Posted by: Jorgen_CAB
« on: July 16, 2013, 05:48:58 PM »I really like the style of these ships and I usually run with something similar.
I usually build slightly bigger ships than I see most people building in AAR and in this forum. My role-playing reasoning being that ships in space would be bigger than earthbound ships based on the fact that engines and fuel would take up a much larger part of the ship than any earth counterpart and that space is much more dangerous so will need ships that is more self sufficient.
I also go with the rather realistic approach of VLS launching systems but I rely on 25% sized launchers with no additional magazines on the ship, so one missile per launcher is the maximum. I really think that any ship out in space that is big would be able to replenish missiles from a collier ship. The time to reload is so high anyway that the process becomes pretty realistic. I usually make a replenish attempt to take at least a few hours if the launchers is ready to fire and I want to swap out missiles.
I also go with rather big launchers for ASM size 8-12. Missiles will usually be between 2-12. Smaller missiles will be constructed into a MIRV type that basically separate directly after launch.
I design missiles based on the type of ship they intend to be shot at.
Smaller missiles (2-4) is for smaller and faster ships with a lower yield. These missiles have high agility and are usually fire at ships with poor PD/AMM capacity, such as fighters, FAC, scout ships.
Medium ASM 6-8 are used against bigger ships at medium range perhaps 100-200m km while larger missiles 10-12 is long range heavy missiles for artillery barrages.
I rarely engage an enemy without trying to scout them out first (if I can) to get as much information out of them as possible so I can design missiles (ships/sensors) as efficient as possible. I aim for a to hit ratio around 80%. My ships experience will usually make the actual to hit close to 100%.
I mainly go for a strong beam PD defense with AMM only for emergency when enemy salvos are overwhelming. Therefore I can comfortably use 25% small size 1 launchers. Although I might sometime argue with myself on the validity on that decision because that might not be how it would be done in reality.
In most modern missile equipped naval warships magazine launched missiles have been replaced to box launched missiles. Although, I'm pretty sure that naval ships could replenish their missiles at sea if necessary, but don't quote me on that...
I'm not entirely sure why magazine stored missiles was replaced, but I'm pretty sure it has to do with accessibility and ease of replacement. Also the fact that box launched ordnance can hold a much broader variety of missiles than magazine stored ones. Something Aurora don't model very well though if that is the case.
I usually build slightly bigger ships than I see most people building in AAR and in this forum. My role-playing reasoning being that ships in space would be bigger than earthbound ships based on the fact that engines and fuel would take up a much larger part of the ship than any earth counterpart and that space is much more dangerous so will need ships that is more self sufficient.
I also go with the rather realistic approach of VLS launching systems but I rely on 25% sized launchers with no additional magazines on the ship, so one missile per launcher is the maximum. I really think that any ship out in space that is big would be able to replenish missiles from a collier ship. The time to reload is so high anyway that the process becomes pretty realistic. I usually make a replenish attempt to take at least a few hours if the launchers is ready to fire and I want to swap out missiles.
I also go with rather big launchers for ASM size 8-12. Missiles will usually be between 2-12. Smaller missiles will be constructed into a MIRV type that basically separate directly after launch.
I design missiles based on the type of ship they intend to be shot at.
Smaller missiles (2-4) is for smaller and faster ships with a lower yield. These missiles have high agility and are usually fire at ships with poor PD/AMM capacity, such as fighters, FAC, scout ships.
Medium ASM 6-8 are used against bigger ships at medium range perhaps 100-200m km while larger missiles 10-12 is long range heavy missiles for artillery barrages.
I rarely engage an enemy without trying to scout them out first (if I can) to get as much information out of them as possible so I can design missiles (ships/sensors) as efficient as possible. I aim for a to hit ratio around 80%. My ships experience will usually make the actual to hit close to 100%.
I mainly go for a strong beam PD defense with AMM only for emergency when enemy salvos are overwhelming. Therefore I can comfortably use 25% small size 1 launchers. Although I might sometime argue with myself on the validity on that decision because that might not be how it would be done in reality.
In most modern missile equipped naval warships magazine launched missiles have been replaced to box launched missiles. Although, I'm pretty sure that naval ships could replenish their missiles at sea if necessary, but don't quote me on that...
I'm not entirely sure why magazine stored missiles was replaced, but I'm pretty sure it has to do with accessibility and ease of replacement. Also the fact that box launched ordnance can hold a much broader variety of missiles than magazine stored ones. Something Aurora don't model very well though if that is the case.