Author Topic: Early Era Dawn of Fighters  (Read 4555 times)

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Offline drmzsz7 (OP)

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Early Era Dawn of Fighters
« on: January 12, 2014, 07:09:45 PM »
Hello! My names Jon, I just started a game, been spending alot of time tinkering with ship editor, think I found a feasible function RP setup for this approach.  Every Fighter is built with an emphasis on fine tuning to fill the 250/500 x2x1 Ratio's in a 250/500/100 Bay.  Ie Redundent scanners, lavish fuel, as well as specialized carriers, fighter attachment sleds, and an effort of corporations to seed slow moving mobile fuel/supply/repair sacks capable of ferrying and acting as a stopover point as colonies are established and patrol routes assigned in a in solar system network! Currently we have no concept of jump points/ jump ships as we have only taken the very first steps towards exploring our solar system.

 This is my first time playing ever, no idea if this approach is going to work, love the concept of the game, amazingly done! Lets gooo!
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #1 on: January 12, 2014, 07:15:17 PM »


Meet the Aeon Harness.    Its selling catch phrase was, "It may not get you there quickly but it will get you there.   " Holds true, with its 326 billion range, it can literally sling any fighter sized ship within anything in the solar system, no risk of fuel, enough fuel to refuel fighter craft a billion times over  It serves as a Repair Galley, a Tanker, and there are even talks of slapping on some Magazines and cargo loaders to serve as a collier! All loaded in a slightly chubby corvette frame! Brilliant!! Both of the vessels were designed with efficiency and sustainability in a very wild frontier of unknown certainties and untold riches!

Aeon - Harness class Tug    4,150 tons     52 Crew     378.   625 BP      TCS 83  TH 62  EM 0
746 km/s     Armour 1-23     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
Maint Life 19.   83 Years     MSP 285    AFR 27%    IFR 0.   4%    1YR 1    5YR 21    Max Repair 15.   625 MSP
Intended Deployment Time: 300 months    Flight Crew Berths 60   
Hangar Deck Capacity 500 tons     

62.   5 EP Commercial Explorer Thermal Engine (1)    Power 62.   5    Fuel Use 13.   26%    Signature 62.   5    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 326.   7 billion km   (5068 days at full power)

This design is classed as a Military Vessel for maintenance purposes

Everything revolves around this sled, or sleds equipped like it.  Sled in fighters, sled in sensors, sled in supplies, fuel, litter the stars with these sleds to act as mobile repair/refuel/rearm stations.
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #2 on: January 12, 2014, 07:19:49 PM »
This is the Nimbus class, it will be the backbone of the Geological Survey Confederation in the pursuit of analyzing all the planets in a cheap inexpensive package.  It has a bridge to act seperately of host sleds, yet interact an piggy back along with those sleds.  Not sure about the game mechanics, but any good naval commander knows a fighter has a cockpilt, an exploration vessel has a bridge. .


Nimbus - Recon class Geosurvey Ship    500 tons     15 Crew     131.   5 BP      TCS 10  TH 10  EM 0
1000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 0     PPV 0
Maint Life 9.   32 Years     MSP 82    AFR 4%    IFR 0.   1%    1YR 2    5YR 26    Max Repair 100 MSP
Intended Deployment Time: 23 months    Spare Berths 6   

10 EP Military Thermal Engine (1)    Power 10    Fuel Use 98%    Signature 10    Exp 10%
Fuel Capacity 10,000 Litres    Range 3.   7 billion km   (42 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

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

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #3 on: January 12, 2014, 07:29:02 PM »
The Lasher was conceived by a joint panel of the worlds nations to lead in the defense of the soon to be foreseable future of humanity.   
It packs an impressive amount of missiles for diverse platform of ranges, under a small frame.    Though it has the capability for extended missions away from a fleet it lacks the necessary scanning software on its own.    It is strictly meant to work in conjunction with advanced sensor ships, having only a backup Fighter Scanner.   

Lasher - Missile Gunboat class Fighter    245 tons     3 Crew     32.   7 BP      TCS 4.   9  TH 5  EM 0
1020 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.   8
Maint Life 0 Years     MSP 0    AFR 49%    IFR 0.   7%    1YR 2    5YR 24    Max Repair 12 MSP
Intended Deployment Time: 3 months    Spare Berths 0    
Magazine 12    

5/1 Thermal Fighter Engine (1)    Power 5    Fuel Use 99%    Signature 5    Exp 10%
Fuel Capacity 5,000 Litres    Range 3.   7 billion km   (42 days at full power)

Size 4 Gunboat Pod (3)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Control FC2-R1 (1)     Range 2.   9m km    Resolution 1
Size 4 ASM Ballista (1)  Speed: 7,500 km/s   End: 62.   1m    Range: 28m km   WH: 1    Size: 4    TH: 30/18/9
Size 2 Anti-ship Missile (2)  Speed: 6,200 km/s   End: 6.   6m    Range: 2.   4m km   WH: 1    Size: 2    TH: 24/14/7
Size 1 ASM Sparrow (4)  Speed: 3,000 km/s   End: 5.   2m    Range: 0.   9m km   WH: 1    Size: 1    TH: 14/8/4

Fighter Search Sensor 190/0 (1)     GPS 3     Range 190k km    MCR 21k km    Resolution 1

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

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

With its highly efficient drive, and superior fuel capacity, ease of repair, diverse multi role options, this fighter bomber has already turned admirals heads.   Who cares that it can't hit for smeg, theirs no one else to hit at this point in time! It just looks impressive on paper! haha
« Last Edit: January 12, 2014, 07:31:51 PM by drmzsz7 »
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #4 on: January 12, 2014, 07:46:17 PM »
When the Sentinel Frame was conceived Earth Engineers saw the brilliance behind the Aeon Harness.  They said, good god, that sir is a bloated whale of everything space expansion needs! So they then thought well, the only thing we have right now are these small dinky fighters, so lets put the largest scanner our tech allows to find small ships like us that may be sneaking in from the depths of space!
Carriers in this world are designed to be faster then the craft they carry for the sole sake of commanders being afraid there pilots  might chase them one day. 
This is the Sentinel, its designed to see stuff, it does a swell job seeing the small stuff! Its light too, 8k tons, 4 fighters for offensive/defensive punch, thats all it does. 
It goes far enough but not to far, but it needs a fleet tenders huggin love every now an then.

Sentinel - Command Carrier class Light Carrier    8,000 tons     181 Crew     1123 BP      TCS 160  TH 245  EM 0
1531 km/s     Armour 1-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 1. 47 Years     MSP 1175    AFR 256%    IFR 3. 6%    1YR 606    5YR 9094    Max Repair 600 MSP
Intended Deployment Time: 144 months    Flight Crew Berths 0   
Hangar Deck Capacity 1000 tons     

245 EP Thermal Carrier Engine (1)    Power 245    Fuel Use 51%    Signature 245    Exp 10%
Fuel Capacity 250,000 Litres    Range 11. 0 billion km   (83 days at full power)

Carrier Search Sensor 48m/50 (1)     GPS 600     Range 48. 0m km    MCR 5. 2m km    Resolution 1

Strike Group
4x Lasher - Missile Gunboat Fighter   Speed: 1020 km/s    Size: 4. 9

This design is classed as a Military Vessel for maintenance purposes
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #5 on: January 12, 2014, 07:51:16 PM »
The Sentinel frame was a huge success, this version's sensor suite was ripped out in favor of a huge amount of missiles, and launchers, to feed surrounding Carrier swarms. 

Sentinel - Scout Carrier class Light Carrier    8,000 tons     148 Crew     834 BP      TCS 160  TH 245  EM 0
1531 km/s     Armour 1-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 12
Maint Life 9. 86 Years     MSP 1489    AFR 68%    IFR 0. 9%    1YR 28    5YR 417    Max Repair 122. 5 MSP
Intended Deployment Time: 144 months    Flight Crew Berths 6   
Hangar Deck Capacity 1000 tons     Magazine 404    Cargo Handling Multiplier 10   

245 EP Thermal Carrier Engine (1)    Power 245    Fuel Use 51%    Signature 245    Exp 10%
Fuel Capacity 250,000 Litres    Range 11. 0 billion km   (83 days at full power)

Size 4 Gunboat Pod (20)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Control FC2-R1 (2)     Range 2. 9m km    Resolution 1
Size 2 Anti-ship Missile (50)  Speed: 6,200 km/s   End: 6. 6m    Range: 2. 4m km   WH: 1    Size: 2    TH: 24/14/7
Size 4 ASM Ballista (47)  Speed: 7,500 km/s   End: 62. 1m    Range: 28m km   WH: 1    Size: 4    TH: 30/18/9
Size 2 Anti-ship Missile (17)  Speed: 6,200 km/s   End: 6. 6m    Range: 2. 4m km   WH: 1    Size: 2    TH: 24/14/7
Size 1 ASM Sparrow (82)  Speed: 3,000 km/s   End: 5. 2m    Range: 0. 9m km   WH: 1    Size: 1    TH: 14/8/4

Strike Group
4x Lasher - Missile Gunboat Fighter   Speed: 1020 km/s    Size: 4. 9
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #6 on: January 12, 2014, 07:55:52 PM »
A logistic problem with the sleds being slower then the sentinel frame has already been thought up in the creation of the Tanker class Carrier.  Its foreseen role will be to support the carrier group in the exploration and safe keeping of shipping lanes from local pirate groups within the solar system.

Sentinel - Tanker class Light Carrier    7,950 tons     95 Crew     659 BP      TCS 159  TH 245  EM 0
1540 km/s     Armour 1-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 0
Maint Life 5. 25 Years     MSP 394    AFR 66%    IFR 0. 9%    1YR 24    5YR 359    Max Repair 122. 5 MSP
Intended De
ployment Time: 144 months    Spare Berths 33   

245 EP Thermal Carrier Engine (1)    Power 245    Fuel Use 51%    Signature 245    Exp 10%
Fuel Capacity 4,000,000 Litres    Range 177. 5 billion km   (1333 days at full power)

Strike Group
2x Lasher - Missile Gunboat Fighter   Speed: 1020 km/s    Size: 4. 9

This design is classed as a Military Vessel for maintenance purposes
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #7 on: January 12, 2014, 08:12:47 PM »
The Intel Command Carrier is a Sentinel class Engine strapped to an Aeon Hull.  Engineers doubled hangar space, to field the new Aegis.  The speed has been doubled at the expense of range. 
Fleet command envisions current research into cloaking will help create the ultimate shadow carrier ship, for clandestine monitoring of races we have not encountered yet.  As far as we know, we humans rule the universe!!
 Hail the Imperium of Man!

Sentinel - Intel Command class Light Carrier    5,050 tons     92 Crew     477 BP      TCS 101  TH 150  EM 0
1485 km/s     Armour 1-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 0
Maint Life 22. 38 Years     MSP 1472    AFR 25%    IFR 0. 4%    1YR 6    5YR 84    Max Repair 75 MSP
Intended Deployment Time: 144 months    Flight Crew Berths 4   
Hangar Deck Capacity 1000 tons     

150 EP Military Thermal Engine (1)    Power 150    Fuel Use 70%    Signature 150    Exp 10%
Fuel Capacity 1,000,000 Litres    Range 50. 9 billion km   (396 days at full power)

Strike Group
1x Nimbus - Recon Geosurvey Ship   Speed: 1015 km/s    Size: 9. 85
2x Aegis - Recon Early Warning Craft   Speed: 1010 km/s    Size: 4. 95


This design is classed as a Military Vessel for maintenance purposes
 

Offline MarcAFK

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Re: Early Era Dawn of Fighters
« Reply #8 on: January 13, 2014, 12:07:19 AM »
Interesting designs, I love early game tech myself and would like to hear how these perform against anything you find.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #9 on: January 13, 2014, 12:18:37 AM »
I hope so to man, from what i've been hearing though people seem to get 8k speed fighters from the door, this has left me utterly baffled as non of my tinkering has yielding anything greater then 5k speed on a 1k ton frame. if thats the case my poor humans gonna get eaten alive!
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #10 on: January 13, 2014, 12:33:58 PM »
I have literally not progressed in any time! I didn't realize how much time I could spend building all the individual ships from scratch.
Awesome game! In 100 years well have games as ridiculously micro oriented as this with graphics like those of star citizen, in a mmo like eve. That would be amazing when all the scales intermesh back into one game.
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On a side note, I had some ideas with micro-nization This RP mode is going have advanced tech in some area's but dumbed down in alot of others. For Instance, the Aeon Sled being a carrier has been renamed the Aeon "Bus". The new Micro Aeon Sled is a true intra-system fighter slingshot. New models will come out for respective fighter class adjustments as Aeon Corp see's fit.
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Aeon Corp Proudly presents the intra-system Fighter Sled. One quarter the size of an Aeon Bus the Sled can go anywhere within the Intra Solar system comfortably. It works great with any 250 frame, and plans are in the works for a 500 frame "Explorer" custom sled for Nimbus support.

Micro Aeon - Fighter Sled class Tug    1,000 tons     25 Crew     123.8 BP      TCS 20  TH 20  EM 0
1000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0      Damage Control Rating 1     PPV 0
Maint Life 22.3 Years     MSP 70    AFR 8%    IFR 0.1%    1YR 0    5YR 4    Max Repair 10 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 1   
Hangar Deck Capacity 250 tons     Magazine 30   

20 EP Aeon Thermal Engine (1)    Power 20    Fuel Use 48%    Signature 20    Exp 10%
Fuel Capacity 50,000 Litres    Range 18.8 billion km   (217 days at full power)

Strike Group
1x Lasher - Missile Gunboat Fighter   Speed: 2400 km/s    Size: 5

This design is classed as a Military Vessel for maintenance purposes
--------------------------------------------------------------------------------------------------------------------
The Micro Aeon Supply sled was manufactured to oversee the restocking of Advanced Aeon Fighter Sleds. Its hangar bay and relevent support tonnage stripped a larger more fuel efficient drive was fit into the 1000 frame. 2 times as fast, carrying a full fuel, rearm, and refuel restock for 1 Advanced Aeon Fighter Sled. It has enough onboard fuel to easily accomodate in-system travel comfortably out to pluto and back with ample leftover reserves.
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Micro Aeon - Supply Sled class Tug    900 tons     24 Crew     102.3 BP      TCS 18  TH 40  EM 0
2222 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 23.07 Years     MSP 64    AFR 7%    IFR 0.1%    1YR 0    5YR 3    Max Repair 10 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 30   

20 EP Aeon Thermal Engine (2)    Power 20    Fuel Use 48%    Signature 20    Exp 10%
Fuel Capacity 50,000 Litres    Range 20.8 billion km   (108 days at full power)

This design is classed as a Military Vessel for maintenance purposes
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #11 on: January 13, 2014, 03:24:11 PM »
Smallest ship size to date.
250 hangar space 1 can be stored, 500 hangar space 3. The -100 ton differential in hangar space will stack after so much tonnage!

Tribal class Navalized Fighter    150 tons     1 Crew     18.9 BP      TCS 3  TH 5  EM 0
1666 km/s     Armour 1-2     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.6
Maint Life 0 Years     MSP 0    AFR 30%    IFR 0.4%    1YR 1    5YR 17    Max Repair 8 MSP
Intended Deployment Time: 0.1 months    Spare Berths 9   
Magazine 4   

Cyclon 5 v1.1.1 (1)    Power 5    Fuel Use 99%    Signature 5    Exp 10%

Gremlin 4 v0.06 (1)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Sweeper .8 v1.2 (1)     Range 1.4m km    Resolution 1
4/1 ASM Ballista v4k.663m (1)  Speed: 4,000 km/s   End: 1.9d    Range: 663.5m km   WH: 1    Size: 4    TH: 14/8/4

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 Fighter for production, combat and maintenance purposes
 

Offline Verek

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Re: Early Era Dawn of Fighters
« Reply #12 on: January 13, 2014, 06:49:37 PM »
Just a few tips to do with as you will.

1.  A 'fighter', as far as the Aurora engine is concerned, is any craft with a total displacement of 500 tons or less.  While you can certainly build larger craft and call them fighters, you'll still have to use regular shipyards to build them as opposed to fighter factories, not to mention they'll need bridges if they displace more than 1000 tons.

2.  Fighters, which are often too small to mount appreciable amounts of armor or shields, need to be fast, otherwise they'll die like flies.  A good number to aim for is approximately 2 to 5 times faster than fleet speed, as speed is a fighter's armor in a sense.  I'd imagine the reason you're having trouble getting your fighters to go a decent speed is because you haven't researched engine power multipliers yet.  Fighters become much more useful when you can design engines with 3x the engine power at the cost of reduced fuel efficiency.

3.  I'm not really sure what you're intending to use your Micro Aeon or Aeon Harness tugs for.  The hangars are far too small to mount much of a fighter wing, and they're very slow to boot.  If you're in need of ships that can refuel and resupply your fleets, a commercial design might be better for anything that won't be used as a collier (magazines are considered military equipment). 

4.  Your Sentinel class Carrier has a fuel capacity of 1M liters and mounts a strike force of only 3 fighters.  The entire strike group has total fuel capacity of 15k liters.  This means you can refuel your strike group nearly 67 times before you run out of fuel.  Your carrier will probably be able to refuel itself much more frequently than that, so you could cut the fuel capacity in half or more and add a bit more hull space for more armor or other components.

5.  Everything seems to be a carrier in your fleet.  You're probably better off having one large carrier design that can cart a considerably sized strike force around.  An individual fighter isn't going to do you much good, fighters generally need to be deployed in swarms to be effective.  My advice would be to shift your navy toward 'surface' combatants until you have shipyards capable of building a decent sized carrier (20-25k tons displacement or larger)

6.  You need a dedicated sensor platform.  Sensors are fairly expensive, and good ones take up a lot of space, so having one ship designated for command and control can be a good idea AS LONG AS you protect your fleets.  Big sensors can give your position away from a long distance, and detected carriers will often become dead carriers, especially if their fighters are away on a sortie.  The Command class Sentinel will do a decent job finding missiles out to your max range of 5. 2M km, but you need another sensor with a resolution of 16-20 to detect small craft/fighters at long range, and a resolution 100 sensor to find ship sized targets at long range. 

7.  You need point defense escorts.  You don't have any AMMs to speak of, and missiles are probably the most effective means of intercepting enemy ASMs (though the costs will mount over time, not to mention the added logistics) I'm not sure what kind of missiles you can cook up with early tech, but you should aim for something that has a range of about 5. 2Mkm (the max range of your Res 1 sensor against missiles), a WH rating no higher than 1, and with as much agility as you can cram into a size 1 missile.  Then, of course, you'll want to design a dedicated missile escort for that part of your point defense umbrella.  You might not be able to design a cost effective area defense ship with your tech, so instead, make gauss turrets that track at the highest speed you can design a fire control for.  Having your last line of missile defense being about 10k km out might make you and your ship commanders a little nervous, nothing comes close to being as cost effective as gauss turrets in the point defense role.

8.  I suspect this is because you also lack the tech for power multipliers on missile engines, but your missiles are slow.  The Ballista mounted on the Tribal class is an utter waste of resources.  It will be intercepted by anything with a halfway decent tracking speed.  When it comes to mounting missiles on fighters, it's all about the alpha strike.  Meaning, you want each fighter to be able to launch a big salvo of missiles at the target before heading back to rearm.  That way, you might end up with something like 50 salvos of 10+ missiles.  A lot of PD setups will have trouble dealing with all those missiles.  Again, I'd advise shelving your fighters until you research engine power multipliers.  As a general rule, I like my missiles to go AT LEAST twice as fast as the targets they're designed to intercept.  This isn't the main issue with the fighter mounted Ballista, its main problem is that it has way too much fuel and not enough warhead.  Considering the MFC on your fighter has a max range of 1. 4m km, and the range of the Ballista is 663. 5M km. . .  you can stand to significantly reduce the fuel capacity, raise the warhead strength, and end up shrinking the whole system down to a size 2 or 3 missile, which will end up raising the speed.

9.  The missiles on your Lasher class (which is a ship you should probably never field.  In a combat situation, they're likely to suffer unsustainable losses. ) have much better speed than the missiles on your Tribal class, and the range is more consistent with your fire controls and sensors, but they're all, inexplicably, WH 1.  Typically, you're only going to use WH 1 missiles for the anti-missile role, or perhaps for anti-FAC/FTR duty.  Anything meant to be used against a ship should have a WH of at least 4.  Now, you could certainly sandpaper your enemy to death with thousands of WH 1 missiles, but I don't think you want that to be your fleet doctrine.  Anyway, if nothing else, ditch the size 1 missiles, redesign your size 2 and size 4 missiles, and design an AMM.

10.  The Sentinel Scout class is actually a pretty good ship for low tech.  But the hangar decks are pretty much wasted space.  The missiles still need a redesign, but once that's done, you can probably standardize the design to use just one missile size.  The box launchers should probably be stripped off as well, unless you plan on designing a much larger ship to dock the Sentinel Scout at so it can reload.  Otherwise, a 5 hour reload at a maintenance facility is just far too long.

In summation, as I've stated previously, until you have the tech for engine power multipliers, fighters aren't going to be much use to you, and carriers that can only launch a bare handful of fighters cannot effectively project power.  Instead, concentrate on 'surface' ships, design classes to be used as part of a PD umbrella (As far as I'm concerned, if you're going to spend the money and resources to put together a stellar navy, ships designed to protect that investment should comprise as significant percentage of your fleet's total displacement), a dedicated sensor platform with Res 1, 16-20, and 100 sensors.  Missiles will likely be your main offensive and defensive weapons as low tech beams don't really have the range to do anything particularly useful.  Once you start to advance in tech, however, missile armed fighters will become a much more viable option for the offensive 'punch' of your fleets, while the bulk of fleet tonnage can be used for carriers and defensive ships.  Also, it'd be a good idea to try and squeeze some armor onto your ship designs, as it is, none of them can take much punishment before going 'kaboom'.
 

Offline MarcAFK

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Re: Early Era Dawn of Fighters
« Reply #13 on: January 13, 2014, 11:32:54 PM »
Ah, I believe hangers are also considered military components as I'm sure my efforts to make commercial geo survey carriers failed miserably due to this limitation.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline drmzsz7 (OP)

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Re: Early Era Dawn of Fighters
« Reply #14 on: January 14, 2014, 12:27:05 AM »
I took a look at the old Aeon Sled an realized that as a commercial ship it serves as a great stopover spot for intra system traffic, but for the sake of designing a literal fighter sled I had to rework the design to compliment the Nimbus.
Using 0rp - basic rp for components this sled is designed to compliment the Tribal. Due to its high efficiency drives it maintains enough fuel to transport itself clear to pluto and back with the nimbus barely using any of its internal reserves.

Though the tribal has far more efficient drives then the Aeon, the Aeon has an expansive fuel capacity, allowing the Tribal to gain more mileage off the sleds tank then the sled itself.

It carries its weight as a Tribal Booster Sled.


Aeon- Survey class Sled    1,600 tons     42 Crew     189.5 BP      TCS 32  TH 35  EM 0
1093 km/s     Armour 1-12     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 51.82 Years     MSP 296    AFR 5%    IFR 0.1%    1YR 0    5YR 3    Max Repair 17.5 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 1   
Hangar Deck Capacity 500 tons     

35 EP Nuclear Thermal Engine (1)    Power 35    Fuel Use 93%    Signature 35    Exp 10%
Fuel Capacity 150,000 Litres    Range 18.1 billion km   (192 days at full power)

Strike Group
1x Tribal - Geo Survey Ship   Speed: 500 km/s    Size: 10

This design is classed as a Military Vessel for maintenance purposes

Tribal - Geo class Survey Ship    500 tons     20 Crew     142.5 BP      TCS 10  TH 5  EM 0
500 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 0     PPV 0
Maint Life 12.78 Years     MSP 89    AFR 4%    IFR 0.1%    1YR 1    5YR 15    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 4   

Cyclon 5 v1.1.1 (1)    Power 5    Fuel Use 99%    Signature 5    Exp 10%
Fuel Capacity 15,000 Litres    Range 5.5 billion km   (126 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

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


Aeon Industries was fairly quick to come up with a resupply sled to keep longer range survey sleds operational in the field without the necessity of having to return to port or find a tanker.

It has 2x range, 3x the ammo, 2x the maintenance supplies, it can resupply and hang around active battle zones with spare reduntant parts.

Aeon- Supply class Sled    1,000 tons     23 Crew     130 BP      TCS 20  TH 20  EM 0
1000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 54.98 Years     MSP 162    AFR 4%    IFR 0.1%    1YR 0    5YR 2    Max Repair 5 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 90   

Cyclon 10 v2.1.2 (2)    Power 10    Fuel Use 98%    Signature 10    Exp 10%
Fuel Capacity 200,000 Litres    Range 36.7 billion km   (425 days at full power)

4/1 ASM Ballista v4k.663m (22)  Speed: 4,000 km/s   End: 1.9d    Range: 663.5m km   WH: 1    Size: 4    TH: 14/8/4

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