Posted by: sneer
« on: January 12, 2014, 04:27:32 PM »I went this way in my fleet and have very smilar , almost identical cruiser in line
Napoleon class Battlecruiser 36,000 tons 1088 Crew 8363 BP TCS 720 TH 5000 EM 9000
6944 km/s Armour 6-97 Shields 300-400 Sensors 1/1/0/0 Damage Control Rating 50 PPV 167.64
Maint Life 5.18 Years MSP 7260 AFR 207% IFR 2.9% 1YR 452 5YR 6780 Max Repair 625 MSP
Intended Deployment Time: 24 months Spare Berths 0
Magazine 1260
Large Military Magnetic Fusion Drive (4) Power 1250 Fuel Use 20% Signature 1250 Exp 10%
Fuel Capacity 2,050,000 Litres Range 51.2 billion km (85 days at full power)
Theta R400/384 Shields (75) Total Fuel Cost 1,200 Litres per hour (28,800 per day)
Quad Gauss Turret (2x16) Range 30,000km TS: 25000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Point Defense Fire Control (2) Max Range: 96,000 km TS: 25000 km/s 90 79 69 58 48 38 27 17 6 0
ASM Missile Tube II (30) Missile Size 6 Rate of Fire 75
Missile Fire Control FC803-R60 (2) Range 803.1m km Resolution 60
Javelin VI ASM6 (210) Speed: 50,000 km/s End: 97m Range: 291m km WH: 16 Size: 6 TH: 200/120/60
Active Search Sensor MR803-R60 (1) GPS 25920 Range 803.1m km Resolution 60
Backup PD Sensor II (1) GPS 48 Range 11.5m km MCR 1.3m km Resolution 1
ECCM-3 (1) ECM 30
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Currently according to Steve the plasma torpedo's don't work at all. They detonate when launched with a message about being out of fuel. He has not gotten around to fixing the problem yet.
With regards to The Enemy (fairly hefty spoilers) in the current version they don't use plasma torpedoes, so I can't salvage them. Instead they behave much more like a conventional NPR or precursors, with a mixture of missiles, beams, and AMM ships, just with spectacularly high tech.
A few ideas that might help you:
- The Warden doesn't need a sensor that big. If you go for redundancy, give it one sufficient to go out to about 10 x the speed of the enemy missiles, which is definitely less than 3mkm. This could save you a few build points.
- One of the tactics I employed against the Invaders/The Enemy was to place missile pods on the jump points. You can put about 8 size 6 box launchers into a fighter-buildable design, plus a fire control (ten mkm should be sufficient) and maintenance life for about 25 years. It had cost of about 80-100BP, significantly cheaper than its actual missile load. Plus, can be reloaded with a carrier. Of course, that requires them to come through jump points, which might not be given from your description.
- If you're salvaging, do you have plasma torpedoes available? That would probably solve your ammunition problem.
- Lastly, you can build a different Ark Royal design: Use only box launchers. You should be able to fit about 50 box launchers plus a few fire controls in that, for more total firepower and a higher alpha-strike. If I remember correctly, Invaders have only beam PD plus absorption shields, meaning the difference between 10 x 10 missile salvoes and a 1 x 50 missile salvo may be (assuming four hits for PD defense) 60 vs 96 missiles hitting.
how do you keep up with minerals and ordnance production with battles of such intensity ?
p.s. I decided to add invaders in my game around 2070 and hit 2110 without seeing any