Author Topic: Capital Ship design  (Read 4760 times)

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Offline ty55101 (OP)

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Capital Ship design
« on: June 06, 2016, 01:40:33 PM »
So I wanted a capital ship that would be able to go straight for a home planet not having trouble pushing through any defenses a npr might have. I also wanted it to be able to go by itself and be able to survive anything. I have shields for lasers, CIWS/turrets for missiles, enough missiles to take down anything big, and fighters to take down any other fighters/FACs. I also have enough armor to survive a star exploding. So go ahead and critique it however much you desire.

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Aragon class Dreadnought    83 200 tons     1210 Crew     12331.7 BP      TCS 1664  TH 2000  EM 2250
1201 km/s     Armour 30-169     Shields 75-375     Sensors 1/1/0/0     Damage Control Rating 86     PPV 142.46
Maint Life 10.53 Years     MSP 37966    AFR 643%    IFR 8.9%    1YR 624    5YR 9356    Max Repair 1050 MSP
Intended Deployment Time: 150 months    Flight Crew Berths 0   
Hangar Deck Capacity 4000 tons     Troop Capacity: 1 Battalion    Magazine 995   

400 EP Commercial Magneto-plasma Drive (5)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 6 500 000 Litres    Range 317.9 billion km   (3063 days at full power)
Delta R375/300 Shields (30)   Total Fuel Cost  375 Litres per hour  (9 000 per day)

Triple Gauss Cannon R2-50 Turret (6x6)    Range 20 000km     TS: 15000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
CIWS-120 (8x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Fire Control S04 96-6000 (2)    Max Range: 192 000 km   TS: 6000 km/s     95 90 84 79 74 69 64 58 53 48

Size 5 Missile Launcher (10)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC37-R100 (2)     Range 37.8m km    Resolution 100

Active Search Sensor MR771-R150 (1)     GPS 157500     Range 771.6m km    Resolution 150

This design is classed as a Military Vessel for maintenance purposes
« Last Edit: June 06, 2016, 01:58:15 PM by ty55101 »
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Offline 83athom

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Re: Capital Ship design
« Reply #1 on: June 06, 2016, 02:21:54 PM »
1) Far too much range. Fix; Higher power engines and reduce fuel a little bit. Reduce deployment time to at most 36 months. Remove a lot of the maintenance storage bays, and replace some of that space with engineering bays.
2) Not enough weapons. Fix; Add a ship-to-ship beam weapon of some kind in at least a little number. Change missile launchers to reduced size (50% at the largest). Your fire control is far too inadequate for your anti-missile turrets, so best replace them with more CIWS. Bigger missile fire control (range should approach 100m km even if you don't have missiles that go that range).
3) Sensors are inadequate for a capital ship. Fix; Add a res 20 and res 1 active sensor. Add some passive sensors.
4) {optional} Defenses. While armor is good, shields in bulk are better. Fix; Reduce armor levels to ~24, increase shields to at least half your recharge (~190).
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Offline ty55101 (OP)

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Re: Capital Ship design
« Reply #2 on: June 06, 2016, 09:38:29 PM »
1) Far too much range. Fix; Higher power engines and reduce fuel a little bit. Reduce deployment time to at most 36 months. Remove a lot of the maintenance storage bays, and replace some of that space with engineering bays.
2) Not enough weapons. Fix; Add a ship-to-ship beam weapon of some kind in at least a little number. Change missile launchers to reduced size (50% at the largest). Your fire control is far too inadequate for your anti-missile turrets, so best replace them with more CIWS. Bigger missile fire control (range should approach 100m km even if you don't have missiles that go that range).
3) Sensors are inadequate for a capital ship. Fix; Add a res 20 and res 1 active sensor. Add some passive sensors.
4) {optional} Defenses. While armor is good, shields in bulk are better. Fix; Reduce armor levels to ~24, increase shields to at least half your recharge (~190).

Made some improvements and took some of your suggestions. I forgot to put in the jump drive when I first posted so here it is now.

1)The reason I use maintenance storage more than most people is because: even though it doesn't help your maintenance life as long it has more parts for when things start to break down/get destroyed so you could say it has a hidden value. I like a higher range because right now I don't have many logistics in place since my production went faster than usual.
2) I don't really like beam weapons this early in the game. Thanks for pointing out my firing control speed.
3) That is something I completely forgot to do, thanks for reminding me.

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Aragon class Dreadnought    90 000 tons     1499 Crew     11687.3 BP      TCS 1800  TH 2000  EM 3750
1111 km/s    JR 2-25(C)     Armour 25-178     Shields 125-375     Sensors 1/30/0/0     Damage Control Rating 170     PPV 74
Maint Life 10.38 Years     MSP 27552    AFR 498%    IFR 6.9%    1YR 466    5YR 6989    Max Repair 1050 MSP
Intended Deployment Time: 80 months    Flight Crew Berths 36   
Hangar Deck Capacity 4000 tons     Troop Capacity: 1 Battalion    Magazine 995    Cryogenic Berths 200   

JC90K Commercial Jump Drive     Max Ship Size 90000 tons    Distance 25k km     Squadron Size 2
400 EP Commercial Magneto-plasma Drive (5)    Power 400    Fuel Use 4.42%    Signature 400    Exp 5%
Fuel Capacity 2 000 000 Litres    Range 90.5 billion km   (942 days at full power)
Delta R375/300 Shields (50)   Total Fuel Cost  625 Litres per hour  (15 000 per day)

Gauss Cannon R2-50 (8x2)    Range 20 000km     TS: 3000 km/s     Accuracy Modifier 50%     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
CIWS-120 (11x4)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Fire Control S04 96-6000 (2)    Max Range: 192 000 km   TS: 6000 km/s     95 90 84 79 74 69 64 58 53 48

Size 5 Missile Launcher (10)    Missile Size 5    Rate of Fire 50
Missile Fire Control FC37-R100 (2)     Range 37.8m km    Resolution 100
Size 2.4 Buoy (9)  Speed: 0 km/s   End: 0m    Range: 0m km   WH: 0    Size: 2.4    TH: 0/0/0
Size 4.73 buoy delivery (7)  Speed: 1 600 km/s   End: 15.2d    Range: 2099.6m km   WH: 0    Size: 4.73    TH: 5/3/1
Size 5 civ detector (7)  Speed: 3 000 km/s   End: 2.8d    Range: 728.3m km   WH: 0    Size: 5    TH: 10/6/3
Size 5 sensor (10)  Speed: 3 000 km/s   End: 2.1d    Range: 531.5m km   WH: 1    Size: 5    TH: 10/6/3
Size 5 Anti-ship Missile (171)  Speed: 3 000 km/s   End: 1.9d    Range: 492.1m km   WH: 9    Size: 5    TH: 30/18/9

Active Search Sensor MR7-R1 (1)     GPS 126     Range 7.6m km    MCR 823k km    Resolution 1
Active Search Sensor MR771-R150 (1)     GPS 157500     Range 771.6m km    Resolution 150
EM Detection Sensor EM5-30 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

Strike Group
1x W-boarding ship - Mk2 Fighter Transport   Speed: 12648 km/s    Size: 7.59
9x Aragon - Fighter Fighter   Speed: 9068 km/s    Size: 7.94

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
« Last Edit: June 06, 2016, 09:42:08 PM by ty55101 »
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Offline MarcAFK

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Re: Capital Ship design
« Reply #3 on: June 07, 2016, 12:49:01 AM »
Oddly enough I think it's too tough, youve got almost no firepower for a 90,000 ton ship costing 12k bp's. It just doesn't seem cost effective, but as you said it's a durable design and as long as you can afford to churn out a bunch of these you should be ok I suppose.
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Offline ty55101 (OP)

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Re: Capital Ship design
« Reply #4 on: June 07, 2016, 01:11:16 AM »
Oddly enough I think it's too tough, youve got almost no firepower for a 90,000 ton ship costing 12k bp's. It just doesn't seem cost effective, but as you said it's a durable design and as long as you can afford to churn out a bunch of these you should be ok I suppose.

It is a capital ship so I will most likely only build 1, maybe 2. I designed it to explore if need be or to be able to get to the home world of another race and missile them to submission. Right now my entire fleet would have trouble taking this down.
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Offline Rich.h

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Re: Capital Ship design
« Reply #5 on: June 07, 2016, 02:43:02 AM »
I can't recall if there is a bug of sorts with jump drives, but you have a commercial jump drive on a military ship. It will not be able to perform self jumps.
 

Offline Andrew

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Re: Capital Ship design
« Reply #6 on: June 07, 2016, 03:26:27 AM »
it has no offense worth mentioning. 171 missiles each slower than most NPR ships will probably no no damage to any opponent you encounter.
The slow tracking of your antimissile defenses means almost every missile fired will hit you, your only hope is that they will do damage to you slow slowly your shields will regenerate faster than you are being hit. That won't happen the antimissile bases around NPR homeworlds will annihlate this ship assuming their fleet has not already done so.

It would make a better damage sponge if you take all the weapons out and put on more armour and shields, it will still have the same effective firepower.

I think the commercial jump drive should work as you have commercial engines, but it does mean that after making a jump your sensors and fire control will be useless for a long time, but thats not a problem as that wasn't doing anything useful anyway
 

Offline MarcAFK

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Re: Capital Ship design
« Reply #7 on: June 07, 2016, 06:30:51 AM »
Standard transit drops shields to nothing too as I recall, does squadron transit also do that?
" 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 GodEmperor

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Re: Capital Ship design
« Reply #8 on: July 01, 2016, 04:14:16 PM »
How did you made 3k km/s missile on MAGNETO PLASMA drive techs ?? That is like Nuclear Thermal level and even that is slow....

To add one thing coming from experience : Specialize.

Drop those buoy's, hangars, boarding craft and fighters, cryo berths, fighter crew berths, half of CIWS's ( 11 CIWS on one ships i a "little" overkill ) and you will gain some tonnage for more launchers and beam weapons.

I actually like the range and huge amount of armour - i think it fits the design of the massive capital ship that is meant to sterlize enemy planets and breach JP's and operate on long distances.
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Offline ty55101 (OP)

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Re: Capital Ship design
« Reply #9 on: July 03, 2016, 06:22:18 PM »
How did you made 3k km/s missile on MAGNETO PLASMA drive techs ?? That is like Nuclear Thermal level and even that is slow....

To add one thing coming from experience : Specialize.

Drop those buoy's, hangars, boarding craft and fighters, cryo berths, fighter crew berths, half of CIWS's ( 11 CIWS on one ships i a "little" overkill ) and you will gain some tonnage for more launchers and beam weapons.

I actually like the range and huge amount of armour - i think it fits the design of the massive capital ship that is meant to sterlize enemy planets and breach JP's and operate on long distances.

They may be slow, but I think the chance to hit is good. That does of course mean I am sacrificing evading anti-missile defenses for greater accuracy. Here is the full description:

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Missile Size: 5 MSP  (0.25 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 36
Speed: 3000 km/s    Engine Endurance: 45.6 hours   Range: 492.1m km
Cost Per Missile: 5.046
Chance to Hit: 1k km/s 108%   3k km/s 36%   5k km/s 21.6%   10k km/s 10.8%
Materials Required:    2.25x Tritanium   2.796x Gallicite   Fuel x1250

Development Cost for Project: 505RP
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Offline ChildServices

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Re: Capital Ship design
« Reply #10 on: July 03, 2016, 08:13:02 PM »
If they're that slow they're never going to catch up to anything in order to make use of that hit chance.
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Offline MarcAFK

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Re: Capital Ship design
« Reply #11 on: July 04, 2016, 12:10:33 AM »
Even if they are fast enough to hit something consider the relative speed. If the target is moving at 2000km/s they'll only gain on the enemy by 1000 kilometres if they're evading, this will also severely affect their range.
" 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. "
"Stop exploding, you cowards.  "
 

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Re: Capital Ship design
« Reply #12 on: July 04, 2016, 02:50:45 AM »
There are sophisticated tools out there to help you with missile design, but a few hard-and-fast guidelines will do.
For general purpose missiles, I recommend something like

40% engine, usually at your highest power multiplier
30% warhead (round to nearest integer, square or  n^2+n if close).
20% agility (round to nearest break point, agility a multiple of (size+0.5)
10% fuel
 

Offline GodEmperor

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Re: Capital Ship design
« Reply #13 on: July 04, 2016, 09:27:39 AM »
They may be slow, but I think the chance to hit is good. That does of course mean I am sacrificing evading anti-missile defenses for greater accuracy. Here is the full description:

Code: [Select]
Missile Size: 5 MSP  (0.25 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 36
Speed: 3000 km/s    Engine Endurance: 45.6 hours   Range: 492.1m km
Cost Per Missile: 5.046
Chance to Hit: 1k km/s 108%   3k km/s 36%   5k km/s 21.6%   10k km/s 10.8%
Materials Required:    2.25x Tritanium   2.796x Gallicite   Fuel x1250

Development Cost for Project: 505RP

But it wont matter if it cant catch up to the thing its suppose to hit and if they cant get trough point defence...
In my current game, my first gen railgun corvette escort ( made with spit, bubblegum and little prayer ) has 2343 km/s speed and eight railguns linked to 12k km/s tracking speed fire control... My 8k tons corvette can in theory neutralize entire salvo from your 90k tons dreadnought, almost 100 % of the times. I wouldn't be suprised if group of 11 ( 88k tons - still less than your ship ) of my corvettes could destroy that massive ship of yours just by rushing full speed, swatting your salvos and sandpapering it to death ( especially that your beam weapons aren't some glorious thing either ). 11 corvettes with 8 railguns each ? Thats 352 shots every five seconds - thats your entire ( fully charged !! ) shield and some armour damage in one strike. And with little above 1k km/s speed of your ship, i would have 100% accuracy.

Its just not good design..
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Offline Dfuzzed

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Re: Capital Ship design
« Reply #14 on: July 04, 2016, 03:41:30 PM »
Quote from: Lossmar link=topic=8722. msg93495#msg93495 date=1467642459
But it wont matter if it cant catch up to the thing its suppose to hit and if they cant get trough point defence. . . 
In my current game, my first gen railgun corvette escort ( made with spit, bubblegum and little prayer ) has 2343 km/s speed and eight railguns linked to 12k km/s tracking speed fire control. . .  My 8k tons corvette can in theory neutralize entire salvo from your 90k tons dreadnought, almost 100 % of the times.  I wouldn't be suprised if group of 11 ( 88k tons - still less than your ship ) of my corvettes could destroy that massive ship of yours just by rushing full speed, swatting your salvos and sandpapering it to death ( especially that your beam weapons aren't some glorious thing either ).  11 corvettes with 8 railguns each ? Thats 352 shots every five seconds - thats your entire ( fully charged !! ) shield and some armour damage in one strike.  And with little above 1k km/s speed of your ship, i would have 100% accuracy. 

Its just not good design. .

That's no what his design is designed for.  Like he mentioned this design is meant for planetary bombardment respectively.  It's whole design purpose isn't to duke it out with corvettes or any other smaller craft, the design is meant specifically for planet bombardment (stationary).  I assume he has other designs in mind to accompany said ship to deal with  other craft trying to intercept it.

I generally don't design ships that are good at everything, from my experience you'll always end up with a ship trying to do everything but isn't good at anything you want it to do.  Maybe that's my lack of dedication to do in depth number crunching, but I always go for designs that are good at a specific purpose.

In my current game I have 3 different designs for cruisers who have exactly the same tonnage but with different weapon systems to deal with different threats.  I'm not going to send a battlecruiser that's mean for planet bombardment into a swarm of corvettes without ships that are actually meant to deal with it.