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Offline QuantumPete (OP)

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Feedback on my first task force?
« on: August 19, 2020, 07:32:43 AM »
Hi everyone,

Having just been soundly thrashed by my first NPR encounter, I'm building a new, more powerful fleet.  The NPR appears to use mainly Gauss and Lasers and their ships travel < 4000 km/s.  I'm planning on bombarding them from afar with Missiles and then close in and mop up the rest with Lasers.

The sensor frigate:
Quote
Odin Mk2 class Frigate      7,496 tons       149 Crew       1,435. 1 BP       TCS 150    TH 400    EM 0
5336 km/s      Armour 2-34       Shields 0-0       HTK 34      Sensors 12/12/0/0      DCR 4      PPV 0
Maint Life 4. 11 Years     MSP 878    AFR 112%    IFR 1. 6%    1YR 83    5YR 1,249    Max Repair 300. 000 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Military Internal Fusion Drive  EP400. 00 (2)    Power 800. 0    Fuel Use 169. 71%    Signature 200. 000    Explosion 20%
Fuel Capacity 3,125,000 Litres    Range 44. 2 billion km (95 days at full power)

CIWS-200 (1x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
Defender AMM (105)    Speed: 52,800 km/s    End: 0. 7m     Range: 2. 2m km    WH: 1    Size: 1    TH: 528/316/158

General Active Search Sensor AS70-R60 (1)     GPS 7560     Range 70. 1m km    Resolution 60
Long-Range Active Search Sensor AS95-R150 (1)     GPS 18900     Range 95. 2m km    Resolution 150
Anti-Fighter Active Search Sensor AS22-R10 (1)     GPS 420     Range 22. 3m km    Resolution 10
AMM Active Search Sensor AS10-R1 (1)     GPS 42     Range 10. 3m km    MCR 930. 8k km    Resolution 1
EM Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  27. 4m km
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  27. 4m km
ELINT Module (1)     Sensitivity 8     Detect Sig Strength 1000:  22. 4m km

ECCM-1 (1)         ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

The AMM Destroyer:
Quote
Guardian class Destroyer      14,999 tons       360 Crew       2,541. 1 BP       TCS 300    TH 600    EM 900
4000 km/s      Armour 5-54       Shields 30-360       HTK 102      Sensors 0/0/0/0      DCR 30      PPV 79. 82
Maint Life 4. 34 Years     MSP 1,538    AFR 180%    IFR 2. 5%    1YR 131    5YR 1,969    Max Repair 300. 000 MSP
Magazine 292   
Captain    Control Rating 2   BRG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Military Internal Fusion Drive  EP400. 00 (3)    Power 1200. 0    Fuel Use 169. 71%    Signature 200. 000    Explosion 20%
Fuel Capacity 4,005,000 Litres    Range 28. 3 billion km (81 days at full power)
Epsilon S30 / R360 Shields (1)     Recharge Time 360 seconds (0. 1 per second)

Triple Gauss Cannon R500-100 Turret (2x12)    Range 50,000km     TS: 10000 km/s     Power 0-0     RM 50,000 km    ROF 5       
Beam Fire Control R256-TS6000 (1)     Max Range: 256,000 km   TS: 6,000 km/s     96 92 88 84 80 77 73 69 65 61

AMM Launcher (40)     Missile Size: 1    Rate of Fire 5
Defender AMM Missile Fire Control FC4-R1 (70%) (2)     Range 4. 6m km    Resolution 1
Defender AMM (292)    Speed: 52,800 km/s    End: 0. 7m     Range: 2. 2m km    WH: 1    Size: 1    TH: 528/316/158

AMM Active Search Sensor AS10-R1 (1)     GPS 42     Range 10. 3m km    MCR 930. 8k km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

The Missile Destroyer:
Quote
Longbow class Destroyer      19,995 tons       567 Crew       3,688. 7 BP       TCS 400    TH 800    EM 900
4001 km/s      Armour 8-65       Shields 30-360       HTK 129      Sensors 0/0/0/0      DCR 19      PPV 108
Maint Life 5. 45 Years     MSP 2,190    AFR 168%    IFR 2. 3%    1YR 124    5YR 1,859    Max Repair 300. 000 MSP
Magazine 864   
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Military Internal Fusion Drive  EP400. 00 (4)    Power 1600. 0    Fuel Use 169. 71%    Signature 200. 000    Explosion 20%
Fuel Capacity 2,815,000 Litres    Range 14. 9 billion km (43 days at full power)
Epsilon S30 / R360 Shields (1)     Recharge Time 360 seconds (0. 1 per second)

Size 6. 00 R15 Missile Launcher (18)     Missile Size: 6. 00    Rate of Fire 15
Aberdeen Missile Fire Control FC21-R100 (70%) (1)     Range 21. 5m km    Resolution 100
Aberdeen Anti-Ship Missile (144)    Speed: 32,000 km/s    End: 10. 7m     Range: 20. 5m km    WH: 25    Size: 6. 00    TH: 128/76/38

General Active Search Sensor AS70-R60 (1)     GPS 7560     Range 70. 1m km    Resolution 60

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

Close-combat Laser Destroyer:
Quote
Gladius class Destroyer      19,998 tons       694 Crew       7,152. 2 BP       TCS 400    TH 800    EM 900
4000 km/s      Armour 8-65       Shields 30-360       HTK 154      Sensors 0/0/0/0      DCR 20      PPV 149
Maint Life 4. 44 Years     MSP 4,470    AFR 160%    IFR 2. 2%    1YR 367    5YR 5,499    Max Repair 542. 9 MSP
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Military Internal Fusion Drive  EP400. 00 (4)    Power 1600. 0    Fuel Use 169. 71%    Signature 200. 000    Explosion 20%
Fuel Capacity 2,255,000 Litres    Range 12 billion km (34 days at full power)
Epsilon S30 / R360 Shields (1)     Recharge Time 360 seconds (0. 1 per second)

Spinal 60. 0cm C8 X-Ray Laser (1)    Range 320,000km     TS: 5,000 km/s     Power 94-8     RM 70,000 km    ROF 60       
40cm C8 X-Ray Laser (10)    Range 320,000km     TS: 5,000 km/s     Power 42-8     RM 70,000 km    ROF 30       
Beam Fire Control R320-TS5000 (50%) (2)     Max Range: 320,000 km   TS: 5,000 km/s     97 94 91 88 84 81 78 75 72 69
Inertial Confinement Fusion Reactor R32 (3)     Total Power Output 96. 6    Exp 5%

Anti-Fighter Active Search Sensor AS22-R10 (1)     GPS 420     Range 22. 3m km    Resolution 10

This design is classed as a Military Vessel for maintenance purposes


And finally, the flag-ship:
Quote
Genghis Khan class Battleship      34,999 tons       1,065 Crew       11,049. 4 BP       TCS 700    TH 1,400    EM 1,800
4000 km/s      Armour 12-95       Shields 60-360       HTK 223      Sensors 0/0/0/0      DCR 54      PPV 201
Maint Life 4. 20 Years     MSP 6,708    AFR 288%    IFR 4. 0%    1YR 609    5YR 9,142    Max Repair 542. 9 MSP
Cryogenic Berths 10,000   
Captain    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 12 months    Morale Check Required   

Military Internal Fusion Drive  EP400. 00 (7)    Power 2800. 0    Fuel Use 169. 71%    Signature 200. 000    Explosion 20%
Fuel Capacity 2,250,000 Litres    Range 6. 8 billion km (19 days at full power)
Epsilon S30 / R360 Shields (2)     Recharge Time 360 seconds (0. 2 per second)

Spinal 60. 0cm C8 X-Ray Laser (1)    Range 320,000km     TS: 5,000 km/s     Power 94-8     RM 70,000 km    ROF 60       
40cm C8 X-Ray Laser (14)    Range 320,000km     TS: 5,000 km/s     Power 42-8     RM 70,000 km    ROF 30       
CIWS-200 (1x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
Beam Fire Control R320-TS5000 (50%) (2)     Max Range: 320,000 km   TS: 5,000 km/s     97 94 91 88 84 81 78 75 72 69
Inertial Confinement Fusion Reactor R32 (4)     Total Power Output 128. 8    Exp 5%

General Active Search Sensor AS70-R60 (1)     GPS 7560     Range 70. 1m km    Resolution 60

This design is classed as a Military Vessel for maintenance purposes

My task force is planned to consist of:
  • 1x Genghis Khan Battleship
  • 1x Odin Mk2 Sensor Frigate (or two for backup)
  • 2x Guardian AMM Destroyers
  • 4x Longbow Missile Destroyers
  • 4x Gladius Laser Destroyers
  • + Tankers, Colliers, Mine-layers, etc

It's still early days for me with this game, so I have no idea whether this is sufficient or completely over-powered.  What do you think? ???
 

Offline Kelewan

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Re: Feedback on my first task force?
« Reply #1 on: August 19, 2020, 09:45:24 AM »
Hi

Hi everyone,

Having just been soundly thrashed by my first NPR encounter, I'm building a new, more powerful fleet.  The NPR appears to use mainly Gauss and Lasers and their ships travel < 4000 km/s.  I'm planning on bombarding them from afar with Missiles and then close in and mop up the rest with Lasers.

The sensor frigate:
Off-Topic: show
Odin Mk2 class Frigate      7,496 tons       149 Crew       1,435. 1 BP       TCS 150    TH 400    EM 0
5336 km/s      Armour 2-34       Shields 0-0       HTK 34      Sensors 12/12/0/0      DCR 4      PPV 0
Maint Life 4. 11 Years     MSP 878    AFR 112%    IFR 1. 6%    1YR 83    5YR 1,249    Max Repair 300. 000 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Military Internal Fusion Drive  EP400. 00 (2)    Power 800. 0    Fuel Use 169. 71%    Signature 200. 000    Explosion 20%
Fuel Capacity 3,125,000 Litres    Range 44. 2 billion km (95 days at full power)

CIWS-200 (1x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
Defender AMM (105)    Speed: 52,800 km/s    End: 0. 7m     Range: 2. 2m km    WH: 1    Size: 1    TH: 528/316/158

General Active Search Sensor AS70-R60 (1)     GPS 7560     Range 70. 1m km    Resolution 60
Long-Range Active Search Sensor AS95-R150 (1)     GPS 18900     Range 95. 2m km    Resolution 150
Anti-Fighter Active Search Sensor AS22-R10 (1)     GPS 420     Range 22. 3m km    Resolution 10
AMM Active Search Sensor AS10-R1 (1)     GPS 42     Range 10. 3m km    MCR 930. 8k km    Resolution 1
EM Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  27. 4m km
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  27. 4m km
ELINT Module (1)     Sensitivity 8     Detect Sig Strength 1000:  22. 4m km

ECCM-1 (1)         ECM 20

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


  • IMHO the armor Rating of this ship is very low and it has no shields.
  • The CIWS will only protect this ship. In most cases gauss, railgun or laser turrets for ships that travel in groups as
    the Point Defence will add to the protection of all ships.
  • I would combine the R60 and R150 Active Sensors to one bigger sensor, also I would drop the R10 to increase the R1


Quote
The AMM Destroyer:
Off-Topic: show
Guardian class Destroyer      14,999 tons       360 Crew       2,541. 1 BP       TCS 300    TH 600    EM 900
4000 km/s      Armour 5-54       Shields 30-360       HTK 102      Sensors 0/0/0/0      DCR 30      PPV 79. 82
Maint Life 4. 34 Years     MSP 1,538    AFR 180%    IFR 2. 5%    1YR 131    5YR 1,969    Max Repair 300. 000 MSP
Magazine 292   
Captain    Control Rating 2   BRG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Military Internal Fusion Drive  EP400. 00 (3)    Power 1200. 0    Fuel Use 169. 71%    Signature 200. 000    Explosion 20%
Fuel Capacity 4,005,000 Litres    Range 28. 3 billion km (81 days at full power)
Epsilon S30 / R360 Shields (1)     Recharge Time 360 seconds (0. 1 per second)

Triple Gauss Cannon R500-100 Turret (2x12)    Range 50,000km     TS: 10000 km/s     Power 0-0     RM 50,000 km    ROF 5       
Beam Fire Control R256-TS6000 (1)     Max Range: 256,000 km   TS: 6,000 km/s     96 92 88 84 80 77 73 69 65 61

AMM Launcher (40)     Missile Size: 1    Rate of Fire 5
Defender AMM Missile Fire Control FC4-R1 (70%) (2)     Range 4. 6m km    Resolution 1
Defender AMM (292)    Speed: 52,800 km/s    End: 0. 7m     Range: 2. 2m km    WH: 1    Size: 1    TH: 528/316/158

AMM Active Search Sensor AS10-R1 (1)     GPS 42     Range 10. 3m km    MCR 930. 8k km    Resolution 1

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

  • this ship is very slow for the tech-level. Even if the NPR is slower i would use at least 5000 km/s
  • the Target Speed of your BFC and your Gauss Turret don't match and also the Range.
    For Point Deference I would use a BFC with 4xTS and reduced Range and match the TS of the Turret to the TS of the BFC

Quote
The Missile Destroyer:
Off-Topic: show
Longbow class Destroyer      19,995 tons       567 Crew       3,688. 7 BP       TCS 400    TH 800    EM 900
4001 km/s      Armour 8-65       Shields 30-360       HTK 129      Sensors 0/0/0/0      DCR 19      PPV 108
Maint Life 5. 45 Years     MSP 2,190    AFR 168%    IFR 2. 3%    1YR 124    5YR 1,859    Max Repair 300. 000 MSP
Magazine 864   
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Military Internal Fusion Drive  EP400. 00 (4)    Power 1600. 0    Fuel Use 169. 71%    Signature 200. 000    Explosion 20%
Fuel Capacity 2,815,000 Litres    Range 14. 9 billion km (43 days at full power)
Epsilon S30 / R360 Shields (1)     Recharge Time 360 seconds (0. 1 per second)

Size 6. 00 R15 Missile Launcher (18)     Missile Size: 6. 00    Rate of Fire 15
Aberdeen Missile Fire Control FC21-R100 (70%) (1)     Range 21. 5m km    Resolution 100
Aberdeen Anti-Ship Missile (144)    Speed: 32,000 km/s    End: 10. 7m     Range: 20. 5m km    WH: 25    Size: 6. 00    TH: 128/76/38

General Active Search Sensor AS70-R60 (1)     GPS 7560     Range 70. 1m km    Resolution 60

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


  • Speed
  • I would use a smaller AS as Backup

Quote
Close-combat Laser Destroyer:
Off-Topic: show
Gladius class Destroyer      19,998 tons       694 Crew       7,152. 2 BP       TCS 400    TH 800    EM 900
4000 km/s      Armour 8-65       Shields 30-360       HTK 154      Sensors 0/0/0/0      DCR 20      PPV 149
Maint Life 4. 44 Years     MSP 4,470    AFR 160%    IFR 2. 2%    1YR 367    5YR 5,499    Max Repair 542. 9 MSP
Captain    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Military Internal Fusion Drive  EP400. 00 (4)    Power 1600. 0    Fuel Use 169. 71%    Signature 200. 000    Explosion 20%
Fuel Capacity 2,255,000 Litres    Range 12 billion km (34 days at full power)
Epsilon S30 / R360 Shields (1)     Recharge Time 360 seconds (0. 1 per second)

Spinal 60. 0cm C8 X-Ray Laser (1)    Range 320,000km     TS: 5,000 km/s     Power 94-8     RM 70,000 km    ROF 60       
40cm C8 X-Ray Laser (10)    Range 320,000km     TS: 5,000 km/s     Power 42-8     RM 70,000 km    ROF 30       
Beam Fire Control R320-TS5000 (50%) (2)     Max Range: 320,000 km   TS: 5,000 km/s     97 94 91 88 84 81 78 75 72 69
Inertial Confinement Fusion Reactor R32 (3)     Total Power Output 96. 6    Exp 5%

Anti-Fighter Active Search Sensor AS22-R10 (1)     GPS 420     Range 22. 3m km    Resolution 10

This design is classed as a Military Vessel for maintenance purposes

  • Speed

Quote
And finally, the flag-ship:
Off-Topic: show

Genghis Khan class Battleship      34,999 tons       1,065 Crew       11,049. 4 BP       TCS 700    TH 1,400    EM 1,800
4000 km/s      Armour 12-95       Shields 60-360       HTK 223      Sensors 0/0/0/0      DCR 54      PPV 201
Maint Life 4. 20 Years     MSP 6,708    AFR 288%    IFR 4. 0%    1YR 609    5YR 9,142    Max Repair 542. 9 MSP
Cryogenic Berths 10,000   
Captain    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 12 months    Morale Check Required   

Military Internal Fusion Drive  EP400. 00 (7)    Power 2800. 0    Fuel Use 169. 71%    Signature 200. 000    Explosion 20%
Fuel Capacity 2,250,000 Litres    Range 6. 8 billion km (19 days at full power)
Epsilon S30 / R360 Shields (2)     Recharge Time 360 seconds (0. 2 per second)

Spinal 60. 0cm C8 X-Ray Laser (1)    Range 320,000km     TS: 5,000 km/s     Power 94-8     RM 70,000 km    ROF 60       
40cm C8 X-Ray Laser (14)    Range 320,000km     TS: 5,000 km/s     Power 42-8     RM 70,000 km    ROF 30       
CIWS-200 (1x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
Beam Fire Control R320-TS5000 (50%) (2)     Max Range: 320,000 km   TS: 5,000 km/s     97 94 91 88 84 81 78 75 72 69
Inertial Confinement Fusion Reactor R32 (4)     Total Power Output 128. 8    Exp 5%

General Active Search Sensor AS70-R60 (1)     GPS 7560     Range 70. 1m km    Resolution 60

This design is classed as a Military Vessel for maintenance purposes

  • Speed
  • CIWS

Quote
My task force is planned to consist of:
  • 1x Genghis Khan Battleship
  • 1x Odin Mk2 Sensor Frigate (or two for backup)
  • 2x Guardian AMM Destroyers
  • 4x Longbow Missile Destroyers
  • 4x Gladius Laser Destroyers
  • + Tankers, Colliers, Mine-layers, etc

It's still early days for me with this game, so I have no idea whether this is sufficient or completely over-powered.  What do you think? ???
 
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Offline Jorgen_CAB

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Re: Feedback on my first task force?
« Reply #2 on: August 19, 2020, 11:37:23 AM »
Aside from what was noted above I have a different design philosophy than most, I guess...

If I intend to always use some specific design together with others in some specific set number there is no reason what so ever to build several designs for each and everyone of them... in your case I see no reason to just have one battleship class and one scout frigate as support for example. If the intention is to always use the destroyers as part of a battle-group with the battleship. If that is the case then three to four battleships in one group able to perform all roles are much more efficient in terms of logistics and combat performance.
There really is no reason to build any ship smaller than your battleship for combat other than that a smaller ship is harder to detect. If you already have one big ship in each group it will reveal the group anyway before the others are revealed. You generally live and die through detecting the enemy first to make the choice to engage or not.

I probably also would design my destroyer as one type as well when it is close to or exceed the 20kt mark, there really is no particular reason to split them into several yards. You also gain benefits in terms of customising your ships into slightly different roles using the same yard and ship hull frames. If I at all would bother to build the destoryers I would do so for performing a specific role that by battleship can't... that might be being considerably faster for long range reconnaissance in force or used as fast reactionary forces.

I also would provide some hangar space to each design so I can provide ample forward sensor presence and rely less on the ships sensors to detect enemy ships. Small sensors spread out is way more efficient in Aurora C# than in VB6.
 
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Offline Erik L

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Re: Feedback on my first task force?
« Reply #3 on: August 19, 2020, 11:55:00 AM »
The Odin has AMM and a magazine, but no MFC or missile launchers. It's capacity is too low to function as a collier (in my opinion). I'd strip those and drop some shields or extra armor on it.
 
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Offline Barkhorn

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Re: Feedback on my first task force?
« Reply #4 on: August 19, 2020, 12:03:47 PM »
I don't see a jump drive in any of these ships.  How are they getting to the battle?

With that said, I would ditch the CIWS and maybe a few of the lasers on the battleship in exchange for gauss turrets, and then I'd build nothing but them.  I think I'd also try to get at least one more level of beam fire control range.  Remember, the range listed is the maximum range, not effective range.  You won't be landing many hits until 280-300kkm.  You know you are faster than the enemy, just run them down and shoot them up with your lasers.  Maybe bring a supply ship too so you don't run out of MSP from all that shooting.
 
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Offline QuantumPete (OP)

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Re: Feedback on my first task force?
« Reply #5 on: August 19, 2020, 02:06:27 PM »
Quote from: Kelewan link=topic=11852. msg140190#msg140190 date=1597848324
The CIWS will only protect this ship.  In most cases gauss, railgun or laser turrets for ships that travel in groups as
the Point Defence will add to the protection of all ships.
True, I figured having a last-ditch defence against incoming missiles would be useful for all ships.  The Guardian AMM Destroyer is supposed to take care of incoming missiles normally.  I suppose that gives me more space for armour.

Quote from: Kelewan link=topic=11852. msg140190#msg140190 date=1597848324
For Point Deference I would use a BFC with 4xTS and reduced Range and match the TS of the Turret to the TS of the BFC
Good shout, will redesign these.

Quote from: Kelewan link=topic=11852. msg140190#msg140190 date=1597848324
this ship is very slow for the tech-level.  Even if the NPR is slower i would use at least 5000 km/s
My question then is, at the expense of some weaponry to keep the cost/size down or just keep adding engines, fuel and Engineering?

Quote from: Erik L link=topic=11852. msg140192#msg140192 date=1597856100
The Odin has AMM and a magazine, but no MFC or missile launchers.  It's capacity is too low to function as a collier (in my opinion).  I'd strip those and drop some shields or extra armor on it.
Oops, they were left over from the Mk1 version, which had AMMs for self-defence.

Quote from: Barkhorn link=topic=11852. msg140193#msg140193 date=1597856627
I don't see a jump drive in any of these ships.   How are they getting to the battle?
I've got jump gates to the enemy system.  I'm working on a jump tender design for after I've beaten that initial force.

Quote from: Barkhorn link=topic=11852. msg140193#msg140193 date=1597856627
With that said, I would ditch the CIWS and maybe a few of the lasers on the battleship in exchange for gauss turrets, and then I'd build nothing but them.
I keep reading people saying that different ships are for different tasks and that specialization is better than generalization.  So for example here I can get away with just a couple of AMM Destroyers, because the NPR doens't seem to use missiles.  If I met another that does, I could just beef up my AMM Destroyer count in the fleet.  Is that not the case? Should I just build a couple of massive BBs with everything on them?

Thanks for all the help already!
 

Offline Barkhorn

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Re: Feedback on my first task force?
« Reply #6 on: August 19, 2020, 02:33:59 PM »
No I think you're right that specialization is best, I just would not make many, if any, more anti-missile ships until I see an enemy armed with missiles.  It never hurts to spread your PD out over your whole fleet though, so I would still consider mixing in at least a few gauss turrets.  Remember you can use reduced size gauss cannons because the accuracy malus can be countered completely by your commander and tac officer's bonuses.  If you use full size gauss, their bonuses go to waste because you can't have greater than 100% accuracy.
 
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Offline Jorgen_CAB

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Re: Feedback on my first task force?
« Reply #7 on: August 19, 2020, 03:06:54 PM »

I keep reading people saying that different ships are for different tasks and that specialization is better than generalization.  So for example here I can get away with just a couple of AMM Destroyers, because the NPR doens't seem to use missiles.  If I met another that does, I could just beef up my AMM Destroyer count in the fleet.  Is that not the case? Should I just build a couple of massive BBs with everything on them?

Thanks for all the help already!

From someone who have used both in multi faction campaigns I can say with very good results that multi-purpose ships actually is easier and more economical to refit into stronger in one area rather than weight the number of one particular ship. You can easily make a generalist ship say 15-20% stronger in AMM capacity very fast for example... or reduce ASM capacity for more armour and beam capacity for example. refitting ships is usually much faster then just adjusting the number of ships you have based on current needs. You can also have several models of the same ship with varying degrees of weighted weapon load outs being built from the same shipyard thus you also can easily refit from one version to the next based on needs, say add AMM launchers and remove some ASM launchers and fire-controls.

If you build decently large ships you will benefit from adding multiple weapon system to the ships as you rarely will deploy any battle group with only one weapon system anyway. Look at it this way.... most ships of the same size will usually share about 50-60% of the same components anyway... if you then don't specialise you can effectively rearrange about 50% of the ships mission tonnage and still build the ships in the same shipyard and easily refit in between these configurations as you need them.

Specialisation is still critical in some areas, especially in smaller designs. But in general you should aim to build as few ships as possible and rather build them big if possible. The only reason to build a ship in a smaller package are lack of yard space, stealth and ability to deploy them in multiple places as individual ships. Specialisation is best when a ship is deployed as a jump tender, scout, sensor platform or similar capacity unless the ship is relatively small such as 10kt or below.

Missile ships in particular works really well when used as both AMM and ASM capable as they can share the magazine space and you can weight the missile load based on your needs from a tactical perspective.

Beam weapons are way more effective as a deterrent weapon when spread out among all of your capital ships, no ship can be ignored in beam combat.

One of the most benefit of having larger more general ships is that you need less ship yards or you can build other more vital specialised ships that really matter instead. I rather have the same number of yards with a few that have many slipways who build high quantity of important general combat ships and then some yards with one or two slipways you build highly specialised ships that I only need in very limited capacity in comparison. Every shipyard built is basically another lab or 20 factories I did not build.
« Last Edit: August 19, 2020, 04:01:25 PM by Jorgen_CAB »
 

Offline skoormit

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Re: Feedback on my first task force?
« Reply #8 on: August 19, 2020, 03:47:01 PM »
One of the most benefit of having larger more general ships is that you need less ship yards or you can build other more vital specialised ships that really matter instead. I rather have the same number of yards with a few that have many shipyards who build high quantity of important general combat ships and then some yards with one or two slipways you build highly specialised ships that I only need in very limited capacity in comparison. Every shipyard built is basically another lab or 20 factories I did not build.

I like to make "mothball" colonies next to my shipbuilding centers.
A mothball colony doesn't have any population or installations.
Instead, I tug shipyards between the shipbuilding colony and the mothball colony as needed to manage worker shortages at the shipbuilding colony.

I like to build large naval yards so that I can crank out warships quickly when war breaks out.
But I don't want 100 million workers employed by shipyards that aren't doing anything most of the time.
When I'm not at war, I can mothball some of those naval yards to free up workers for the large yards for freighters and colony ships, etc.
 

Offline Jorgen_CAB

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Re: Feedback on my first task force?
« Reply #9 on: August 19, 2020, 03:53:42 PM »
One of the most benefit of having larger more general ships is that you need less ship yards or you can build other more vital specialised ships that really matter instead. I rather have the same number of yards with a few that have many shipyards who build high quantity of important general combat ships and then some yards with one or two slipways you build highly specialised ships that I only need in very limited capacity in comparison. Every shipyard built is basically another lab or 20 factories I did not build.

I like to make "mothball" colonies next to my shipbuilding centers.
A mothball colony doesn't have any population or installations.
Instead, I tug shipyards between the shipbuilding colony and the mothball colony as needed to manage worker shortages at the shipbuilding colony.

I like to build large naval yards so that I can crank out warships quickly when war breaks out.
But I don't want 100 million workers employed by shipyards that aren't doing anything most of the time.
When I'm not at war, I can mothball some of those naval yards to free up workers for the large yards for freighters and colony ships, etc.

I tend to do something similar when there are worker shortages or at colonies with limited worker capacity that have really good ship construction governors. I usually have more military shipyard construction capacity than I can use 24/7, at least if I don't want to ruin my economy.
« Last Edit: August 19, 2020, 03:55:46 PM by Jorgen_CAB »
 

Offline Iceranger

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Re: Feedback on my first task force?
« Reply #10 on: August 19, 2020, 05:43:47 PM »

I keep reading people saying that different ships are for different tasks and that specialization is better than generalization.  So for example here I can get away with just a couple of AMM Destroyers, because the NPR doens't seem to use missiles.  If I met another that does, I could just beef up my AMM Destroyer count in the fleet.  Is that not the case? Should I just build a couple of massive BBs with everything on them?

Thanks for all the help already!

From someone who have used both in multi faction campaigns I can say with very good results that multi-purpose ships actually is easier and more economical to refit into stronger in one area rather than weight the number of one particular ship. You can easily make a generalist ship say 15-20% stronger in AMM capacity very fast for example... or reduce ASM capacity for more armour and beam capacity for example. refitting ships is usually much faster then just adjusting the number of ships you have based on current needs. You can also have several models of the same ship with varying degrees of weighted weapon load outs being built from the same shipyard thus you also can easily refit from one version to the next based on needs, say add AMM launchers and remove some ASM launchers and fire-controls.

If you build decently large ships you will benefit from adding multiple weapon system to the ships as you rarely will deploy any battle group with only one weapon system anyway. Look at it this way.... most ships of the same size will usually share about 50-60% of the same components anyway... if you then don't specialise you can effectively rearrange about 50% of the ships mission tonnage and still build the ships in the same shipyard and easily refit in between these configurations as you need them.

Specialisation is still critical in some areas, especially in smaller designs. But in general you should aim to build as few ships as possible and rather build them big if possible. The only reason to build a ship in a smaller package are lack of yard space, stealth and ability to deploy them in multiple places as individual ships. Specialisation is best when a ship is deployed as a jump tender, scout, sensor platform or similar capacity unless the ship is relatively small such as 10kt or below.

Missile ships in particular works really well when used as both AMM and ASM capable as they can share the magazine space and you can weight the missile load based on your needs from a tactical perspective.

Beam weapons are way more effective as a deterrent weapon when spread out among all of your capital ships, no ship can be ignored in beam combat.

One of the most benefit of having larger more general ships is that you need less ship yards or you can build other more vital specialised ships that really matter instead. I rather have the same number of yards with a few that have many slipways who build high quantity of important general combat ships and then some yards with one or two slipways you build highly specialised ships that I only need in very limited capacity in comparison. Every shipyard built is basically another lab or 20 factories I did not build.

Recently I found out it is easier than I thought to fit a few (vastly) different designs into the same shipyard (without exploiting the game mechanics), especially for ships shares the same engine. So the advantage of needing fewer shipyards for the generalized designs is not as important as I thought to be.

 

Offline Jorgen_CAB

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Re: Feedback on my first task force?
« Reply #11 on: August 20, 2020, 01:27:05 AM »
Recently I found out it is easier than I thought to fit a few (vastly) different designs into the same shipyard (without exploiting the game mechanics), especially for ships shares the same engine. So the advantage of needing fewer shipyards for the generalized designs is not as important as I thought to be.

Yes, it depends very much in how many components that you share among your different classes and how big your mission tonnage and costs really are. If the engines are really expensive and take up a very large space, you share the same fuel, engineering, crew and basic sensor types, ECM, armour and shields and the like, perhaps you only have about 30% actual mission tonnage left which also is more like 20-25% of the cost. Usually the ship with the bigger sensors cost the most so that one is what you tool the yard from.

In most of my designs I can usually fit whatever I want as long as I keep the main beam weapons, BFC and a small hangar, the rest can be configured to be whatever I want the ship to do. I basically want all ships to have some beam self defence capability and some hangars for scout crafts. I can even fit extra engines if necessary for a faster ship type. It is even easier if the engines are thermally reduced as that raises the cost of the engines to provide more leeway for mission tonnage to be different as the engine takes up a larger portion of the cost of the ship.

It also is very easy to refit ships between versions, especially if you have many of the components available, refitting them is very quick and cost very little.
« Last Edit: August 20, 2020, 01:38:11 AM by Jorgen_CAB »