Posted by: laz
« on: July 06, 2010, 04:48:41 AM »*bump*
If your back from vegas steve
If your back from vegas steve
Hopefully Steve sees this thread and grabs the database, not sure he has ever progressed it to the point were there are this many NPRs and so many known systems.It will be useful to take a look, although I go back to Vegas on Wednesday and won't be able to do anything with Aurora until I get back on July 2nd. If I remember I will grab it then. I won't have a laptop this time so I will be reduced to browsing via iPhone . If anyone needs to contact me via email, I use my google mail account on the phone, which is stevewalmsley007. This is a trip with male friends rather than with my wife so I am available for wild parties, etc.
I have had about 8-10 fleet battles wheIre I had ships mounting CIWS and enemy missile ships attacking. I like them on large missile combatants. On a ship that already has beam weapons they are actually a disadvantage if there are more than a few of them in a fleet. This is because the mass used for the CIWS could have been used for 1 more beam weapon on each ship. After about 5-6 ships the combined firepower is pretty close to what the CIWS gave in the first place. If one of my ships without CIWS was the target then all that extra beam weapons would still be available to defend the target. If you can put more than 3 CIWS on a ship then I would look at putting a 10cm double or tripple turret and its fire control instead. It will give you more offensive punch at close range, not as much pd for the single ship, but in a fleet there will probably be more total pd with this design strategy.I might include a few designs with beam turrets in my next round of upgrades and see how things pan out.
The other place that I like them is on commercial ships that I intend to have near the front lines. Tankers, Troop Transports ect. As the CIWS can be put on a commercial design without making it a military design this gives them some point defense.This is something I do as well. All of my fleet support ships have some CIWS fitted.
For me the jury is still out regarding CIWS; my design philosophy is similar to your with my larger ships mounting CIWS. I haven't fought enough battles with these design to decide if it is a good idea yet. All of my recent combat has been against beam armed Precursors and Star Swarm, neither of which have a weapon that requires CIWSI have had about 8-10 fleet battles where I had ships mounting CIWS and enemy missile ships attacking. I like them on large missile combatants. On a ship that already has beam weapons they are actually a disadvantage if there are more than a few of them in a fleet. This is because the mass used for the CIWS could have been used for 1 more beam weapon on each ship. After about 5-6 ships the combined firepower is pretty close to what the CIWS gave in the first place. If one of my ships without CIWS was the target then all that extra beam weapons would still be available to defend the target. If you can put more than 3 CIWS on a ship then I would look at putting a 10cm double or tripple turret and its fire control instead. It will give you more offensive punch at close range, not as much pd for the single ship, but in a fleet there will probably be more total pd with this design strategy.
The original design was for a Battleship so I guess it made sense to have the Flag Bridge in that case. Even still, a Flag Bridge on a Battlecruiser still seems within the realm of possibility if it is one of the largest designs you are fielding at the time.Also depends whether your race likes multiple available flag bridges (and TG commanders) and there is something to be said about your admiral flying their lights from a ship that cannot easily be identified.
I would tend to agree with backup sensors and FCs, but at the same time it has 20 armor so can take a beating before taking internal damage and for me and my OCD I like have 'rounded' numbers for HS and speedQuote from: "Beersatron"I like having one dedicated onboard CIWS for larger ships and then have dedicated escorts with the primary Anti-Missile defenses.For me the jury is still out regarding CIWS; my design philosophy is similar to your with my larger ships mounting CIWS. I haven't fought enough battles with these design to decide if it is a good idea yet. All of my recent combat has been against beam armed Precursors and Star Swarm, neither of which have a weapon that requires CIWS
All personal preferences ofcourse!
May I ask why exactly a Missile cruiser needs a Flag Bridge?
I mean, I suppose you will use multiple ships of that class.
Also, maybe use backup sensors, and get a heavily armored sensor ship for the actual spotting?
If you use multiple ships, single Gauss turrets, used in cohesion, might actually do a better job than CIWS, which to my knowledge only defend the ship they are mounted on.
Emperor class Battlecruiser 31750 tons 3248 Crew 9599 BP TCS 635 TH 900 EM 0
5905 km/s Armour 20-89 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 67 PPV 188
Annual Failure Rate: 171% IFR: 2.4% Maint Capacity 8881 MSP Max Repair 620 MSP Est Time: 3.59 Years
Flag Bridge Magazine 1000
Naval Magnetic Confinement Fusion Drive (30) Power 125 Fuel Use 40% Signature 30 Armour 0 Exp 5%
Fuel Capacity 750,000 Litres Range 106.3 billion km (208 days at full power)
Quad Naval 25cm Soft X-ray Laser Turret (2x4) Range 360,000km TS: 12500 km/s Power 64-20 RM 6 ROF 20 16 16 16 16 16 16 13 12 10 9
CIWS Mk2 (1x10) Range 1000 km TS: 32000 km/s ROF 5 Base 50% To Hit
Beam Fire Control Mk3 (1) Max Range: 360,000 km TS: 10000 km/s 97 94 92 89 86 83 81 78 75 72
Standard Magnetic Confinement Fusion Reactor (4) Total Power Output 40 Armour 2 Exp 5%
Baracuda Missile Launcher Mk2 (10) Missile Size 10 Rate of Fire 60
Baracuda Mk2 Fire Control (1) Range 58.3m km Resolution 60
Baracuda Mk3 Anti-Ship Missile (100) Speed: 37,500 km/s End: 20m Range: 45m km WH: 16 Size: 10 TH: 525 / 315 / 157
Basic Active Search Sensor (1) GPS 8000 Range 48.0m km Resolution 100
ECCM-3 (2) ECM 30
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Emperor class Battlecruiser 30000 tons 3142 Crew 8846.5 BP TCS 600 TH 900 EM 0
6250 km/s Armour 20-86 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 40 PPV 188
Annual Failure Rate: 180% IFR: 2.5% Maint Capacity 7372 MSP Max Repair 620 MSP Est Time: 3.15 Years
Flag Bridge Magazine 1000
Naval Magnetic Confinement Fusion Drive (30) Power 125 Fuel Use 40% Signature 30 Armour 0 Exp 5%
Fuel Capacity 700,000 Litres Range 105.0 billion km (194 days at full power)
Quad Naval 25cm Soft X-ray Laser Turret (2x4) Range 240,000km TS: 12500 km/s Power 64-20 RM 6 ROF 20 16 16 16 16 16 16 13 12 10 9
Beam Fire Control Mk2 (1) Max Range: 240,000 km TS: 7500 km/s 96 92 88 83 79 75 71 67 62 58
Tokamak Fusion Reactor (5) Total Power Output 40 Armour 0 Exp 5%
Baracuda Missile Launcher (10) Missile Size 10 Rate of Fire 150
Baracuda Missile Fire Control (1) Range 31.7m km Resolution 55
Baracuda Mk2 Anti-ship Missile (100) Speed: 30,000 km/s End: 20m Range: 36m km WH: 10 Size: 10 TH: 420 / 252 / 126
Basic Active Search Sensor (1) GPS 8000 Range 48.0m km Resolution 100
ECCM-3 (2) ECM 30
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
Emperor class Battleship 46600 tons 4285 Crew 12797 BP TCS 932 TH 600 EM 600
2682 km/s Armour 30-115 Shields 20-400 Sensors 1/1/0/0 Damage Control Rating 101 PPV 298
Annual Failure Rate: 214% IFR: 3% Maint Capacity 13904 MSP Max Repair 620 MSP Est Time: 4.09 Years
Flag Bridge Magazine 1958
Naval Magnetic Confinement Fusion Drive (20) Power 125 Fuel Use 40% Signature 30 Armour 0 Exp 5%
Fuel Capacity 1,500,000 Litres Range 144.8 billion km (625 days at full power)
Theta Shields Mk1 (5) Total Fuel Cost 80 Litres per day
Quad Naval 25cm Soft X-ray Laser Turret (2x4) Range 360,000km TS: 12500 km/s Power 64-20 RM 6 ROF 20 16 16 16 16 16 16 13 12 10 9
Quad Gauss Cannon Mk2 Turret (2x20) Range 50,000km TS: 10000 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Basic CIWS (1x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Beam Fire Control Mk3 (4) Max Range: 360,000 km TS: 10000 km/s 97 94 92 89 86 83 81 78 75 72
Standard Magnetic Confinement Fusion Reactor (4) Total Power Output 40 Armour 2 Exp 5%
Baracuda Missile Launcher Mk2 (6) Missile Size 10 Rate of Fire 60
Bruticus Missile Launcher (2) Missile Size 45 Rate of Fire 270
Baracuda Mk2 Fire Control (2) Range 58.3m km Resolution 60
Bruticus Missile Fire Control (2) Range 58.3m km Resolution 60
Missile Active Search Sensor (1) GPS 16 Range 96k km Resolution 1
ECCM-3 (5) ECM 30
How do you get that kind of information from generated NPR's?
I don't mind finding out this information as im curious how my race is developing compared to other species. I know there are plenty of directions for me to expand in as I have found quite lush worlds to develop with high mineral content in neighbouring systems.
Not suprised the Saint Lo Commonwealth have that kind of star map they have been sending out ships left right and centre all over the place. They seem to be running out of minerals due to the amount of ships they have.