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Posted by: Zatsuza
« on: March 02, 2013, 08:11:12 AM »

I've used size 50s in PDCs and also in my first ship design-- a 39kt beast.

That's changed now though-- my current destroyers are about 1/5th the cost, although they feel very light in the weapons department-- that's primarily due to the low tech level though, I managed to squeeze it all in under 9kt. Primarily from removing 50HS sensors and making a specialized design, instead of a generalized one. 5 of these ships could easily take my 39kt previous design. Ah, the things we learn.

I've toyed with the idea of sticking them in my command ships and carriers though, Good intel > No intel-- and if it comes to that I'll probably slap a few in my jumpships to pad them out if need be.
Posted by: Jorgen_CAB
« on: December 31, 2012, 07:56:20 PM »

OK, I did some more checking and Laser PD ships are not that much more expensive than Gauss. The laser cannons are actually slightly cheaper but becomes slightly more expensive when you add the power generator they become slightly more expensive, but not by much. The fire control of a laser PD system will become bigger and more expensive but in general you would put more cannons on each so the net effect might become the same.

When I spoke about more or less salvoes I was referring to penetrating heavy beam defences. This is obviously less of a concern for you if you are not up against particularly good beam defences.

The absolutely biggest problem that I see with the MIRV are still the separation range. Having a small force of small frigates at 20m km vanguard duty is not a big deal (I do it almost all the time), neither is an early warning craft even further out 30-60m km. With the latest changes to the missile rules most MIRVs are extremely slow before they deploy their munition. Even most beam fighters could take them out with relative ease as you can see below with a size four MIRV.

Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 7200 km/s    Engine Endurance: 131 minutes   Range: 56.5m km
Cost Per Missile: 2.94
Second Stage: Size 1 ASM MIRV munition x3
Second Stage Separation Range: 20,000,000 km
Overall Endurance: 2 hours   Overall Range: 81.5m km
Chance to Hit: 1k km/s 72%   3k km/s 20%   5k km/s 14.4%   10k km/s 7.2%
Materials Required:    1.5x Tritanium   1.44x Gallicite   Fuel x1495

Size 1 ASM MIRV munition
Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 2    Armour: 0     Manoeuvre Rating: 10
Speed: 28800 km/s    Engine Endurance: 14 minutes   Range: 24.9m km
Cost Per Missile: 0.86
Chance to Hit: 1k km/s 288%   3k km/s 90%   5k km/s 57.6%   10k km/s 28.8%
Materials Required:    0.5x Tritanium   0.36x Gallicite   Fuel x165

I'm not saying that MIRV is useless, but if I would rely on them exclusively they would be countered quite easily.

Some other things to consider regarding missiles and economy is that armoured missiles in contrary what you said are much cheaper than none armoured missiles. The economy to use armoured missiles is really astounding actually when I looked at the numbers.

Below are a few examples of missiles. I have taken some example missiles that could be used and in fact are missiles I actually use (all of them).

Size 8 (short ranged, high yield missile)
Code: [Select]
Missile Size: 8 MSP  (0.4 HS)     Warhead: 15    Armour: 1     Manoeuvre Rating: 10
Speed: 24000 km/s    Engine Endurance: 5 minutes   Range: 86m km
Cost Per Missile: 6.4 (0.8 cost per MSP)
Chance to Hit: 1k km/s 240%   3k km/s 80%   5k km/s 48%   10k km/s 24%
Materials Required:    4x Tritanium   2.4x Gallicite   Fuel x1250

Size 8 (long ranged, medium yield missile)
Code: [Select]
Missile Size: 8 MSP  (0.4 HS)     Warhead: 12    Armour: 1     Manoeuvre Rating: 10
Speed: 24000 km/s    Engine Endurance: 10 minutes   Range: 173m km
Cost Per Missile: 5.65 (0.70 cost per MSP)
Chance to Hit: 1k km/s 240%   3k km/s 80%   5k km/s 48%   10k km/s 24%
Materials Required:    3.25x Tritanium   2.4x Gallicite   Fuel x2500

Size 8 (long range, low yield, armoured missile)
Code: [Select]
Missile Size: 8 MSP  (0.4 HS)     Warhead: 6    Armour: 2     Manoeuvre Rating: 10
Speed: 24000 km/s    Engine Endurance: 10 minutes   Range: 173m km
Cost Per Missile: 4.4 (0.55 cost per MSP)
Chance to Hit: 1k km/s 240%   3k km/s 80%   5k km/s 48%   10k km/s 24%
Materials Required:    2x Tritanium   2.4x Gallicite   Fuel x2500

Size 4 (medium range, medium yield, fast missile)
Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 6    Armour: 0     Manoeuvre Rating: 10
Speed: 30000 km/s    Engine Endurance: 8 minutes   Range: 106m km
Cost Per Missile: 3 (0.75 cost per MSP)
Chance to Hit: 1k km/s 300%   3k km/s 100%   5k km/s 60%   10k km/s 30%
Materials Required:    1.5x Tritanium   1.5x Gallicite   Fuel x1250

Size 1 AMM
Code: [Select]
Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 24
Speed: 28800 km/s    Engine Endurance: 1 minutes   Range: 1.6m km
Cost Per Missile: 0.8903 (0.89 cost per MSP)
Chance to Hit: 1k km/s 691.2%   3k km/s 216%   5k km/s 138.2%   10k km/s 69.1%
Materials Required:    0.25x Tritanium   0.6403x Gallicite   Fuel x35

Now if I take my own AMM and fire it against my own missiles I will get the following results at both efficiency and economy...

Note: Crew grade is not calculated into the intercept chances of missiles below, but they should effect all economy more or less the same anyway

Size 8 (long range, medium yield)
With an armour value of 1 the AMM will have an intercept chance of 14.4% and so it will take 6.94 missiles to shoot one missile down.
The economy is 6.94*0.89=6.18 build cost to produce the AMM while the ASM cost 5.65 in build cost. Efficiency factor of 1.2


Size 4 (medium range, medium yield)
With high speed the intercept chance of this missile is 23% and so it will take 4.35 missiles to shoot one missile down.
The economy is 4.35*0.89=3.86 build cost to produce the AMM while the ASM cost 3 in build cost. Efficiency factor of 1.3


Size 8 (long range, low yield)
With an armour value of 2 the AMM will have an intercept chance of 9.6% and so it will take 10.42 missiles to shoot one missile down.
The economy is 10.42*0.89=9.28 build cost to produce the AMM while the ASM cost 4.4 in build cost. Efficiency factor of 2.1


To be honest I had no idea that armoured missiles were so much cheaper to build. This last one I actually have been using before and it has really worked great. Even if it has a lower yield it can NOT be ignored and AMM struggle badly to fight them.

The missiles above are used in different areas. The size 4 are usually carried by smaller frigates to fight faster ships, the size 8 is a capital missile use to fight standard capital ships that has a standard speed of around 3000km/s.


The tech used for all the above missiles are...

Ion Engine Technology
Warhead Strength per MSP:  6
Missile Agility per MSP:  64
Fuel Consumption per EPH:  0.7
Maximum Engine Power Level: x4


In general I see uses for both larger and small missiles for efficiency reasons as well as tactical reasons. Large missiles generally carry larger warheads and thus dig a deeper whole in the enemy armour and start doing damage much sooner than low yield missiles, they also can be fired at longer ranges since their engines has a much better fuel efficiency.

Smaller missiles are better designed for high speeds with no armour and can use agility much more efficiently. I'm pretty reluctant to use agility on missiles bigger than size 4.

Although... I think we have veered a little too off topic here so perhaps we should start this up in another thread... ;)
Posted by: jseah
« on: December 30, 2012, 10:01:19 PM »

Hrm, perhaps it's gauss cannons.  I certainly remember my laser-dual role frigates costing nearly twice of my missile ships. 

EDIT:
I don't actually see the point of many small salvoes.  In my experience, it's not usually targeting that gets missiles through, although perhaps it would help against beam pd (I've only ever had to deal with minute numbers of leakers).  The large armoured missiles would usually cost alot and have low damage or performance, I find armour costing 1 MSP for 1 armour to not really be worth it.  1 MSP more engine would be far better in reducing the number of interception chances and hit rate. 

The only one I have got to work is tiny fast MIRVs.  The interesting thing about deciding where to separate your bus is that you can design a longer range AMM and see what kind of range it has and set your separation around there (AMMs need time to travel too so you can get away with some error).  ASM range quickly outpaces AMM since they can trade agility for fuel and there's no real guesswork to do. 
Eg. at fuel efficiency 0.6 and magnetoplasma, you can get away with a separation at 10mkm.  Fuel efficiency 0.4 and inertial confinement, you might need 15-20mkm. 
Posted by: Jorgen_CAB
« on: December 30, 2012, 06:08:21 AM »

Actually no.  Beam ships break the bank. 
Missile ships (just the ships mind you) are dirt cheap.  It's the missiles that's expensive. 

I find on the whole that a fully loaded missile ship costs about the same as an equivalent beamship.  And it can kill the beamship easily. 

I was not completely sure myself when I wrote that but I then went back and checked by creating two frigatte ships at about 3000 tons that are pretty much equal and it seem that missile ships are slightly more expensive.

Code: [Select]
Sendai class Missile Frigatte 3,000 tons     89 Crew     556 BP      TCS 60  TH 84  EM 0
2800 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 10
Maint Life 2.23 Years     MSP 116    AFR 72%    IFR 1%    1YR 31    5YR 470    Max Repair 126 MSP
Intended Deployment Time: 9 months    Spare Berths 2   
Magazine 213   

NPE-0600-168-070  NP Stealthdrive (1)    Power 168    Fuel Use 249.56%    Signature 84    Exp 17%
Fuel Capacity 50,000 Litres    Range 1.2 billion km   (4 days at full power)

ILS-01-10  Interceptor Launcher (10)    Missile Size 1    Rate of Fire 10
ILCS-193-180-060  Interceptor Launch Control System (2)     Range 14.4m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Sendai class Escort Frigatte 3,050 tons     87 Crew     490 BP      TCS 61  TH 84  EM 0
2754 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 30.48
Maint Life 1.35 Years     MSP 100    AFR 74%    IFR 1%    1YR 59    5YR 878    Max Repair 126 MSP
Intended Deployment Time: 9 months    Spare Berths 1   

NPE-0600-168-070  NP Stealthdrive (1)    Power 168    Fuel Use 249.56%    Signature 84    Exp 17%
Fuel Capacity 50,000 Litres    Range 1.2 billion km   (4 days at full power)

GCPD-12000-20-12  Phalanx 50mm Quad PD Turret (2x12)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
GCFC-12000-36  Gauss Cannon PDFC (1)    Max Range: 72,000 km   TS: 12000 km/s     86 72 58 44 31 17 3 0 0 0

This design is classed as a Military Vessel for maintenance purposes

That said there are a fundamental difference between the two and that is that a beam ship can shoot down missiles in lower quantity indefinitely and missile ships can destroy a larger volume in a short time but they are finite.

They complement each other pretty well and I tend to rely more readily on beam because they are much more inexpensive in the long run and just use the AMM to top of the salvoes so my beam PD can do most of the brunt work. Very useful when you want to go head to head with missile armed ships and engage in beam combat.

As for armoured or not missiles, you can do some simple math.  When your AMMs hit, you can tell how many missiles it takes to down one ASM.  More than 1 = armoured.  More than 3 = don't bother, it doesn't have a warhead. 

Besides, if you're willing to accept weasel missiles, the size 1 cluster missiles are far more effective as they retain a threat and are stupidly costly to shoot down.  (a size 4 bus carries 3 size 1 missiles, each taking 3-5 AMMs to get a good chance to destroy them.  5 AMMs cost about the same as the bus, the cluster missiles take a total of 9-15 AMMs to stop, easily making twice to three times cost... all while still dealing damage)

Yes I know that MIRV can be more useful but when you put something on a bus you also need to worry about separation range and thus risk interception further out. Not so hard if you have a few early warning scouts and some missile frigates ahead to intercept them. But otherwise I agree that MIRV missiles are useful for saturating AMM missile supplies, but not as reliable as armoured missiles. I'm actually going to use both in my current campaign. So that is, I will both face them and use them against the enemy so its all fair and I don't particularly view it as cheating the game.

If I can get the range I need on a smaller missile I will use smaller missiles if I feel that is better, but large missiles with large warheads eats though armour quicker and that makes them effective as well if most of the enemy defences is down or I face large numbers of beam defences.

Anyway... I certainly don't try to game the game. The smallest missile I put on a ship is usually size four, maybe a size three on a FAC type attack craft. While fighters use everything from size two to five.

Diversifying things like large salvoes and many small salvoes, large armoured missiles (with decent warhead) and smaller faster missiles makes creating optimised defences harder. AMM is obviously one of the better overall defence against missiles but resource heavy and finite.
Posted by: jseah
« on: December 30, 2012, 03:56:16 AM »

Actually no.  Beam ships break the bank. 
Missile ships (just the ships mind you) are dirt cheap.  It's the missiles that's expensive. 

I find on the whole that a fully loaded missile ship costs about the same as an equivalent beamship.  And it can kill the beamship easily. 

As for armoured or not missiles, you can do some simple math.  When your AMMs hit, you can tell how many missiles it takes to down one ASM.  More than 1 = armoured.  More than 3 = don't bother, it doesn't have a warhead. 

Besides, if you're willing to accept weasel missiles, the size 1 cluster missiles are far more effective as they retain a threat and are stupidly costly to shoot down.  (a size 4 bus carries 3 size 1 missiles, each taking 3-5 AMMs to get a good chance to destroy them.  5 AMMs cost about the same as the bus, the cluster missiles take a total of 9-15 AMMs to stop, easily making twice to three times cost... all while still dealing damage)
Posted by: Jorgen_CAB
« on: December 29, 2012, 08:14:11 PM »

I regard the existence of weasel missiles as a sort of "bug" in the UI.  In particular, we can't set AMM launch rates against specific missile classes.  A missile with armour and no warhead would have me just ignore it after the first few AMMs hit and I find out it's heavily armoured (can calculate from chance to kill).  

I view this as the only viable way and in reality (in my opinion) you would never be able to tell which missiles is armoured or which one is live before they hit your ship, that is my take on it.

I find final fire beam pd to be... well, let's just say there's a reason why I dual-role my laser frigates and accept the 8x sized firecontrols.  Namely that massed missile fire from reduced launchers makes beam pd pointless.  A laser turret has ~20-30% chance of downing an equiv-tech missile (even less if the missiles are the short-range high-speed pd-penetration missile I put at the front of a two-stage design) and takes up three times the space in reduced sized launchers.  

Yes it will require more space and Gauss cannons are way more effective in general than lasers although I tend to use both since there are armoured missiles out there with real warheads. Since you also use such big sensors I presume you make good use of the missile tracking bonus tech because that give beam defence a very thorough boost. You also need to consider that AMM cost you resources and wealth every time you fire them. Beam PD is more or less for free once you have them in comparison, they also doubles as ship killers when you charge the enemy. I find them well worth the effort. A similarly sized beam ship is also slightly cheaper to build if I'm not mistaken, about 10-20% or so, might be wrong on that though.

You seem to base 3/4 of your missile defence on AMM where I base 3/4 of my missile defences on Beam.  :)


Posted by: jseah
« on: December 29, 2012, 07:27:48 PM »

I regard the existence of weasel missiles as a sort of "bug" in the UI.  In particular, we can't set AMM launch rates against specific missile classes.  A missile with armour and no warhead would have me just ignore it after the first few AMMs hit and I find out it's heavily armoured (can calculate from chance to kill). 

In the same way that I designed but never used a "penetration-aid" cluster missile.  Essentially, instead of my normal two-stage design of a size 4 bus holding a size 3 high speed ASM, I pack in 3 size 1 missiles with 1 warhead each.  So while the pen-aid sandpapers badly, they're also essentially impossible to stop... whether by AMMs or beam pd.  (did the math on that one too, it's even more effective than armour)

What I meant to say is that missiles can be pretty useless unless you actually can bring enough of them to break the opponent and if the opponent is fast and have good beam weapons you are in serious trouble.
Not necessarily.  I find final fire beam pd to be... well, let's just say there's a reason why I dual-role my laser frigates and accept the 8x sized firecontrols.  Namely that massed missile fire from reduced launchers makes beam pd pointless.  A laser turret has ~20-30% chance of downing an equiv-tech missile (even less if the missiles are the short-range high-speed pd-penetration missile I put at the front of a two-stage design) and takes up three times the space in reduced sized launchers. 


Still, I have to try your tactics some time.  =D  Perhaps when 6.3 comes out, I'll restart with a multi-nation game. 
Posted by: Jorgen_CAB
« on: December 29, 2012, 09:57:28 AM »

I don't want to give away to much here since I have an AAR going on at the AAR section. But there I have very basic ships and nothing to even use any of the strategies I regularly use that I talked about above. But the major antagonists have a slight advantage in almost every area. Their missiles and scouts use ION engines but their main capital ships are using Nuclear Pulse engine. Still, their largest cruisers at about 20-25k ton still cruise at astounding 2500-3000km/s, some destroyer sized vessels of theirs has way more than 3000km/s.
They also seem to be armed with a vast array of Gauss turrets and their main beam weaponry is Railguns. They is also armed with fast and powerful heavy missiles which each cruiser fires in batches of 20-30.

We have witnessed a single small squadron of cruisers with (2CA, 3DD) shoting down 60 missiles in final defence without breaking a sweat. A few leakers here and there would occur. Granted our missiles are way slower than theirs at about 20k km to theirs at about 30k km.

Human long range defences are a 5600 ton missile frigate design (Nuclear Pulse technology) that basically has no missile defence what so ever, so pretty pathetic..  :(

Although, there is more to this story but that I can't speak of here.. ;)

What I meant to say is that missiles can be pretty useless unless you actually can bring enough of them to break the opponent and if the opponent is fast and have good beam weapons you are in serious trouble.
Posted by: Jorgen_CAB
« on: December 29, 2012, 09:26:23 AM »

The problem I find with size 6 missiles is that... well, they don't fare well vs AMM pd.  And by "not well", I mean, nothing at all.  A standard 5-interception-range  AMM umbrella at equiv-tech (~20% hit chance), a single AMM launcher can hold off three ASM launchers (regardless of size) without leakers.  Five if you can tolerate occasional leaks.  (via shields or final fire beam-pd)

His fleet can be half your tonnage and if he has anything more than 20% tonnage in AMM launchers, you have no chance of getting a single missile through with size 6 launchers, even with reduced size launchers.  

I've ran a simulation of me against a mirror fleet at year 20 before with a 30+ ship fleet.  Even with 33% reduction launchers, a full fleet salvo (~1300 size 4 missiles) at my comparatively myopic range of 80mkm (which means more capable ASMs), doesn't manage to get more than one or two leakers through.  If the mirror fleet retreats while under fire, they get another pointblank interception and it's basically a 5% chance to get 1 missile through.  

A 1300 missile salvo gets 1 leaker through.  That's just sad.  Additionally, I run out of ASMs before the mirror fleet runs out of AMMs (although they're down 5% or so), downing maybe one ship.  That prompted me to redesign my missiles to a two-stage missile with a short-range "head" that has very nice stats.  On paper.  But that only brought up the leak rate to about 10-15 per wave.  

I think that your overall strategy seems sound if not overly resource dependent. I rely much less on both ASM and AMM than you do. AMM is only a tool for me to thin out incoming salvoes, beam PD and shields do most of the actual defence on my main capital ships (resource efficient in the long run) and is very large and will take hundreds if not several hundreds missiles to even put a dent in it.
One thing you can take a huge advantage of (which I don't particularly like to do) is that ships that are hit get increase in crew grade. So having your big ships hit is not actually a bad thing, it can even be the opposite.  :)

In general my task forces/groups can handle a mirror fleet of at least three times its own size, that is my preference and it seems you have a similar approach. Although this discussion is now less on sensors then the efficiency of missiles.

ASM can generally draw out allot of AMM by armouring them. A size 6 weasel missile (as I like to call them) can severely deplete an enemy AMM storage. If you take a mirror fleet and arm the first salvoes with 75% armoured missiles, the second with 50% fourth with 25% and then regular missiles and those AMM storages will depleted faster than ASM storages.

Then you have to start building AMM with a better payload but be less accurate.

At least there are things to consider.


You know... that gets me thinking.  Perhaps I could devise a counter-strategy to my missile heavy fleet.  33% engine tonnage (to be faster), lots of lasers and AMM, not a single ASM launcher.  Beam-fleet with AMMs gogo!
Yeah, totally different.  How much armour do your ships have?  My mainline missile ships have like... 3 layers.  >.>
And I don't ever use shields.  

I build my ships like glass cannons.  
=D  Totally different again.  When I decide to attack, I make sure I have overwhelming local force and then aim for strategic victory instead of tactical ones.  No qualms about launching against populations if I can't take the time to conquer them or if I deem it necessary for final victory.  
As for losing ships?  *shrug* Sacrifices are necessary.  And it's not like my ships are the bottleneck, it's the missiles.  

This is exactly why I like to rely on beam weapons as well and destroyers with faster engines. If my PD defences is enough I can just detach my destroyers and chase the enemy down and engage them that way. The problem when you face an "intelligent" opponent is that it is expected and you face a relatively balanced fleet in return.

A regular cruiser at ION tech era would have 5-8 layers of armour and perhaps 100-300 points of shields based on its size. I build ships to last and I like to protect my crew which I value greatly. I also use the highest available training rate so crew start with a 12% crew rate. Most ships have at least a 20% crew rate once fleet training is done and I build my larger ships to last for decades if I can.

I usually don't accept losses in anything but smaller scout ships. But I value human life (and alien if I can) above all...  ;)

Posted by: jseah
« on: December 29, 2012, 06:56:59 AM »

Not to hard with a size 6 missile.
The problem I find with size 6 missiles is that... well, they don't fare well vs AMM pd.  And by "not well", I mean, nothing at all.  A standard 5-interception-range  AMM umbrella at equiv-tech (~20% hit chance), a single AMM launcher can hold off three ASM launchers (regardless of size) without leakers.  Five if you can tolerate occasional leaks.  (via shields or final fire beam-pd)

His fleet can be half your tonnage and if he has anything more than 20% tonnage in AMM launchers, you have no chance of getting a single missile through with size 6 launchers, even with reduced size launchers. 

I've ran a simulation of me against a mirror fleet at year 20 before with a 30+ ship fleet.  Even with 33% reduction launchers, a full fleet salvo (~1300 size 4 missiles) at my comparatively myopic range of 80mkm (which means more capable ASMs), doesn't manage to get more than one or two leakers through.  If the mirror fleet retreats while under fire, they get another pointblank interception and it's basically a 5% chance to get 1 missile through. 

A 1300 missile salvo gets 1 leaker through.  That's just sad.  Additionally, I run out of ASMs before the mirror fleet runs out of AMMs (although they're down 5% or so), downing maybe one ship.  That prompted me to redesign my missiles to a two-stage missile with a short-range "head" that has very nice stats.  On paper.  But that only brought up the leak rate to about 10-15 per wave. 

....
You know... that gets me thinking.  Perhaps I could devise a counter-strategy to my missile heavy fleet.  33% engine tonnage (to be faster), lots of lasers and AMM, not a single ASM launcher.  Beam-fleet with AMMs gogo!

Anyway, we seem to use a very different tactical approach to the game. I do everything I can to avoid my ships to be detected by the enemy to conserve resources from having to defend myself and I might also rely more readily on beam defences than you to be even more economical. I mainly use AMM to thin out really large salvos to decent levels and let Beam PD and shields do the rest.
Yeah, completely different approach. 
Yeah, totally different.  How much armour do your ships have?  My mainline missile ships have like... 3 layers.  >.>
And I don't ever use shields. 

I build my ships like glass cannons. 

The teachings of Sun-Zhou basically tell us... know thy enemy and bring sufficient force to deal with him. If you bring the force before you know their strength you are putting all the eggs in one basket as they say.  ;)
That is basically why I use my above strategy.
=D  Totally different again.  When I decide to attack, I make sure I have overwhelming local force and then aim for strategic victory instead of tactical ones.  No qualms about launching against populations if I can't take the time to conquer them or if I deem it necessary for final victory. 
As for losing ships?  *shrug* Sacrifices are necessary.  And it's not like my ships are the bottleneck, it's the missiles. 
Posted by: Jorgen_CAB
« on: December 29, 2012, 06:08:55 AM »

I don't think our economy is all that different actually... population is also a major concern for me too. It usually are a combination of wealth and population for me. I also seem to rely less on missiles than you in general I suppose. I usually keep a smaller but more powerful force of carrier/missile ships as my core and a large amount of smaller and stealthier surveillance and scout ship squadrons.

Once an enemy is detected my fighter/missile boats/missile cruisers overload the enemy with missiles in a few large waves of missiles. Once most of the escorts with AMM has been knocked out killing the rest with beam armed destroyers (that also act as my PD escort of larger task forces) is a piece of cake. I'm not even a stranger of keeping my destroyers in carries to increase the overall fuel efficiency of my fleet.

I almost never face active sensors at that range since they are so expensive to make and update and too easy to counter. If my main opponent used a size fifty sensor in my current campaign it would have a range of 480m km. Creating a missile with that range is not really economical as you pointed out and you are quite right about that. What I meant with range on my missile is to mount it on a platform to deliver it at a much further range to get under your active scanner range. This is not very difficult and usually require very little research.

In the above example I could simply use my carriers to carry my 3000 ton missile boats and slip right under that sensor and deliver the payload that way. In my current campaign I don't have box launchers yet but at 3000 tons and 25% reduction those 3000 ton ships could deliver a few salvoes of size 4-6 missiles (what fancies me) at a much shorter range completely undetected. A sensor with res 100 with range 480 would not detect a 3000 ton ship until about 35% of that range which would be about 170m km. So I would build a missile with a range of about 180-200m km or so. Not to hard with a size 6 missile.

If they used a size 50 res 5 sensor it would have a range of about 100m km. A boxed launched corvette at size 1000 ton would be quite efficient to deliver a size 4-6 missile at about 120m km.

In order to cover all it's bases the opponent fleet would have to use many different size 50 resolution scanners. Probably everything from 5,10,20,40,80 and 100 to cover all the bases. Problem is that a singe surveillance ship will know all the resolutions used and devising a plan to counter it will not be too difficult. Having a few options available from start might not be too expensive in comparison either. Each sensor above has an RP cost of 8000 which is quite expensive at this tech level, less so at higher levels though in comparison.

For that cost in research I would be able to get a few levels of cloaking tech as well.

Anyway, we seem to use a very different tactical approach to the game. I do everything I can to avoid my ships to be detected by the enemy to conserve resources from having to defend myself and I might also rely more readily on beam defences than you to be even more economical. I mainly use AMM to thin out really large salvos to decent levels and let Beam PD and shields do the rest.

In the early game when I still use missile cruisers (say ION tech) I usually have about 1 size 6-8 missile launcher per 1000 ton miniaturized at 25%, that is 100 ton launchers per 1000 ton ship. That leaves 900 tons for defences, engines, magazines and so on. The size of a cruiser is usually based on the maximum size of my ship yards so anything from 20000 tons to 50000 tons at this stage. These ships beam PD can usually swat at least an equal number of missiles with their beam weapons alone with a few AMM launchers to help with larger salvoes if necessary.

The teachings of Sun-Zhou basically tell us... know thy enemy and bring sufficient force to deal with him. If you bring the force before you know their strength you are putting all the eggs in one basket as they say.  ;)
That is basically why I use my above strategy.
Posted by: jseah
« on: December 28, 2012, 10:35:22 PM »

All in all carriers are much cheaper than most ships per tonage and so cheaper to maintain. I'm usually more worried about my wealth cost and that makes carriers very attractive to me. Carriers can also house ships much larger than a fighter.
Hmm, something tells me we are playing with completely different overall strategies.  =D

My usual bottleneck is population.  I never have enough population to run all the stuff I want to run.  I replace all my maintenance facilities with PDCs to free up more population.  Same with mines -> automines (after year 10, I don't usually have a single manned mine left). 

Additionally, wealth never seems to be a problem for me.  I research it twice, maybe three times, and I forget about it.  Production bottlenecks are mercassium for research facilities, gallicite for engines and tritanium for missiles.  Tritanium especially. 

... I wonder where it all goes to. 
Perhaps my insistence on keeping 3 full fleet reloads of missiles and an extremely missile-heavy fleet is causing that.  =P  How much population do you normally have on ordnance factories?  I try to have 30% to 40% of my production power on missiles as I run out of ordnance otherwise. 


Still, 1 billion km range missiles are gimped in other ways.  Firstly, by requiring stupidly huge firecontrols and a size 50 active.  Secondly, you need to two-stage it, which means a big and slow bus.  A long range specialized size 2 AMM will be relatively easy to adapt for. 
Posted by: Jorgen_CAB
« on: December 28, 2012, 07:36:09 PM »

In general I would say that standardize ship speed and size can be somewhat a double edged sword against an intelligent opponent. To easy to counter with optimising weapons, sensors etc..
The one that can adapt faster to an opponent fleet composition will usually come out on top.

All in all carriers are much cheaper than most ships per tonage and so cheaper to maintain. I'm usually more worried about my wealth cost and that makes carriers very attractive to me. Carriers can also house ships much larger than a fighter.

My main concern is usually being able to launch missiles from outside enemy active range. If that means one billion km that will be the minimum range for those ASM. In my opinion you either launch and launch enough to penetrate the defences or you simply need a bigger salvo. No point in keep hitting your head a against a wall. Once you hit that critical mass that is necessary it is allways worth it, even if you have to pay a hefty price for that one salvo.

If you fire outside enemy active sensors you also don't need to waste much resources on AMM. So you can sacrifice some more on offensive missiles. Armoured missiles is also great for alpha strikes against mainly AMM and Gauss PD.

Also, big ships build faster per tonage so they refit much faster than smaller ships per tonage. I really don't find it all that problematic to build large Naval yards. I'm more concerned with my economy and find this a major cap on the number of ships I can have.
My experience tells me that a healthy balance of both small, medium and large ships is preferable.
Posted by: jseah
« on: December 28, 2012, 04:09:36 AM »

The problem I find with fighter attack craft is that getting them to outrange and outgun a properly AMM-defended fleet can be extremely expensive.  While its true that I haven't tried running a dual empire game, I have tried both strategies and once you include the cost of the carrier (minus hangars) and the fighters, as well as the stupidly high fuel requirements, fighters become logistically infeasible unless you "cheat" by using tiny ASMs.  (size 1 or 2)

The main reason being that a fleet that is 33% armed with AMM tubes/magazines can completely defeat an equal tech & tonnage box launcher salvo of size 4s.  That's a box launcher salvo from mainline ships, not from fighters (which have less due to the fact that the carrier isn't launching).  Fighters don't have the luxury of AMM defences and the return fire will get some of them (especially since they CAN see you with huge sensors)

Once cloaking tech comes online, fighters get nerfed massively as they can't cloak and suddenly ships become the same size as fighters (not to mention the serious problems fighters have in packing a firecontrol that can target other fighters at missile range).  But cloaking is not something you normally count on as its a bit... expensive. 


Here's an example fleet I often have around year 15-20:
All ships - 25% engine tonnage
Command ship - 12000 tons, flag bridge, AMM tubes, "Scout" sensor (res 100, size 50), jumpdrive, doubles as fleet tanker
---- Recently, I have been dividing it into two 6000 ton ships one containing the Scout sensor and flag bridge, the other the jumpdrive and fuel

Sensor ship - 6000 tons, "Missile" or "Fighter" sensor (size 50, res 1 or res 5), excess tonnage goes to armour, defenceless
Combat ship - 6000 tons, 5 AMM tubes, 5x 33% reduction size 4 ASM tubes, magazine space divided equally to offense and defence.  size 9 AMM firecontrols (~10 mkm range), size 7 ASM firecontrols (I try to keep 33% extra range over my ASMs but you know how the budget is like)
Close combat ship - 6000 tons, 5s reload dual-role laser turrets, max size firecontrol

That's it.  Add ECM and ECCM to taste.  Standard fleet composition involves 10 missile ships to 1 sensor ship (20 missile ships is considered a "standard" fleet as it has both antimissile and anti-ship sensors, although I clearly build those much before I get 20 ships), close combat ships are tacked on as necessary.  Specialized 6000 ton jumpships can be divided among the close combat ships if a JP assault is required. 

Other specialized classes like a size 50 EM sensor can be added as necessary. 


The main point I emphasize with this composition is that all the ships are small, and that all the ships are specialized.  Small ships require only small multi-slip yards and so 20 ships is a piece of cake.  Often I find that this composition outbuilds high tonnage carriers and often has better training as refitting 6kton ships to new engines is feasible especially if you can have half your slips refitting and half new construction... not so much for 20kton monsters and fighters can't refit.  I don't often get feasible cloaking but that makes them look like fighters...

Yes, it does mean that I end up spending alot of RP on sensors, but I update only once every two levels or so and EM tech is at +1 over active strength. 
Posted by: Jorgen_CAB
« on: December 28, 2012, 02:47:10 AM »

How do you use size 50 as a scout sensor, these are spotted many billions of km away and alert every spaceship in the system to your position?

I know that larger sensors is cheaper then new tech at higher levels, but at active 31 they still cost the same as the tech you just researched so still pretty expensive.

when active ranges increase then strategies such as fighter platforms is highly developed as well and ship based missile platforms will tend to diminish in importance. Fighters can be used to strike fast and very far.
Or things such as cloaked ships is researched and suddenly you find that you need to drastically reduce the resolutions on your sensors to detect these cloaked missile ships.

I'm mainly speaking in games where you are up against a human opponent and not the AI.The AI can easily be tricked by most strategies.

I'm not saying that size 50 sensors are worthless either, they can have their place. But when you are hard pressed for research and are competing against other evolving empires then every RP has to be used efficiently.  As long as you are superior in tech versus your opponent I could See myself using size 50 active sensors, but I would spend the RP on lower resolutions first. Just my personal preference.