Author Topic: Cost Efficiency?  (Read 2524 times)

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Offline 381654729 (OP)

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Cost Efficiency?
« on: August 09, 2014, 08:39:13 PM »
I started a new campaign in which I lack surplus BP and wealth (virtually no civ. admins with relevant bonuses at all), yet still need a jump-capable war fleet design. Component research cost, on the other hand, is not a problem. No contact has been made with any alien race. My homeworld is also woefully short on Neutronium and somewhat low on Gallicite, though a comet may provide some Neutronium for now, at least until it leaves the vicinity of the inner solar system.

Four naval shipyards are available:
11000 tons, 1 slipway
8000 tons, 2 slipways
6000 tons, 3 slipways
4000 tons, 1 slipway
In addition, ordnance production is about 1500 per year, and fighter production about 750 per year.


All relevant techs:
Capacitor recharge rate 3
Fuel consumption 0.8
Gas-cooled fast reactor
Ion drive
Jump drive efficiency 6
Max jump squadron size 4
Max squadron jump radius 100k
Maximum engine power modifier x1.5
Minimum engine power modifier x0.4

Active grav sensor strength 28
Beam fire control range 24,000km
EM sensor sensitivity 6
Fire control speed rating 3000km/s
Thermal sensor sensitivity 6

Enhanced radiation warhead (33% yield, 3x rad)
Fusion-boosted fission warhead: 5x MSP
Gauss cannon rate of fire 2
Magazine ejection system - 80% chance
Magazine system efficiency - 80%
Missile agility 48 per MSP
Missile launcher reload rate 3
Reduced size launcher 0.5 size / 5x reload

15cm laser focal size
Near ultraviolet laser
Reduced size laser 0.75 size / 4x recharge
Turret tracking speed (10% gear) 3000km/s

Beta shields
Composite armour
Shield regeneration rate 1.5
Thermal reduction: signature 75% normal

Combat drop module - company
Fuel storage - tiny
Fuel storage - very large
Troop transport bay


I would like to post my own designs, but I have no idea where to start. Prior to this, I have always focused my designs on maximizing performance per ton, not performance per BP. Therefore, please try to refrain from posting specific designs, since I am more interested in general pointers on how to make more cost-effective designs.

Any help would be much appreciated. Thank you.
 

Offline alex_brunius

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Re: Cost Efficiency?
« Reply #1 on: August 10, 2014, 02:04:47 AM »
I would like to post my own designs, but I have no idea where to start. Prior to this, I have always focused my designs on maximizing performance per ton, not performance per BP. Therefore, please try to refrain from posting specific designs, since I am more interested in general pointers on how to make more cost-effective designs.

Any help would be much appreciated. Thank you.

IIRC most low cost designs are closer to civilian versions, so my general advice would be to try out for example slower more effective engines or even outright civilian ones. This means that the fleet must be missile based.

I also noticed that fancy military stuff like thermal reduction for engines is very expensive.

Also smaller is always cheaper.
 

Offline GreatTuna

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Re: Cost Efficiency?
« Reply #2 on: August 10, 2014, 04:49:15 AM »
I'm usually not maximizing performance of ships at all, though I still have some general advice:
My homeworld is also woefully short on Neutronium and somewhat low on Gallicite...
1. The shortage of Neutronium is not that bad: though you will not be able to build\expand shipyards, you will be able to build ships (if you have at least some amount of it). The shortage of Gallicite, on other hand, is terrible for military: fast engines and fighters are off-limits for you.
2. Since you can't have speed advantage over enemy, you should have range advantage. Missiles are best for it, despite the fact they're using a bit much of Tritanium and Gallicite. Lasers and particle beams are good too, and should be used too.
3. Also, since you won't have speed advantage, your fleet will have to defend itself from their attacks. Therefore, armor is a must (and bigger designs can carry much more armor than smaller). Some form of PD, beam or missile, will be useful too.
4. Cloaking devices, thermal reductors and shields at these tech levels are mediocre at best (and too expensive).
 

Offline ComradeMicha

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Re: Cost Efficiency?
« Reply #3 on: August 27, 2014, 12:52:48 PM »
IIRC most low cost designs are closer to civilian versions, so my general advice would be to try out for example slower more effective engines or even outright civilian ones.
I believe you meant more efficient engines, not more effective. The civilian designs are very ineffective (low EP per HS) but they are very efficient (low fuel consumption per EP)... ;)

I completely agree with your points, though.
"Those who think they know everything are a great annoyance to those of us who do.  " - Sir Isaac Asimov
 

Offline alex_brunius

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Re: Cost Efficiency?
« Reply #4 on: August 27, 2014, 02:11:23 PM »
I believe you meant more efficient engines, not more effective. The civilian designs are very ineffective (low EP per HS) but they are very efficient (low fuel consumption per EP)... ;)

Yes efficient is a more suitable word generally speaking, but effective is equally good here since the thread title defines it's context as "Cost Efficiency" and not "EP per HS" ;)
 

Offline NihilRex

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Re: Cost Efficiency?
« Reply #5 on: September 03, 2014, 08:13:58 PM »
Design Shortrange Missiles with warheads, and Longrange missile busses to carry them against the enemy.

Build a dedicated sensor ship class with limited point defense.

Design dual-role torpedo escorts that can launch the busses from reduced sized launchers and provide active point defense as well.

Build a Jump-Collier that is your Jumpdrive, and add either fuel tanks, MSP, or missile magazines for the benefit of the rest of the fleet.

1x 11k Jump-Collier
2x 8k Sensor ships
6x 6k Torpedo boats