 30

This design is classed as a Military Vessel for maintenance purposes
The interesting thing to note here, is that it is very similiar to the Brawler. However it has more effective anti missile firepower (your 50 triple 8% hit chance gauss cannons will on average hit 50*0.08*3*6 = 36 missiles, while my 4 double 100% hit chance gauss cannons will hit 4*2*5 = 40 missiles), and have a higher effective tracking speed (40,000 km/s vs yours 30,000 km/s) all while using worse gauss and fire control tech. To top it off, the package it comes in is just slightly over 1/4th of the size. Your ship ofcause has other advantages, such as ECCM, longer weapon/firecontrol range, propor maintance, double deployment and more defenses.
The next example is for what can be done with missiles at this tech level with only mid game missile tech, the Young Archer class missile frigate:
Code: [Select]
Young Archer class Missile Frigate    7,500 tons     187 Crew     2754.3 BP      TCS 150  TH 2250  EM 900
15000 km/s     Armour 6-34     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 20
Maint Life 0.13 Years     MSP 230    AFR 450%    IFR 6.2%    1YR 1816    5YR 27237    Max Repair 1012.5 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 560   

Std-90 2250 EP Gas Core AM Drive (1)    Power 2250    Fuel Use 7.68%    Signature 2250    Exp 9%
Fuel Capacity 250,000 Litres    Range 78.1 billion km   (60 days at full power)
Xi R300/300 Shields (6)   Total Fuel Cost  75 Litres per hour  (1,800 per day)

RR Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC172-R1 (2)     Range 172.8m km    Resolution 1
"Arrow" I: 4/1 (TS15,22) Anti-ship Missile (160)  Speed: 52,500 km/s   End: 59.6m    Range: 187.8m km   WH: 4    Size: 1    TH: 507/304/152
"Watchdog" I: 1/1 (TS 82.5) Anti-missile Missile (400)  Speed: 150,000 km/s   End: 2.3m    Range: 21.1m km   WH: 1    Size: 1    TH: 2750/1650/825

Active Search Sensor MR172-R1 (1)     GPS 540     Range 172.8m km    MCR 18.8m km    Resolution 1

ECM 30

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
First note the ranges on the anti ship/fighte missile "Arrow", which has a quite decent long range slightly above the MFC (in case of run and chase). The speed is significantly higher and the anti ship missile can atleast 100% hit its own vessel, while the AMM can 100% hit that missile. The AMM has a somewhat shorter range (usually they would be lower, but this ship is fitted with very powerfull resolution 1 sensors), while the "Arrow" has exactly 4 size warhead to punch through thin armored ships like fighters easily (sadly I only encounted heavily armored strike craft after its commission). It also carries much much larger magazines, allowing the "Arrow"s to potentially kill a few of its own type of craft (assuming no missile defense), while there is sufficiently many missiles to weather the huge volleys that beam weapons have trouble dealing with, and the range on the sensor allow for many volleys of AMM to be fired before the missiles hit the task group.

Before people start commenting on it, I play with the "no overhauls" options, and as such does not care about maintance life, though damage control can still be usefull.


* Standard Speed is the speed at which a normal sized fire control of the same tech level can hit you at 100%, and ut is achieved by dedicating 25% of the hull to engines with 100% power/efficiency multiplyer.
** Target Speed (TS) is the speed for which a weapon (typically missile) is designated a 100% hit chance multiplyer from speed. Note that hit chance multiplyer due to speed is then min(TS/Speed,1)*100%.
 

Offline MarcAFK

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Re: Ship reviews
« Reply #23 on: November 15, 2014, 07:42:01 AM »
Oh my god wall of text. I generally only read those if it's an AAR or an Indepth discussion on physics behind Ingame systems.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
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Offline JOKER

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Re: Ship reviews
« Reply #24 on: November 15, 2014, 11:12:04 AM »
Something new, designed against 1000% difficulty NPR.

Galatica class Battlestar, her name shows everything. Equipped with heavy Collapsium armor, anti-ship, anti-fighter and anti-missile weapon system, all-around sensor array and hangars. One prototype battlestar in an earlier game had been hit 1500 times by AMM spam, without any internal damage.
Code: [Select]
Galatica class Battlestar    80,000 tons     1758 Crew     19837.5 BP      TCS 1600  TH 10000  EM 0
6250 km/s     Armour 36-165     Shields 0-0     Sensors 1/120/0/0     Damage Control Rating 80     PPV 172
Maint Life 2.76 Years     MSP 12398    AFR 640%    IFR 8.9%    1YR 2347    5YR 35198    Max Repair 720 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 54    
Flag Bridge    Hangar Deck Capacity 8000 tons     Magazine 6696    

1250 EP Battlestar MF Drive (8)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 7,500,000 Litres    Range 112.5 billion km   (208 days at full power)

VLS S1 (40)    Missile Size 1    Rate of Fire 5
VLS S4 (44)    Missile Size 4    Rate of Fire 40
AMM Control R34 (2)     Range 34.6m km    Resolution 1
SSM Control R342 (4)     Range 342.1m km    Resolution 200
SAM Control R196 (2)     Range 196.7m km    Resolution 10
Nokia 3310 (530)  Speed: 75,000 km/s   End: 46.6m    Range: 209.6m km   WH: 12    Size: 4    TH: 250/150/75
Nokia 2510 (394)  Speed: 75,000 km/s   End: 36.5m    Range: 164.1m km   WH: 16    Size: 4    TH: 250/150/75
RAM-1 (3000)  Speed: 75,000 km/s   End: 1.2m    Range: 5.6m km   WH: 1    Size: 1    TH: 1300/780/390

DRADIS MK3 (1)     GPS 2400     Range 182.1m km    Resolution 10
DRADIS MK2 (1)     GPS 144000     Range 2,443.8m km    Resolution 200
AAM Sensor R34 (1)     GPS 144     Range 34.6m km    MCR 3.8m km    Resolution 1
EM Detection Sensor EM5-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km

ECCM-3 (4)         Strike Group
16x Viper MK2 Fighter-bomber   Speed: 30000 km/s    Size: 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


So here comes Vipers, multi-role fighter-bomber. She have much higher speed than earlier designs, but in the cost of some firepower.
Code: [Select]
Viper MK2 class Fighter-bomber    500 tons     3 Crew     254.9 BP      TCS 10  TH 300  EM 0
30000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 14    5YR 212    Max Repair 48 MSP
Intended Deployment Time: .1 months    Spare Berths 7    
Magazine 24    

75 EP Magnetic Fusion Drive (4)    Power 75    Fuel Use 462.98%    Signature 75    Exp 30%
Fuel Capacity 30,000 Litres    Range 2.3 billion km   (21 hours at full power)

Missile Rail S4 (6)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
AAM Control FC32-R10 (1)     Range 32.8m km    Resolution 10
SSM Control R146 (1)     Range 146.6m km    Resolution 200
Nokia 2510 (6)  Speed: 75,000 km/s   End: 36.5m    Range: 164.1m km   WH: 16    Size: 4    TH: 250/150/75

Fighter Sensor MR36-R10 (1)     GPS 480     Range 36.4m km    Resolution 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 Fighter for production, combat and maintenance purposes

This time the NPR have many small outposts in the systems around my home. Cornwallis class Assault Carrier is designed for them. She have some firepower to defend herself and destroy ground forces, and carries a marine task force.
Code: [Select]
Cornwallis class Assault Carrier    20,000 tons     350 Crew     4015.5 BP      TCS 400  TH 2500  EM 0
6250 km/s     Armour 18-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 13     PPV 20
Maint Life 2.12 Years     MSP 1631    AFR 246%    IFR 3.4%    1YR 487    5YR 7306    Max Repair 625 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 43    
Hangar Deck Capacity 2000 tons     Troop Capacity: 2.2 Battalions    Magazine 560    Cargo Handling Multiplier 80    

1250 EP Battlestar MF Drive (2)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 1,250,000 Litres    Range 75.0 billion km   (138 days at full power)

VLS S1 (20)    Missile Size 1    Rate of Fire 5
AMM Control R34 (1)     Range 34.6m km    Resolution 1
Nokia 2510 (32)  Speed: 75,000 km/s   End: 36.5m    Range: 164.1m km   WH: 16    Size: 4    TH: 250/150/75
RAM-1 (432)  Speed: 75,000 km/s   End: 1.2m    Range: 5.6m km   WH: 1    Size: 1    TH: 1300/780/390

DRADIS MK1 (1)     GPS 19200     Range 325.8m km    Resolution 200
AAM Sensor R34 (1)     GPS 144     Range 34.6m km    MCR 3.8m km    Resolution 1

Strike Group
4x Raptor MK2 Dropship   Speed: 30000 km/s    Size: 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

Raptor MK2, heavy dropship with armor and firepower. They are designed to drop marine companies in hot zone.
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Raptor MK2 class Dropship    500 tons     3 Crew     225.6 BP      TCS 10  TH 300  EM 0
30000 km/s     Armour 5-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.4
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 14    5YR 204    Max Repair 45 MSP
Intended Deployment Time: .1 months    Spare Berths 7    
Drop Capacity: 1 Company    Magazine 16    

75 EP Magnetic Fusion Drive (4)    Power 75    Fuel Use 462.98%    Signature 75    Exp 30%
Fuel Capacity 30,000 Litres    Range 2.3 billion km   (21 hours at full power)

Missile Rail S4 (4)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
SSM Control R146 (1)     Range 146.6m km    Resolution 200
Nokia 2510 (4)  Speed: 75,000 km/s   End: 36.5m    Range: 164.1m km   WH: 16    Size: 4    TH: 250/150/75

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 Fighter for production, combat and maintenance purposes

Maelstorm class is a pocket battleship. Her design comes from an earlier game.
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Maelstorm class Cruiser    20,000 tons     514 Crew     5237 BP      TCS 400  TH 2500  EM 0
6250 km/s     Armour 24-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 17     PPV 80
Maint Life 3.46 Years     MSP 2782    AFR 188%    IFR 2.6%    1YR 355    5YR 5331    Max Repair 625 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 1900    

1250 EP Battlestar MF Drive (2)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 1,500,000 Litres    Range 90.0 billion km   (166 days at full power)

VLS S4 (20)    Missile Size 4    Rate of Fire 40
VLS S1 (20)    Missile Size 1    Rate of Fire 5
SSM Control R342 (2)     Range 342.1m km    Resolution 200
AMM Control R34 (1)     Range 34.6m km    Resolution 1
Nokia 3310 (300)  Speed: 75,000 km/s   End: 46.6m    Range: 209.6m km   WH: 12    Size: 4    TH: 250/150/75
RAM-1 (700)  Speed: 75,000 km/s   End: 1.2m    Range: 5.6m km   WH: 1    Size: 1    TH: 1300/780/390

DRADIS MK1 (1)     GPS 19200     Range 325.8m km    Resolution 200
AAM Sensor R34 (1)     GPS 144     Range 34.6m km    MCR 3.8m km    Resolution 1

ECCM-3 (2)         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

Hammerhead class is a brand new design. She carries a really big punch, designed to completely overwhelm enemy fleet's point defence in a single hit.
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Hammerhead class Strike Cruiser    20,000 tons     438 Crew     4620 BP      TCS 400  TH 2500  EM 0
6250 km/s     Armour 10-65     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 17     PPV 200
Maint Life 3.38 Years     MSP 2454    AFR 188%    IFR 2.6%    1YR 327    5YR 4902    Max Repair 625 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 800    

1250 EP Battlestar MF Drive (2)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 1,500,000 Litres    Range 90.0 billion km   (166 days at full power)

Missile Launcher S4 (200)    Missile Size 4    Rate of Fire 2000
SSM Control R342 (4)     Range 342.1m km    Resolution 200
Nokia 3310 (200)  Speed: 75,000 km/s   End: 46.6m    Range: 209.6m km   WH: 12    Size: 4    TH: 250/150/75

DRADIS MK1 (1)     GPS 19200     Range 325.8m km    Resolution 200

ECCM-3 (4)         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

Tiger Shark class for point defence and bombardment. The first time that I tried meson cannon.
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Tiger Shark class Destroyer    8,800 tons     341 Crew     2271 BP      TCS 176  TH 1250  EM 0
7102 km/s     Armour 14-37     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 61.52
Maint Life 2.29 Years     MSP 968    AFR 103%    IFR 1.4%    1YR 250    5YR 3751    Max Repair 625 MSP
Intended Deployment Time: 12 months    Spare Berths 1    

1250 EP Battlestar MF Drive (1)    Power 1250    Fuel Use 15%    Signature 1250    Exp 10%
Fuel Capacity 750,000 Litres    Range 102.3 billion km   (166 days at full power)

Quad Meson Disrupter (4x4)    Range 90,000km     TS: 25000 km/s     Power 12-12     RM 9    ROF 5        1 1 1 1 1 1 1 1 1 0
Turret Control MK1 (1)    Max Range: 160,000 km   TS: 25000 km/s     94 88 81 75 69 62 56 50 44 38
MCF Reactor - 48 (1)     Total Power Output 48    Armour 0    Exp 16%

AAM Sensor R34 (1)     GPS 144     Range 34.6m km    MCR 3.8m km    Resolution 1

ECCM-3 (1)         This design is classed as a Military Vessel for maintenance purposes
« Last Edit: November 16, 2014, 04:55:22 AM by JOKER »
 

Iranon

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Re: Ship reviews
« Reply #25 on: April 11, 2015, 06:01:59 AM »
Background: Most of my fleet features extreme penny-pinching, the aim is bare adequacy with the lowest possible build/operating cost and the fewest logistics concerns.
These are the exception, no expense is spared to allow doing something unfair without turning them into one-trick-ponies. Consequently, they are kept in reserve and only deployed when it seems they will shine or when things get desperate.

Projected uses are running down ASM-armed ships without getting blown up, taking cheap shots against beam combatants from outside their range, and generally causing trouble without getting caught.
They have some use as escorts, and they aren't helpless in a knife fight (big lasers for shock damage and carving gashes, fast-firing railguns to find those)... but they are not expected to be economical in those roles. Weapons only account for 15% of their weight, to allow extreme speed for the tech level and some survivability.
My main issue is marginally sufficient point defence, but I'm not sure what to give up for a few more railguns. I should probably also design a variant with decent passive sensors.

Code: [Select]
Excalibur class Destroyer    6 650 tons     243 Crew     1739.4 BP      TCS 133  TH 1600  EM 450
12030 km/s     Armour 3-31     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 20
Maint Life 2.19 Years     MSP 817    AFR 70%    IFR 1%    1YR 229    5YR 3442    Max Repair 800 MSP
Intended Deployment Time: 14 months    Spare Berths 1   

BMW 50x20 Magneto-plasma Drive (1)    Power 1600    Fuel Use 169.71%    Signature 1600    Exp 20%
Fuel Capacity 750 000 Litres    Range 12.0 billion km   (11 days at full power)
Delta R300/360 Shields (6)   Total Fuel Cost  90 Litres per hour  (2 160 per day)

25cm C4 Ultraviolet Laser (1)    Range 320 000km     TS: 12030 km/s     Power 16-4     RM 4    ROF 20        16 16 16 16 12 10 9 8 7 6
Rheinmetall 10cm Railgun V4/C3 (4x4)    Range 40 000km     TS: 12030 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S06 160-12000 (1)    Max Range: 320 000 km   TS: 12000 km/s     58 56 54 52 50 48 46 45 43 41
Stellarator Fusion Reactor Technology PB-1.25 (11)     Total Power Output 16.5    Armour 0    Exp 20%

Telefunken Active Search Sensor 1-1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1

ECM 20

This design is classed as a Military Vessel for maintenance purposes

Any thoughts?
 

Offline Ostia

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Re: Ship reviews
« Reply #26 on: April 11, 2015, 07:59:58 AM »
Code: [Select]
Excalibur class Destroyer    6 650 tons     243 Crew     1739.4 BP      TCS 133  TH 1600  EM 450
12030 km/s     Armour 3-31     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 20
Maint Life 2.19 Years     MSP 817    AFR 70%    IFR 1%    1YR 229    5YR 3442    Max Repair 800 MSP
Intended Deployment Time: 14 months    Spare Berths 1   

BMW 50x20 Magneto-plasma Drive (1)    Power 1600    Fuel Use 169.71%    Signature 1600    Exp 20%
Fuel Capacity 750 000 Litres    Range 12.0 billion km   (11 days at full power)
Delta R300/360 Shields (6)   Total Fuel Cost  90 Litres per hour  (2 160 per day)

25cm C4 Ultraviolet Laser (1)    Range 320 000km     TS: 12030 km/s     Power 16-4     RM 4    ROF 20        16 16 16 16 12 10 9 8 7 6
Rheinmetall 10cm Railgun V4/C3 (4x4)    Range 40 000km     TS: 12030 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S06 160-12000 (1)    Max Range: 320 000 km   TS: 12000 km/s     58 56 54 52 50 48 46 45 43 41
Stellarator Fusion Reactor Technology PB-1.25 (11)     Total Power Output 16.5    Armour 0    Exp 20%

Telefunken Active Search Sensor 1-1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1

ECM 20

This design is classed as a Military Vessel for maintenance purposes

Any thoughts?

Drop The Deployment time to a month or so, these things are going nowhere without a tanker. Personally I would drop the railguns altogether and install more shields, or at least install a FCS which matches their range. Also switch the reactors out for a single large one. Also increase the resolution of the search sensor to something larger, you are hunting battleships, not missiles.
 

Offline GreatTuna

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Re: Ship reviews
« Reply #27 on: April 11, 2015, 09:09:32 AM »
Code: [Select]
Excalibur class Destroyer    6 650 tons     243 Crew     1739.4 BP      TCS 133  TH 1600  EM 450
12030 km/s     Armour 3-31     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 20
Maint Life 2.19 Years     MSP 817    AFR 70%    IFR 1%    1YR 229    5YR 3442    Max Repair 800 MSP
Intended Deployment Time: 14 months    Spare Berths 1   

BMW 50x20 Magneto-plasma Drive (1)    Power 1600    Fuel Use 169.71%    Signature 1600    Exp 20%
Fuel Capacity 750 000 Litres    Range 12.0 billion km   (11 days at full power)
Delta R300/360 Shields (6)   Total Fuel Cost  90 Litres per hour  (2 160 per day)

25cm C4 Ultraviolet Laser (1)    Range 320 000km     TS: 12030 km/s     Power 16-4     RM 4    ROF 20        16 16 16 16 12 10 9 8 7 6
Rheinmetall 10cm Railgun V4/C3 (4x4)    Range 40 000km     TS: 12030 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S06 160-12000 (1)    Max Range: 320 000 km   TS: 12000 km/s     58 56 54 52 50 48 46 45 43 41
Stellarator Fusion Reactor Technology PB-1.25 (11)     Total Power Output 16.5    Armour 0    Exp 20%

Telefunken Active Search Sensor 1-1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1

ECM 20

This design is classed as a Military Vessel for maintenance purposes

Any thoughts?

Now that's some weird design. Weird, but will work very well (unless you get hit).
There are some things requiring concern though:
1. Install ECCM. Enemy ECM will cut down your accuracy, forcing you to get close.
2. Higher-res sensor will be useful too, as well as passives: seeing enemy before he sees you is quite important.
 

Iranon

  • Guest
Re: Ship reviews
« Reply #28 on: April 11, 2015, 07:25:52 PM »
Thanks for the advice!

Acknowledged about reactors and sensors. I'm hazy about the trade-offs between one large and multiple smaller reactors (secondary explosion risk, weapon behaviour under insufficient power?).
A missile detection sensor is all they need for combat purposes, but not having to rely on other craft (originally intended: recon variant with decent passives) for situation awareness would be nice.

Railguns and deployment time: On a fast ship, 10cm Railguns seem too good as point defense to leave out. Shields are nice, but have a long-ish recharge period and don't protect other ships.
I originally wanted 6 railguns and an additional short-ranged FC, achievable by reducing deployment time to 2.9 months and sacrificing a layer of armour... doesn't feel right though.
14 months may be excessive, but I like a generous deployment time. Packing a huge engine into a small-ish vessel already requires a long maintenance cycle to avoid random breakdowns, and if it's of some use sitting somewhere else, such a thirsty monster shouldn't have to run back home all the time.

ECCM: Considering the best beam FC I can make is barely adequate for the main gun, that is a fair point. I guess I'm wary about increasing the electronics package considering how little space I have left for weapons, but strong enemy ECM could be a bit of a bother...
I guess I can take off an armour layer and a few months of deployment to round things out.