Posted by: Rolepgeek
« on: July 09, 2013, 09:57:19 PM »My designs have changed, after looking at the advice you guys gave me, and my first real encounter with the Confederation of Neuvo Laredo(the NPR). I had built a small fleet with which I planned to test the waters and probe their defenses, as well as try to get a feel for the combat in-game, since it was my first battle in the game, ever. It consisted of four Maglev Jump Cruisers, three Serendipity class Destroyers, and one Osprey class Recon Frigate. The numbers are like that primarily because the Maglevs are currently what my four-slipway shipyard is tooled for. So, they split into three groups, and jump into the adjoining system, and then to the one after that. After a few more days of travel, I notice their ships approaching. A Vincedora class Beam Warship(I believe that's what it is; 8500 tons or so and armed with eight particle beams) is approaching, and their four Medas-class Scout Cruisers(also about 8500 tons, but two and half times as fast as the Vincedora) are watching me. So I launch two salvos of AS missiles at the Vincedora, which I had foolishly allowed to get within 50 million km. It dies after one additional volley. In the meantime, two of their Castilla class Missile Cruisers are approaching. At the time, I didn't know what they were, so I simply told my task group to approach them. Then I see the two salvos of seven Invincible Anti-Ship Missiles(size 4, Warhead 3, speed 7700 km/s) each coming my way. I quickly spend ten minutes trying to figure out point defense, and start shooting at them. My missiles can handily take care of the salvos, while their point defense is shoddy at best(it killed maybe a dozen of my missiles, and only in final fire mode, from what the events appear to be). Nine Halberds for each of my Destroyer Volleys and four of the faster Ballista Darts with each Cruiser volley mean that I fire maybe five volleys, then wait to see how they'll take it. Turns out they have only 2 armor, meaning my Warhead 9 Halberds blast straight through, and my Darts rip chunks out. I soon realize they aren't dead, more missile volleys are still coming my way, and I'm out of Watcher missiles. So I start heading home, and take a look at their magazine stores. Not much left, so I have them empty their magazines at the bastards, and when I find that one Maglev still has Watchers, he tries his best at PD. Those last few missiles cripple then kill the Castillas, and the enemy volleys wreak havoc on my armor, but none of them actually damages any systems. If I had been less lucky, or if even one more Castilla had been present, there would have been heavy casualties. As it was, I had to play around with their fuel just to get them back through the jump gate(unfortunately, there's a Jump Gate on the other side of the jump point that leads to sol, though not one between Ross(their system) and the intervening one). This taught me several things. One, that I wanted thicker armor. Two, that almost all of their ships are size 160 or more. And three, that I needed more point defense missiles. The following designs are a result of taking your guys' advice and learning from my battle.
I've also designed a group of 3500 ton Frigates meant to use . 25 size launchers for massive volleys at long range before retreating and reloading out of range, staying for only a few days and flanking before returning to the main group to truly refuel/rearm, or simply head home with their target defeated.
I recently researched Box Launchers, so will try to design a fighter based around it, though the difficulty lies in my carrier now needing a magazine.
On another note; has anyone considered sandblaster Missiles? Using Warhead 3, 7, or 13 in large volleys to blast away the upper layers of a target's armor before your beam warships close in range and are now able to penetrate the weakened armor?
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M1D 9T Mythos class Destroyer 9,000 tons 248 Crew 1353.85 BP TCS 180 TH 480 EM 0
2666 km/s Armour 6-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 17 PPV 32
Maint Life 3.61 Years MSP 658 AFR 92% IFR 1.3% 1YR 78 5YR 1171 Max Repair 240 MSP
Intended Deployment Time: 18 months Spare Berths 0
Magazine 352
Mk2 S40E480 Ion Induction Engine (1) Power 480 Fuel Use 48% Signature 480 Exp 10%
Fuel Capacity 500,000 Litres Range 20.8 billion km (90 days at full power)
G7,8 V1b Wasp CIWS (1x4) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
L6 V1a Polearm Missile Launcher (4) Missile Size 6 Rate of Fire 60
L1 V1a Hornet Missile Launcher (8) Missile Size 1 Rate of Fire 10
V1S5 MR61-R10 Missile Guidance Computer (1) Range 60.7m km Resolution 10
V1S7 MR208-R60 Missile Guidance Computer (1) Range 208.2m km Resolution 60
V1S5 S6:2M Missile Guidance Computer (1) Range 19.2m km Resolution 1
M4 W9-173M Halberd AS Missile (32) Speed: 21,000 km/s End: 137.4m Range: 173.1m km WH: 9 Size: 6 TH: 70/42/21
M4 5:92-10:46 Watcher AM Missile (160) Speed: 21,000 km/s End: 1.1m Range: 1.4m km WH: 1 Size: 1 TH: 154/92/46
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
The Mythos is my main battle craft. Armed with the much faster and longer range M4 Halberds, it can be armed with the M4 Pike AF Missile as well. Code: [Select]
M4 W4 10:50 Pike AF Missile (1) Speed: 21,000 km/s End: 55m Range: 69.3m km WH: 4 Size: 6 TH: 168/100/50
I'd also considered mounting some of my very new shield technology on it, but the amount I could mount versus the effectiveness wasn't worth it, since it was still Alpha Shields with no special regeneration. Code: [Select]
M1D-J 9T Arma class Jump Cruiser 9,000 tons 278 Crew 1250.4 BP TCS 180 TH 480 EM 0
2666 km/s JR 4-50 Armour 4-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 17 PPV 27
Maint Life 2.6 Years MSP 608 AFR 92% IFR 1.3% 1YR 126 5YR 1897 Max Repair 240 MSP
Intended Deployment Time: 18 months Spare Berths 0
Magazine 155
Mk2 S40-9K:4 Warp Drive Max Ship Size 9000 tons Distance 50k km Squadron Size 4
Mk2 S40E480 Ion Induction Engine (1) Power 480 Fuel Use 48% Signature 480 Exp 10%
Fuel Capacity 500,000 Litres Range 20.8 billion km (90 days at full power)
L1 V1a Hornet Missile Launcher (3) Missile Size 1 Rate of Fire 10
L24 V1a Siege Engine Missile Launcher (1) Missile Size 24 Rate of Fire 240
V1S5 S6:2M Missile Guidance Computer (1) Range 19.2m km Resolution 1
V1S4,5 MR219-R160 Missile Guidance Computer (1) Range 218.6m km Resolution 160
M4 5:92-10:46 Watcher AM Missile (59) Speed: 21,000 km/s End: 1.1m Range: 1.4m km WH: 1 Size: 1 TH: 154/92/46
M2 D3-176M Onager AS Multi-Stage Missile (4) Speed: 17,500 km/s End: 167.5m Range: 176.1m km WH: 0 Size: 24 TH: 58/35/17
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
The Arma is the Jump ship for the group, using my new Jump Engine which can carry four vessels, rather than three. The Siege Engine Missile Launcher can use the Onager AS Multi-Stage Missile, which splits into three Boulder AS Warheads at 150,000 km, the Ballista AF Multi-Stage Missile, which splits into four Dart AF Warheads at the same range, or the Catapult AS Missile, which has the largest range and the most punch. Code: [Select]
M2 D4-85M Ballista AF Multi-Stage Missile (1) Speed: 17,500 km/s End: 81m Range: 85.2m km WH: 0 Size: 24 TH: 58/35/17
M4 S3W1 10:58 Dart AF Warhead (1) Speed: 30,800 km/s End: 0.2m Range: 0.5m km WH: 1 Size: 3 TH: 195/117/58
M4 S4W9 Boulder AS Warhead (1) Speed: 12,600 km/s End: 2.2m Range: 1.7m km WH: 9 Size: 4 TH: 67/40/20
M3 W36-205M Catapult AS Missile (1) Speed: 17,500 km/s End: 194.8m Range: 204.5m km WH: 36 Size: 24 TH: 87/52/26
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M1D-P 9T Aegis class Area Defence Cruiser 9,000 tons 249 Crew 1123.65 BP TCS 180 TH 480 EM 0
2666 km/s Armour 3-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 17 PPV 45.2
Maint Life 3.38 Years MSP 546 AFR 92% IFR 1.3% 1YR 73 5YR 1090 Max Repair 240 MSP
Intended Deployment Time: 18 months Spare Berths 0
Magazine 250
Mk2 S40E480 Ion Induction Engine (1) Power 480 Fuel Use 48% Signature 480 Exp 10%
Fuel Capacity 500,000 Litres Range 20.8 billion km (90 days at full power)
LT1-2 Dual 120mm Laser Turret (2x2) Range 80,000km TS: 15000 km/s Power 8-4 RM 2 ROF 10 4 4 2 2 1 1 1 1 0 0
GT2-4 R20K Quad Flak Cannon (2x8) Range 20,000km TS: 15000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
G7,8 V1b Wasp CIWS (1x4) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
V2S16 AC50-64K Missile Destruction System (1) Max Range: 128,000 km TS: 8000 km/s 92 84 77 69 61 53 45 37 30 22
M1 P3-0,5 Miniature Fusion Reactor (4) Total Power Output 12 Armour 0 Exp 5%
L1 V1a Hornet Missile Launcher (10) Missile Size 1 Rate of Fire 10
V1S5 S6:2M Missile Guidance Computer (1) Range 19.2m km Resolution 1
M4 5:92-10:46 Watcher AM Missile (250) Speed: 21,000 km/s End: 1.1m Range: 1.4m km WH: 1 Size: 1 TH: 154/92/46
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
The Aegis works just as it's modern counterpart. It kills missiles. It would be terrible against an enemy of similar tech level. . . but my enemy's missiles are slow enough that I can track them. Code: [Select]
M1D-S 9T Aetos class Command Ship 9,000 tons 242 Crew 1682.05 BP TCS 180 TH 480 EM 0
2666 km/s Armour 4-38 Shields 0-0 Sensors 60/80/0/0 Damage Control Rating 19 PPV 0
Maint Life 4.29 Years MSP 1051 AFR 72% IFR 1% 1YR 92 5YR 1375 Max Repair 240 MSP
Intended Deployment Time: 18 months Spare Berths 0
Mk2 S40E480 Ion Induction Engine (1) Power 480 Fuel Use 48% Signature 480 Exp 10%
Fuel Capacity 1,000,000 Litres Range 41.7 billion km (180 days at full power)
G7,8 V1b Wasp CIWS (1x4) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
V1S10 MR40-R10 'Reach' GRADAR (1) GPS 1600 Range 40.5m km Resolution 10
V2S15 S6:2M 'Wave' GRADAR (1) GPS 240 Range 19.2m km Resolution 1
V1S12 MR119-R60 'Telescope' GRADAR (1) GPS 11520 Range 119.0m km Resolution 60
V1S10 MR162-R160 'Crow's Nest' GRADAR (1) GPS 25600 Range 161.9m km Resolution 160
V1S10 S60 Radiation Analyser (1) Sensitivity 60 Detect Sig Strength 1000: 60m km
V2S10 S80 Electronics Detection Array (1) Sensitivity 80 Detect Sig Strength 1000: 80m km
This design is classed as a Military Vessel for maintenance purposes
Equipped with a variety of powerful sensors, each weighing at least 500 tons, the Aetos will be equipped with a Flag Bridge as well, if it turns out to be necessary, simply be stripping some of it's fuel. Code: [Select]
M1D-F 9T Thyella class Carrier 9,000 tons 127 Crew 1007.8 BP TCS 180 TH 480 EM 0
2666 km/s Armour 3-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 0
Maint Life 4.7 Years MSP 1280 AFR 162% IFR 2.2% 1YR 95 5YR 1422 Max Repair 240 MSP
Intended Deployment Time: 18 months Flight Crew Berths 0
Hangar Deck Capacity 4000 tons
Mk2 S40E480 Ion Induction Engine (1) Power 480 Fuel Use 48% Signature 480 Exp 10%
Fuel Capacity 1,000,000 Litres Range 41.7 billion km (180 days at full power)
Strike Group
1x M2F-S Rattlesnake Fighter-Scout Speed: 8400 km/s Size: 10
2x M2F-I Viper Interceptor Speed: 8400 km/s Size: 10
5x M2F Boa Fighter Speed: 8400 km/s Size: 10
This design is classed as a Military Vessel for maintenance purposes
The Thyella is my adjusted carrier, the same size, with a smaller hold, a smaller strike group, and the ability to keep up with the rest of the group. The new fighter designs will be shown after the remaining few vessels. Code: [Select]
M1D-O 9T Elia class Tanker 9,000 tons 43 Crew 887.65 BP TCS 180 TH 300 EM 0
1666 km/s Armour 3-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 62 Max Repair 75 MSP
Intended Deployment Time: 3 months Spare Berths 2
Semblance Motors 300 EP Ion Repulsor Drive (1) Power 300 Fuel Use 7.07% Signature 300 Exp 5%
Fuel Capacity 5,200,000 Litres Range 1470.4 billion km (10215 days at full power)
G7,8 V1b Wasp CIWS (1x4) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes
The Tanker for the group, the Elia has an incredible fuel capacity, and can completely refill up to five vessels if necessary, while it's fuel-efficient engine means there will be plenty left for itself. Code: [Select]
M1D-C 9T Oplis class Collier 9,000 tons 178 Crew 1056.65 BP TCS 180 TH 480 EM 0
2666 km/s Armour 3-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 15 PPV 0
Maint Life 2.55 Years MSP 367 AFR 129% IFR 1.8% 1YR 79 5YR 1185 Max Repair 240 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 1440
Mk2 S40E480 Ion Induction Engine (1) Power 480 Fuel Use 48% Signature 480 Exp 10%
Fuel Capacity 500,000 Litres Range 20.8 billion km (90 days at full power)
G7,8 V1b Wasp CIWS (1x4) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
M4 W9-173M Halberd AS Missile (100) Speed: 21,000 km/s End: 137.4m Range: 173.1m km WH: 9 Size: 6 TH: 70/42/21
M4 5:92-10:46 Watcher AM Missile (480) Speed: 21,000 km/s End: 1.1m Range: 1.4m km WH: 1 Size: 1 TH: 154/92/46
M2 D3-176M Onager AS Multi-Stage Missile (15) Speed: 17,500 km/s End: 167.5m Range: 176.1m km WH: 0 Size: 24 TH: 58/35/17
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
Also able to hold any of the other missile designs, to rearm for different targets if necessary, and there will likely be at least one extra with the secondary armaments. Code: [Select]
M1D-T 9T Phalanx class Troop Transport 9,000 tons 183 Crew 619.3 BP TCS 180 TH 300 EM 0
1666 km/s Armour 3-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 43 Max Repair 75 MSP
Intended Deployment Time: 36 months Spare Berths 0
Troop Capacity: 1 Battalion Cargo Handling Multiplier 60
Semblance Motors 300 EP Ion Repulsor Drive (1) Power 300 Fuel Use 7.07% Signature 300 Exp 5%
Fuel Capacity 500,000 Litres Range 141.4 billion km (982 days at full power)
G7,8 V1b Wasp CIWS (2x4) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
V1S1-H MR11-R80 Fighter GRADAR (1) GPS 1280 Range 11.4m km Resolution 80
This design is classed as a Commercial Vessel for maintenance purposes
Not truly part of the battle fleet, but useful for a number of things, it has the Fighter Sensor purely because I could not think of anything else to fill the last 50 tons, and it was still commercial. Code: [Select]
M2F Boa class Fighter 500 tons 4 Crew 78.6 BP TCS 10 TH 84 EM 0
8400 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 14.76 Years MSP 29 AFR 6% IFR 0.1% 1YR 0 5YR 4 Max Repair 10.5 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
Mk4 S1E21 Fighter Ion Injection Engine (4) Power 21 Fuel Use 320.86% Signature 21 Exp 17%
Fuel Capacity 25,000 Litres Range 2.8 billion km (3 days at full power)
Mk. 2 C2 100mm Visible Laser (1) Range 60,000km TS: 8400 km/s Power 3-2 RM 2 ROF 10 3 3 2 1 1 1 0 0 0 0
V2S1 AC50-32K Fighter Trajectory Analyser (1) Max Range: 64,000 km TS: 4000 km/s 84 69 53 37 22 6 0 0 0 0
P1S0,2 Fighter Reactor Core (2) Total Power Output 1.8 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
My main fighter design, the Boa is meant to attack enemy ships, not fighters. Code: [Select]
M2F-I Viper class Interceptor 500 tons 4 Crew 78.6 BP TCS 10 TH 84 EM 0
8400 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 14.76 Years MSP 29 AFR 6% IFR 0.1% 1YR 0 5YR 4 Max Repair 10.5 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
Mk4 S1E21 Fighter Ion Injection Engine (4) Power 21 Fuel Use 320.86% Signature 21 Exp 17%
Fuel Capacity 25,000 Litres Range 2.8 billion km (3 days at full power)
Mk2 Fighter 100mm Linear Accelerator (1x4) Range 20,000km TS: 8400 km/s Power 3-2 RM 2 ROF 10 1 1 0 0 0 0 0 0 0 0
V1S1 AC50-16K Fighter Trajectory Analyser (1) Max Range: 32,000 km TS: 8000 km/s 69 37 6 0 0 0 0 0 0 0
P1S0,2 Fighter Reactor Core (2) Total Power Output 1.8 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
The new interceptor design, it isn't actually faster than the other fighters, but it's fire control system can adequately support it's speed. Code: [Select]
M2F-S Rattlesnake class Fighter-Scout 500 tons 3 Crew 124.6 BP TCS 10 TH 84 EM 0
8400 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 5.93 Years MSP 31 AFR 10% IFR 0.1% 1YR 2 5YR 23 Max Repair 32 MSP
Intended Deployment Time: 0.1 months Spare Berths 7
Mk4 S1E21 Fighter Ion Injection Engine (4) Power 21 Fuel Use 320.86% Signature 21 Exp 17%
Fuel Capacity 50,000 Litres Range 5.6 billion km (7 days at full power)
V1S2 MR23-R80 'Horizon' GRADAR (1) GPS 2560 Range 22.9m km Resolution 80
V1S2 S6:279K Fighter Missile GRADAR (1) GPS 32 Range 2.6m km Resolution 1
This design is classed as a Fighter for production, combat and maintenance purposes
Both flight leader and able to operate on it's own as a scout, the Rattlesnake provides sensor coverage for extended pushes into enemy territory. I've also designed a group of 3500 ton Frigates meant to use . 25 size launchers for massive volleys at long range before retreating and reloading out of range, staying for only a few days and flanking before returning to the main group to truly refuel/rearm, or simply head home with their target defeated.
I recently researched Box Launchers, so will try to design a fighter based around it, though the difficulty lies in my carrier now needing a magazine.
On another note; has anyone considered sandblaster Missiles? Using Warhead 3, 7, or 13 in large volleys to blast away the upper layers of a target's armor before your beam warships close in range and are now able to penetrate the weakened armor?