Posted by: liveware
« on: July 25, 2020, 01:30:52 PM »
Traditionally I have used military engines exclusively for all military ships. However, in my recent game I have decided to use a different approach. Instead of building commercial supercarriers to move around my military like I have done previously, I have built several jump-drive equipped stations and positioned them around jump points I want to connect to my empire. This strategy has actually been working out quite well for me, as it allows non-jump ships to easily transit to other systems in my empire, without resorting to jump point stabilization. Along with the jump stations, I have begun equipping some my military ships with commercial engines as this allows for much greater cruising/patrol range. Below is my standard cruiser design which is currently in use throughout my empire. These cruisers serve two roles: to provide PPV to keep colonies in check and to provide some defensive capability in case of alien attack. As such, they are slow, heavily armed, and have quite excellent range for their low engine tech (high efficiency nuclear drive = improved nuclear pulse drive tech).
Havana class Missile Cruiser (P) 10,000 tons 185 Crew 1,228.9 BP TCS 200 TH 250 EM 450
1250 km/s Armour 3-41 Shields 15-450 HTK 64 Sensors 0/0/0/0 DCR 10 PPV 52.42
Maint Life 8.16 Years MSP 1,168 AFR 80% IFR 1.1% 1YR 31 5YR 467 Max Repair 96.6 MSP
Magazine 352
Captain Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required
TMG P125.00-50C High Efficiency Nuclear Drive (2) Power 250 Fuel Use 8.94% Signature 125 Explosion 5%
Fuel Capacity 226,000 Litres Range 45.5 billion km (421 days at full power)
TMG Beta S15 / R450 Force Shield Generator (1) Recharge Time 450 seconds (0 per second)
Twin TMG R200-67.00 Magnetic Accelerator Cannon Turret (1x4) Range 20,000km TS: 16000 km/s Power 0-0 RM 20,000 km ROF 5
TMG R22-TS16000 (70%) MAC Turret Targeting Computer (1) Max Range: 21,760 km TS: 16,000 km/s 54 8 0 0 0 0 0 0 0 0
TMG Size 24 SLGM Cannister (8) Missile Size: 24 Hangar Reload 245 minutes MF Reload 40 hours
TMG Size 12 SLGM Cannister (8) Missile Size: 12 Hangar Reload 173 minutes MF Reload 28 hours
TMG Size 6 SLGM Cannister (8) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
TMG Size 1 SLGM Cannister (16) Missile Size: 1 Hangar Reload 50 minutes MF Reload 8 hours
TMG FC23-R1 (70%) SLGM Targeting Computer (1) Range 23.1m km Resolution 1
TMG FC107-R100 (70%) SLGM Targeting Computer (1) Range 107.3m km Resolution 100
TMG FC49-R10 (70%) SLGM Targeting Computer (1) Range 49.8m km Resolution 10
TMG AS10-R1 (70%) DRADIS (1) GPS 72 Range 10.7m km MCR 963.4k km Resolution 1
TMG AS23-R10 (70%) DRADIS (1) GPS 720 Range 23.1m km Resolution 10
TMG AS49-R100 (70%) DRADIS (1) GPS 7200 Range 49.7m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
A side benefit of using commercial engines on my military ships which I have not yet fully developed is that I can deploy jump stations with substantially larger commercial jump drives than I can military jump drives, due to the expense of researching large military jump drives. This means I could in theory field much larger military ships than would otherwise be possible using military jump drives and military engines.
Does anyone else use this approach? If so, what are some pitfalls you've come across? I imagine ship speed will become an issue at some point, however I hope to mitigate this by using commercial-engined carriers to support my fast front-line military ships.