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Offline AL (OP)

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Joining the big leagues
« on: August 03, 2015, 07:29:34 AM »
So in my recent game I finally got around to seriously considering fielding some "big" ships after getting a shipyard past the 100kt mark. Now I realise that this does not even compare with some of the multi-megaton ship designs I've seen floating around the forums, but 100kt should still be "big" in most people's books.

Since this is more or less my first design of this magnitude, I am open to whatever advice/constructive criticism you guys can come up with. It would probably be important to note here that maintenance is turned off before anyone comments that my ships would fall apart before seeing any action.

Code: [Select]
Anatus-A class Cruiser    100 000 tons     2096 Crew     21005 BP      TCS 2000  TH 2400  EM 45000
2400 km/s    JR 3-50     Armour 6-191     Shields 1500-300     Sensors 90/90/0/0     Damage Control Rating 50     PPV 146
Maint Life 0.12 Years     MSP 4313    AFR 8000%    IFR 111.1%    1YR 36852    5YR 552775    Max Repair 3466 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 100   
Flag Bridge    Hangar Deck Capacity 4000 tons     Magazine 5100   

Hyperspace Core M-100k     Max Ship Size 100000 tons    Distance 50k km     Squadron Size 3
Prototype MPF Cruiser Sublight Drive (8)    Power 600    Fuel Use 12.18%    Signature 300    Exp 7%
Fuel Capacity 4 940 000 Litres    Range 73.0 billion km   (352 days at full power)
Corellis Reactive Armour Mk.II (375)   Total Fuel Cost  9 000 Litres per hour  (216 000 per day)

Ageis Shield System (10x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
50mm RF Flechette Cannon Mk.II (10x4)    Range 40 000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
125mm Flechette Cannon (2x4)    Range 250 000km     TS: 5000 km/s     Power 15-4     RM 5    ROF 20        5 5 5 5 5 4 3 3 2 2
Standard Beam Fire Control Mk.II (2)    Max Range: 64 000 km   TS: 5000 km/s     84 69 53 37 22 6 0 0 0 0
Clayton Long-Range Fire Control (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Compact SF Reactor Core (1)     Total Power Output 30    Armour 0    Exp 5%
Micro SF Reactor Core (1)     Total Power Output 12    Armour 0    Exp 5%

150mm Auto-Cannon Mk.II (100)    Missile Size 1    Rate of Fire 5
Cannon Control Centre (5)     Range 6.8m km    Resolution 20
150mm "Mauler" Shell (4000)  Speed: 30 000 km/s   End: 3.8m    Range: 6.9m km   WH: 4    Size: 1    TH: 160/96/48
150mm "Cleanser" Shell (500)  Speed: 24 000 km/s   End: 13.3m    Range: 19.1m km   WH: 1    Size: 1    TH: 80/48/24
150mm "Seeker" Shell (600)  Speed: 32 000 km/s   End: 4.2m    Range: 8.2m km   WH: 4    Size: 1    TH: 181/108/54

Coleman Missile Detection Sensor (1)     GPS 140     Range 25.2m km    MCR 2.7m km    Resolution 1
King-Lowe Ship Detection Net (1)     GPS 28000     Range 504.0m km    Resolution 100
King-Lowe Missile Detection Net (1)     GPS 280     Range 50.4m km    MCR 5.5m km    Resolution 1
Thermal Sensor TH5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
EM Detection Sensor EM5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km

ECCM-2 (1)         ECM 20

This was the original design I came up with. As you might notice, and I freely admit, the missile doctrine was ripped off heavily inspired by Vandermeer's Astral Republic game. What I was aiming for was a long-ranged capital ship which could respond to threats on outlying systems either independently or in small groups. The Anatus would probably carry a squadron of fighters/bombers to make use of the large sensor range, for example:

Code: [Select]
Corsair class Fighter-bomber    250 tons     3 Crew     71 BP      TCS 5  TH 80  EM 0
16000 km/s     Armour 2-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 3    5YR 42    Max Repair 40 MSP
Intended Deployment Time: 0.5 months    Spare Berths 3   
Magazine 10   

Prototype Fighter MPF Sublight Drive (1)    Power 80    Fuel Use 484.22%    Signature 80    Exp 25%
Fuel Capacity 15 000 Litres    Range 2.2 billion km   (38 hours at full power)

150mm Single-use Cartridge (10)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Cannon Control Centre (1)     Range 6.8m km    Resolution 20
150mm "Mauler" Shell (10)  Speed: 30 000 km/s   End: 3.8m    Range: 6.9m km   WH: 4    Size: 1    TH: 160/96/48

Talbot Fighter Scanner (1)     GPS 168     Range 6.8m km    Resolution 20

In this case the fighters already have their own onboard actives, but hopefully you get the idea.
I then decided to make a revision of the Anatus, which you will see below:

Code: [Select]
Anatus-B class Cruiser    100 000 tons     2191 Crew     20683 BP      TCS 2000  TH 2400  EM 36000
2400 km/s    JR 3-50     Armour 6-191     Shields 1200-300     Sensors 90/90/0/0     Damage Control Rating 50     PPV 196
Maint Life 0.11 Years     MSP 4293    AFR 8000%    IFR 111.1%    1YR 37449    5YR 561729    Max Repair 3466 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 100   
Flag Bridge    Hangar Deck Capacity 4000 tons     Magazine 5150   

Hyperspace Core M-100k     Max Ship Size 100000 tons    Distance 50k km     Squadron Size 3
Prototype MPF Cruiser Sublight Drive (8)    Power 600    Fuel Use 12.18%    Signature 300    Exp 7%
Fuel Capacity 5 415 000 Litres    Range 80.0 billion km   (385 days at full power)
Corellis Reactive Armour Mk.II (300)   Total Fuel Cost  7 200 Litres per hour  (172 800 per day)

Ageis Shield System (10x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
125mm Flechette Cannon (2x4)    Range 250 000km     TS: 5000 km/s     Power 15-4     RM 5    ROF 20        5 5 5 5 5 4 3 3 2 2
50mm RF Flechette Cannon Mk.II (10x4)    Range 40 000km     TS: 5000 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Standard Beam Fire Control Mk.II (2)    Max Range: 64 000 km   TS: 5000 km/s     84 69 53 37 22 6 0 0 0 0
Clayton Long-Range Fire Control (1)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Compact SF Reactor Core (1)     Total Power Output 30    Armour 0    Exp 5%
Micro SF Reactor Core (1)     Total Power Output 12    Armour 0    Exp 5%

Standard Torpedo Silo (10)    Missile Size 10    Rate of Fire 50
150mm Auto-Cannon Mk.II (50)    Missile Size 1    Rate of Fire 5
Cannon Control Centre (5)     Range 6.8m km    Resolution 20
King-Lowe Torpedo Guidance Centre (2)     Range 756.0m km    Resolution 100
150mm "Mauler" Shell (3000)  Speed: 30 000 km/s   End: 3.8m    Range: 6.9m km   WH: 4    Size: 1    TH: 160/96/48
150mm "Cleanser" Shell (500)  Speed: 24 000 km/s   End: 13.3m    Range: 19.1m km   WH: 1    Size: 1    TH: 80/48/24
"Perdiot" Torpedo (100)  Speed: 9 600 km/s   End: 1315.5m    Range: 762.7m km   WH: 4    Size: 10    TH: 32/19/9
150mm "Seeker" Shell (650)  Speed: 32 000 km/s   End: 4.2m    Range: 8.2m km   WH: 4    Size: 1    TH: 181/108/54

King-Lowe Missile Detection Net (1)     GPS 280     Range 50.4m km    MCR 5.5m km    Resolution 1
Coleman Missile Detection Sensor (1)     GPS 140     Range 25.2m km    MCR 2.7m km    Resolution 1
King-Lowe Ship Detection Net (1)     GPS 28000     Range 504.0m km    Resolution 100
Thermal Sensor TH5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
EM Detection Sensor EM5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km

ECCM-2 (1)         ECM 20

The main change here was to add in a suite of torpedo launchers, with a bunch of reshuffling of modules to accommodate for their larger size. The torpedo is actually multi-stage, the "warhead" stage is shown below:

Code: [Select]
Missile Size: 4 MSP  (0.2 HS)     Warhead: 25    Armour: 0     Manoeuvre Rating: 10
Speed: 21000 km/s    Engine Endurance: 5 minutes   Range: 6.2m km
Active Sensor Strength: 0.028   Sensitivity Modifier: 180%
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 50 000 km
Cost Per Missile: 7.3451
Chance to Hit: 1k km/s 210%   3k km/s 70%   5k km/s 42%   10k km/s 21%
Materials Required:    6.25x Tritanium   0.0171x Boronide   0.028x Uridium   1.05x Gallicite   Fuel x137.5

The idea here was to make better use of the large active sensor that is installed on the Anatus, but since the torpedoes now outrange the sensors by 50%, it might be a good idea to carry a complement of scout craft to enable engagements at the full 750mkm range.

Anyway, to bring things together I do have a few specific questions about the designs in case you can't think of anything to suggest.
1. How good of a range is 70-80 bkm? Is it necessary to sacrifice some of the combat capabilities to improve the range? I've had some recent engagements that were 4 or so jumps out from Sol if that gives enough of an indication of what I am after.

2. Is 2400 km/s too slow? I recently made it into magneto-plasma in engine tech, and my fleet speed for smaller ships is around 4000 km/s which I think is more acceptable.

3. Finally, can someone tell me what's going on with the crew in that fighter design? Is it a bug?

If you recall, the design for this fighter was pasted somewhere above.
 

Offline sneer

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Re: Joining the big leagues
« Reply #1 on: August 03, 2015, 07:43:40 AM »
lack of eng. spaces on capitals - with 24 month deployment maint time should be best similar

others
70b km range is a lot
early it is difficult to have both speed and range and still have max combat value  / I usually have 25-30b km in magneto era - but in magneto era you rarely operate further than 3-4 jumps from home system and still can grab some tankers with you )

small issues :
1. only 6 armor on 100kt beast ? seems a bit small 1.5kt shield is nice but you may face opponents that will tear it fast and later all hits will be critical
2. by the time you hit 100kt naval slipway you should have far better engines for the ship - 2.4 for magneto era is small  / 4-6km/s is better for this era
3. B-type has 10 tubes per 100kt tonnage . In many cases you will not harm anybody as PD will stop this easily. I doubt you will have many of such ships so increasing salvo will be difficult.

I would personaly never go this way. Ships seem damn expensive for a broadside
 

Offline Rich.h

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Re: Joining the big leagues
« Reply #2 on: August 03, 2015, 10:56:42 AM »
I would say your speed is far too low to begin with. You have the advantage here of not using any maintenance and so you should try to stretch it as far as possible. Now at 100k you are hitting a big ship but at the same time it still isn't anywhere near big enough at your tech level to be a do all ship. The design looks like this comes across as a command/font line shock ship, it has the ability to hit hard and punch a large hole in an enemies defences. If this is the intended role then I think you should pack it fuller of things that hurt and allow for a support structure withing the fleet, You could for example reduce the magazine hold and add in more launchers. This would help with the current weakness of having a small salvo strike.

You could also reduce the fuel a little and add in either a more powerful engine or extra ones. While speed isn't a critical part of this design due to the nature of the weapons, they are no good if you are unable to get them in range before the fight is over. I would say that the armour amount is getting paper thin for a ship of this size, while I imagine you do not plan on getting in toe to toe gun battles with this design. There is always the chance that you could get faced with a large group of fighters or a high number of missile salvos, in this case after one or two combat strikes you could find yourself facing internal damage. Since you are unlikely to have lots of this type of design you really want them to be able to survive as long as possible. Perhaps reduce the hanger bay size to allow for more armour?
 

Offline TheDeadlyShoe

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Re: Joining the big leagues
« Reply #3 on: August 03, 2015, 06:43:31 PM »
I suggest dumping the point defense railguns in favor of more 125mm cannnons. The ship will never be fast enough to make 10cm railguns better than more CIWS for point defense purposes, especially since it only really needs to defend itself and not others.  Rough calculation is that the 10 CIWS mass ~2.5 times as much as the 10 railguns, but provide 8 times as much missile defense.   Meanwhile, 2 heavy railguns is just not enough firepower - even with all that shielding and armor.  The captured NPR "Penetrator"-class Battlecruiser from Steve's Solarian Empires Campaign mounted 36 15-cm lasers, capable of dealing 216 damage per 10 seconds.  You don't need that much firepower, but you should at least be able to put up a good fight against a ship like that in beam range.  It would suck to have a warship this size be reduced to just those 2 guns if magazines should run dry!

If you intend to use only fighters for the hangar bay, you can trim some hull space by lowering your flight crew berths(/extra crew quarters. You only need 48 for a full complement of the fighters you showed off.  I would suggest adding some cryo berths for picking up lifepods.

The range is fine.  Allowing for extra fuel reserved for fighters and for a round trip, you probably have a roughly 30bkm combat range.  In my current game, with 12 years of exploration, the furthest system from Sol is only 22 bkm.   If you want to go further, bring a tanker or establish a forward fueling operation. (You can see this in the Galactic Map by going to Display and checking "Show Distance from Selected System". This displays the distance to each system's primary star. Some 'further' systems will actually be closer to Sol than 'nearer' systems because of the vagaries of jumpgate placement!)

Personally, I'd remove the new missile launchers in favor of additional hangar bays. Or if you want to mount some missile launchers, mount like 20-30 0.25x launchers so you can get some hefty throw weight. 

Quote
I would say that the armour amount is getting paper thin for a ship of this size, while I imagine you do not plan on getting in toe to toe gun battles with this design. There is always the chance that you could get faced with a large group of fighters or a high number of missile salvos, in this case after one or two combat strikes you could find yourself facing internal damage. Since you are unlikely to have lots of this type of design you really want them to be able to survive as long as possible. Perhaps reduce the hanger bay size to allow for more armour?
I don't agree at all.  It takes ~6 layers of armor to get 1200 armor strength, so the rough equivalent in pointage for that design is 12 layers of armor.  However, shielding is drastically superior to armor point-for-point, even if you ignore its regenerative capabilities.  There's no "Birthday problem" penetrations and no shock damage.  If you give even a (very conservative) 50% advantage to shielding point-for point, the ship has the equivalent of 15 layers of armor, which is pretty damn strong. Or to put it another way, 1200 points of Epsilon shielding is 300 hullsize (15000tons), even discounting crew requirements.  That plus the existing (presumably Ceramic) 6 layers of armor is about 400HS/20000tons or 20% of the ship devoted to passive defenses!  That is an extremely high percentage for any warship, let alone one mounting bulky high-efficiency drives.  If that percentage was used for purely armor, you'd end up with 20 armor layers!  If anything some of those defenses could stand to be swapped out for more hangar bays or somesuch.
 

Offline AL (OP)

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Re: Joining the big leagues
« Reply #4 on: August 04, 2015, 12:13:21 AM »
Thanks for the responses so far.
To be honest, I forgot about the salvo density issue towards the end of the design process. I'm thinking I might try out 50% reduced size launchers for all the size 1's. They were never really intended for anti-missile duties anyway, and the increased salvo density should make up for the ~25s reload time they get instead.

I dont have the save on me at the moment, but earlier I was working on getting the ship up to speed before all else. I slapped on some more engines to get 4000 km/s, but even after cutting fuel, hanger space, magazines and some shielding I was still somewhat over the size budget. It seems I would have to develop some higher power-modifier engines to be able to fit it all in, but I'm concerned it would drop the range too much especially considering I've already dropped about half the fuel capacity. And this is before getting the armour belt up to strength.

Now that I think about it, those point defense railguns do seem somewhat pointless when CIWS is available and the ship is supposed to work independently - this kind of thing is why having other people check the design can be so useful. I'll take them off and see if I have enough room at the end to fit some of the larger caliber guns later.

I do have some 1kt shuttle designs with cyro space for picking up pods, but I guess I'll have to wait for the other design revisions before checking if I have the hangar space available to pack some of those.
 

Offline TheDeadlyShoe

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Re: Joining the big leagues
« Reply #5 on: August 04, 2015, 12:29:22 AM »
I was thinking going with larger salvos for the size 10 launchers,  most everyone goes standard launchers for size 1s - it's better for antimissile purposes and can pump out more missiles in less time than reduced size launchers. 

personally i find there are only two speeds that actually matter for warships: faster than the other guy, and not faster than the other guy.  "Long range carrier" and "Faster than the other guy" simply don't go together easily.  Embrace the efficiency and/or size savings of running with a lower speed.  Since this ship carries fighters anyway, it doesnt suffer as badly from the traditional disadvantages of being out-speeded. 

You may consider increasing your battle-line speed. 4000 km/s is 'standard' for old style military magnetoplasma engines, but even then many players used increased speeds.  The size and speed benefits of using 1.25x and 1.5x speed boost engines are hard to ignore, and you can make up a lot of the fuel efficiency loss by increasing size. The resulting large engines are expensive to research and can explode catastrophically, but the performance gains are hard to argue with.
 

Offline AL (OP)

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Re: Joining the big leagues
« Reply #6 on: August 04, 2015, 05:21:46 AM »
I already run the maximum 50hs engines on all my ships as standard (other than FAC/fighters of course...) so no gains there.
I'm thinking I might just rewrite the whole concept here. I started again with a really large capacity carrier, same 100kt size:
Code: [Select]
Acalle class Carrier    100 000 tons     1585 Crew     15915.8 BP      TCS 2000  TH 2400  EM 0
2400 km/s    JR 3-50     Armour 10-191     Shields 0-0     Sensors 90/90/0/0     Damage Control Rating 20     PPV 0
Maint Life 0.18 Years     MSP 3989    AFR 4000%    IFR 55.6%    1YR 22630    5YR 339450    Max Repair 3466 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 756   
Flag Bridge    Hangar Deck Capacity 35000 tons     Magazine 2500   

Hyperspace Core M-100k     Max Ship Size 100000 tons    Distance 50k km     Squadron Size 3
Prototype MPF Cruiser Sublight Drive (8)    Power 600    Fuel Use 12.18%    Signature 300    Exp 7%
Fuel Capacity 4 150 000 Litres    Range 61.3 billion km   (295 days at full power)

Ageis Shield System (10x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
King-Lowe Missile Detection Net (1)     GPS 280     Range 50.4m km    MCR 5.5m km    Resolution 1
Thermal Sensor TH5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
EM Detection Sensor EM5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km

ECM 20

With its offensive capabilities completely offloaded onto its strike-group, I can better take advantage of the low speed, high efficiency engines. Hopefully the CIWS and armour should be sufficient to keep attacks on the carrier at bay long enough for some support to arrive/deal with the threat.

I then moved on to redesigning the cruisers somewhat:
Code: [Select]
Anatus-A class Cruiser    100 000 tons     1901 Crew     19468.8 BP      TCS 2000  TH 4200  EM 45000
4200 km/s     Armour 10-191     Shields 1500-300     Sensors 90/90/0/0     Damage Control Rating 50     PPV 180
Maint Life 0.35 Years     MSP 4217    AFR 8000%    IFR 111.1%    1YR 12061    5YR 180912    Max Repair 337.5 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 33   
Hangar Deck Capacity 2000 tons     Magazine 3100   

Prototype MPF Cruiser Sublight Drive (14)    Power 600    Fuel Use 12.18%    Signature 300    Exp 7%
Fuel Capacity 3 900 000 Litres    Range 57.6 billion km   (158 days at full power)
Corellis Reactive Armour Mk.II (375)   Total Fuel Cost  9 000 Litres per hour  (216 000 per day)

Ageis Shield System (10x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
125mm Flechette Cannon (10x4)    Range 250 000km     TS: 5000 km/s     Power 15-4     RM 5    ROF 20        5 5 5 5 5 4 3 3 2 2
Clayton Long-Range Fire Control (2)    Max Range: 320 000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Micro SF Reactor Core (4)     Total Power Output 48    Armour 0    Exp 5%

150mm Auto-Cannon Mk.II (100)    Missile Size 1    Rate of Fire 5
Cannon Control Centre (5)     Range 6.8m km    Resolution 20
150mm "Mauler" Shell (2000)  Speed: 30 000 km/s   End: 3.8m    Range: 6.9m km   WH: 4    Size: 1    TH: 160/96/48
150mm "Cleanser" Shell (500)  Speed: 24 000 km/s   End: 13.3m    Range: 19.1m km   WH: 1    Size: 1    TH: 80/48/24
150mm "Seeker" Shell (600)  Speed: 32 000 km/s   End: 4.2m    Range: 8.2m km   WH: 4    Size: 1    TH: 181/108/54

Coleman Missile Detection Sensor (1)     GPS 140     Range 25.2m km    MCR 2.7m km    Resolution 1
King-Lowe Ship Detection Net (1)     GPS 28000     Range 504.0m km    Resolution 100
King-Lowe Missile Detection Net (1)     GPS 280     Range 50.4m km    MCR 5.5m km    Resolution 1
Thermal Sensor TH5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
EM Detection Sensor EM5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km

ECCM-2 (2)         ECM 20

The jump drive was peeled off for a fair bit of extra space, and the flag bridge was removed as the dedicated carrier probably is a better fit for it. Hangar space was reduced to just 2000t for a couple shuttles or backup/reserve scouts and the point defense railguns were replaced with the higher caliber anti-ship version as suggested. Speed is now up to 4.2kkm/s and armour boosted to 10 layers. Obviously the cruiser is now reliant on the carrier to transit from system to system, but I figured I may as well make use of the squadron jump size of 3 we get.

I still need to research the reduced size torpedo launchers so no revised B-variant yet, but thoughts on the changes so far?
 

Offline sneer

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Re: Joining the big leagues
« Reply #7 on: August 04, 2015, 05:49:42 AM »
4.2km/s is much better , at least you are no longer slowest ship in the area

it is always good idea to try think out of what  your designs can do vs similar ships or even trying to figure out how whould look a fight between 2 ships of same class
are your missile offensive potential  strong enough to break point defence , can you penetrate shields with your fire and so on
such thinking offer good idea about how offensive and defensive assets are balanced

rest is a matter of overall fleet composition , expected enemies , doctrine and so on

in many of my games 200-250kt is more or less enough tonnage for my main fleet ;) so using 100kt is a bit weird :)
If i remeber correctly 50kt was my biggest ship combat used


 
 

Offline AL (OP)

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Re: Joining the big leagues
« Reply #8 on: August 04, 2015, 07:33:41 AM »
Yeah, to be honest the size has quite a lot to do with flavour and the sheer "cause-I-can" factor than actual combat effectiveness, but even so it doesn't mean it can't be optimised enough to perform well.
 

Offline sneer

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Re: Joining the big leagues
« Reply #9 on: August 04, 2015, 08:13:41 AM »
for me 100 kt ship should be able to have at least 80-120 4-6 size missiles broadsiede ;) otherwise I'm not happy
some nasty creatures out there in space simply demends huge broadsides , especialy in early and mid game

 

Offline Vandermeer

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Re: Joining the big leagues
« Reply #10 on: August 08, 2015, 12:54:32 AM »
I largely approve of seeing some larger ships for a change of course. :) If some people do it here and there sometimes, that makes up for a healthy sci-fi culture injection I think.

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This was the original design I came up with. As you might notice, and I freely admit, the missile doctrine was ripped off heavily inspired by Vandermeer's Astral Republic game.
Good, good. When looking on how you renamed shields to reactive armor, and CIWS to Aegis Shields (typo btw.), I can see you have internalized this "all is symbolic - everything is permitted" sandboxy interpretation understanding. :D This is the road to free fiction.

I will be adapting something from you too , which is the conversion to mm measurement for guns etc. . Can't believe I haven't thought about that yet and left it with game given centimeters. So un-naval.


..Uhm, I have just quickly calculated how long these 150mm "shells" would have to be to weight the 2.5 tons they do btw. .(was curious if that would be a good measure for head kino purposes). The result was somewhat over 15 meters... . I looked up an 155mm howitzer shell (link) which is only 43 kg, so it seems it should be even over 25m. ...I guess that means it should be a higher caliber. ;D Howitzer equivalent would be pretty lame for ship cannons too.(Yamato had 460mm) Then again, having 100 massive cannons isn't really thematic style either.
I guess there is an issue with the data realism of Aurora here then. Launchers seem too small, and the "missiles" seem not to have enough punch for the massive caliber that even the smallest one would have.
Iowa Main Turret weights about 120 tons with 3 barrels and firing about 1.2 ton projectiles (406mm caliber here), so the launcher to ammunition weight ration is 33:1.  Aurora is just 20:1 without any launcher reduction, so launchers are indeed somewhat easier to get.
It could be because we are dealing with missile launchers here after all though and not cannons, hmm. Here is one real naval launcher: link 5777kg as 21 box launchers, and 73.5 kg of the ammunition make for about 25:1 ratio in form of standard (no mini.) launcher. If that is a representable sample, then Aurora launchers come actually pretty close.
...Weird. I know one has to consider layout and all that support tonnage that has to come on top of just the weight of something like the 120t turret, so the real ratio should be higher. However, Aurora is not really devoid of that too, with all the crew quarters, engineering, armor and engines being considered and taking up a lot of hull. Maybe crew quarters are still too small though, because I hear the crew space takes up the most of ships, which isn't really the case in Aurora. ..I think that is worth an investigation sometime in another thread. If it is true, then the deadliness of all weapons would have to scale up as a follow-up to compensate for reduced weapon tonnage.

Well, for now I guess I can accept that Iowa measurement, where one barrel is about 40t when you cut the turret up, so close enough to 50t of Aurora. That makes shells maybe 500mm, and we consider them to be about 66% heavier because of future, space and TN-material and whatnot. To avoid picturing ships with literally 100 main battleship cannon barrels sticking out, I also before in the Astral Republic thread considered the extra tonnage merely to be part of some sort of fast firing mechanism, so you could maybe restrict it to 10-20 barrels in mind, but firing 5-10 times in 5 seconds.(not optimal for the battleship feeling, but something. It was ok for the ships that I made in there, where every 'turret'-fire-control actually represented a real turret on the models that I used as inspiration, but the excess barrels would become part of the reloading mechanism)


Lost in theoretics. Back to the designs: You did designate quite a lot to shields. I know that is the core strength of large ships and you reduced it in the revision already, but it is still about 15% of the hull, so maybe 30% or more of the available mission tonnage. As center ship of a larger fleet I would say it is great, but for a ship of the line combatant I think it is too wasteful. Even the 300kt cruiser which managed to survive that whole big NPR war in my thread unscratched, despite close combat and such, had only 900 shields at the time.(though it should have been a bit more here)
Though I have to agree that no matter if you rebalance or not, the first current layout will most likely be able to conquer all but heavily fortified NPR worlds.(and Invaders ofc.) My first 120kt and partially 180kt ships couldn't shield wise stand against spoiler amm PDCs alone, but I guess that was because of the heavy cuts that maintenance takes when activated.


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1. How good of a range is 70-80 bkm? Is it necessary to sacrifice some of the combat capabilities to improve the range? I've had some recent engagements that were 4 or so jumps out from Sol if that gives enough of an indication of what I am after.
You wanted it to be a long-ranged capital ship, but I consider this too little range for that here. Around 80 billion range only gives it an activity radius of around 40 billion kilometers, which is not too much on some maps.(though enough in most cases in early game I guess) Some connections and furthest research or fuel harvest outposts in my still relatively narrow Astral game map already require me to travel 40 billion kilometers out for example. Currently even my response craft destroyers of 1.35 engine power still manage to have more than 80 billion range, even though they are literally just there for out-and-back type mission. If I can manage, I try to give a capital ship a two year constant flight time provision, though I agree it goes a bit overboard, and I rarely use it all in actual exploration.(only fighter operations drain heavy on supplies)
That all falls of course if you seriously play with fuel tankers at the side of your fleet, or just behind the lines. Or maybe you use well placed refueling bases.(just occasional gas giants are too random and therefore not enough for this btw.)
I personally disliked the style in my big ship games, but I have recently made a little test game where I had fleets of smaller ships that really benefit from tanker management. It is just such a diminishment of capital ships, if you have to escort it with an even bigger tanker all the time. It should be the sight that towers it surroundings, thus must have its own fuel that gets it around.(or well organized fuel stations)

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2. Is 2400 km/s too slow? I recently made it into magneto-plasma in engine tech, and my fleet speed for smaller ships is around 4000 km/s which I think is more acceptable.
Capital ships are never really fast, because of the range requirement. My swarm game had capital ships with speed of 120km/s, and I still washed two of the spoiler types in my way easily. Usually though I give the capitals 40% engine designation to kind of rebalance at least a bit, but in the end, you will only directly fight beam targets foolish enough to engage you head on (of which there are surprisingly many  :D ), which means you must have big weaponry that definitely outranges them.(one of the strengths of big ships anyway, and then you adapted that ultimate ship-vs-ship weapon artillery shell thing, so you are good)
If the enemy consists of missile ships and still somehow has enough PD to block your torpedoes, the plan of choice is always the fighter complement, which you must have noticed in real world operation already. (maybe reduce their thermal btw.? they get spotted before firing range, which was one of my mistakes in the Astral game, yet it is fine for first strikes after fixing it - nothing against active sensors of course)
If the enemy can locate your fighters and counter them with missiles before they do anything, and you don't have escort fighters to shield them from small to medium salvos, then the only tiring thing to do for you is to wait for him to expend all ammunition on your capital ship instead, which should be immune against all natural non-beam ship threats at this stage.

I myself never had problems with the limited speed on capitals in all my games so far. In the Astral one of course I had already TL6 and with the 40% designation thus were faster often enough nonetheless, but even when I was not(against all those remnants), the different options in the arsenal always provided me with an appropriate counter.
This is the true boon of sheer mass dominance. Even while split up in all these multi-role capacities, you're still having enough for any particular job in any case and situation. Only larger fleets of highly specialized composition could crack such a nut in the field, but that doesn't happen in normal Aurora. (otherwise: a really large fleet of any composition can ofc. always be a threat, but I only saw such once and long ago)

One tip for the fighters: You should maybe include at least one fighter with beam weapons. You don't need to consider the escort thing if you don't like it, but just one beam fighter is technically enough to fulfill that desirable civil ship hunting role, where you can just lock the auto-target option and then see the AI shoot them down automatically. Spares a lot of click work.

1. only 6 armor on 100kt beast ? seems a bit small 1.5kt shield is nice but you may face opponents that will tear it fast and later all hits will be critical
The only ones that are able to tear such a shield are Amm PDCs, no other. Well, if you fight invaders with beam maybe, or do really suicidal decisions like taking on a focused beam NPR fleet. I have never seen anything other than Amm break a shield of 800+ though, and this despite playing only big ships since I got the game.

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2. by the time you hit 100kt naval slipway you should have far better engines for the ship - 2.4 for magneto era is small  / 4-6km/s is better for this era
This is actually accurate timing. In the Astral game I could put out that first 100kt Gemini frigate also exactly at magneto plasma age. I have often read how it takes soo long to build up large yards. ...You people aren't pushing it enough I say! ;D ;)

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3. B-type has 10 tubes per 100kt tonnage . In many cases you will not harm anybody as PD will stop this easily. I doubt you will have many of such ships so increasing salvo will be difficult.

I would personaly never go this way. Ships seem damn expensive for a broadside
It is only a tactical asset. You can't count in classical ways like tube/mass ratio. Of course a multitasker will never be cut well in anything here. But since it is so dominating in mass, it will still be powerful enough to engage 1-3 smaller targets successfully nonetheless, which is probably about 90% of the fights in the game. It is a situational weapon for whenever a missile attacker is faster than you. From personal experience I can say that it works out in praxis very well.(the 300kt cruiser of the Astral thread even just had 6 tubes, and it was still enough for said purpose)

20k is also not really expensive. What else would you do with your resources? By the time I had full TL6 in the astral game, I had acquired enough resource to build pretty much exactly 100 of these 300kt cruisers (there was picture proof in another thread to that), and just artificially restricted myself to build not more than two at that time, because I wouldn't like to manage too much. Ship lists become crazily long if you would invest that type of resource fully in just small ships, but I guess most people just stop way before as me too.
The only things that I have really found to be costly in Aurora are massive civil ships, massive pdcs, or constant auto-mine spam.(but the last only through mismanagement of the corundium income)

Meanwhile, 2 heavy railguns is just not enough firepower - even with all that shielding and armor.  The captured NPR "Penetrator"-class Battlecruiser from Steve's Solarian Empires Campaign mounted 36 15-cm lasers, capable of dealing 216 damage per 10 seconds.  You don't need that much firepower, but you should at least be able to put up a good fight against a ship like that in beam range.  It would suck to have a warship this size be reduced to just those 2 guns if magazines should run dry!
You overlooked that the main "beam" weaponry of the ship is actually the unblockable amm-sized(/mini-asm) "shell" spam. These weapons outrange every classical beam ship by far, and manage to get through beam specialist defenses easily still while doing medium damage. They are the superior beam fight weapon.
The new world order goes as this (assuming both sides would know all these ship types):
PD-Beam ships ->counter-> Missile Ships
Artillery(mini-asm) ships ->counter-> All Beam Ships
Missile ships ->counter-> Nothing, they are pathetic against PD and obsolete unless you have mass advantage or box launching ones as 1-hit wonder. Oh, of course they can engage enemy missile ships, which you would do if you can't get the PD-Beams up to speed.
?? ->counter-> Artillery ships. There is nothing effective against these, only other artillery ships will at least fight fair. AMM or Mini-ASMs seem to be the most powerful concentration of firing power and range in the game. The reason that they aren't even weak against Missile ships despite having no beam defense on their own is of course that their ammunition can double as PD too. It is not as good as a PD-Beam ship, and Mini-ASM is less accurate as AMM, but functions well enough to survive an equal enemies' magazines just fine, so if a missile ship isn't faster, it will still end up being the one to fall.
Computer AMM ships can in theory still be reasonably countered by heavily armored tanking hulks, but you won't be able to survive that against the Mini-ASMs who do more than 1 damage per unit.


To be honest, I forgot about the salvo density issue towards the end of the design process. I'm thinking I might try out 50% reduced size launchers for all the size 1's. They were never really intended for anti-missile duties anyway, and the increased salvo density should make up for the ~25s reload time they get instead.
Don't do that. Serious lack of combat experience here. 50 salvo density is far enough to deal with everything out there that isn't a (strong) PDC base, un-dispersed NPR fleet hub or maybe invader. I had 24 on the 300kt cruiser only, and it worked on every spoiler and NPR ship formation I came across, which happened to be lots. Even small groups of ships rarely block more than 8 missiles top. Hmm, maybe at your current missile speed it will be more though. You aren't using x6 power engines? That is one of the requirements of qualifying as a shell! (of course you can do what you want)
Anyway, 50 is still really powerful, and it will get through without having to resort to miniaturization.

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I do have some 1kt shuttle designs with cyro space for picking up pods, but I guess I'll have to wait for the other design revisions before checking if I have the hangar space available to pack some of those.
If you are not afraid of exploiting game weaknesses, a tip: Docked craft doesn't lose moral below that of the capital ship it is docked on under any circumstances, meaning you can load a single most miniature rescue shuttle (~120t) full with survivors until it should explode, and it will still be fine while docked.
I still have more, but that is what I found out.

for me 100 kt ship should be able to have at least 80-120 4-6 size missiles broadsiede ;) otherwise I'm not happy
some nasty creatures out there in space simply demends huge broadsides , especialy in early and mid game
What are you thinking of? Invaders maybe ??? Otherwise I have not seen any threat that demanded 80-120 sizable missiles focused onto one at all, except PDC which still will be able to block all of them though.


---back to AL---
The newer, faster, easily exhaustible(both in fuel and ammunition), basically one-trick equipped, and only 2% strike craft capable Anatus-A class cruiser is a treachery to the capital ship concept.  ;) Seriously though, it is a dreadnought at this point. Nearly all one big gun type and then rush the enemy with it. Independent capital ships who are literally able to stand on their own and make something of it in any situation, must be a center of many options and possibilities, or the day will come where you don't have the right tool for a job, and have to call for back-up. That is fine if you play a big fleet game, as jobs are shared in those, but it is no capital ship game.

Hmm, I notice though that you never directly said you wanted that other than the note about possible independent operation. Athom was about to make some bigger ships too as he said, but he seemed to be willing to still separate the roles, so I guess people might see a sized up fleet game up there.

Yeah, to be honest the size has quite a lot to do with flavour and the sheer "cause-I-can" factor than actual combat effectiveness, [...]
:(
...You have not understood a thing.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline sneer

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Re: Joining the big leagues
« Reply #11 on: August 09, 2015, 02:05:24 PM »
yes all my points are having invaders as enemy
because with a bit of tactical feel you can beat any npr even with inferior stuff ( that is valid only in early games )
so no matter what you build if you got some experiace you will beat them sooner or later

below invader data below spoiler so read at your own risk ;)
point 1  fleets I faced would tear 3 such capitals apart ( when you face 200+ twin 12cm ultrahightech beams in 1 tf not even counting some heavier beams that is much faster than you you are getting low on options really fast and such defences will be a matter of seconds at point blank range

point 2 I have seen 250 amm every 5sec incoming to me and my 600 str shielded capitals falling off formation despite having lots of level 4 gausses



point 3. some of my games offer me relatively poor mineral abundance in my strating area so mineral cost is and issue at tl6
« Last Edit: August 09, 2015, 02:17:01 PM by sneer »
 

Offline TheDeadlyShoe

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Re: Joining the big leagues
« Reply #12 on: August 10, 2015, 10:43:41 PM »
Without getting into the size-1 argument - Missiles will always be better than beams, even in beam range.  But they are fundamentally limited by ammunition. That makes the inclusion of a strong beam armament advisable. 

 

Offline Vandermeer

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Re: Joining the big leagues
« Reply #13 on: August 12, 2015, 05:31:59 PM »
yes all my points are having invaders as enemy
because with a bit of tactical feel you can beat any npr even with inferior stuff ( that is valid only in early games )
so no matter what you build if you got some experiace you will beat them sooner or later

below invader data below spoiler so read at your own risk ;)
[...]
Well, I guess we can all agree that Invaders always need some special treatment. :) They are so rare and need such specialization to be beatable on lower tech levels though, that I have personally found it not to be worth to take into general design considerations.
Change plans when you spot them, otherwise, prepare only with exuberant PDC buildup; that has been my strategy so far.

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point 3. some of my games offer me relatively poor mineral abundance in my strating area so mineral cost is and issue at tl6
I hear many people having mineral shortages very often, but I have seriously never really experienced it other than in my first two games. From then I adapted the policy to really focus on setting myself economically free by working out an efficient ratio of simultaneous construction factory and auto-mine building, and basically doing nearly exclusively that for a long time.(until I crash my corundium account that is) I go for good corundium sites first, because that guarantees exponential income growth in everything, and once a certain stage has past, military ships are just no bother no matter which magnitude.
But even when not doing that, I wonder how the resources can become so short. I have recently made a side game to test some functions of Aurora, and for fun created a 5mt battleship in year 48 while not even having left Sol, so home resource financing alone. It was costly, but not crushing, and I built a whole 700+ kt escort fleet and many megatons of asteroid mining, PDC hangars, and civil troop transporting too. Now, I think that game started with 10 billion population, so earths home resources were scaled up to that I think, but on the other hand I have only started to tap into the surrounding planets and asteroids, so there is much more to come. You said somewhere before that around 250kt is enough for your main fleet usually, and well, that should be easy to get in comparison.
Another point: I also don't trust civils and have to build a lot of freighting by myself too, which is as said before really expensive and actually the main strain on my resources. But that is a expense most other players don't seem to have, so with the main strain cut out, they should be even richer.
Is it because you spread out your resources over many colonies or something? Because that is one thing I don't like, and which would explain "shortages" even though they would be artificial. Even in games where I still played with many colonies, I would only fly in infrastructure/mines/factories from the main colony, and resources only carefully measured when PDC building was in order.


Without getting into the size-1 argument - Missiles will always be better than beams, even in beam range.  But they are fundamentally limited by ammunition. That makes the inclusion of a strong beam armament advisable.
Bear in mind that there is some rebalance with mini-asm ships having also better firing endurance, as greater salvo density is not needed beyond a certain point, I have never really seen the need to deploy strong beam attack ships. PD, of course, but beam attack? If you cannot win a fleet battle with your 80% missile ships, would 20% beam attack ships then really change it, or blow up before the counter fire? If you would have had 100% missile ships, then maybe you would have had enough ammunition to win.
This I think goes into the same line argument that leaves people suspicious of the use of beam-fighters, because they are worthless in an anti-ship role, as they always fall before against the missiles. Beam fighters though still have a use, because their naturally excellent targeting speed makes them work nicely as deployable escort PD-beams, which is something attack beam ships cannot say for themselves.

Some minimum beam attack is always needed ofc. to take down enemies that have already depleted ammunition or otherwise helpless craft, so you can actually safe up on your own ordnance supplies. ..But PD-beam ships or fighters can do that already, so where is the niche for real beam attack?(other than RP of course)
..Maybe in the nebulas.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline CharonJr

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Re: Joining the big leagues
« Reply #14 on: August 12, 2015, 06:04:12 PM »
Nebulas, the biological spoilers and commerce raiding are good uses for beam ships. And most important for me they need less micromanagement.