Aurora 4x

VB6 Aurora => Bureau of Ship Design => Topic started by: FictionDragon on June 17, 2016, 09:17:29 AM

Title: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 17, 2016, 09:17:29 AM
///Warning: Long post incoming.      ///
Greetings!
I'm new at the forums but I've seen all the fun people're having talking about their ships and design philosophies and whatnot so I've decided to join in the fun.       I'm still learning the game from all sources I can get my hands on but since I didn't manage to find any practice tar.      .      .      ehm I mean brave and honorable interstellar warriors to test my might against I will gladly accept any tips and constructive criticism.     

Behold! The Great Earth Alliance of United Corporations.       Finally living in the new era of peace, harmony and technological progress and both interstellar exploration and expansion after getting out off what was known came to be known as the "Dark Age".       But we don't like talking about that and no one cares about history anyways, right?

And because of just how peaceful present days we can't forget the lessons of the past.       For there could be anything on the horizon and to be prepared for war is one of the most effective means of preserving peace.     
And so our peacekeeping forces maintain a great support both from population and from the Great Council itself.     
Ladies and gentlemen, it's my pleasure to introduce you to the fruits of our finest science and engineering the results of all the corporate blocks working as one.       The technology of peace:

The Alliance Cruiser Family
-Our oldest design family meant to be the main battle ships of sorts similar to the role of main battle tank.       Designed to be 90.      000tons in displacement and capable of both drawn out heavy fights and power projection.       Currently consisting of 3 classes:

ACF Calypso Mk.      V class War Cruiser Leader
-Named a nymph in Greek mythology for it's ability to hold off enemy by tanking, it's ability to take care of others and the irony of the name's meaning as the sensor ship.       
It's a class meant to provide jump tendering, target designation, early warning and late warning fleet capabilities.       Anti-missile missile and final fire fleet defence.       Aswell as limited tanker, supply and collier capabilities along with the tank role by drawing fire to from enemy vessels due to it's great GPS profile.     

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ACF Calypso Mk.V class War Cruiser Leader    90 000 tons     2959 Crew     82107.8 BP      TCS 1800  TH 2960  EM 18000
20555 km/s    JR 6-1500     Armour 20-178     Shields 600-300     Sensors 192/240/0/0     Damage Control Rating 246     PPV 129
Maint Life 4.96 Years     MSP 125174    AFR 299%    IFR 4.2%    1YR 8447    5YR 126703    Max Repair 6188 MSP
Intended Deployment Time: 9.7434 months    Spare Berths 0   
Magazine 4097   

Mar-61 J90000(6-1500) Military Jump D=203     Max Ship Size 90000 tons    Distance 1500k km     Squadron Size 6
Dec-60 S3700EP SolCoreAMD=50 EPH0.465 (10)    Power 3700    Fuel Use 46.55%    Signature 296    Exp 18%
Fuel Capacity 7 000 000 Litres    Range 30.1 billion km   (16 days at full power)
Dec-60 Sigma R300/384 Shields (75)   Total Fuel Cost  1 200 Litres per hour  (28 800 per day)

Dec-60 Quad Gauss =30.75 60-50-100 Turret HTK8 (2x24)    Range 60 000km     TS: 50000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Dec-60 CIWS-500=5 ECCM/3 (1x12)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Mar-61 PD FC=6 300-50000 H15 (1)    Max Range: 600 000 km   TS: 50000 km/s     98 97 95 93 92 90 88 87 85 83

Dec-60 S1 Missile Launcher (50% Reduction) (60)    Missile Size 1    Rate of Fire 20
Mar-61 S5 Missile Launcher =2.5 (50% Reduction) (15)    Missile Size 5    Rate of Fire 85
Mar-61 AMMissile FC=1-96-R1 (15%) (3)     Range 96.0m km    Resolution 1
Mar-61 Fireball Missile FC=1-303-R10 (15%) (1)     Range 303.6m km    Resolution 10
Dec-60 Whirlwind-AMM R20m 10k/763.2% |R1-90K (1337)  Speed: 127 200 km/s   End: 2.6m    Range: 20m km   WH: 1    Size: 1    TH: 2544/1526/763
Mar-61 S5/W9 Fireball-ASM R300.9m 10k/260 |R10-980 (540)  Speed: 61 900 km/s   End: 81m    Range: 300.9m km   WH: 9    Size: 5    TH: 866/520/260
Mar-61 S1/W4 Firefly-ASM R36m 10k/296% |R10-440 (60)  Speed: 67 200 km/s   End: 8.9m    Range: 36m km   WH: 4    Size: 1    TH: 985/591/295

Mar-61 DL EWACSS=16 MR3620-R50 (15%) (1)     GPS 64000     Range 3 620.4m km    Resolution 50
Mar-61 DL LWDCSS=13 MR416-R1 (15%) (1)     GPS 1040     Range 416.0m km    MCR 45.3m km    Resolution 1
Dec-60 TH6-192 Sensor  (15%) (1)     Sensitivity 192     Detect Sig Strength 1000:  192m km
Dec-60 EMDetSensor=6-240 (15%) (1)     Sensitivity 240     Detect Sig Strength 1000:  240m km

ECCM-6 (2)         ECM 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

ACF Challenger MK.      V class War Cruiser
-Named after 2 british tanks, fills primary role of missile and secondary of laser/meson assault cruiser.       It's capable of defending itself and other fleet members with AMMS and beams against missiles and other small targets.       Contains sensor suite in case coverage from sensor ship isn't present.     

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ACF Challenger MK.V class War Cruiser    90 000 tons     3282 Crew     70560.7 BP      TCS 1800  TH 37000  EM 9600
20555 km/s     Armour 14-178     Shields 320-300     Sensors 16/12/0/0     Damage Control Rating 190     PPV 444.83
Maint Life 5.8 Years     MSP 78523    AFR 404%    IFR 5.6%    1YR 3971    5YR 59566    Max Repair 8250 MSP
Intended Deployment Time: 9.7273 months    Spare Berths 0   
Magazine 5567   

Dec-60 3700 EP SolCoreAMD=50 EPH0.4655 (10)    Power 3700    Fuel Use 46.55%    Signature 3700    Exp 18%
Fuel Capacity 5 000 000 Litres    Range 21.5 billion km   (12 days at full power)
Dec-60 Sigma R300/384 Shields (40)   Total Fuel Cost  640 Litres per hour  (15 360 per day)

Dec-60 50cm C10 E-X-ray Laser (6)    Range 800 000km     TS: 20555 km/s     Power 65-10     RM 9    ROF 35        65 65 65 65 65 65 65 65 65 58
Dec-60 75cm C10 E-X-ray Laser/Spinal (1)    Range 800 000km     TS: 20555 km/s     Power 147-10     RM 9    ROF 75        147 147 147 147 147 147 147 147 147 132
Dec-60 Turret 4x20cmC10 E-X-ray 900-50 =32.33 HTK16 (1x4)    Range 800 000km     TS: 50000 km/s     Power 40-40     RM 9    ROF 5        10 10 10 10 10 10 10 10 10 9
Mar-61 20cm C4 Ex-X-ray Laser =6 (1)    Range 800 000km     TS: 20555 km/s     Power 10-4     RM 9    ROF 15        10 10 10 10 10 10 10 10 10 9
Dec-60 Quad R45-50/C10 Meson Turret=30.75 HTK12 (1x4)    Range 450 000km     TS: 50000 km/s     Power 40-40     RM 45    ROF 5        1 1 1 1 1 1 1 1 1 1
Dec-60 R180/C10 Meson Cannon (5)    Range 800 000km     TS: 20555 km/s     Power 40-10     RM 180    ROF 20        1 1 1 1 1 1 1 1 1 1
Dec-60 Quad Gauss =30.75 60-50-100 Turret HTK8 (1x24)    Range 60 000km     TS: 50000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Dec-60 Beam FC=8 400-50000 H15 (3)    Max Range: 800 000 km   TS: 50000 km/s     99 98 96 95 94 92 91 90 89 88
Mar-61 PD FC=6 300-50000 H15 (1)    Max Range: 600 000 km   TS: 50000 km/s     98 97 95 93 92 90 88 87 85 83
Dec-60 SolCore AMPP24 =1 HTK1/35% (8)     Total Power Output 192    Armour 0    Exp 35%
Mar-61 SolCore =0.1 AMP2.4 Plant PB-1.5 %35-0 (5)     Total Power Output 12    Armour 0    Exp 35%

Dec-60 S1 Missile Launcher (50% Reduction) (30)    Missile Size 1    Rate of Fire 20
Mar-61 S5 Missile Launcher =2.5 (50% Reduction) (60)    Missile Size 5    Rate of Fire 85
Dec-60 AM Missile FC FC192-R1 (15%) (1)     Range 192.0m km    Resolution 1
Mar-61 Fireball Missile FC=1-303-R10 (15%) (3)     Range 303.6m km    Resolution 10
Dec-60 Whirlwind-AMM R20m 10k/763.2% |R1-90K (1069)  Speed: 127 200 km/s   End: 2.6m    Range: 20m km   WH: 1    Size: 1    TH: 2544/1526/763
Mar-61 S5/W9 Fireball-ASM R300.9m 10k/260 |R10-980 (900)  Speed: 61 900 km/s   End: 81m    Range: 300.9m km   WH: 9    Size: 5    TH: 866/520/260

Mar-61 ACF MISS=0.6 MR19-R1 (15%) (1)     GPS 48     Range 19.2m km    MCR 2.1m km    Resolution 1
Mar-61 ACF FB ASSensor=1.4 MR316-R50 (20%) (1)     GPS 5600     Range 316.8m km    Resolution 50
Dec-60 TH0.5-16 Sensor  (15%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
Mar-61 EMDetSensor=0.3-12 (15%) (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

ECCM-6 (4)         ECM 60

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

ACF Empress class Heavy Carrier
-Named after the tarot card, it's the newest of the 3 classes.       
Fills the role of providing ground for fighters to support the fleet.       
AMM and point defence present with defensive sensor suite.     

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ACF Empress class Heavy Carrier    90 000 tons     2499 Crew     63006.4 BP      TCS 1800  TH 2960  EM 7200
20555 km/s     Armour 3-178     Shields 240-300     Sensors 3/4/0/0     Damage Control Rating 178     PPV 74.66
Maint Life 4.94 Years     MSP 79094    AFR 363%    IFR 5%    1YR 5382    5YR 80732    Max Repair 5087.5 MSP
Intended Deployment Time: 9.68 months    Flight Crew Berths 246   
Hangar Deck Capacity 31000 tons     Magazine 2304   

Dec-60 S3700EP SolCoreAMD=50 EPH0.465 (10)    Power 3700    Fuel Use 46.55%    Signature 296    Exp 18%
Fuel Capacity 5 070 000 Litres    Range 21.8 billion km   (12 days at full power)
Dec-60 Sigma R300/384 Shields (30)   Total Fuel Cost  480 Litres per hour  (11 520 per day)

Dec-60 Quad Gauss Cannon 60-50 Turret HTK12 (2x24)    Range 60 000km     TS: 50000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Dec-60 FC=2 100-50000 H15 (1)    Max Range: 200 000 km   TS: 50000 km/s     95 90 85 80 75 70 65 60 55 50

Dec-60 S1 Missile Launcher (50% Reduction) (20)    Missile Size 1    Rate of Fire 20
Dec-60 AM Missile FC FC192-R1 (15%) (1)     Range 192.0m km    Resolution 1
Dec-60 Whirlwind-AMM R20m 10k/763.2% |R1-90K (804)  Speed: 127 200 km/s   End: 2.6m    Range: 20m km   WH: 1    Size: 1    TH: 2544/1526/763
Mar-61 S1/W4 Firefly-ASM R36m 10k/296% |R10-440 (1500)  Speed: 67 200 km/s   End: 8.9m    Range: 36m km   WH: 4    Size: 1    TH: 985/591/295

March-61 DDL ASSensor=0.1 MR14-R20 (15%) (1)     GPS 160     Range 14.3m km    Resolution 20
Mar-61 DD AWSensor=0.2 MR6-R1 (15%) (1)     GPS 16     Range 6.4m km    MCR 697k km    Resolution 1
Mar-61 Thermal Sensor TH0.1-3 (1)     Sensitivity 3     Detect Sig Strength 1000:  3m km
Mar-61 EMDetSensor=0.1-4 (15%) (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km

ECM 60

Strike Group
12x AFF Starfury Fighter   Speed: 60362 km/s    Size: 9.94
6x AFF Echo Fighter Leader   Speed: 60362 km/s    Size: 9.94
6x AFF Sparrow Interceptor   Speed: 60362 km/s    Size: 9.94
6x AFFS Starwind Fighter Tanker   Speed: 60362 km/s    Size: 9.94
24x AFF Skipray Blastboat   Speed: 60362 km/s    Size: 9.94
14x AFF Shrike Light Fighter   Speed: 60606 km/s    Size: 5.94

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


Alliance Destroyer Family
-The newest of our 3 families has been, after many requests for smaller, more specialized ships, brought into life.       And specialized they really are.       Each class focusing solely on it's role and it's ability to achieve great speeds, it's meant to come in great numbers strike out of nowhere and finish enemy with a quick strike and speed and firepower being their protection, Bushido style!
-Suitable for system protection roles and short range/properly supplied runs.     
-Named after Japanese, mainly WW2 military ships.     

ADF Akizuki class Missile Destroyer Escort
-Named after WW2 Anti-Aircraft destroyer and a modern day missile destroyer, this one combines them both!
-AMM fleet defence ship.     
Off-Topic: show
Anti-air destroyer, Akizuki.       Prepared to sortie.     


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ADF Akizuki class Missile Destroyer Escort    15 000 tons     591 Crew     11633.5 BP      TCS 300  TH 16500  EM 1200
55000 km/s     Armour 2-54     Shields 40-300     Sensors 16/4/0/0     Damage Control Rating 12     PPV 30
Maint Life 1.78 Years     MSP 5817    AFR 150%    IFR 2.1%    1YR 2274    5YR 34112    Max Repair 2750 MSP
Intended Deployment Time: 0.9209 months    Spare Berths 0   
Magazine 1040   

Mar-61 DD-2 5500EP SolCoreAMD=50 EPH1.254 (3)    Power 5500    Fuel Use 125.41%    Signature 5500    Exp 27%
Fuel Capacity 1 215 000 Litres    Range 11.6 billion km   (58 hours at full power)
Dec-60 Sigma R300/384 Shields (5)   Total Fuel Cost  80 Litres per hour  (1 920 per day)

Dec-60 S1 Missile Launcher (50% Reduction) (60)    Missile Size 1    Rate of Fire 20
Mar-61 AMMissile FC=1-96-R1 (15%) (3)     Range 96.0m km    Resolution 1
Dec-60 Whirlwind-AMM R20m 10k/763.2% |R1-90K (1040)  Speed: 127 200 km/s   End: 2.6m    Range: 20m km   WH: 1    Size: 1    TH: 2544/1526/763

Mar-61 DDC-M=6 MR192-R1 (15%) (1)     GPS 480     Range 192.0m km    MCR 20.9m km    Resolution 1
Dec-60 TH0.5-16 Sensor  (15%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
Mar-61 EMDetSensor=0.1-4 (15%) (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km

ECM 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

ADF Atago class Guided Missile Destroyer
-Named after WW2 heavy cruiser and modern day Guided Missile Destroyer, while not heavy packs a punch in form of long range missiles.     
Off-Topic: show
Atago, setting sa~il~


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ADF Atago class Guided Missile Destroyer    15 000 tons     582 Crew     9991.7 BP      TCS 300  TH 16500  EM 960
55000 km/s     Armour 2-54     Shields 32-300     Sensors 1/1/0/0     Damage Control Rating 10     PPV 50
Maint Life 1.38 Years     MSP 4205    AFR 178%    IFR 2.5%    1YR 2402    5YR 36030    Max Repair 2750 MSP
Intended Deployment Time: 0.9149 months    Spare Berths 0   
Magazine 1000   

Mar-61 DD-2 5500EP SolCoreAMD=50 EPH1.254 (3)    Power 5500    Fuel Use 125.41%    Signature 5500    Exp 27%
Fuel Capacity 1 000 000 Litres    Range 9.6 billion km   (48 hours at full power)
Dec-60 Sigma R300/384 Shields (4)   Total Fuel Cost  64 Litres per hour  (1 536 per day)

Mar-61 S5 Missile Launcher =2.5 (50% Reduction) (20)    Missile Size 5    Rate of Fire 85
Mar-61 Fireball Missile FC=1-303-R10 (15%) (1)     Range 303.6m km    Resolution 10
Mar-61 S5/W9 Fireball-ASM R300.9m 10k/260 |R10-980 (200)  Speed: 61 900 km/s   End: 81m    Range: 300.9m km   WH: 9    Size: 5    TH: 866/520/260

ECM 60

ADF Fubuki class Destroyer Leader
-Named again after a WW2 destoyer.       It's to ADF what's Calypso to ACF.       A sensor ship and a tank.       Just without the tendering.      .      .       So much for a single role exclusive ships, right?
Off-Topic: show
Fubuki of Destroyer Division 11, sortieing!


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ADF Fubuki class Destroyer Leader    15 000 tons     599 Crew     17716 BP      TCS 300  TH 16500  EM 9120
55000 km/s     Armour 10-54     Shields 304-300     Sensors 128/160/0/0     Damage Control Rating 41     PPV 0
Maint Life 1.77 Years     MSP 8120    AFR 163%    IFR 2.3%    1YR 3206    5YR 48094    Max Repair 3520 MSP
Intended Deployment Time: 0.9315 months    Spare Berths 0   

Mar-61 DD-2 5500EP SolCoreAMD=50 EPH1.254 (3)    Power 5500    Fuel Use 125.41%    Signature 5500    Exp 27%
Fuel Capacity 1 360 000 Litres    Range 13.0 billion km   (65 hours at full power)
Dec-60 Sigma R300/384 Shields (38)   Total Fuel Cost  608 Litres per hour  (14 592 per day)

Mar-61 DL EWACSS=16 MR3620-R50 (15%) (1)     GPS 64000     Range 3 620.4m km    Resolution 50
Mar-61 DL LWDCSS=13 MR416-R1 (15%) (1)     GPS 1040     Range 416.0m km    MCR 45.3m km    Resolution 1
Mar-61 DL/Sensor TH4-128 (15%) (1)     Sensitivity 128     Detect Sig Strength 1000:  128m km
Mar-61 DL/EMDetSensor=4-160 (15%) (1)     Sensitivity 160     Detect Sig Strength 1000:  160m km

ECM 60

This design is classed as a Military Vessel for maintenance purposes

ADF Hamakaze class Destroyer Escort
-Another name inspired by WW2 Japanese destroyer.       Designed as fleet point defence/antifighter ship.       Can brawl when necessary.     
Off-Topic: show
To protect 'til the end!!


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ADF Hamakaze class Destroyer Escort    15 000 tons     784 Crew     20197 BP      TCS 300  TH 16500  EM 960
55000 km/s     Armour 2-54     Shields 32-300     Sensors 1/1/0/0     Damage Control Rating 10     PPV 78
Maint Life 1.87 Years     MSP 8836    AFR 171%    IFR 2.4%    1YR 3231    5YR 48468    Max Repair 6188 MSP
Intended Deployment Time: 0.929 months    Spare Berths 0   

Mar-61 DD-2 5500EP SolCoreAMD=50 EPH1.254 (3)    Power 5500    Fuel Use 125.41%    Signature 5500    Exp 27%
Fuel Capacity 1 055 000 Litres    Range 10.1 billion km   (50 hours at full power)
Dec-60 Sigma R300/384 Shields (4)   Total Fuel Cost  64 Litres per hour  (1 536 per day)

Mar-61 R13.5/C3 Meson Cannon (10)    Range 135 000km     TS: 55000 km/s     Power 3-3     RM 13.5    ROF 5        1 0 0 0 0 0 0 0 0 0
Dec-60 Gauss Cannon R6-100 (8x6)    Range 60 000km     TS: 55000 km/s     Accuracy Modifier 100%     RM 6    ROF 5        0 0 0 0 0 0 0 0 0 0
Mar-61 PD FC=6 300-50000 H15 (1)    Max Range: 600 000 km   TS: 50000 km/s     78 57 35 13 0 0 0 0 0 0
Mar-61 PD Beam FC=4 200-50000 H15 (1)    Max Range: 400 000 km   TS: 50000 km/s     68 35 2 0 0 0 0 0 0 0
Dec-60 SolCore AMP2 Plant=0.1 HTK0/20% (1)     Total Power Output 2    Armour 0    Exp 20%
Mar-61 SolCore =0.1 AMP2.4 Plant PB-1.5 %35-0 (11)     Total Power Output 26.4    Armour 0    Exp 35%
Mar-61 SolCore =0.1 AMP1.6 Plant PB-1 %5-0 (1)     Total Power Output 1.6    Armour 0    Exp 5%

Mar-61 DD AWSensor=0.2 MR6-R1 (15%) (1)     GPS 16     Range 6.4m km    MCR 697k km    Resolution 1

Compact ECCM-4 (2)         ECM 60

This design is classed as a Military Vessel for maintenance purposes

ADF Makinami class Special Type Destroyer
-Yet another former IJN destroyer name.       Her name means "Overflowing Waves" (Rolling Wave).       Fitting for Microwave ship, amirite?
-Designed for woom'n'zoom (Get in, blind the enemy, get out)
-Currently not used due to the live debate in the higher circles if the HPMWs are actually worth it if you can just blast enemy without it.       And boarding actions which it was designed to support are considered too risky, atm.     
Off-Topic: show
Destroyer Makinami, going with full force!


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ADF Makinami class Special Type Destroyer    15 000 tons     747 Crew     14300 BP      TCS 300  TH 19200  EM 3120
64000 km/s     Armour 5-54     Shields 104-300     Sensors 3/4/0/0     Damage Control Rating 10     PPV 56
Maint Life 1.63 Years     MSP 5660    AFR 189%    IFR 2.6%    1YR 2514    5YR 37717    Max Repair 2400 MSP
Intended Deployment Time: 0.6741 months    Spare Berths 0   

Mar-61 DD-3 4800EP SolCoreAMD=40 EPH1.871 (4)    Power 4800    Fuel Use 187.06%    Signature 4800    Exp 30%
Fuel Capacity 1 355 000 Litres    Range 8.7 billion km   (37 hours at full power)
Dec-60 Sigma R300/384 Shields (13)   Total Fuel Cost  208 Litres per hour  (4 992 per day)

Mar-61 R12/C6 High Power Microwave (14)    Range 120 000km     TS: 64000 km/s     Power 6-6     RM 12    ROF 5        0 0 0 0 0 0 0 0 0 0
Mar-61 HPMW FC=1.5 150-25000 H15 (1)    Max Range: 300 000 km   TS: 25000 km/s     28 6 0 0 0 0 0 0 0 0
Mar-61 SolCore =0.1 AMP2.4 Plant PB-1.5 %35-0 (5)     Total Power Output 12    Armour 0    Exp 35%
Dec-60 SolCore AMPP24 =1 HTK1/35% (3)     Total Power Output 72    Armour 0    Exp 35%

Mar-61 ADF ASSensor=0.1 MR10-R10 (20%) (1)     GPS 80     Range 10.1m km    Resolution 10
Mar-61 Thermal Sensor TH0.1-3 (1)     Sensitivity 3     Detect Sig Strength 1000:  3m km
Mar-61 EMDetSensor=0.1-4 (15%) (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km

ECCM-6 (1)         ECM 60

This design is classed as a Military Vessel for maintenance purposes

ADF Nisshoku class Laser Strike Destroyer
-Laser focused Boom'n'zoom kind of design (quickly get close, unleash, get out, recharge, repeat).     
-Carrying a powerful superlaser.     
Off-Topic: show
This time just a super sneaky star destroyer reference.     


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ADF Nisshoku class Laser Strike Destroyer    15 000 tons     758 Crew     21647 BP      TCS 300  TH 19200  EM 2880
64000 km/s     Armour 5-54     Shields 96-300     Sensors 3/4/0/0     Damage Control Rating 9     PPV 52
Maint Life 1.86 Years     MSP 8568    AFR 189%    IFR 2.6%    1YR 3143    5YR 47150    Max Repair 8250 MSP
Intended Deployment Time: 0.6601 months    Spare Berths 0   

Mar-61 DD-3 4800EP SolCoreAMD=40 EPH1.871 (4)    Power 4800    Fuel Use 187.06%    Signature 4800    Exp 30%
Fuel Capacity 1 355 000 Litres    Range 8.7 billion km   (37 hours at full power)
Dec-60 Sigma R300/384 Shields (12)   Total Fuel Cost  192 Litres per hour  (4 608 per day)

Dec-60 50cm C10 E-X-ray Laser (1)    Range 800 000km     TS: 64000 km/s     Power 65-10     RM 9    ROF 35        45 22 15 11 9 7 0 0 0 0
Dec-60 75cm C10 E-X-ray Laser/Spinal (1)    Range 800 000km     TS: 64000 km/s     Power 147-10     RM 9    ROF 75        101 50 33 25 20 16 0 0 0 0
Dec-60 20cm C10 E-X-ray Laser (2)    Range 800 000km     TS: 64000 km/s     Power 10-10     RM 9    ROF 5        6 3 2 1 1 1 0 0 0 0
Dec-60 Beam FC=8 400-50000 H15 (1)    Max Range: 800 000 km   TS: 50000 km/s     84 68 51 35 19 2 0 0 0 0
Dec-60 SolCore AMP2 Plant=0.1 HTK0/20% (1)     Total Power Output 2    Armour 0    Exp 20%
Mar-61 SolCore =0.1 AMP2.4 Plant PB-1.5 %35-0 (6)     Total Power Output 14.4    Armour 0    Exp 35%
Dec-60 SolCore AMPP24 =1 HTK1/35% (1)     Total Power Output 24    Armour 0    Exp 35%

March-61 DDL ASSensor=0.1 MR14-R20 (15%) (1)     GPS 160     Range 14.3m km    Resolution 20
Mar-61 DD AWSensor=0.2 MR6-R1 (15%) (1)     GPS 16     Range 6.4m km    MCR 697k km    Resolution 1
Mar-61 Thermal Sensor TH0.1-3 (1)     Sensitivity 3     Detect Sig Strength 1000:  3m km
Mar-61 EMDetSensor=0.1-4 (15%) (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km

ECCM-6 (1)         ECM 60

This design is classed as a Military Vessel for maintenance purposes

ADF Shouhou class Light Carrier
-Named after not a destroyer but a IJN Light Carrier.       Is designed to provide fighter screening from afar with rest of the fleet covering it from harm.     
Off-Topic: show
Will my planes be okay.      .      .      ? No, it'll be fine!


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ADF Shouhou class Light Carrier    15 000 tons     272 Crew     9197.1 BP      TCS 300  TH 16500  EM 0
55000 km/s     Armour 1-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 0
Maint Life 1.01 Years     MSP 3104    AFR 222%    IFR 3.1%    1YR 3033    5YR 45495    Max Repair 2750 MSP
Intended Deployment Time: 0.5 months    Flight Crew Berths 5   
Hangar Deck Capacity 5000 tons     Magazine 196    Cryogenic Berths 200   

Mar-61 DD-2 5500EP SolCoreAMD=50 EPH1.254 (3)    Power 5500    Fuel Use 125.41%    Signature 5500    Exp 27%
Fuel Capacity 785 000 Litres    Range 7.5 billion km   (37 hours at full power)

Mar-61 S1/W4 Firefly-ASM R36m 10k/296% |R10-440 (196)  Speed: 67 200 km/s   End: 8.9m    Range: 36m km   WH: 4    Size: 1    TH: 985/591/295

ECM 60

Strike Group
3x AFF Starfury Fighter   Speed: 60362 km/s    Size: 9.94
1x AFF Echo Fighter Leader   Speed: 60362 km/s    Size: 9.94
1x AFFS Starwind Fighter Tanker   Speed: 60362 km/s    Size: 9.94
1x AFF Sparrow Interceptor   Speed: 60362 km/s    Size: 9.94
4x AFF Skipray Blastboat   Speed: 60362 km/s    Size: 9.94

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

ADF Invader class Dropship
-No, this one isn't named after any Japanese ship but after an American bomber.       Phuck consistency!
-Some armor, some shields, lotta speed.       Can withstand some heat.       What would those troops want more? They are frozen anyway.     

Code: [Select]
ADF Invader class Dropship    15 000 tons     315 Crew     11599 BP      TCS 300  TH 19200  EM 960
64000 km/s     Armour 5-54     Shields 32-300     Sensors 1/1/0/0     Damage Control Rating 7     PPV 0
Maint Life 1.08 Years     MSP 3673    AFR 236%    IFR 3.3%    1YR 3157    5YR 47357    Max Repair 2400 MSP
Intended Deployment Time: 0.2962 months    Spare Berths 0   
Cryo Drop Capacity: 4 Battalions    Cargo Handling Multiplier 320   

Mar-61 DD-3 4800EP SolCoreAMD=40 EPH1.871 (4)    Power 4800    Fuel Use 187.06%    Signature 4800    Exp 30%
Fuel Capacity 760 000 Litres    Range 4.9 billion km   (21 hours at full power)
Dec-60 Sigma R300/384 Shields (4)   Total Fuel Cost  64 Litres per hour  (1 536 per day)

ECM 60

This design is classed as a Military Vessel for maintenance purposes

ADF Soryu class Stealth Strike Destroyer
-An experimental design named after a japanese nuclear submarine.       Designed to get close and unleash hell.     
-Current Cloak Technology is too limiting and therefore it's awaiting new tech and redesign.     
Off-Topic: show
Soryu SSD, ready for the deep!


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ADF Soryu class Stealth Strike Destroyer    15 000 tons     626 Crew     25681.7 BP      TCS 45  TH 1320  EM 960
55000 km/s     Armour 1-54     Shields 32-300     Sensors 3/4/0/0     Damage Control Rating 11     PPV 10
Maint Life 1.5 Years     MSP 11985    AFR 160%    IFR 2.2%    1YR 5992    5YR 89881    Max Repair 7562.5 MSP
Intended Deployment Time: 0.9252 months    Spare Berths 0   
Magazine 489   

Mar-61 DD-2S 5500EP SolCoreAMD=50 EPH1.254 (3)    Power 5500    Fuel Use 125.41%    Signature 440    Exp 27%
Fuel Capacity 1 005 000 Litres    Range 9.6 billion km   (48 hours at full power)
Dec-60 Sigma R300/384 Shields (4)   Total Fuel Cost  64 Litres per hour  (1 536 per day)

Mar-61 S1 Missile Launcher =0.25 (25% Reduction) (40)    Missile Size 1    Rate of Fire 335
Mar-61 AFF SSD1Missile FC=0.4 38-R1 (15%) (1)     Range 38.4m km    Resolution 1
Mar-61 AFF SSD2Missile FC=0.1 33-R12 (15%) (1)     Range 33.2m km    Resolution 12
Dec-60 Whirlwind-AMM R20m 10k/763.2% |R1-90K (40)  Speed: 127 200 km/s   End: 2.6m    Range: 20m km   WH: 1    Size: 1    TH: 2544/1526/763
Mar-61 S1/W4 Firefly-ASM R36m 10k/296% |R10-440 (449)  Speed: 67 200 km/s   End: 8.9m    Range: 36m km   WH: 4    Size: 1    TH: 985/591/295

Mar-61 Thermal Sensor TH0.1-3 (1)     Sensitivity 3     Detect Sig Strength 1000:  3m km
Mar-61 EMDetSensor=0.1-4 (15%) (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km
Cloaking Device: Class cross-section reduced to 15% of normal

ECCM-6 (1)         ECM 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


Alliance Destroyer Family /Support
-A sub family.       Ship of this class are meant to stay just close enough to the main fleet to provide logistical support but aren't meant to get into fight.       
-When a commercial vessel is too slow.      .      .     

ADFS Taigei class Destroyer Tender
-Named after IJN Submarine tender.     
-It makes our ships blink blink.       Not the big ones tho.     
Off-Topic: show
Destroyer Tender, Taigei, cast off!


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ADFS Taigei class Destroyer Tender    15 000 tons     562 Crew     9130.8 BP      TCS 300  TH 16400  EM 720
54666 km/s    JR 6-1500     Armour 2-54     Shields 24-300     Sensors 9/8/0/0     Damage Control Rating 11     PPV 0
Maint Life 1.98 Years     MSP 6413    AFR 155%    IFR 2.2%    1YR 2168    5YR 32521    Max Repair 2050 MSP
Intended Deployment Time: 0.9373 months    Spare Berths -1   

March-51 J15000(6-1500) Military Jump Drive     Max Ship Size 15000 tons    Distance 1500k km     Squadron Size 6
Mar-61 DD-1 4100EP SolCoreAMD=50 EPH0.602 (4)    Power 4100    Fuel Use 60.17%    Signature 4100    Exp 20%
Fuel Capacity 750 000 Litres    Range 15.0 billion km   (3 days at full power)
Dec-60 Sigma R300/384 Shields (3)   Total Fuel Cost  48 Litres per hour  (1 152 per day)

Dec-60 CIWS-500=5 ECCM/3 (1x12)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Mar-61 Thermal Sensor=0.3-9 (15%) (1)     Sensitivity 9     Detect Sig Strength 1000:  9m km
Mar-61 EMDetSensor=0.2-8 (15%) (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

ECM 60

This design is classed as a Military Vessel for maintenance purposes

ADFS Hayasui class Military Tanker
-Named after WW2 Fleet Oiler.       It's a tanker.       It's a military tanker.       It provides fuel in the field.     
Off-Topic: show
Yes.       Combined Fleet commanded fuel tanker Hayasui, Setting sail!


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ADFS Hayasui class Military Tanker    15 000 tons     453 Crew     8720 BP      TCS 300  TH 16400  EM 0
54666 km/s     Armour 1-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 0
Maint Life 0.98 Years     MSP 2907    AFR 225%    IFR 3.1%    1YR 2957    5YR 44349    Max Repair 2050 MSP
Intended Deployment Time: 0.8257 months    Spare Berths 0   

Mar-61 DD-1 4100EP SolCoreAMD=50 EPH0.602 (4)    Power 4100    Fuel Use 60.17%    Signature 4100    Exp 20%
Fuel Capacity 4 035 000 Litres    Range 80.5 billion km   (17 days at full power)

This design is classed as a Military Vessel for maintenance purposes

ADFS Kurasaki class Maintenance Vessel
-Named after WW2 food supply ship of little-to-none importance
Off-Topic: show
.      .      .       If fate is a millstone, then we are the grist.       There is nothing we can do.       So I wish for strength.       If I cannot protect them from the wheel, then give me a strong blade, and enough strength.      .      .       to shatter fate.     


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ADFS Kurasaki class Maintenance Vessel    15 000 tons     499 Crew     8742 BP      TCS 300  TH 16400  EM 0
54666 km/s     Armour 1-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 12     PPV 0
Maint Life 3.61 Years     MSP 17371    AFR 150%    IFR 2.1%    1YR 2057    5YR 30853    Max Repair 2050 MSP
Intended Deployment Time: 1.006 months    Spare Berths 0   

Mar-61 DD-1 4100EP SolCoreAMD=50 EPH0.602 (4)    Power 4100    Fuel Use 60.17%    Signature 4100    Exp 20%
Fuel Capacity 510 000 Litres    Range 10.2 billion km   (51 hours at full power)

This design is classed as a Military Vessel for maintenance purposes

ADFS Muroto class Collier
-Named after WW1-2 Jap Collier.       
-Used to provide missiles resupply to the ships in need.     
-That's it.       Yeah.      .     

Code: [Select]
ADFS Muroto class Collier    15 000 tons     488 Crew     8846 BP      TCS 300  TH 16400  EM 0
54666 km/s     Armour 1-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 0
Maint Life 0.97 Years     MSP 2949    AFR 225%    IFR 3.1%    1YR 3045    5YR 45671    Max Repair 2050 MSP
Intended Deployment Time: 0.8375 months    Spare Berths 0   
Magazine 1386   

Mar-61 DD-1 4100EP SolCoreAMD=50 EPH0.602 (4)    Power 4100    Fuel Use 60.17%    Signature 4100    Exp 20%
Fuel Capacity 500 000 Litres    Range 10.0 billion km   (50 hours at full power)

Dec-60 Whirlwind-AMM R20m 10k/763.2% |R1-90K (576)  Speed: 127 200 km/s   End: 2.6m    Range: 20m km   WH: 1    Size: 1    TH: 2544/1526/763
Mar-61 S5/W9 Fireball-ASM R300.9m 10k/260 |R10-980 (162)  Speed: 61 900 km/s   End: 81m    Range: 300.9m km   WH: 9    Size: 5    TH: 866/520/260

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


Allied Fighter Family
-Currently featuring 6 types of fighters.     

AFF Echo class Fighter Leader
-Currently the smallest Sensor/Tank Ship variant.     

Code: [Select]
AFF Echo class Fighter Leader    497 tons     4 Crew     1038.9 BP      TCS 9.94  TH 450  EM 0
60362 km/s     Armour 4-5     Shields 0-0     Sensors 12/12/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 212    5YR 3186    Max Repair 375 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   

Mar-61 600EP SolCoreAMD=5 EPH2.962 (1)    Power 600    Fuel Use 296.18%    Signature 450    Exp 30%
Fuel Capacity 5 000 Litres    Range 0.6 billion km   (2 hours at full power)

Mar-61 AFF DRADIS=1.2 MR242-R40 (15%) (1)     GPS 3840     Range 242.9m km    Resolution 40
Mar-61 MISS=1 MR32-R1 (15%) (1)     GPS 80     Range 32.0m km    MCR 3.5m km    Resolution 1
Mar-61 Thermal Sensor=0.4-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Mar-61 EMDetSensor=0.3-12 (15%) (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

ECM 50

This design is classed as a Fighter for production, combat and maintenance purposes

AFF Shrike class Light Fighter
-Currently the smallest fighter.       .      .      .      Propeller version not included.       

Code: [Select]
AFF Shrike class Light Fighter    297 tons     3 Crew     457.4 BP      TCS 5.94  TH 360  EM 0
60606 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 0 Years     MSP 0    AFR 59%    IFR 0.8%    1YR 53    5YR 790    Max Repair 188 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1   

Mar-61 AFF 360EP SolCoreAMD=3 (1)    Power 360    Fuel Use 302.42%    Signature 360    Exp 30%
Fuel Capacity 5 000 Litres    Range 1.0 billion km   (4 hours at full power)

Mar-61 10cm C1.5 Extreme X-ray Laser (1)    Range 270 000km     TS: 60606 km/s     Power 3-1.5     RM 9    ROF 10        2 1 0 0 0 0 0 0 0 0
Mar-61 AFF FC=0.5 200-6250 (FTR) (1)    Max Range: 400 000 km   TS: 25000 km/s     34 17 1 0 0 0 0 0 0 0
Mar-61 SolCore =0.1 AMP1.6 Plant PB-1 %5-0 (1)     Total Power Output 1.6    Armour 0    Exp 5%

Apr-56 AS Sensor=0.1 MR0.860-R1 (20%) (1)     GPS 4     Range 860k km    MCR 94k km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes

AFF Skipray class Blastboat
-Lotta missiles.       Zann would be proud.     

Code: [Select]
AFF Skipray class Blastboat    497 tons     4 Crew     660.4 BP      TCS 9.94  TH 450  EM 0
60362 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 74    5YR 1107    Max Repair 375 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0   
Magazine 20   

Mar-61 600EP SolCoreAMD=5 EPH2.962 (1)    Power 600    Fuel Use 296.18%    Signature 450    Exp 30%
Fuel Capacity 5 000 Litres    Range 0.6 billion km   (2 hours at full power)

Mar-61 S1 Light Missile Box Launcher (20)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Mar-61 AFF Missile FC=0.6 57-R1 (15%) (1)     Range 57.6m km    Resolution 1
Mar-61 S1/W4 Firefly-ASM R36m 10k/296% |R10-440 (20)  Speed: 67 200 km/s   End: 8.9m    Range: 36m km   WH: 4    Size: 1    TH: 985/591/295

ECM 50

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

AFF Sparrow class Interceptor
-I don't know just how efficient the one Gauss cannon will be but, we'll see.     

Code: [Select]
AFF Sparrow class Interceptor    497 tons     5 Crew     1173.4 BP      TCS 9.94  TH 450  EM 0
60362 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 227    5YR 3402    Max Repair 645 MSP
Intended Deployment Time: 0.064 months    Spare Berths 0   

Mar-61 600EP SolCoreAMD=5 EPH2.962 (1)    Power 600    Fuel Use 296.18%    Signature 450    Exp 30%
Fuel Capacity 5 000 Litres    Range 0.6 billion km   (2 hours at full power)

Mar-61 Gauss Cannon R6-50 (1x6)    Range 60 000km     TS: 60362 km/s     Accuracy Modifier 50%     RM 6    ROF 5        0 0 0 0 0 0 0 0 0 0
Mar-61 AFF Kinetic FC=0.6 100-15625 H15 (FTR) (1)    Max Range: 200 000 km   TS: 62500 km/s     35 0 0 0 0 0 0 0 0 0

ECM 50

This design is classed as a Fighter for production, combat and maintenance purposes

AFF Starfury class Fighter
-Now it feels like a real Earth Alliance.     

Code: [Select]
AFF Starfury class Fighter    497 tons     5 Crew     794.4 BP      TCS 9.94  TH 450  EM 0
60362 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 191    5YR 2871    Max Repair 375 MSP
Intended Deployment Time: 0.064 months    Spare Berths 0   

Mar-61 600EP SolCoreAMD=5 EPH2.962 (1)    Power 600    Fuel Use 296.18%    Signature 450    Exp 30%
Fuel Capacity 5 000 Litres    Range 0.6 billion km   (2 hours at full power)

Mar-61 IFF 12cm C2 Ex-ray Laser (1)    Range 360 000km     TS: 60362 km/s     Power 4-2     RM 9    ROF 10        2 1 0 0 0 0 0 0 0 0
Mar-61 AFF FC=0.5 200-6250 (FTR) (1)    Max Range: 400 000 km   TS: 25000 km/s     34 17 1 0 0 0 0 0 0 0
Dec-60 SolCore AMP2 Plant=0.1 HTK0/20% (1)     Total Power Output 2    Armour 0    Exp 20%

ECM 50

This design is classed as a Fighter for production, combat and maintenance purposes

Missiles:
Code: [Select]
Mar-61 S1/W4 Firefly-ASM R36m 10k/296% |R10-440
Missile Size: 1 MSP  (0.05 HS)     Warhead: 4    Armour: 0     Manoeuvre Rating: 44
Speed: 67200 km/s    Engine Endurance: 9 minutes   Range: 36.0m km
Active Sensor Strength: 0.352   Sensitivity Modifier: 400%
Resolution: 10    Maximum Range vs 500 ton object (or larger): 440 000 km
Cost Per Missile: 3.0736
Chance to Hit: 1k km/s 2956.8%   3k km/s 968%   5k km/s 591.4%   10k km/s 295.7%

Code: [Select]
Mar-61 S5/W9 Fireball-ASM R300.9m 10k/260 |R10-980
Missile Size: 5 MSP  (0.25 HS)     Warhead: 9    Armour: 0     Manoeuvre Rating: 42
Speed: 61900 km/s    Engine Endurance: 81 minutes   Range: 300.9m km
Active Sensor Strength: 0.78   Sensitivity Modifier: 400%
Resolution: 10    Maximum Range vs 500 ton object (or larger): 980 000 km
ECM Level: 0.7
Cost Per Missile: 10.8684
Chance to Hit: 1k km/s 2599.8%   3k km/s 840%   5k km/s 520%   10k km/s 260%

Code: [Select]
Dec-60 Whirlwind-AMM R20m 10k/763.2% |R1-90K
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 60
Speed: 127200 km/s    Engine Endurance: 3 minutes   Range: 20.0m km
Active Sensor Strength: 0.23   Sensitivity Modifier: 400%
Resolution: 1    Maximum Range vs 50 ton object (or larger): 90 000 km
Cost Per Missile: 3.1972
Chance to Hit: 1k km/s 7632%   3k km/s 2520%   5k km/s 1526.4%   10k km/s 763.2%

I might post some PDCs later or even commercial designs if requested but I'm all outta time now.     
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: ty55101 on June 17, 2016, 05:21:55 PM
Your range is really low. With what you have you can only travel 4 systems or so and return safely. Not to mention your shields are going to use up even more of the crew. When designing a ship you need to look at a couple of things:
1:Do I have enough logistics to support the ship on its voyages.
2.Do I have enough resources to support the ship.
3.Do I have enough resources to build many of these ships and if not will the ship be able to survive.
4.Is the ship able to give me back what I put into it or more.

I don't think you can logistically support this fleet nor do you have the resources to do so. Also, there is no point in having so many damage controls on a ship, because unless you can get out of the fight before your ship is destroyed or survive long enough to use them, they don't matter. Another thing is when you have more than one type of weapon on 1 ship then you need more fire controls which is extra weight/resources.

Edit: What I mean by this is having 3 ships with the same type of missiles and 3 of the same fire control is not efficient. So a better solution would be having 1 type on each ship, or for your big ships AMM on the command and carrier ships, with 2 fire controls on it./Edit

Another thing is your missiles barely go faster than your destroyers so you might as well take some stuff off of the destroyers and make the lasers shorter range so that they will be just as fast as the missiles and get rid of all launchers and magazines. Someone correct me if I mistyped or was confusing on anything.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: lennson on June 17, 2016, 06:38:04 PM
I find it hard to judge high tech ships because their build costs skyrockets so quickly (Your fighters have as high BP as some of my destroyers  :P). I wonder if there is a point were the cost of higher tech isn't justified.

Out of curiosity what is the build time for some of your ships? If your infrastructure kept up with the military tech maybe the high BP isn't an issue in your game.


I'd be worried that at that tech level a similar tech enemy could be throwing anti-ship missiles at you at ranges greater than 1 billion km. Maybe someone that has fought a battle at that tech level can say what should be expected. I am just guessing based on fact that everything is travelling about 10x the speed that the range would be about 10x the typical ion tech range of 100 million km.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: AL on June 17, 2016, 06:55:55 PM
I don't think you can logistically support this fleet nor do you have the resources to do so.
Judging purely from the displayed tech level, he should have plenty of resources to throw around at this stage of the game. Looking at the dating system he used in the ship components, I instead suspect he might have started the game with a load of research completed, so may not be as economically developed as I thought just yet.

As for the ships:
Personally, I would stop at ~10 layers of armour and use the rest of the space for shields instead. Once you get past ~200 shield points, I think shields are just plain better than armour (unless you are fighting in nebulae of course).
It was said to me with my designs, and is indeed the case with you here: you will want to have a greater missile salvo density, especially considering your low rate of fire with the reduced size launchers. What that translates to is adding more missile launchers to your ships. You can pretty safely shift some of that tonnage dedicated to armour towards more launchers I think. While I'm on missiles, I don't really think reduced size launchers are the way to go for AAM if you can't still get 5s rate of fire on them, so I would suggest either going completely with the offensive 4WH size 1 missiles or replacing your size-1 launchers with types that have the maximum rate of fire.
Also, I'm not a fan of ECM on fighters - fighters need every scrap of space available to fit either more weapons or just go faster. If you're fighting an opponent who can actually get effective fire on those fighters purely from a tracking speed/to-hit chance point of view, 50 ECM probably won't help anyway.

...
Oh, and welcome to the forums by the way!
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: ty55101 on June 17, 2016, 08:18:04 PM
I find it hard to judge high tech ships because their build costs skyrockets so quickly (Your fighters have as high BP as some of my destroyers  :P). I wonder if there is a point were the cost of higher tech isn't justified.

It is justified because you can research shipbuilding and shipyard construction times. So really with a ship that is twice as high tech, it is possible in that game you could build it in half the time if you focused your research on shipbuilding rate.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: ty55101 on June 17, 2016, 08:22:00 PM
Judging purely from the displayed tech level, he should have plenty of resources to throw around at this stage of the game. Looking at the dating system he used in the ship components, I instead suspect he might have started the game with a load of research completed, so may not be as economically developed as I thought just yet.

If you look at the fuel usage, I doubt he could support moving through 10 systems or so. I know in my game which has been playing for 35 years with those ships 1 trip that depletes them and I would be out of fuel, so I doubt he can support a it going out on regular runs even 4 times. Who knows though, he could have enough fuel for 8.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: 83athom on June 17, 2016, 08:30:59 PM
Your range is really low. With what you have you can only travel 4 systems or so and return safely. Not to mention your shields are going to use up even more of the crew.
Actually, the range he has only ensures 1-2 systems before he has to turn back, unless he has fuel depots every few systems.
1:Do I have enough logistics to support the ship on its voyages.
2.Do I have enough resources to support the ship.
3.Do I have enough resources to build many of these ships and if not will the ship be able to survive.
4.Is the ship able to give me back what I put into it or more.
1: Almost never an issue.
2: Rarely an issue.
3: I think you are confusing the big ship doctrine with the "standard" used around here. Also, large ships are more efficient with resources.
4: With large ships, almost always yes (unless you built them poorly).
Also, there is no point in having so many damage controls on a ship, because unless you can get out of the fight before your ship is destroyed or survive long enough to use them, they don't matter.
Incorrect, there are benefits for having a lot of fire controls. 1) Redundancy (as fire controls are easily destroyed by HPMs). 2) Simultaneous multiple target tracking.
Another thing is when you have more than one type of weapon on 1 ship then you need more fire controls which is extra weight/resources.
Which is immaterial to having the tactical flexibility when having multiple weapon types.
Another thing is your missiles barely go faster than your destroyers so you might as well take some stuff off of the destroyers and make the lasers shorter range so that they will be just as fast as the missiles and get rid of all launchers and magazines.
There is a logical reason for this that should be self evident, the destroyers probably wont be going top speed unless its an emergency and/or to go for the kill. Also, the destroyers would probably not be going directly at the enemy while the missiles would be.
If you look at the fuel usage, I doubt he could support moving through 10 systems or so. I know in my game which has been playing for 35 years with those ships 1 trip that depletes them and I would be out of fuel, so I doubt he can support a it going out on regular runs even 4 times. Who knows though, he could have enough fuel for 8.
With gas Giants containing hundreds of millions of Sorrium each, fuel isn't really a problem. Also if you actually build refineries and research the relevant tech, its actually really easy to support fuel use like that. So easy I usualy have to shut the refineries down after I forget to pay attention and have billions of fuel stored.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: ty55101 on June 17, 2016, 08:49:42 PM
Incorrect, there are benefits for having a lot of fire controls.
I think you misread, I wrote damage control.

Which is immaterial to having the tactical flexibility when having multiple weapon types.

What I was referring to is him having 3 classes all with the same 3 types of missiles. Instead maybe putting all the anti missile missiles on the command ship and carrier is what I was suggesting.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: 83athom on June 17, 2016, 09:33:59 PM
I think you misread, I wrote damage control.
Ah... Still, the more Damage control Rating (which is both engineering spaces and damage control) the faster it is to repair mid fight (and have redundants).
What I was referring to is him having 3 classes all with the same 3 types of missiles. Instead maybe putting all the anti missile missiles on the command ship and carrier is what I was suggesting.
I don't think anyone could've pulled that exact meaning from what you said, but I still stand by what I said as it is immaterial.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: ty55101 on June 17, 2016, 09:35:53 PM
Yeah, sometimes when I am typing on forums I think of what I am typing, start typing, then move to something else, and come back to finish it so that one part when I come back is never clear.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 18, 2016, 02:08:13 PM
Quote from: lennson link=topic=8748.   msg92708#msg92708 date=1466206684
I find it hard to judge high tech ships because their build costs skyrockets so quickly (Your fighters have as high BP as some of my destroyers  :P).    I wonder if there is a point were the cost of higher tech isn't justified.   
Yeah, especially the electronic protection and oh my god, did you see the the added cost of high tech engine thermal dampening? It's ridiculous.   
Quote from: lennson link=topic=8748.   msg92708#msg92708 date=1466206684
Out of curiosity what is the build time for some of your ships? If your infrastructure kept up with the military tech maybe the high BP isn't an issue in your game.   
Off-Topic: show
In fact, here is a list for ya:                    BP,           Build Time
ACF Calypso Mk.   V class War Cruiser Leader 80107. 8, 4. 12yrs
ACF Challenger MK.   V class War Cruiser        70560. 7, 3. 54yrs
ACF Empress class Heavy Carrier                  63006. 4, 3. 16yrs
ADF Akizuki class Missile Destroyer Escort   11633. 5, 2. 77yrs
ADF Atago class Guided Missile Destroyer      9991. 7, 2. 38yrs
ADF Fubuki class Destroyer Leader               17716, 4. 22yrs
ADF Hamakaze class Destroyer Escort          20197, 4. 81yrs
ADF Invader class Dropship                          11599, 2. 76yrs
ADF Makinami class Special Type Destroyer  14300, 3. 40yrs
ADF Nisshoku class Laser Strike Destroyer   21647, 5. 15yrs
ADF Shouhou class Light Carrier                    9197. 7, 2. 19yrs
ADF Soryu class Stealth Strike Destroyer     25681. 7, 6. 11yrs
ADFS Hayasui class Military Tanker                 8720, 2. 08yrs
ADFS Kurasaki class Maintenance Vessel        8742, 2. 08yrs
ADFS Muroto class Collier                               8846, 2. 11yrs
ADFS Taigei class Destroyer Tender                 9130. 8, 2. 17yrs
AFF Echo class Fighter Leader                         1038. 9, 0. 90yrs
AFF Shrike class Light Fighter                           457. 4, 0. 41yrs
AFF Skipray class Blastboat                              660. 4, 0. 57yrs
AFF Sparrow class Interceptor                        1173. 4, 1. 02yrs
AFF Starfury class Fighter                                 794. 4, 0. 69yrs
AFFS Starwind class Fighter Tanker                   431. 4, 0. 37yrs

Quote from: lennson link=topic=8748.   msg92708#msg92708 date=1466206684
I'd be worried that at that tech level a similar tech enemy could be throwing anti-ship missiles at you at ranges greater than 1 billion km.    Maybe someone that has fought a battle at that tech level can say what should be expected.    I am just guessing based on fact that everything is travelling about 10x the speed that the range would be about 10x the typical ion tech range of 100 million km.   
Do NPRs really do use that kind of long ranged missiles? I mean my spreadsheet tells me it's feasible to achieve such ranges but even so I think my 300m km range is just fine.     
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 18, 2016, 02:39:24 PM
Quote from: AL link=topic=8748. msg92711#msg92711 date=1466207755
Judging purely from the displayed tech level, he should have plenty of resources to throw around at this stage of the game.  Looking at the dating system he used in the ship components, I instead suspect he might have started the game with a load of research completed, so may not be as economically developed as I thought just yet.
Yes, I did startoff the game with a lot of tech but my economy isn't all that bad.  Even tho I don't have that many systems currently I have huge mining bases everywhere and mining flotila of nearly 90 ships with each capable of mining 720 tons per mineral per annum of resources. 
Quote from: AL link=topic=8748. msg92711#msg92711 date=1466207755
As for the ships:
Personally, I would stop at ~10 layers of armour and use the rest of the space for shields instead.  Once you get past ~200 shield points, I think shields are just plain better than armour (unless you are fighting in nebulae of course).
Reducing Challenger to 10 layers is something I might think about in the future but I don't think it really needs much more shielding or really anything else and I like it being armor just to be prepared for anything and same goes for Calypso.
And I just like the idea of battleship style of heavy armor anyway, well I'll see if I will get a chance to find out in the battle.
Quote from: AL link=topic=8748. msg92711#msg92711 date=1466207755
It was said to me with my designs, and is indeed the case with you here: you will want to have a greater missile salvo density, especially considering your low rate of fire with the reduced size launchers.  What that translates to is adding more missile launchers to your ships.  You can pretty safely shift some of that tonnage dedicated to armour towards more launchers I think.  While I'm on missiles, I don't really think reduced size launchers are the way to go for AAM if you can't still get 5s rate of fire on them, so I would suggest either going completely with the offensive 4WH size 1 missiles or replacing your size-1 launchers with types that have the maximum rate of fire.

That is a possibility but with my main battle group having atleast 4 Challenger and 1 Calypso Classes 4x60+15= salvo of 255 Fireball class of missiles.  Isn't that enough to overpower enemy defences?
Quote from: AL link=topic=8748. msg92711#msg92711 date=1466207755
Also, I'm not a fan of ECM on fighters - fighters need every scrap of space available to fit either more weapons or just go faster.  If you're fighting an opponent who can actually get effective fire on those fighters purely from a tracking speed/to-hit chance point of view, 50 ECM probably won't help anyway.
Really? Is really putting ECM on fighters that pointless, can anyone else confirm?

Quote from: AL link=topic=8748. msg92711#msg92711 date=1466207755
Oh, and welcome to the forums by the way!
Thank you kind sir.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 18, 2016, 02:39:49 PM
Quote from: AL link=topic=8748. msg92711#msg92711 date=1466207755
Judging purely from the displayed tech level, he should have plenty of resources to throw around at this stage of the game.  Looking at the dating system he used in the ship components, I instead suspect he might have started the game with a load of research completed, so may not be as economically developed as I thought just yet.
Yes, I did startoff the game with a lot of tech but my economy isn't all that bad.  Even tho I don't have that many systems currently I have huge mining bases everywhere and mining flotila of nearly 90 ships with each capable of mining 720 tons per mineral per annum of resources. 
Quote from: AL link=topic=8748. msg92711#msg92711 date=1466207755
As for the ships:
Personally, I would stop at ~10 layers of armour and use the rest of the space for shields instead.  Once you get past ~200 shield points, I think shields are just plain better than armour (unless you are fighting in nebulae of course).
Reducing Challenger to 10 layers is something I might think about in the future but I don't think it really needs much more shielding or really anything else and I like it being armor just to be prepared for anything and same goes for Calypso.
And I just like the idea of battleship style of heavy armor anyway, well I'll see if I will get a chance to find out in the battle.
Quote from: AL link=topic=8748. msg92711#msg92711 date=1466207755
It was said to me with my designs, and is indeed the case with you here: you will want to have a greater missile salvo density, especially considering your low rate of fire with the reduced size launchers.  What that translates to is adding more missile launchers to your ships.  You can pretty safely shift some of that tonnage dedicated to armour towards more launchers I think.  While I'm on missiles, I don't really think reduced size launchers are the way to go for AAM if you can't still get 5s rate of fire on them, so I would suggest either going completely with the offensive 4WH size 1 missiles or replacing your size-1 launchers with types that have the maximum rate of fire.

That is a possibility but with my main battle group having atleast 4 Challenger and 1 Calypso Classes 4x60+15= salvo of 255 Fireball class of missiles.  Isn't that enough to overpower enemy defences?
Quote from: AL link=topic=8748. msg92711#msg92711 date=1466207755
Also, I'm not a fan of ECM on fighters - fighters need every scrap of space available to fit either more weapons or just go faster.  If you're fighting an opponent who can actually get effective fire on those fighters purely from a tracking speed/to-hit chance point of view, 50 ECM probably won't help anyway.
Really? Is really putting ECM on fighters that pointless, can anyone else confirm?

Quote from: AL link=topic=8748. msg92711#msg92711 date=1466207755
Oh, and welcome to the forums by the way!
Thank you kind sir.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 18, 2016, 03:00:15 PM
Quote from: 83athom link=topic=8748.   msg92716#msg92716 date=1466213459
Actually, the range he has only ensures 1-2 systems before he has to turn back, unless he has fuel depots every few systems.   
I plan on either having a constant strong presence of refueling ships on attack and if not have the ships fulfil system defence role.   
Quote from: 83athom link=topic=8748.   msg92716#msg92716 date=1466213459
1: Almost never an issue.   
2: Rarely an issue.   
3: I think you are confusing the big ship doctrine with the "standard" used around here.    Also, large ships are more efficient with resources.   
4: With large ships, almost always yes (unless you built them poorly).   
I would think so too. 
Quote from: 83athom link=topic=8748.   msg92716#msg92716 date=1466213459
Incorrect, there are benefits for having a lot of fire controls.    1) Redundancy (as fire controls are easily destroyed by HPMs).    2) Simultaneous multiple target tracking.    Which is immaterial to having the tactical flexibility when having multiple weapon types.   
Yes, I was very afraid of both having fire control destroyed and enemy missiles groups/ships using numbers against me. 
Quote from: 83athom link=topic=8748.   msg92716#msg92716 date=1466213459
There is a logical reason for this that should be self evident, the destroyers probably wont be going top speed unless its an emergency and/or to go for the kill.    Also, the destroyers would probably not be going directly at the enemy while the missiles would be.   
Thank you.    That's exactly the idea behind it.    I was thinking of having a Destroyer Strike Group following my main fleet, ready to turn on their afterburners at moment's notice.    With no flanks being safe and nowhere to run the enemy will sure feel the space blitzkrieg!
Quote from: 83athom link=topic=8748.   msg92716#msg92716 date=1466213459
With gas Giants containing hundreds of millions of Sorrium each, fuel isn't really a problem.    Also if you actually build refineries and research the relevant tech, its actually really easy to support fuel use like that.    So easy I usualy have to shut the refineries down after I forget to pay attention and have billions of fuel stored.   
That's why I gave up on being supper fuel efficient.   
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: 83athom on June 18, 2016, 04:54:19 PM

That is a possibility but with my main battle group having atleast 4 Challenger and 1 Calypso Classes 4x60+15= salvo of 255 Fireball class of missiles.  Isn't that enough to overpower enemy defences?
Nope. I've seen enemies fire over 2 times that every increment.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 18, 2016, 05:11:20 PM
Quote from: 83athom link=topic=8748. msg92760#msg92760 date=1466286859
Nope.  I've seen enemies fire over 2 times that every increment.
Really? Do I need to throw so much shiz on the wall tho? Just how much do one need to throw to ensure enough is gonna stick?
And will the minimal amount of ECM and trace amount of armor help my missiles in any noticeable way?

. . .
Btw as a dragon I have to say I really like your signature.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: 83athom on June 18, 2016, 06:00:49 PM
Really? Do I need to throw so much shiz on the wall tho? Just how much do one need to throw to ensure enough is gonna stick?
And will the minimal amount of ECM and trace amount of armor help my missiles in any noticeable way?
Depends if you're facing ships or planetary forces. Against ships what you have is fine most of the time. Against planets, you would need more. For that I would just have a dedicated Artillery Cruiser. ECM and armor does help somewhat. Even faster missiles helps more.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 18, 2016, 06:27:30 PM
Quote from: 83athom link=topic=8748. msg92762#msg92762 date=1466290849
Depends if you're facing ships or planetary forces.  Against ships what you have is fine most of the time.  Against planets, you would need more.  For that I would just have a dedicated Artillery Cruiser.  ECM and armor does help somewhat.  Even faster missiles helps more.
A dedicated missile spam cruiser. . .  I might think about that, thanks.
But in the next generation as the works on the current generation are already underway and I don't really want to mess with things too much now.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 19, 2016, 07:54:26 AM
I have a question for 83athom and really anyone else with experience in the area:
MIRV Missiles, are they worth it and what to focus on when designing them? How big should they be, what speed range and defences should the carrier body have, if putting smaller than 1 MSP submunition would allow me to put more in the same space, if not then if I should design anything other than bunch of fireflies in (the missiles not the bugs or starships. . .  you can't take the sky from me. ) And in case of new design submunition, what speed/range/warhead strength/how much if any ECM/armor should I make them? Or how would you really go about the design process yourselves?
I'm thinking about replacing my S5 missiles on the next gen Challenger Class and Atago Class.  As well as putting them en mass on my new Artillery Cruiser.
I should name the whole thing Zerg and the Sub-munition Zergling.  Ya know, for the rush effect. 
Off-Topic: show
"Armies will be shattered.  Worlds will burn.  I am the Swarm.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: ty55101 on June 19, 2016, 09:08:05 AM
I have a question for 83athom and really anyone else with experience in the area:
MIRV Missiles, are they worth it and what to focus on when designing them? How big should they be, what speed range and defences should the carrier body have, if putting smaller than 1 MSP submunition would allow me to put more in the same space,

Sadly you cannot build missiles smaller than 1 MSP.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: 83athom on June 19, 2016, 10:13:33 AM
@FictionDragon MIRV missiles are worth it. When designing them you want the missile bus to focus on range, and the sub-munitions should focus on speed with hardly any range. It depends on size. I like them to be about the same size as the torpedoes and/or mines I am using at the time, so anywhere between 15 and 30, but sometimes even bigger is fun.

Sub-munition;
Low range (1m km range at the most)
Half of the size to engine
The rest into warhead

Bus;
High range
Large amounts of sub munitions
Enough engines to get it there, but don't go overboard
Possibly a layer of armor and/or ECM just to get it there
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: iceball3 on June 19, 2016, 02:50:32 PM
Interesting, your cruiser seems to be able to burn through it's entire fueltanks in 16 days, a good 7 million liters.
What's your current fuel production rates at all locations? You might not have enough fuel being produced in-system to actually run these machines.
In fact, the entire fleet is going to end up blowing through tens of millions of liters of fuel, if not more, just from moving from system to system.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 19, 2016, 09:34:56 PM
Quote from: iceball3 link=topic=8748. msg92783#msg92783 date=1466365832
Interesting, your cruiser seems to be able to burn through it's entire fueltanks in 16 days, a good 7 million liters. 
What's your current fuel production rates at all locations? You might not have enough fuel being produced in-system to actually run these machines.
In fact, the entire fleet is going to end up blowing through tens of millions of liters of fuel, if not more, just from moving from system to system.
Yeah, but those 16 days will get me pretty far.
I will have to find out the exact fuel production numbers once I'll get back home feel like actually turning on the PC but there should be like 60 bilion liters of fuel sitting in Earth's reserves alone.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 23, 2016, 06:30:42 AM
What's your current fuel production rates at all locations? You might not have enough fuel being produced in-system to actually run these machines.
My total fuel production is: 284 472 000L annually. 184 872 000L from Earth fuel refineries and another 99 600 000L from my harvester ships.(With huge refining bases soon to come.)
And my current total fuel reserve on my colonies is just below 60 000 000 000L.
Do I really need to increase my fuel production anymore? I mean I won't be moving my ships all that much if not needed.

...
And sorry for the late reply. The work is vicious.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 23, 2016, 11:01:42 AM
@83athom Alright, I went ahead and put together little something just to practice MIRV designing. Would you take a look?:

Code: [Select]
May-61 S20/W1 Mama Zerg R300.8m 10xW9 |R10-2.3m
Missile Size: 20 MSP  (1 HS)     Warhead: 1    Armour: 0.0782     Manoeuvre Rating: 10
Speed: 60000 km/s    Engine Endurance: 84 minutes   Range: 300.8m km
Active Sensor Strength: 1.8184   Sensitivity Modifier: 400%
Resolution: 10    Maximum Range vs 500 ton object (or larger): 2 300 000 km
ECM Level: 6
Cost Per Missile: 58.3088
Second Stage: May-61S1/W9 Zergling-SMM R0.3m 10k/200% |R10-190K x10
Second Stage Separation Range: 150 000 km
Overall Endurance: 1 hours   Overall Range: 301.2m km
Chance to Hit: 1k km/s 600%   3k km/s 200%   5k km/s 120%   10k km/s 60%
Code: [Select]
May-61S1/W9 Zergling-SMM R0.3m 10k/200% |R10-190K
Missile Size: 1 MSP  (0.05 HS)     Warhead: 9    Armour: 0.0001     Manoeuvre Rating: 38
Speed: 52800 km/s    Engine Endurance: 0 minutes   Range: 0.3m km
Active Sensor Strength: 0.158   Sensitivity Modifier: 400%
Resolution: 10    Maximum Range vs 500 ton object (or larger): 190 000 km
Cost Per Missile: 3.712
Chance to Hit: 1k km/s 2006.4%   3k km/s 646%   5k km/s 401.3%   10k km/s 200.6%

EDIT: I forgot to add or rather forgot to readd name of the bus. Now fixed.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: 83athom on June 23, 2016, 03:09:55 PM
Good overall. I did have some things to say "do different", but as I was typing I liked what you had more and more.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: Erik L on June 23, 2016, 03:17:41 PM
Those submunitions would make good captor mine ammo too.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 24, 2016, 07:04:00 AM
Good overall. I did have some things to say "do different", but as I was typing I liked what you had more and more.
Thank you. Do you have some mirv designs of your own to post or direct me to on site for reference?
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 24, 2016, 07:14:00 AM
Those submunitions would make good captor mine ammo too.
Hmm.. I might try out some mine designs in the future when I won't be all focusing on mobile warfare doctrine. Are they really useful in any other way than jump point defence/ambush?
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: AL on June 25, 2016, 02:35:23 AM
Could be handy against a known civilian shipping route if you're looking to do a bit of piracy. Everything else that comes to mind is probably best done at a jump point anyway.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on June 25, 2016, 06:44:02 AM
@AL The only other think I could think of is some sort of cheeky drop and bait tactic but I don't think it's worth the effort or risk.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: iceball3 on June 25, 2016, 08:53:09 PM
Another use for mines: Setting thermal mines on Gravity Survey Points. This will allow you to identify with decent reliability which of their ship designs is the gravity survey design, and will also make it extremely difficult for enemies to get a good survey of the system if you have a responding force nearby to re-mine survey locations and take out any ships able to survive the initial blast.
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on August 07, 2018, 01:15:57 PM
Hi guys. (sorry for the massive wall of text incoming) I started playing the game again after a long time I set up a nice turbo accelerated game in 40k-ish universe. Lots of pop lots of labs and tech and everything. Just for fun. Still no combat experience so far tho. But the sudden appearance of a wormhole in a system next to sol startled me a bit so I decided to expand my navy a bit sooner than I wanted. Here I go.

First the new FACs,
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RRC-4S Beagle class Fast Scout Craft    1 000 tons     32 Crew     988.2 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.33 Years     MSP 124    AFR 40%    IFR 0.6%    1YR 31    5YR 468    Max Repair 400 MSP
Intended Deployment Time: 13.9323 months    Spare Berths 0   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 85 000 Litres    Range 22.7 billion km   (21 days at full power)

018 AMSS-3.75 MR120m-R1 MR6:13m (1)     GPS 300     Range 120.0m km    MCR 13.1m km    Resolution 1
017 ASS-5 MR2146-R180 (Patrol) (1)     GPS 72000     Range 2 146.6m km    Resolution 180

ECM 60

This design is classed as a Military Vessel for maintenance purposes
This is one of my newest designs, part of Rapid Reaction Craft or FAC project. Not much in way of actual speed but in an effort to quickly build up my navy power. It's eventually AWACS and target designation ship providing the fleet with reconnaissance needed even when left alone when fleet rearms and refuels.


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RRC-1M Hunter class Missile Boat    1 000 tons     9 Crew     280 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 0-0     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 13.5
Maint Life 0.69 Years     MSP 18    AFR 80%    IFR 1.1%    1YR 26    5YR 391    Max Repair 80 MSP
Intended Deployment Time: 4.6296 months    Spare Berths 0   
Magazine 90   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 55 000 Litres    Range 14.7 billion km   (14 days at full power)

018 Size 90 Box Launcher (1)    Missile Size 90    Hangar Reload 675 minutes    MF Reload 112.5 hours
018 Missile Cogitator-1-214.65m-R5 (1)     Range 214.7m km    Resolution 5
018MIRV-90-W1 Bloodstrike 10xBloodpoint S40K R200m (1)  Speed: 40 000 km/s   End: 83.3m    Range: 215m km   WH: 1    Size: 90    TH: 133/80/40

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 one is a mobile tactical missile launch platform. It carries a Bloodstrike MIRV capable of scoring massive damage to any target, especially if used in numbers. Firing well beyond range which the enemy could potentially detect the ship or strike back. That's why I could strip the armor. And even if I lost some of these they are cheap as chips the missile they carry is the nearly same price as the ship itself. (The missile to be shown below.)

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RDC-2 Firestorm class Fast Attack Craft    1 000 tons     47 Crew     914.4 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 12
Maint Life 0.29 Years     MSP 57    AFR 80%    IFR 1.1%    1YR 194    5YR 2911    Max Repair 583 MSP
Intended Deployment Time: 1.2039 months    Spare Berths 0   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 50 000 Litres    Range 13.3 billion km   (12 days at full power)

017 40cm-12-42 C10 E-X-ray Laser (1)    Range 150 000km     TS: 12500 km/s     Power 42-10     RM 9    ROF 25        42 42 42 42 42 42 42 42 42 37
018 Cogitato-0.5-75K-10K (Tiny FAC) (1)    Max Range: 150 000 km   TS: 10000 km/s     93 87 80 73 67 60 53 47 40 33
018 S-core AM Power Plant-0.5 PB-1.25 Power10 (1)     Total Power Output 10    Armour 0    Exp 20%

ECM 20

This design is classed as a Military Vessel for maintenance purposes
Firestorm, named after the WH40K escort craft, is like its counterpart armed with a single highly powerful beam weapon. It's designed for quick strikes where resistance is either eliminated or is not to be expected such as raiding shipping, finishing up damaged enemies, dispatching of enemies blinded by jump and also as a fleet protection should close range tread occur. Ofcourse, should in a dire situation, it houses enough commissars aboard, should it receive the order the charge right into enemy lines.

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RDC-3 Ironstorm class Fast Patrol Craft    1 000 tons     38 Crew     1261.6 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 7.92
Maint Life 0.69 Years     MSP 79    AFR 80%    IFR 1.1%    1YR 115    5YR 1727    Max Repair 900 MSP
Intended Deployment Time: 3.7428 months    Spare Berths 0   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 50 000 Litres    Range 13.3 billion km   (12 days at full power)

017 Gauss Cannon R6-100-40k Turret-7.92 (1x6)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
018 Cogitato-4 150-40000 (2x AM) (1)    Max Range: 300 000 km   TS: 40000 km/s     97 93 90 87 83 80 77 73 70 67

ECM 50

This design is classed as a Military Vessel for maintenance purposes
Like it's Firestorm brother, Ironstorm is a beamship aswell but with one major difference. It exchanges the prow mounted las lance for a turret mounted rapid-fire fast-tracking gauss cannon for point defence role. In secondary role it can also attack ship to ship, being able to track even fast and small targets such as fighters.

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RRC-5F Albatros class Tanker    1 000 tons     7 Crew     436.4 BP      TCS 20  TH 240  EM 0
12000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 6.19 Years     MSP 27    AFR 80%    IFR 1.1%    1YR 1    5YR 18    Max Repair 60 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

018 120EP-2 S-Core AMD EPH0.675 (FAC) (2)    Power 120    Fuel Use 67.51%    Signature 120    Exp 15%
Fuel Capacity 760 000 Litres    Range 202.6 billion km   (195 days at full power)

This design is classed as a Military Vessel for maintenance purposes
And if engaging for longer range is necessary, the range could be extended, off-sourcing the fuel capacity to this small cheap tanker craft.

Now for the main force
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Protector Mk.III class Patrol Cruiser    30 000 tons     978 Crew     13842.9 BP      TCS 600  TH 7200  EM 750
12000 km/s     Armour 5-86     Shields 25-300     Sensors 1/1/0/0     Damage Control Rating 49     PPV 261.83
Maint Life 2.05 Years     MSP 5551    AFR 374%    IFR 5.2%    1YR 1765    5YR 26481    Max Repair 1327 MSP
Intended Deployment Time: 27.8931 months    Spare Berths 0   

012 2400EP-50 InFusion Drive 0.413EPH (Patrol) (3)    Power 2400    Fuel Use 41.34%    Signature 2400    Exp 15%
Fuel Capacity 2 150 000 Litres    Range 31.2 billion km   (30 days at full power)
012 Xi R300/360 Shields Fuel:360L/day (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

012 4x35cm C8 X-Ray Laser Turret (3x4)    Range 384 000km     TS: 32000 km/s     Power 128-32     RM 7    ROF 20        32 32 32 32 32 32 32 27 24 22
012 52cm-16 C8 X-Ray Laser (1)    Range 384 000km     TS: 12500 km/s     Power 71-8     RM 7    ROF 45        71 71 71 71 71 71 71 62 55 49
012 44cm-14 C8 X-Ray Laser (1)    Range 384 000km     TS: 12500 km/s     Power 51-8     RM 7    ROF 35        51 51 51 51 51 51 51 44 39 35
012 4xGauss Turret (2x20)    Range 40 000km     TS: 32000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
012 FC-8 192-32000 Standard (2)    Max Range: 384 000 km   TS: 32000 km/s     97 95 92 90 87 84 82 79 77 74
012 In-ConFusion Reactor-0.7 PB-1.4 Power11.76 (1)     Total Power Output 11.76    Armour 0    Exp 30%
012 In-Con Fusion Reactor-6 PB-1.4 Power100.8 (1)     Total Power Output 100.8    Armour 0    Exp 30%

012 ASS-3 MR965-R500 (1)     GPS 90000     Range 966.0m km    Resolution 500
AAMS-2 MR28-R1 (1)     GPS 120     Range 28.8m km    MCR 3.1m km    Resolution 1

ECCM-4 (1)         ECM 40

This design is classed as a Military Vessel for maintenance purposes
Obsolete design. Yet only one of the main force in active service with only 7 ships being left on standby in the rise of the threat posed by a sudden appearance of a wormhole close to Sol's gates. This venerable design stands between Emperor's throne and any demon daring enough to poke it's horns out of warp. Protector line of ships was developed along with planetary defence centres after all the pesky imperial population complained faith in emperor isn't protection enough and they feel scared. Stupid plebs. It's a basic craft designed to defend a system by a mass charge headlong into the enemy, a fine honorabru imperial tactic indeed. It's PDC should prove enough defence against enemy missiles while boasting enough defence for quick meele because with it's array of laser weapons, it's shouldn't take more. Not even against small fast targets with it's rapid tracking turrets.

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MF Protector Mk.IV class Frigate    32 000 tons     1107 Crew     22289.4 BP      TCS 640  TH 10800  EM 900
16875 km/s     Armour 5-89     Shields 30-300     Sensors 24/1/0/0     Damage Control Rating 52     PPV 290.1
Maint Life 2.18 Years     MSP 9795    AFR 364%    IFR 5.1%    1YR 2764    5YR 41456    Max Repair 2401 MSP
Intended Deployment Time: 23.8168 months    Spare Berths 0   

016 3600EP-50 S-Core AM Drive (Scout) (3)    Power 3600    Fuel Use 54.34%    Signature 3600    Exp 18%
Fuel Capacity 2 415 000 Litres    Range 25.0 billion km   (17 days at full power)
017 Omicron R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

017 4x40cm-12-42 C10 E-X-ray Laser Turret-61.82 (3x4)    Range 600 000km     TS: 40000 km/s     Power 168-40     RM 9    ROF 25        42 42 42 42 42 42 42 42 42 37
017 50cm-16-65 C10 E-X-ray Laser Spinal (1)    Range 600 000km     TS: 16875 km/s     Power 65-10     RM 9    ROF 35        65 65 65 65 65 65 65 65 65 58
017 60cm-19-94 C10 E-X-ray Laser (1)    Range 600 000km     TS: 16875 km/s     Power 94-10     RM 9    ROF 50        94 94 94 94 94 94 94 94 94 84
017 2x12cm C2 E-X-ray Laser Turret-7.82-4 (1x2)    Range 360 000km     TS: 40000 km/s     Power 8-4     RM 9    ROF 10        4 4 4 4 4 4 4 4 4 3
017 4xGauss Cannon R6-100 Turret-30.91 (2x24)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
017 Cogitator-8 300-40000 (AM) (2)    Max Range: 600 000 km   TS: 40000 km/s     98 97 95 93 92 90 88 87 85 83
017 S-core AM Power Plant-6 PB-1.5-Power144 (1)     Total Power Output 144    Armour 0    Exp 35%

017 AAMSS-1 MR32-R1 (1)     GPS 80     Range 32.0m km    MCR 3.5m km    Resolution 1
017 ASS-5 MR2146-R180 (Patrol) (1)     GPS 72000     Range 2 146.6m km    Resolution 180
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

ECCM-6 (1)         ECM 60

This design is classed as a Military Vessel for maintenance purposes
Direct upgrade over it's predecessor, Mk. IV offers the latest cutting-edge technologies empire can offer. The main fleet currently being refitted into this model and with the rediscovery of missile weapon technology rising for the need of other weapon systems thus other ship models. The role of this design shifted from main force brawler, into more of a support ship thus being redesignated from patrol cruiser to a frigate as the admiralty considers the later need for even bigger ships.

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MF Escort class Escort Frigate    32 000 tons     844 Crew     12776.7 BP      TCS 640  TH 10800  EM 900
16875 km/s     Armour 5-89     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 55     PPV 161.82
Maint Life 2.35 Years     MSP 6426    AFR 318%    IFR 4.4%    1YR 1588    5YR 23822    Max Repair 1800 MSP
Intended Deployment Time: 23.837 months    Spare Berths 0   
Magazine 3269   

016 3600EP-50 S-Core AM Drive (Scout) (3)    Power 3600    Fuel Use 54.34%    Signature 3600    Exp 18%
Fuel Capacity 2 415 000 Litres    Range 25.0 billion km   (17 days at full power)
017 Omicron R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

017 4xGauss Cannon R6-100 Turret-30.91 (2x24)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
017 Cogitator-8 300-40000 (AM) (1)    Max Range: 600 000 km   TS: 40000 km/s     98 97 95 93 92 90 88 87 85 83

018 Size 1 Missile Launcher (50% Reduction) (200)    Missile Size 1    Rate of Fire 20
018 AMM Cogitator-1.2-115,2m-R1 (2)     Range 115.2m km    Resolution 1
018 Flakk Patern AMM R-12.2 10kkm/s 950.4% (3269)  Speed: 158 400 km/s   End: 1.3m    Range: 12.2m km   WH: 1    Size: 1    TH: 3168/1900/950

018 AMSS-3.75 MR120m-R1 MR6:13m (1)     GPS 300     Range 120.0m km    MCR 13.1m km    Resolution 1

ECCM-6 (1)         ECM 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
One of the new line of frigates. With the rediscovery of the missile technology came the question of how to best defend against such and so came the Escort service. With 200 launchers abroad and more than enough supply for prolonged fights especially with the high precision Flakk Pattern missiles, ensuring high kill rate. Still, Dual quad gauss turrets were kept for additional fleet protection.


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MF Victor class Missile Frigate    32 000 tons     864 Crew     11384.28 BP      TCS 640  TH 10800  EM 900
16875 km/s     Armour 5-89     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 53     PPV 270
Maint Life 2.22 Years     MSP 5114    AFR 356%    IFR 4.9%    1YR 1398    5YR 20966    Max Repair 1800 MSP
Intended Deployment Time: 23.649 months    Spare Berths 0   
Magazine 1721   

016 3600EP-50 S-Core AM Drive (Scout) (3)    Power 3600    Fuel Use 54.34%    Signature 3600    Exp 18%
Fuel Capacity 2 415 000 Litres    Range 25.0 billion km   (17 days at full power)
017 Omicron R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

018 Size 90 Missile Launcher (50% Reduction) (6)    Missile Size 90    Rate of Fire 1690
018 Missile Cogitator-1-214.65m-R5 (1)     Range 214.7m km    Resolution 5
018 Flakk Patern AMM R-12.2 10kkm/s 950.4% (11)  Speed: 158 400 km/s   End: 1.3m    Range: 12.2m km   WH: 1    Size: 1    TH: 3168/1900/950
018MIRV-90-W1 Bloodstrike 10xBloodpoint S40K R200m (19)  Speed: 40 000 km/s   End: 83.3m    Range: 215m km   WH: 1    Size: 90    TH: 133/80/40

018 ASS-0.7 MR224-R100 (1)     GPS 5600     Range 224.0m km    Resolution 100

ECCM-6 (1)         ECM 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
Vini Vidi vici. The Victor cames knocking. Cutting edge missile frigate sporting the newest MIRV Bloodstrike launchers. This ship is the Empire's answer to cleansing the galaxy of any heretic, any xeno, any demon without even coming close.

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Incepteris Mk.IV class Gravitational Survey Vessel    17 500 tons     559 Crew     14085.9 BP      TCS 350  TH 12600  EM 0
36000 km/s     Armour 1-60     Shields 0-0     Sensors 24/1/75/0     Damage Control Rating 8     PPV 0
Maint Life 2.3 Years     MSP 4477    AFR 275%    IFR 3.8%    1YR 1152    5YR 17285    Max Repair 2100 MSP
Intended Deployment Time: 23.8914 months    Spare Berths 0   

016 4200EP-50 S-Core AM-Drive (Scout) EPH 0.799 (3)    Power 4200    Fuel Use 79.88%    Signature 4200    Exp 21%
Fuel Capacity 2 950 000 Litres    Range 38.0 billion km   (12 days at full power)

016 ASS-20 MR2289-R20 (Scout) (1)     GPS 32000     Range 2 289.7m km    Resolution 20
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Phased Gravitational Sensors (15)   75 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
My grav survey/scout ship. The idea is to let this into a new system first to do it's survey with actives on and if there's something that looks like hostile there it should be fast enough to gtfo. For that purpose, commissars are prohibited to serve on this ship.

I also have so pdcs. Most of them I plan to refit relatively soon but someone could find them interesting nevertheless

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Light of Omnissiah MkII class Point Defence Base    499 tons     5 Crew     434.6 BP      TCS 9.98  TH 0  EM 0
Armour 6-5     Sensors 1/6     Damage Control Rating 0     PPV 8
Intended Deployment Time: 0.1 months    Spare Berths 3   

012 35cm-8 C2 X-Ray Laser (1)    Range 576 000km     TS: 12500 km/s     Power 32-2     RM 7    ROF 80        32 32 32 32 32 32 32 27 24 22
012 PDC/FTR FC-1 288-4000 (1)    Max Range: 576 000 km   TS: 16000 km/s     98 97 95 93 91 90 88 86 84 83
012 InConFusion Reactor-0.2 PB-1 Power2.4 (1)     Total Power Output 2.4    Armour 0    Exp 5%

012 AAMSS-0.1 MR1-R1 (1)     GPS 6     Range 1.4m km    MCR 157k km    Resolution 1


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections
A small cheap cannon for shooting nasties that could come into orbit. Emperor protects!

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Protection Of Omnissiah class Point Defence Base    500 tons     3 Crew     347.2 BP      TCS 10  TH 0  EM 0
Armour 5-5     Sensors 1/12     Damage Control Rating 0     PPV 7.92
Intended Deployment Time: 0.1 months    Spare Berths 5   

012 1xGauss Cannon R4-100 Turret (1x5)    Range 40 000km     TS: 32000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
PDC/FTR FC-1.5 216-320 (AMM) (1)    Max Range: 432 000 km   TS: 32000 km/s     98 95 93 91 88 86 84 81 79 77

012 AAMSS-02 MR2-R1 (1)     GPS 12     Range 2.9m km    MCR 314k km    Resolution 1


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 1 sections
Gauss variant. For PD obviously. We had to let them priest name something for once *sigh*

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Fortress Absolutum class Planetary Defence Centre    50 000 tons     378 Crew     23680 BP      TCS 1000  TH 0  EM 0
Armour 14-120     Sensors 1/300     Damage Control Rating 0     PPV 844.1
Intended Deployment Time: 0.0102 months    Spare Berths 0   
Magazine 1738   

017 60cm-19-94 C10 E-X-ray Laser (1)    Range 900 000km     TS: 12500 km/s     Power 94-10     RM 9    ROF 50        94 94 94 94 94 94 94 94 94 84
017 50cm-16-65 C10 E-X-ray Laser Spinal (1)    Range 900 000km     TS: 12500 km/s     Power 65-10     RM 9    ROF 35        65 65 65 65 65 65 65 65 65 58
017 4x40cm-12-42 C10 E-X-ray Laser Turret-61.82 (3x4)    Range 900 000km     TS: 40000 km/s     Power 168-40     RM 9    ROF 25        42 42 42 42 42 42 42 42 42 37
017 4xGauss Cannon R6-100 Turret-30.91 (4x24)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
018 PDC Cogitator-8-450-40000 (2)    Max Range: 900 000 km   TS: 40000 km/s     99 98 97 96 94 93 92 91 90 89
018 S-core AM Power Plant-7 PB-1.25 Power140 (1)     Total Power Output 140    Armour 0    Exp 20%

018 PDC Size 90 Missile Launcher (5)    Missile Size 90    Rate of Fire 170
018 PDC-0.5 AMM Launcher (100)    Missile Size 1    Rate of Fire 10
018 AMM Cogitator-1.2-115,2m-R1 (1)     Range 115.2m km    Resolution 1
018 Missile Cogitator-1-214.65m-R5 (1)     Range 214.7m km    Resolution 5
018 Flakk Patern AMM R-12.2 10kkm/s 950.4% (388)  Speed: 158 400 km/s   End: 1.3m    Range: 12.2m km   WH: 1    Size: 1    TH: 3168/1900/950
018MIRV-90-W1 Bloodstrike 10xBloodpoint S40K R200m (15)  Speed: 40 000 km/s   End: 83.3m    Range: 215m km   WH: 1    Size: 90    TH: 133/80/40

018 ASS-0.7 MR224-R100 (1)     GPS 5600     Range 224.0m km    Resolution 100
018 AMSS-3.75 MR120m-R1 MR6:13m (1)     GPS 300     Range 120.0m km    MCR 13.1m km    Resolution 1

ECCM-6 (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 Planetary Defence Centre and can be pre-fabricated in 20 sections
New design. A fortress defending any critical world to the empire.

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Chapel-Barracks MkII class Planetary Barracks Bunker    60 000 tons     121 Crew     3591 BP      TCS 1200  TH 0  EM 0
Armour 24-136     Sensors 1/80     Damage Control Rating 30     PPV 0
Intended Deployment Time: 3 months    Spare Berths 14   
Troop Capacity: 21 Battalions   

018 CIWS-400 (1x12)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
018 ASS-0.7 MR224-R100 (1)     GPS 5600     Range 224.0m km    Resolution 100
017 AAMSS-1 MR32-R1 (1)     GPS 80     Range 32.0m km    MCR 3.5m km    Resolution 1

ECCM-6 (1)         
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 24 sections
Designed to keep loyal marines safe from death from above.

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Darkenvault class Launch Complex    124 000 tons     277 Crew     11117.8 BP      TCS 2480  TH 0  EM 0
Armour 6-221     Sensors 1/0     Damage Control Rating 0     PPV 0
Intended Deployment Time: 0.0001 months    Flight Crew Berths 4031   
Hangar Deck Capacity 100000 tons     Troop Capacity: 1 Battalion   
Maintenance Modules: 3 module(s) capable of supporting ships of 600 tons


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 50 sections
Imperium provides parking lots too.



Now some commercials... I mean commercial craft.
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Imperial Eagle MkIII class Troop Transport    160 000 tons     1410 Crew     14110.5 BP      TCS 3200  TH 36000  EM 0
11250 km/s     Armour 3-262     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 55    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Troop Capacity: 25 Battalions    Cargo Handling Multiplier 1000   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (36)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 990 000 Litres    Range 50.4 billion km   (51 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A troop trasport.

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Imperial Stallion class Troop Transport    1 000 000 tons     11508 Crew     120129.7 BP      TCS 20000  TH 240000  EM 0
12000 km/s     Armour 10-890     Shields 0-0     Sensors 24/1/0/0     Damage Control Rating 1     PPV 0
MSP 75    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Troop Capacity: 125 Battalions    Cargo Handling Multiplier 16880   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (240)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 6 180 000 Litres    Range 50.3 billion km   (48 days at full power)

016 CIWS-400 (3x10)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

This design is classed as a Commercial Vessel for maintenance purposes
Big troop trasport.

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Nostromo Mk.III class Freighter    72 050 tons     505 Crew     5451.3 BP      TCS 1441  TH 18000  EM 0
12491 km/s     Armour 1-154     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 47    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Cargo 25000    Cargo Handling Multiplier 160   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (18)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 455 000 Litres    Range 51.4 billion km   (47 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A freighter.

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Atlas MkII class Superfreighter    1 351 400 tons     9485 Crew     98993.8 BP      TCS 27028  TH 325000  EM 0
12024 km/s     Armour 1-1088     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 46    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Cargo 500000    Cargo Handling Multiplier 5000   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (325)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 60.3 billion km   (58 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A big freighter.

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Terraformium MkII class Terraformer    598 600 tons     2910 Crew     20756.1 BP      TCS 11972  TH 36000  EM 0
3007 km/s     Armour 1-632     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 500 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Terraformer: 20 module(s) producing 0.09 atm per annum

016 1000EP-50 COM S-Core AM Drive EPH0.022 (36)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 2 795 000 Litres    Range 38.0 billion km   (146 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A terraformer

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Terraformium Grande class Terraformer    3 036 200 tons     15010 Crew     106616.9 BP      TCS 60724  TH 200000  EM 0
3293 km/s     Armour 1-1867     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 22    Max Repair 500 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Terraformer: 100 module(s) producing 0.45 atm per annum

016 1000EP-50 COM S-Core AM Drive EPH0.022 (200)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 26.8 billion km   (94 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
You guessed it.

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Crius class Colony Ship    1 354 150 tons     11385 Crew     118544.9 BP      TCS 27083  TH 325000  EM 0
12000 km/s     Armour 1-1090     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 55    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Cryogenic Berths 2000000    Cargo Handling Multiplier 5000   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (325)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 60.1 billion km   (58 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A cryo ship. This time no small one. Civies can deal with small business.

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Leviathan class Tanker    1 329 500 tons     8135 Crew     105771.6 BP      TCS 26590  TH 325000  EM 0
12222 km/s     Armour 2-1077     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 50    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (325)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 500 000 000 Litres    Range 3062.9 billion km   (2900 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A tanker.

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Prometheus class Fuel Harvester    2 585 550 tons     13135 Crew     121737.9 BP      TCS 51711  TH 325000  EM 0
6284 km/s     Armour 1-1678     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 29    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 4   
Fuel Harvester: 500 modules producing 72000000 litres per annum

016 1000EP-50 COM S-Core AM Drive EPH0.022 (325)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 500 000 000 Litres    Range 1574.8 billion km   (2900 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Fuel harvester.

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Secutor Mk.III class Construction Ship    163 250 tons     1050 Crew     11659.7 BP      TCS 3265  TH 36000  EM 0
11026 km/s     Armour 1-266     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 45    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Jump Gate Construction Ship: 45 days

016 1000EP-50 COM S-Core AM Drive EPH0.022 (36)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 1 000 000 Litres    Range 49.9 billion km   (52 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
A JG construction ship. I don't use jump drives yet so I use these a lot.

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Spector Mk.IV class Geological Survey Vessel    20 000 tons     324 Crew     6653.1 BP      TCS 400  TH 6000  EM 0
15000 km/s     Armour 1-65     Shields 0-0     Sensors 24/1/0/80     Damage Control Rating 1     PPV 0
MSP 208    Max Repair 300 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

016 1000EP-50 COM S-Core AM Drive EPH0.022 (6)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 175 000 Litres    Range 71.3 billion km   (54 days at full power)

016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
Phased Geological Sensors (16)   80 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes
A geo survey ship. It packs some sensors so it could be used in a limited scout role too.

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Minotaur class Tug    2 550 650 tons     25020 Crew     259401.2 BP      TCS 51013  TH 1000000  EM 0
19602 km/s     Armour 1-1662     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 64    Max Repair 250 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Tractor Beam     

016 1000EP-50 COM S-Core AM Drive EPH0.022 (1000)    Power 1000    Fuel Use 2.21%    Signature 1000    Exp 5%
Fuel Capacity 10 000 000 Litres    Range 31.9 billion km   (18 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Named after a tug from WH40k it's designed mainly to push stations into it's place.



Now some stations.

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Orbis Harvestum class Fuel Harvester Base    27 351 650 tons     100056 Crew     439638.7 BP      TCS 547033  TH 0  EM 0
1 km/s     Armour 3-8086     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 1     PPV 0
MSP 10    Max Repair 80 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Fuel Harvester: 10000 modules producing 1440000000 litres per annum

Fuel Capacity 2 147 480 000 Litres    Range N/A

016 CIWS-400 (5x10)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
Designed as simply a massive gas giant eater.

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Orbis Mine class Terraforming Base    101 841 950 tons     1001191 Crew     2710867.1 BP      TCS 2036839  TH 0  EM 0
1 km/s     Armour 1-19426     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 30     PPV 0
MSP 499    Max Repair 120 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Habitation Capacity 50 000   
Recreational Facilities
Asteroid Miner: 20000 module(s) producing 840000 tons per mineral per annum


016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
Same but with asteroids

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Orbis Sanctum class Space Station    63 612 850 tons     134592 Crew     749914.5 BP      TCS 1272257  TH 0  EM 0
1 km/s     Armour 10-14195     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 500     PPV 0
MSP 3684    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 4080   
Habitation Capacity 10 000 000   
Recreational Facilities
Maintenance Modules: 2500 module(s) capable of supporting ships of 500000 tons

Fuel Capacity 500 000 000 Litres    Range N/A

018 CIWS-400 (10x12)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
018 ASS-0.7 MR224-R100 (1)     GPS 5600     Range 224.0m km    Resolution 100
017 AAMSS-1 MR32-R1 (1)     GPS 80     Range 32.0m km    MCR 3.5m km    Resolution 1
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
Made to be deployed on planets which do not yet have enough population to support ship and facility operation but are in need of some. (also for fun)

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Ramilies class Forward Op. Base    18 059 300 tons     137841 Crew     849962.5 BP      TCS 361186  TH 0  EM 0
1 km/s     Armour 30-6131     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 200     PPV 0
MSP 5883    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 17531   
Habitation Capacity 50 000   
Recreational Facilities
Fuel Harvester: 1000 modules producing 144000000 litres per annum
Maintenance Modules: 2500 module(s) capable of supporting ships of 500000 tons

Fuel Capacity 2 000 000 000 Litres    Range N/A

016 CIWS-400 (100x10)    Range 1000 km     TS: 40000 km/s     ROF 5       Base 50% To Hit
016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
A forward base to support ship operation away from main imperail planets.

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Orbis Terraformium class Terraforming Base    126 233 400 tons     502541 Crew     2672719.4 BP      TCS 2524668  TH 0  EM 0
1 km/s     Armour 1-22416     Shields 0-0     Sensors 24/32/0/0     Damage Control Rating 100     PPV 0
MSP 1323    Max Repair 500 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Habitation Capacity 50 000   
Recreational Facilities
Terraformer: 5000 module(s) producing 22.5 atm per annum


016 ASS-1 MR256-R100 (COM) (1)     GPS 8000     Range 256.0m km    Resolution 100
016 Infra Sensor-1 TH1-24 (COM) (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
016 EM Sensor-1-32 (COM) (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
You say you can't remake venus into a paradise?

EDIT:
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Flakk Patern AMM
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 60
Speed: 158400 km/s    Engine Endurance: 1 minutes   Range: 12.2m km
Cost Per Missile: 3.2204
Chance to Hit: 1k km/s 9504%   3k km/s 3120%   5k km/s 1900.8%   10k km/s 950.4%
Materials Required:    0.25x Tritanium   2.9704x Gallicite   Fuel x74.75

Development Cost for Project: 322RP

Code: [Select]
Bloodstrike Patern MIRV Bus
Missile Size: 90 MSP  (4.5 HS)     Warhead: 1    Armour: 0.0001     Manoeuvre Rating: 10
Speed: 40000 km/s    Engine Endurance: 83 minutes   Range: 200.0m km
Active Sensor Strength: 5.8364   Sensitivity Modifier: 400%
Resolution: 5    Maximum Range vs 250 ton object (or larger): 5 220 000 km
ECM Level: 6
Cost Per Missile: 252.82
Second Stage: ASSM-6-W16 Bloodpoint S140K R16.4m ASS1.5m(5) x10
Second Stage Separation Range: 150 000 km
Overall Endurance: 1 hours   Overall Range: 216.3m km
Chance to Hit: 1k km/s 400%   3k km/s 130%   5k km/s 80%   10k km/s 40%
Materials Required:    40.25x Tritanium   13.5576x Boronide   25.6084x Uridium   173.404x Gallicite   Fuel x29468.25

Development Cost for Project: 25282RP

Code: [Select]
Bloodpoint Patern MIRV Sub-munitions
Missile Size: 6 MSP  (0.3 HS)     Warhead: 16    Armour: 0     Manoeuvre Rating: 30
Speed: 140000 km/s    Engine Endurance: 2 minutes   Range: 16.4m km
Active Sensor Strength: 1.6772   Sensitivity Modifier: 400%
Resolution: 5    Maximum Range vs 250 ton object (or larger): 1 500 000 km
Cost Per Missile: 19.5232
Chance to Hit: 1k km/s 4200%   3k km/s 1380%   5k km/s 840%   10k km/s 420%
Materials Required:    4x Tritanium   1.0056x Boronide   1.6772x Uridium   12.8404x Gallicite   Fuel x191.5

Development Cost for Project: 1952RP
Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: Cavgunner on August 19, 2018, 07:53:35 PM
Dragon, do you play World of Warships?  Just curious since many of the ships ring familiar from the Japanese tech tree.  Or maybe you're just a history buff, lol.

Anyway, yeah.  Frightening stuff.  It is my sincere hope that my Federation never encounters an opponent this advanced, because if I do, I'm dead.

Title: Re: Earth Alliance Corporate Shipyards Design Board
Post by: FictionDragon on August 20, 2018, 03:40:53 AM
Dragon, do you play World of Warships?  Just curious since many of the ships ring familiar from the Japanese tech tree.  Or maybe you're just a history buff, lol.

Anyway, yeah.  Frightening stuff.  It is my sincere hope that my Federation never encounters an opponent this advanced, because if I do, I'm dead.

Thanks Cav. And no, I don't play World of Warships myself I only watch the Mighty Jingles ans I'm somewhat a history but but tbh the Japanese ww2 ship names come from Kantai Collection the anime and fanbase around it. I just like the idea of having the ships personalised. I always imagined it would work like Cortana lol