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Posted by: Peewee
« on: April 04, 2010, 08:47:09 PM »

You've forgotten to make the tracking speed high enough on those fire controls... My MiniMe would be able to dodge most of your fire, and its armor would absorb enough to last for a round or two of single turret attention.
Posted by: sloanjh
« on: April 04, 2010, 12:03:01 AM »

Quote from: "EarthquakeDamage"
Isn't it interesting that this game encourages you to specifically design your ships as counters to your opponents' ships?

Don't be fooled by this discussion - these are "vapor" "what if" designs that wouldn't show up in a realistic game.  Just building the shipyard for a 1.25 Mton ship would probably take a century (if not a few).

One of the interesting things I've found in conventional starts is a "burden of history" effect - you end up building different designs due to e.g. the size of your existing jump ships and the size of SY than if you do a TN start and use fast-OOB to create new designs.

That being said, I think there's definitely an effect of "this is the sort of threat that I've just encountered (and gotten my butt kicked by :-) - I'm need going to need to develope XXX technology in order to counter it".  For example, if you encounter a fleet that seems to like heavily armored designs and heavy anti-missile, you might try for meson development.

Another point on this:  one of the things Steve tried very hard for in the design was to not have any one type of weapons system to be dominant over any other, i.e. to have a counter-strategy for any design philosophy.  A good example of this is the missile discussion that recently flared up - the point is that missiles have (Father Tim said, IIRC) large tactical advantages but large strategic disadvantages.

John

John
Posted by: EarthquakeDamage
« on: April 03, 2010, 11:49:13 PM »

Isn't it interesting that this game encourages you to specifically design your ships as counters to your opponents' ships?
Posted by: AtomikKrab
« on: April 02, 2010, 03:04:56 PM »

here is with a jump drive and shields

Code: [Select]
Judge Mk II class Superdreadnought    1250000 tons     133212 Crew     8211595 BP      TCS 25000  TH 25005  EM 8550
100020 km/s    JR 3-50     Armour 100-1033     Shields 285-300     Sensors 3750/3750/5/5     Damage Control Rating 1460     PPV 329
Annual Failure Rate: 8561%    IFR: 118.9%    Maint Capacity 5994740 MSP    Max Repair 250000 MSP    Est Time: 0.28 Years
Flag Bridge    

 Hopscotch J1250000(3-50) Military Jump Drive     Max Ship Size 1250000 tons    Distance 50k km     Squadron Size 3
Spartan 8 Photonic Drive E2 (3334)    Power 750    Fuel Use 20%    Signature 7.5    Armour 0    Exp 35%    Hyper Capable
Fuel Capacity 96,000,000 Litres    Range 691.2 billion km   (79 days at full power)
Omega R300/15 Shields (19)   Total Fuel Cost  285 Litres per day

Quad Hades 80cm C25 Far Gamma Ray Laser Turret (1x4)    Range 1,400,000km     TS: 100000 km/s     Power 672-100     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Quad Cerebus 30cm C25 Far Gamma Ray Laser Turret (3x4)    Range 1,400,000km     TS: 100000 km/s     Power 96-100     RM 12    ROF 5        24 24 24 24 24 24 24 24 24 24
Ultimo MK 10 Fire Control S16 700-100000 H10 (5)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-1 AR-10 (2)     Total Power Output 800    Armour 10    Exp 5%

AEGIS MK 10 Active Search Sensor MR675-R1 (10%) (1)     GPS 9000     Range 675.0m km    Resolution 1
AEGIS MK 10 Thermal Sensor TH50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
AEGIS MK 10 EM Detection Sensor EM50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Phased Gravitational Sensors (1)   5 Survey Points Per Hour
Phased Geological Sensors (1)   5 Survey Points Per Hour

Compact ECCM-10 (5)         ECM 100

This design is classed as a military vessel for maintenance purposes

note it has 3 5 second firing guns now more armor and more shields it also detects at 675 million km
Code: [Select]
Judge Mk III class Superdreadnought    1250000 tons     132855 Crew     10027165.5 BP      TCS 25000  TH 30000  EM 0
120000 km/s     Armour 50-1033     Shields 0-0     Sensors 3750/3750/5/5     Damage Control Rating 222     PPV 825
Annual Failure Rate: 56180%    IFR: 780.3%    Maint Capacity 1115518 MSP    Max Repair 7875 MSP    Est Time: 0.25 Years
Flag Bridge    

Spartan 8 Photonic Drive E2 (4000)    Power 750    Fuel Use 20%    Signature 7.5    Armour 0    Exp 35%    Hyper Capable
Fuel Capacity 67,080,000 Litres    Range 483.0 billion km   (46 days at full power)

25cm C16 Far Gamma Ray Laser (100)    Range 1,400,000km     TS: 120000 km/s     Power 16-16     RM 12    ROF 5        16 16 16 16 16 16 16 16 16 16
Hades 80cm C25 Far Gamma Ray Laser (1)    Range 1,400,000km     TS: 120000 km/s     Power 168-25     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Fire Control S04 700-25000 H10 (101)    Max Range: 1,400,000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-1 AR-10 (3)     Total Power Output 1200    Armour 10    Exp 5%

Active Search Sensor MR270-R1 (1)     GPS 3600     Range 270.0m km    Resolution 1
AEGIS MK 10 Thermal Sensor TH50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
AEGIS MK 10 EM Detection Sensor EM50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Phased Gravitational Sensors (1)   5 Survey Points Per Hour
Phased Geological Sensors (1)   5 Survey Points Per Hour

Compact ECCM-10 (5)         ECM 100

This design is classed as a military vessel for maintenance purposes

without the jumpdrive this occurs, only a 5000 km/s overtake or 25000 everytime it fires which will likely swat 100 or so fighters out of the sky each time since 1 hit of internal damage kills your fighters, thats better but I could just do this

Code: [Select]
Baby Eater class Superdreadnought    1250000 tons     101335 Crew     3226725 BP      TCS 25000  TH 3750  EM 63000
15000 km/s     Armour 100-1033     Shields 2100-300     Sensors 3750/3750/5/5     Damage Control Rating 1000     PPV 15000
Annual Failure Rate: 12500%    IFR: 173.6%    Maint Capacity 1613362 MSP    Max Repair 3750 MSP    Est Time: 2.15 Years
Flag Bridge    

Spartan 8 Photonic Drive E2 (500)    Power 750    Fuel Use 20%    Signature 7.5    Armour 0    Exp 35%    Hyper Capable
Fuel Capacity 50,000,000 Litres    Range 360.0 billion km   (277 days at full power)
Omega R300/15 Shields (140)   Total Fuel Cost  2,100 Litres per day

Baby Eater Gauss Cannon R6-100 (2500x10)    Range 60,000km     TS: 25000 km/s     Accuracy Modifier 100%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S01 175-25000 (2500)    Max Range: 350,000 km   TS: 25000 km/s     97 94 91 89 86 83 80 77 74 71

Active Search Sensor MR270-R1 (1)     GPS 3600     Range 270.0m km    Resolution 1
AEGIS MK 10 Thermal Sensor TH50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
AEGIS MK 10 EM Detection Sensor EM50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Phased Gravitational Sensors (1)   5 Survey Points Per Hour
Phased Geological Sensors (1)   5 Survey Points Per Hour

Compact ECCM-10 (10)         ECM 100

This design is classed as a military vessel for maintenance purposes

and eat your baby ships for breakfast, you would only be able to field around 8000 max against this ship which is really just an enormous long range version of the CIWS 25000 pellets per 10 seconds is nothing to sneeze at, also I am unsure if ecm effects fire controls... but if it does any of them will defeat your fleet as you don't have any eccm mounted and the smallest is .5 hs and 4 crew which would force you to go up to a small crew quarters as well.

but if you rip out the engineering section and dump the armor you can get this which is... just slower than the MK 3 but it has a shot against the mk 2

Code: [Select]
Mini-Me class Fighter    190 tons     19 Crew     514 BP      TCS 3.8  TH 450  EM 0
118421 km/s     Armour 1-2     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Annual Failure Rate: 38%    IFR: 0.5%    Maint Capacity 0 MSP    Max Repair 279 MSP    Est Time: 0 Years

FTR Photonic Drive E200 (1)    Power 450    Fuel Use 2000%    Signature 450    Armour 0    Exp 175%
Fuel Capacity 10,000 Litres    Range 4.7 billion km   (11 hours at full power)

Gauss Cannon R6-25 (1x10)    Range 60,000km     TS: 118421 km/s     Accuracy Modifier 25%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S00.4 59.5-31250 (FTR) (1)    Max Range: 119,000 km   TS: 125000 km/s     92 83 75 66 58 50 41 33 24 16

Small Craft ECCM-5 (1)         This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

oh and this is the smallest possible fighter with a gauss weapon system and eccm
Code: [Select]
Mini-me class Fighter    130 tons     14 Crew     379 BP      TCS 2.6  TH 450  EM 0
173076 km/s     Armour 1-2     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.5
Annual Failure Rate: 26%    IFR: 0.4%    Maint Capacity 0 MSP    Max Repair 164 MSP    Est Time: 0 Years

FTR Photonic Drive E200 (1)    Power 450    Fuel Use 2000%    Signature 450    Armour 0    Exp 175%
Fuel Capacity 10,000 Litres    Range 6.9 billion km   (11 hours at full power)

Gauss Cannon R6-8 (1x10)    Range 60,000km     TS: 173076 km/s     Accuracy Modifier 8%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S00.2 43.75-25000 (FTR) (1)    Max Range: 87,500 km   TS: 100000 km/s     89 77 66 54 43 31 20 9 0 0

Small Craft ECCM-5 (1)         This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

notice the ineffectiveness though

and technically the smallest possible weapon system with an eccm fighter.

Code: [Select]
Fighter class Fighter    102.5 tons     11 Crew     207.1 BP      TCS 2.05  TH 450  EM 0
219512 km/s     Armour 1-1     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.15
Annual Failure Rate: 20%    IFR: 0.3%    Maint Capacity 0 MSP    Max Repair 120 MSP    Est Time: 0 Years
Magazine 1    

FTR Photonic Drive E200 (1)    Power 450    Fuel Use 2000%    Signature 450    Armour 0    Exp 175%
Fuel Capacity 10,000 Litres    Range 8.8 billion km   (11 hours at full power)

Size 1 Box Launcher (1)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC1-R1 (1)     Range 1.4m km    Resolution 1
Size 1 Anti-missile Missile (1)  Speed: 300,000 km/s   End: 0m    Range: 0.6m km   WH: 1    Size: 1    TH: 1000 / 600 / 300

Small Craft ECCM-5 (1)         Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

again ineffective, I need to look up ecm stuff again, if it does stop your gauss then the new generation of judges would be immune to those mini-me's.
Posted by: AtomikKrab
« on: April 02, 2010, 12:50:15 PM »

True, but I could just go down to 100,000 speed and add some SHIELDS
Posted by: Peewee
« on: April 02, 2010, 01:16:11 AM »

Quote from: "Father Tim"
In the Real World,  "Judgement" would fire one barrel at a time.  So at t=5s a second 'Mini-Me' would die, and a third at 10s, and a fourth at 15s.  Likewise, three more would die at 40s, 45s, and 50s.

So only 9,991 fighters would remain to celebrate.


Happy April Fool's Day!
Ha!
In the Real World, the laser turret would cut an arc through space for maybe half a second, taking out dozens of MiniMe in every shot.
Several more unfortunate fighters would be caught in the shrapnel from each exploding ship... There just isn't time to change course at those speeds.

It still wouldn't matter.
Posted by: Father Tim
« on: April 01, 2010, 11:02:04 PM »

In the Real World,  "Judgement" would fire one barrel at a time.  So at t=5s a second 'Mini-Me' would die, and a third at 10s, and a fourth at 15s.  Likewise, three more would die at 40s, 45s, and 50s.

So only 9,991 fighters would remain to celebrate.


Happy April Fool's Day!
Posted by: Peewee
« on: April 01, 2010, 09:29:50 PM »

Quote from: "AtomikKrab"
Code: [Select]
Judge class Superdreadnought    1250000 tons     112964 Crew     7966190.5 BP      TCS 25000  TH 25005  EM 0
100020 km/s    JR 3-50     Armour 31-1033     Shields 0-0     Sensors 3750/3750/5/5     Damage Control Rating 401     PPV 140
Annual Failure Rate: 31163%    IFR: 432.8%    Maintenance Capacity 1597648 MSP    Max Repair 250000 MSP
Flag Bridge    

J1250000(3-50) Military Jump Drive     Max Ship Size 1250000 tons    Distance 50k km     Squadron Size 3
Photonic Drive E2 (3334)    Power 750    Fuel Use 20%    Signature 7.5    Armour 0    Exp 35%    Hyper Capable
Fuel Capacity 269,290,000 Litres    Range 1938.9 billion km   (224 days at full power)

Judgement (1x4)    Range 1,400,000km     TS: 100000 km/s     Power 672-100     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Fire Control S16 700-100000 H10 (1)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-0.85 AR-10 (1)     Total Power Output 102    Armour 10    Exp 2%

Active Search Sensor S9000-R10 (10%) (1)     GPS 90000     Range 900.0m km    Resolution 10
Active Search Sensor S9000-R1 (10%) (1)     GPS 9000     Range 90.0m km    Resolution 1
Active Search Sensor S180-R1 (10%) (1)     GPS 180     Range 1.8m km    Resolution 1
Thermal Sensor TH50-3750 (10%) (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Phased Gravitational Sensors (1)   5 Survey Points Per Hour
Phased Geological Sensors (1)   5 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

 :D I am very pleased by this thought experiment, don't try to shoot down the missiles, just outrun them.

Code: [Select]
MiniMe class Fighter    180 tons     20 Crew     404 BP      TCS 3.6  TH 450  EM 0
125000 km/s     Armour 5-2     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Annual Failure Rate: 2%    IFR: 0%    Maint Capacity 140 MSP    Max Repair 279 MSP    Est Time: 5.73 Years

FTR Photonic Drive E200 (1)    Power 450    Fuel Use 2000%    Signature 450    Armour 0    Exp 175%
Fuel Capacity 10,000 Litres    Range 5.0 billion km   (11 hours at full power)

FTR Gauss Cannon R6-25 (1x10)    Range 60,000km     TS: 125000 km/s     Accuracy Modifier 25%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S00.4 59.5-31250 (FTR) (1)    Max Range: 119,000 km   TS: 125000 km/s     92 83 75 66 58 50 41 33 24 16

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

"anything smaller [than 225 tons] can't mount a weapon system that can possibly hurt it."

I take objection to that statement!
My favorite tactic is that of army ants; strength by sheer numbers.

Behold! My solution to your Judge. For the same number of build points, I can build a whopping 19,718 of these MiniMe fighters.
I'll only build 10,000 and assume the other build points were spent on the carrier ships it would require.
(Interestingly, these carriers wouldn't need any missile defense - the fighters could easily intercept typical missiles)

On average, a swarm of 10,000 MiniMe would do 12,500 damage to your ship every 5 seconds.
Your armor can take 32,023 damage total (31*1033).

Allow me to simulate an optimistic battle for you with this timeline:
-??s I notice your monster enter the system (a strength 10 thermal sensor would do  :roll: ) so I launch my fighters.
-??s You notice my carrier fleet and advance.
0s - You fire, killing one ship.
0s - You retreat (to make it harder on me) (separation: 1,400,000 km) (9,999 fighters remain)
5s - My fighters have advanced 625,000 km
5s - You've retreated 500,100 km (separation: 1,275,100)
10s - separation: 1,150,200
15s - separation: 1,025,300
20s - separation: 900,400
25s - separation: 775,500
30s - separation: 650,600
35s - Your lasers have recharged, and immediately fry another ship. (9,998 fighters remain)
35s - separation: 525,700
40s - separation: 400,800
45s - separation: 275,900
50s - separation: 151,000
55s - separation: 26,100
55s - The swarm is within range, and starts firing. (The RNG badly screws me over, and only ~10% hit instead of the expected ~18.75%)
Assuming the RNG is still messing with me, no shots do any internal damage before completely destroying your armor.
55s - You have ~22,000 squares of armor left.
60s - You have ~12,000 squares of armor left.
65s - You have ~2,000 squares of armor left.
70s - Your lasers have recharged, and manage to kill another ship. (9,997 fighters remain)
70s - You have run out of armor. The internal components of your ship explode from ~8,000 points of damage hitting simultaneously. There simply isn't enough time to repair anything.

Actually, a swarm of 1,000 MiniMe would be more efficient... and my 8-billion population capital could build them all in 11 months.
...
Now I want to do the math to find out the exact minimum it would take to destroy your Judge-class.
Posted by: Paul
« on: February 01, 2010, 03:56:36 AM »

I'll just send 75 of these after your giant ship. I'd still have some BPs left over, but 75 is good enough.

Every one of them would have enough shielding to absorb one of your hits without damage, and they should be a bit difficult to hit with ECM 10 and the 20000kms speed advantage. You would only be able to target one at a time every 35 seconds, while they'd be peppering you with 3000 internal damage every 5 seconds. I'd probably be mostly shooting engines for quite a few shots, but with your 35% explosion chance you should light up pretty quick from secondary explosions. Mine would too, but even if you fry one every 35 seconds you're still going to be hurting. You would get a couple free shots on the way in (one at 1,400,000, another at 700,000 while I'm closing in at 100,000 every 5 seconds) but likely not enough to do much good.

Code: [Select]
Lightning class Attack Craft    55000 tons     6128 Crew     105901 BP      TCS 1100  TH 132000  EM 5400
120000 km/s     Armour 7-128     Shields 180-300     Sensors 1/1/0/0     Damage Control Rating 30     PPV 120
Annual Failure Rate: 806%    IFR: 11.2%    Maint Capacity 36102 MSP    Max Repair 2625 MSP    Est Time: 1.35 Years

Photonic Drive E2 (176)    Power 750    Fuel Use 20%    Signature 750    Armour 0    Exp 35%    Hyper Capable
Fuel Capacity 200,000 Litres    Range 32.7 billion km   (3 days at full power)
Omega R300/15 Shields (12)   Total Fuel Cost  180 Litres per day

R18/C3 Meson Cannon (40)    Range 180,000km     TS: 120000 km/s     Power 3-3     RM 18    ROF 5        1 1 1 1 1 1 1 1 1 1
Fire Control S04 175-100000 (1)    Max Range: 350,000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant (2)     Total Power Output 120    Armour 0    Exp 35%

Active Search Sensor S59.4-R500 (1)     GPS 29700     Range 297.0m km    Resolution 500

Compact ECCM-10 (1)         ECM 100

This design is classed as a military vessel for maintenance purposes
Posted by: AtomikKrab
« on: January 21, 2010, 03:04:43 AM »

well the thing is you have to let the superdreadnaught get at least halfway to you before you can start firing, also technically the beams could reach for 20 million kms... but no range is low, yes it needs more guns, i'm not sure from where I like my speed.
Posted by: Rathos
« on: January 21, 2010, 02:39:13 AM »

They can shoot 7 of the missiles each before reloading. And they are fast enough to stop you from forcing the engagement to your beam range. That is 70 thousand points of damage possible. The laser warheads I'm not sure since I've never been hit with them but I think they do piercing damage don't they?

I like your super fast dreadnought, but I think its firepower could be increased, missiles added, more defensive weapons without a huge drop in speed while increasing its offensive ability profoundly.

Since its being designed with max tech, why not throw in a few other weapons as well?

I just realized it would be possible to create a bunch of small fast ships armed with mesons to mob it. Your ship can only shoot once every 35 seconds?

Add some smallish weapon batteries to take care of massive swarm fleets!
Posted by: AtomikKrab
« on: January 21, 2010, 01:04:30 AM »

slightly better, but 30-40 isn't enough with those missiles to ensure a kill and then again your ships are defenseless and they still have an overall cost of more than my ship.
Posted by: Rathos
« on: January 21, 2010, 12:50:58 AM »

Code: [Select]
Missile Size: 100 MSP  (5 HS)     Warhead: 250    Armour: 0     Manoeuvre Rating: 50
Laser Heads: 25
Speed: 200000 km/s    Endurance: 22 minutes   Range: 270.0m km
Cost Per Missile: 396.8333
Chance to Hit: 1k km/s 10000%   3k km/s 3300%   5k km/s 2000%   10k km/s 1000%
Materials Required:    62.5x Tritanium   433.0833x Gallicite   Fuel x37500

Development Cost for Project: 39683RP

Code: [Select]
Agincourt class Strikefighter    59150 tons     4567 Crew     300710 BP      TCS 1183  TH 750  EM 0
63398 km/s     Armour 1-135     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 39     PPV 100
Annual Failure Rate: 717%    IFR: 10%    Maintenance Capacity 123922 MSP    Max Repair 27000 MSP
Magazine 100    

Photonic Drive E2 ARM-10 (100)    Power 750    Fuel Use 20%    Signature 7.5    Armour 10    Exp 35%    Hyper Capable
Fuel Capacity 950,000 Litres    Range 144.5 billion km   (26 days at full power)

Size 100 Missile Launcher (1)    Missile Size 100    Rate of Fire 250
Missile Fire Control FC9000-R14 (10%) (1)     Range 3,780.0m km    Resolution 14

Active Search Sensor S9000-R14 (10%) (1)     GPS 126000     Range 1,260.0m km    Resolution 14

Compact ECCM-10 (1)         ECM 100

This design is classed as a military vessel for maintenance purposes

Build 35-40ish of them. And assume that there is a tanker to fuel them and a collier to rearm the missiles.

Is this a better direction?
Posted by: AtomikKrab
« on: January 20, 2010, 11:43:28 PM »

one slight problem there, I can build two of my 100k speed ship for not much more than your 1 missile and attendant ship. lose one and still hurt you more by chasing down and eating your launching platform, and your missile launcher takes 14.25 years to reload it's single missile, much slower than the time it takes to build my dreadnaught  :D

But your real problem is you have already rammed clear past the point of diminishing returns and are almost at the point of negative returns
Posted by: Rathos
« on: January 20, 2010, 11:19:09 PM »

Ok, your right. I'll have to redesign the missile.

Code: [Select]
Missile Size: 100000 MSP  (5000 HS)     Warhead: 100000    Armour: 25     Manoeuvre Rating: 30
Laser Heads: 10000
Speed: 280000 km/s    Endurance: 16 minutes   Range: 269.9m km
ECM Level: 250
Cost Per Missile: 491798.4167
Chance to Hit: 1k km/s 8400%   3k km/s 2790%   5k km/s 1680%   10k km/s 840%
Materials Required:    125x Corbomite   25006.25x Tritanium   516166.4167x Gallicite   Fuel x37500000

Development Cost for Project: 49179842RP

This work?

And yes I do ahve a 100k missile launcher =P

Code: [Select]
Maximum Missile Size: 100000     Hangar Reload: 750000 minutes    MF Reload: 125000 hours
Launcher Size: 15000 HS    Launcher HTK: 7500
Cost Per Launcher: 60000    Crew Per Launcher: 0
Materials Required: 15000x Duranium  45000x TritaniumI li

Development Cost for Project: 600000RP

Note that Box Launchers are not affected by increases in Reload Rate Technology as they are reloaded externally in a hangar deck or at maintenance facilities

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Victory class Cruiser    4033900 tons     225848 Crew     15008039 BP      TCS 80678  TH 45000  EM 0
55777 km/s     Armour 1-2257     Shields 0-0     Sensors 3750/3750/0/0     Damage Control Rating 5501     PPV 15000
Annual Failure Rate: 23662%    IFR: 328.7%    Maintenance Capacity 12792396 MSP    Max Repair 225000 MSP
Magazine 100000    

Photonic Drive E2 ARM-10 (6000)    Power 750    Fuel Use 20%    Signature 7.5    Armour 10    Exp 35%    Hyper Capable
Fuel Capacity 245,050,000 Litres    Range 546.7 billion km   (113 days at full power)

Size 100000 Box Launcher (1)    Missile Size 100000    Hangar Reload 750000 minutes    MF Reload 125000 hours
Missile Fire Control FC3240-R1 (1)     Range 97.2m km    Resolution 1

Active Search Sensor S9000-R1 (1)     GPS 9000     Range 90.0m km    Resolution 1
Active Search Sensor S9000-R14 (10%) (1)     GPS 126000     Range 1,260.0m km    Resolution 14
Active Search Sensor S9000-R55 (10%) (1)     GPS 495000     Range 4,950.0m km    Resolution 55
Thermal Sensor TH50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
EM Detection Sensor EM50-3750 (10%) (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km

Compact ECCM-10 (1)         ECM 100

This design is classed as a military vessel for maintenance purposes

A giant ship just to shoot it at you.

The 100k launcher was only supposed to mount my black hole device though it is good to see it might have another use =D