Posted by: Gator_Chomp
« on: May 04, 2021, 04:38:20 PM »Here's what I've been using with great success. I put all my RP into engines. This ship is 1/2 engine by weight. I gave it a little armor so it can survive a few volleys of missiles as it approaches an enemy ship. Set orders to board, and then land on mothership so it can drop off troops and be headed out of harms way in one tick. The time interval can be cheesed to avoid danger all together. If you select a long enough tick, you might not be shot at and you board successfully. It's more fun to use the 5 second tick though. This design has more fuel than it needs. If I do a redesign I'll give it more armor or more engine.
Version 1. 12
I used 12 of these
This is my carrier. It needs better sensors and maybe more hangers. I'm considering making it commercial with a maintenance module so it could stay out for a long time.
These shuttles have a very high success rate, especially if multiple are sent at an enemy fleet to spread the damage between the ships. They are great at capturing lone ships. If they are sent at a fleet of warships, they can usually board successfully, but once the ship is captured it gets a friendly greeting of 100 missiles point blank 5 seconds later. For a 1000ton shuttle to take out a 50,000ton warship, it's great for asymmetrical warfare. My navy is tiny compared to my enemies. I'm on patch 1. 12 and it's still possible to take allied ships for free since they don't recognize boarding as a hostile act. It's fixed in 1. 13, so I pretend it's fixed in my game.
Version 1. 12
Code: [Select]
Ashford class Assault Transport 1,000 tons 32 Crew 974.9 BP TCS 20 TH 128 EM 0
40006 km/s Armour 4-8 Shields 0-0 HTK 4 Sensors 1/1/0/0 DCR 0 PPV 0
Maint Life 1.37 Years MSP 182 AFR 27% IFR 0.4% 1YR 105 5YR 1,576 Max Repair 900 MSP
Troop Capacity 250 tons Boarding Capable
Lieutenant Commander Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Bottle Rocket II Inertial Fusion Drive EP800.00 (1) Power 800 Fuel Use 197.64% Signature 128.00 Explosion 25%
Fuel Capacity 80,000 Litres Range 7.29 billion km (50 hours at full power)
Whisker EM Sensor EM0.1-1.4 (30%) (1) Sensitivity 1.4 Detect Sig Strength 1000: 9.4m km
Whisker Thermal Sensor TH0.1-1.8 (30%) (1) Sensitivity 1.8 Detect Sig Strength 1000: 10.6m km
This design is classed as a Military Vessel for maintenance purposes
I used 12 of these
Code: [Select]
Boarding Anti-Personnel Max Unit
Transport Size (tons) 20 Cost 2 Armour 42 Hit Points 21
Annual Maintenance Cost 0.25 Resupply Cost 9
Heavy Crew-Served Anti-Personnel: Shots 6 Penetration 18 Damage 12
and 1 of these per boarding party so they can have a commander. Code: [Select]
Heavy Boarding HQ
Transport Size (tons) 10 Cost 2 Armour 42 Hit Points 21
Annual Maintenance Cost 0.25 Resupply Cost 0
Headquarters: Capacity 1,000
It's fairy effective. One party can raid a few small ships or 1 large ship before they need replenishment. This is my carrier. It needs better sensors and maybe more hangers. I'm considering making it commercial with a maintenance module so it could stay out for a long time.
Code: [Select]
Free Navy II class Raider 14,976 tons 346 Crew 3,359.2 BP TCS 300 TH 4,000 EM 0
13355 km/s JR 3-50 Armour 6-54 Shields 0-0 HTK 77 Sensors 14/11/0/0 DCR 44 PPV 0
Maint Life 3.09 Years MSP 5,962 AFR 128% IFR 1.8% 1YR 939 5YR 14,089 Max Repair 2000 MSP
Hangar Deck Capacity 2,000 tons Troop Capacity 500 tons Cargo Shuttle Multiplier 5
Commander Control Rating 2 BRG PFC
Intended Deployment Time: 12 months Flight Crew Berths 40 Morale Check Required
Tree Frog J15000(3-50) Military Jump Drive Max Ship Size 15000 tons Distance 50k km Squadron Size 3
Furnace Inertial Fusion Drive EP4000.00 (1) Power 4000 Fuel Use 11.05% Signature 4000 Explosion 12%
Fuel Capacity 1,550,000 Litres Range 168.6 billion km (146 days at full power)
Pea Shooter CIWS-250 (1x10) Range 1000 km TS: 25,000 km/s ROF 5
Girl Scout EM Sensor EM1.0-11.0 (30%) (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Girl Scout Thermal Sensor TH1.0-14.0 (30%) (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Compact ECCM-1 (1) ECM 10
This design is classed as a Military Vessel for maintenance purposes
These shuttles have a very high success rate, especially if multiple are sent at an enemy fleet to spread the damage between the ships. They are great at capturing lone ships. If they are sent at a fleet of warships, they can usually board successfully, but once the ship is captured it gets a friendly greeting of 100 missiles point blank 5 seconds later. For a 1000ton shuttle to take out a 50,000ton warship, it's great for asymmetrical warfare. My navy is tiny compared to my enemies. I'm on patch 1. 12 and it's still possible to take allied ships for free since they don't recognize boarding as a hostile act. It's fixed in 1. 13, so I pretend it's fixed in my game.