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Posted by: baconholic
« on: November 07, 2016, 03:54:52 PM »

I like to capture a few spoiler jumpgate builders and refit them with size 1 sensors. With a decent captain, they can complete a JG in less than 10 days. After they are fully TF trained, they can easily escape hostile systems. Set them on auto build jump gate default order and forget them all game.
Posted by: 83athom
« on: November 07, 2016, 11:53:40 AM »

My way of getting around the jump drive thing is to build gates everywhere (or play with JGs on all JPs). This does require you to manage more gate builders than normal as you need to continuously move your gate network forward while not letting them stumble into an enemy system.
Posted by: baconholic
« on: November 07, 2016, 10:59:41 AM »

I find the biggest constraint of large ships is the logistics in the form of jump drives and maintenance facilities.

I've found a fairly convenient way to manage maintenance facilities. I build 300,000 ton maintenance ships without any engine. They only have maintenance modules, a tractor beam, and the rest is filled with cargo space. Each ship can perform maintenance facility for 10,000 tons. As my fleet grew, I'll just build more maintenance ships and add them to the fleet or merge two fleets together. With decent shipbuilding, they are fairly fast and cheap to build. They can also be tug around easily with built in mineral storage to setup forward bases.

Jump drives are definitely the main limiting factor in building large military ships. Big drives are just really expensive to research. My ships are mostly limited by jump drives.

As for fleet diversity, I've found that my fleet composition actually goes from diverse in early game down to big ship that does everything in late game. I like to cram everything into a single beam/kinetic ship that can destroy an entire civilization  ;D.
Posted by: Jorgen_CAB
« on: November 07, 2016, 06:44:26 AM »

I find the biggest constraint of large ships is the logistics in the form of jump drives and maintenance facilities.

Larger ships always build faster than smaller ships given the same BP per tonnage. I also find that large ships are easier to retrofit since they have less specialised components and this usually mean they retrofit in many more incremental stages nd often you don't have to retool the shipyards either. Since large ships often have much fewer ship variants than smaller ones they tend to have dedicated shipyards more often than the small ships. Small shipyards with many slipways can also be quite expensive to retool given that small ships often need yards to retool even when replacing the mire rudimentary components, being more specialised and also.

Large ships also is more durable and combat damage also equals crew experience, I think this is an overlooked sometimes important factor.

Large ships can also repair faster and have more redundant systems if damaged in combat.

In general I would use larger ships if I have the infrastructure in place to support them so that is how I usually develop. Ships get bigger and bigger as my technology progress and my overall fleet get more and more diverse.
Posted by: Iranon
« on: October 29, 2016, 12:23:22 PM »

For a given total shipyard capacity, Shipbuilding rate for approaches half the build rate of that for 5000t ships as size approaches infinity; at 10000t you are already at 0.75.
That is a concern, but usually not dramatic.
For large ships, you may wish to rely heavily on prebuilt components - they build more slowly, and you can't make incremental upgrades as new tech becomes available if you build one huge ship instead of a series of small ones.

Large ships may also have certain other needs, like maintenance facilities or jump drives to support them. My preferred size depends to a large extent of the overhead:
A 5k ship may be fairly barebones and dependent on others. If I build it at all, I don't like the size.
A 10k ship may get enough sensors to be tactically self-sufficient.
A 20k ship may get an electronic warfare suite if I have the tech.
A 40k ship may get a full sensor suite for good situational awareness, beyond what it needs to shoot at things. I'll consider niceties like small cryogenic transport, boat bays, a flag bridge etc.
An 80k ship may get heavy shielding (hundreds of shields on one ship can weather many attacks; split over 10 ships they can get overwhelmed and armour may serve better)

*

Dauntless: R3 Gauss cannons are weak compared to your general tech level. A 10cm railgun would be mower powerful and smaller, and requires practically no research investment.

Harbinger, Sword of Retribution: Mismatched propulsion plant, too few engines and too much fuel. You'd get better range on the same space by halving your fuel load and using 3 default power engines, along with other benefits.
I'd also match fire control and turret tracking speed.

General: I don't like the heavy reliance on CIWS. You have decent dual purpose weapons in long-ranged fast-tracking 10cm laser turrets. You have a very high base fire control tech, railguns will be quite adequate for point defence and don't require much overhead in fire control. Regular Gauss turrets are another option.
Posted by: AbuDhabi
« on: October 29, 2016, 12:39:29 AM »

Just for the record regarding how fast these things are produced:
Posted by: Thanatos
« on: October 28, 2016, 03:52:55 PM »

Misconception many pople have who are used to the "standard" sizes of ships. These ships will take little over a year to build in relevant shipyards. Also, speed is all relative and ships of these speeds can still do well, CIWS is extremely useful (more than most give it credit for), and nothing is wrong with having fewer numbers of larger ships than massive numbers of smaller ships (especially when it will be more matched next update where the maintenance facility loophole/exploit is closed).Miscommunication. There are no "standard" sizes in this game. players can set their own standard sizes for ships, and nothing says one size is better than another. And these are not super big ships compared to other things around on the forums. And the entire point of ships in space is to be self sufficient enough to travel to hostile systems and do their things.Next update, you need the same amount of facilities to support these as equal tonnage of smaller ships. There are many more merits to build ships this large like, efficiency, toughness, and all-roundedness.

It is not misconception, it is truth. It is true that the larger the ship, the larger a modifier you receive to your ship building rate. There is a mathematical reason why 20kt ships are usually the 'norm'. Large ships become effectively made in no time if you get shipbuilding rate 6.2k+, which costs you just about a few million RPs- unattainable in a normal game that is not SM'd, not to mention the final level of 8k. The Dreadnaught has 100kt, and a BP of 25 thousand. At a generous ship building rate of 3k, and this is very generous, you are looking at a build rate based on the following formula:

base ship building rate x 1 + (((Hull Size / 100) - 1)/2))

Hull Size is 2000 for the Dreadnaught, so you are looking at rate x 1 + ((( 2000 / 100) - 1) / 2) OR 1 + 10.5 = 11.5

ABR is thus: 3000 * 11.5 == 34500

The Sword of Retribution II and Harbinger on the other hand are 50kt ships at 30k BPs. They will take much, much, much, longer to build. Freighters also count as only 25% of their size, so they too take 4 times longer to build and I saw a tug which looked like it would take a decade.

If we assume a reasonable investment of 2k build rate with these ships, let's do the math once more.

2000 * 1 + (((1000 / 100)+1)/2) == 2000 * 6.5 == 13000, or 3 years to build.

I'll admit I made a mistake originally, as I thought the cruisers were 25kt ships. Plus they are slow. You cannot put Cloak Engines on them, and Jump Drives just get more and more and more expensive. So do engines if you put thermal reduction on them and EM shielding. More does not always mean better.

15 - 20kt is usually accepted among most people that play Aurora 4x because it is a natural value people come up with due to cost reasons, not simply efficiency.

Also, CIWS is utter smeg.

When I say 'Standard' sizes, I do not mean 'Do as we do'. I mean 'set a standard for yourself, and build ALL your ships in that range'. There is no standard in Aurora 4x other than the mathematical likelihood that most ships will by average fall between 15k and 20k- No, by standard I mean internal standard, based on your race ideology (if you RP) or simply because you like the number 42. Set a standard, and do not deviate from it by too much, to keep ships within upgradeable range.

Maintenance points I will concede. You are right, next update, that extra layer of difficulty will be gone, but it is no excuse to build ships so large it requires a multi-billion population to support it, from mining, to shipyards, to maintenance, to fuel reserves. You want to talk efficiency? It is much more efficient to have a small population that does not spend 200 years building it's infrastructure to build huge ships that can be obliterated by measly microwaves and mesons.

They are tough, yes, but paper thin. Increasing the armor on large ships becomes supremely expensive to the point that some of the designs I saw would get penetrated by strength 9 lasers and hit internal components. Sure you can come up with a billion countermeasures for that happening, but it's a problem no matter how you look at it. Small ships do not have that disadvantage. Plus cloaking. Plus being invisible at decent ranges.

There is a reason why Battleships fell out of favor since WW2, and why 'do it all' ships never existed in any modern navy. Simple fact is, large ships lack the mobility and have too many jobs to accomplish all at once. Aurora sidesteps some of these issues, but it's not an issue of 'there is no better or more efficient'. There is. I can almost guarantee you that nearly every time, a 25000 BP ship will be destroyed by smaller ships, whose total is also 25k BP.

So yeah, in closing, big ships are tough against missiles. That's all they got going for them. I used to play WH40K themed games with mega ships even before the shipbuilding rate update- I know a lot that's to know about them, and since then have been playing smaller ships, even fighters, so it's not like I am talking out of my ass or making stuff up. They are good. But I personally prefer my fleets to be smaller, invisible and mobile.
Posted by: 83athom
« on: October 28, 2016, 03:03:14 PM »

However CIWS do not shoot at fighters, and 5 CIWS will not be the equivalent to the PD of a fleet. It really depends on usage and enemy composition, there are times where they can be better, and times where they are not. They ARE, however, less flexible than turrets which can shoot at missiles, fighters and ships.
Completely agree. That is why I always have a multiple layer PD system including a beam defense system (laser, rail, etc) and CIWS. In situation where my forces are split apart and my enemies have large numbers of smaller ships in the area, my beam PD wins me the day. In situation where there are so many missiles that they break through the outer layer of defenses or when I'm jumping into the face of a fleet, the CIWS saves the day.
Posted by: Zincat
« on: October 28, 2016, 02:55:48 PM »

Also, speed is all relative and ships of these speeds can still do well, CIWS is extremely useful (more than most give it credit for), and nothing is wrong with having fewer numbers of larger ships than massive numbers of smaller ships .

I agree that large ships are viable and nothing is wrong with them. CIWS are also very useful and good against missiles, especially at high tech level. Perfect for lone ships, civilian ships or ships who operate in small groups.

However CIWS do not shoot at fighters, and 5 CIWS will not be the equivalent to the PD of a fleet. It really depends on usage and enemy composition, there are times where they can be better, and times where they are not. They ARE, however, less flexible than turrets which can shoot at missiles, fighters and ships.

I don't agree on speed though. It's true that speed is relative to the speed of the enemy. And that is the point. If you are using solid core antimatter, your likely enemies will move much faster than 5000 km/sec. So you need to move fast as well, especially with beam only warships. I had NPRs, in my last campaign, moving at 13600 km/sec. So yes, speed is necessary.

Next update, you need the same amount of facilities to support these as equal tonnage of smaller ships. There are many more merits to build ships this large like, efficiency, toughness, and all-roundedness.

Yes, that will be very good, it will make large ships more viable. Really looking forward to that.
Posted by: 83athom
« on: October 28, 2016, 02:41:54 PM »

The biggest problem I see with those ships is that any decent shipyard will take at least 10 years to build most of your warships. Completely useless, considering I wouldn't put their lifespan at even 2 or 3 years, due to a mix of slow speed, CIWS, lack of redundancy, and just massive size.
Misconception many pople have who are used to the "standard" sizes of ships. These ships will take little over a year to build in relevant shipyards. Also, speed is all relative and ships of these speeds can still do well, CIWS is extremely useful (more than most give it credit for), and nothing is wrong with having fewer numbers of larger ships than massive numbers of smaller ships (especially when it will be more matched next update where the maintenance facility loophole/exploit is closed).
In my opinion, you need to standardize the sizes so that they can be refitted into newer and better models, and make them much, much, much smaller. There are super large ships, but they are more like self sufficient planets with guns put on a bunch of rocket thrusters.
Miscommunication. There are no "standard" sizes in this game. players can set their own standard sizes for ships, and nothing says one size is better than another. And these are not super big ships compared to other things around on the forums. And the entire point of ships in space is to be self sufficient enough to travel to hostile systems and do their things.
In addition, you would need so many maintenance facilities to supply those ships that any kind of FOB is but a dream. The only merit I see in the warships is that they will take so long to build that you'd be able to restock the massive amount of minerals it takes to make them.
Next update, you need the same amount of facilities to support these as equal tonnage of smaller ships. There are many more merits to build ships this large like, efficiency, toughness, and all-roundedness.
Posted by: Zincat
« on: October 28, 2016, 02:39:46 PM »

Ok, I see now that you still don't have that much combat experience. Especially against superior opponents, where things are different. With that in mind I can answer you better :)

Since they're built with industry (well, unless one is a masochist with a million-ton commercial shipyard), they build pretty fast, actually. I had a high population, lots of construction industry; I could well afford to make it, and it built quickly - a year at most, I believe.

I agree on the self-mobility. I usually build them just the way you said, but I experimented here with engines on huge things.

Large ships are a perfectly valid strategy, and there is nothing inherently wrong with them.  It is a matter of preference. However as said by me and others, they are slow to build. I consider one year quite slow to build. Think of it this way: you lost your terraformers, maybe in a war. Or, you need to terraform more than one place at a time. Or, your industrial capacity on the planet is needed for something else. If you terraformers are smaller you can replace/build them quickly and terraform more than one place at a time. With this monster station, not so much  :P
For example, my standard orbital terraformer has 4 modules. Relatively cheap to build and still significant.

Well, I used it like once, I think. In the home system. Salvaging one of those terraforming habitats after NPR forces shot it to bits. You've got a point about dedicated salvagers. If I put a salvager in a task group with freighters, they'll salvage to their cargo holds, right?

Yes it works. For example, A ship with 3-4 salvage modules paired with a freighter with 2-4 cargo holds work well. If you have to salvage really that much stuff, send a second freighter. It's flexible.


If I recall correctly, I was using those to haul resources from my operation one hop away to my home system. I definitely wanted the best fuel efficiency, and did not need much speed, provided the minerals got there regularly.

I do have freighters with max fuel efficiently, for normal duties. And then, I have one design named "fast cargo" with significantly faster speed, used when I need something delivered fast. Like during wars and such, when time is a luxury :)

I don't really have a good benchmark for tugs. One thing I did was copy the intended victim for tugging, then add enough engines to make it go decently fast, then removed everything but what the tug needed. But that's cumbersome. Any good benchmarks for tugs?

You can calculate a rough estimate. The speed of a ship depends upon 2 things. The power of the engines (EP) and the size of the ship. The tug is the only one with engines, so total engine power does not change. What change is the total size of ships moved. A numerical example will make it clear.

Let's say a 20000 tons tug, speed when not towing anything -> 10000 km/sec
If it carries a 20000 tons immobile ship, total size moved is 20000+20000 = 40000 tons, or double the tug size. Speed will be half of the original, 5000 km/sec
If it carries a 40000 tons immobile ship, total size moved is 20000+40000 = 60000 tons, or triple the tug size. Speed will be one third of the original, or 3333 km/sec
If it carries a 60000 tons immobile ship, total size moved is 20000+60000 = 80000 tons, or quadruple the tug size. Speed will be 2500 km/sec

And so on. So you can and should make a tug with the size of what you want to tow in mind.


I've found I rarely require to know about minerals in places where civilians can't go.

The point here is, planning. If your geosurvey ship can move to systems far away and prospect them, you can find where substantial mineral deposits are beforehand. Say that you are short on duranium. If you know that the system 2 jumps from home has large duranium deposits, you can start building gate towards that direction. Since you know beforehand, you don't waste time and the results are guaranteed. If you don't, you have to gate a system and then hope there's something useful for you inside it.

Well, they seemed OK for precursors and NPRs. I've not played with superspoilers yet. That said, understood.

Aurora generates new NPR as you play. They tend to be around your tech level if not above. Also, designs tend to be random. If you find something very fast, you have a problem, and that does not count the superspoilers indeed, which are bad.
Even against ships of similar tech, speed is important. If you are as fast as those carriers, they can move away from you and avoid you ever catching them, while sending fighters your way. Or if they are missile ships, use their entire missile cargo against you, then just escape to another system. You can't catch them.

I've not actually figured out how PD is set up. CIWS has the advantage of being fully automatic, where I don't know how to design and configure fleet-level PD.
CIWS is fully automatic, but as said it works only on missiles (not fighters) and is inferior when in fleets.

Say you have 6 ships in a small fleet.
If you have 5 CIWS on each, each incoming missile wave is targeted only by the CIWS on that ship, so 5 CIWS.
If instead you have 3 cheap laser turrets on each ship, each incoming missile wave is targeted by the whole 18 turrets of the entire fleet, no matter which ship is targeted. And also those 18 turrets can shoot at fighters, if there are any. Or, if the enemy comes closer, at the enemy itself (don't discount the damage even cheap lasers can do).

An excellent introductory article is here
http://aurorawiki.pentarch.org/index.php?title=Point_Defense
I also think there's some threads with many details on the forum

I've always wondered why one would put more than 1 + backup fire controls. Are you saying that if I put more fire controls on a ship, it'll target more targets simultaneously?

A fire control can target exactly one enemy. You can assign any number of weapons to it. If you have multiple fire controls, you can split your weapons on multiple targets. Example:
12 laser turrets
If you have one FC, you can only target one enemy with 12 lasers
With 2 FC, you can target one enemy with 12 turrets, or two with 6, or one enemy with 4 and another with 8, or any combination.
With 3 FC, you can target up to three enemy splitting the 12 turrets between them as you like
and so on.

An example, in my latest game I have a small escort frigate, primary duty is anti missile and anti fighter. It has 12 twin laser turrets and 5 fire controls. That way I can split those 12 turrets amongst up to 5 different missile waves or 5 fighters every round.
Or, if something bigger comes closer, just use all 12 to shoot at it.
Posted by: AbuDhabi
« on: October 28, 2016, 01:27:59 PM »

Because thermal reduction reduces your thermal signature. Your own sensors on the cruisers can detect a 1000 signature at 25m km.  That means a 6000 signature will be detected at 150m km. Using 50% thermal reduction, the 6000 is reduced to 3000, meaning it gets detected at 75m km. This is important if you want to get deep into enemy territory before you flip active sensors on so they are out of position.You have a larger one on the Dreadnought. There shouldn't be a reason you can put it on that and not your cruisers.Shield Strength - Recharge in seconds.

Concerning that fire control - not all of those ships are the same generation. Pretty sure the Dreadnought has the latest and biggest fire controls. Other military ships might not.

The biggest problem I see with those ships is that any decent shipyard will take at least 10 years to build most of your warships. Completely useless, considering I wouldn't put their lifespan at even 2 or 3 years, due to a mix of slow speed, CIWS, lack of redundancy, and just massive size.

In my opinion, you need to standardize the sizes so that they can be refitted into newer and better models, and make them much, much, much smaller. There are super large ships, but they are more like self sufficient planets with guns put on a bunch of rocket thrusters.

In addition, you would need so many maintenance facilities to supply those ships that any kind of FOB is but a dream. The only merit I see in the warships is that they will take so long to build that you'd be able to restock the massive amount of minerals it takes to make them.

I actually don't think it took that long to build them. It was late game and shipbuilding tech was refined; while they didn't build as quick as I would have liked, they did not take a decade. A few years at most, I think.
Posted by: AbuDhabi
« on: October 28, 2016, 01:24:27 PM »

Ok, I have a lot to write about this. First thing I'll say is, all these civilian ships can work. Military ones, not so much but I'll get to it. Also, depending on whether you RP or not, they can be acceptable. I'm going to give you suggestions on efficiency instead. Plus some general suggestions for combat ships.

Please accept this post with the spirit of constructive criticism :)

That's why I'm here.  :)

Quote
- The terraforming base is huge. Also, since terraforming bases generally move only once very long while,  it's more efficient to build them without engines, and then tug them around. You can change the tug, and then move the base faster because the tug is faster. It's also probably more efficient to buy more smaller bases, instead of a single base with 200 modules. But if you RP, that's fine. Going to take forever to build though....

Since they're built with industry (well, unless one is a masochist with a million-ton commercial shipyard), they build pretty fast, actually. I had a high population, lots of construction industry; I could well afford to make it, and it built quickly - a year at most, I believe.

I agree on the self-mobility. I usually build them just the way you said, but I experimented here with engines on huge things.

Quote
- Gigantus class Freighter: As before, it's really huge. Going to be very slow to build. I'm just going to say it in case you don't know but... You don't need a 100 cargo holds ship if you want to move large installations. Installations can be broken down in parts. You can just ferry them around over multiple trips. Still it can work if you want it. Less understandable, frankly, are the salvaging modules. You generally want dedicated salvagers, because that way the salvage ships can do their things, and the frieghters carry around what they're supposed to do. Would be a real waste to send one of these monsters on a salvaging mission.

Well, I used it like once, I think. In the home system. Salvaging one of those terraforming habitats after NPR forces shot it to bits. You've got a point about dedicated salvagers. If I put a salvager in a task group with freighters, they'll salvage to their cargo holds, right?

Quote
- The Resilience freighter can work. Just as before, really slow. It obviously have maximum fuel efficiency, and huge range. However you probably don't need that much range, and you might need some faster cargo transfers. Using the best possible fuel efficiency is not always the best choice, unless you are truly starved for fuel. You want to strike a balance between range, fuel consumption and speed.

If I recall correctly, I was using those to haul resources from my operation one hop away to my home system. I definitely wanted the best fuel efficiency, and did not need much speed, provided the minerals got there regularly.

Quote
- The tug is ok, really big but ok. Just... you don't have a ship that big to carry around. Unless you want to use it to move the terraforming base? It's wasted for anything else, too big. It costs a lot of resources that can go elsewhere

I don't really have a good benchmark for tugs. One thing I did was copy the intended victim for tugging, then add enough engines to make it go decently fast, then removed everything but what the tug needed. But that's cumbersome. Any good benchmarks for tugs?

Quote
- Tenax Propositi II class Freighter: Why cargo,  troop bays and cryogenic berths on the same ship? If you want to move people, you'll need something with a LOT more than 10000 berths, and the troop bays are useless. If you want to move troops... you don't need the cryogenic berths or cargo. If you want to move cargo, you don't care about the other 2. Specialized ships are generally more efficient.

Sure, I guess. Those are sorta my "starter pack" for getting colonization going. Dump a construction brigade, some minerals/infrastructure, and some colonists on promising bodies - and let civilians do the rest. I guess I could have just made three different types of ships and put them in the same task group, as you suggest.

Quote
- The tanker, gravsurvey and geosurvey ships are ok. I'd put a jump engine on the geosurvey ship, else you can't move it easily to other systems. It's better if it's an independent ship, considering what it does.

I've found I rarely require to know about minerals in places where civilians can't go.

Quote
- Your jump tender is also your gate constructor. That's not optimal. But well, supposing you have enough of them it can work. Personally, I'd still separate them into different ships.

The thing I was going for here was something that could tend jumps for large military ships. Since that's limited by the jump drive AND the overall size of the ship, I opted to put a jump drive on a gate builder, since that was already big. Two birds, one stone. (What does one put on jump tenders to pad them, anyway? Fuel? Entertainment modules?)

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-Let's start with big problem n.1. I'm looking at the cruisers and dreadnaught ships.  These ships are SLOW. And I mean really slow. You have picked lasers as your weapon of choice, which means you HAVE to be faster than your opponent, or you will never be able to catch him and hit him. And preferrably, faster by a decent amount. For the solid core AM engine era, a beam warship should probably be moving at least at 15000 km/sec, that is triple of what you do now. According to my rough calculations, only about 10% of your ships is dedicated to engine space. That's way too low for a laser ship.
Generally, a good rule of thumb is between 25% and 40% of the ship dedicated to engines, depending on the ship mission. But 10% is way too low, and the speed shows it. The dreadnaught also uses commercial engines, which are a big no on military beam warships, for the aforementioned reason. Screw fuel efficiency, you need speed to catch your enemies, to close in fast to targets and kill them.

Well, they seemed OK for precursors and NPRs. I've not played with superspoilers yet. That said, understood.

Quote
- Big problem n.2 is, your entire point defense is CIWS. That's really not good. First, CIWS ONLY shoot at missiles that target the ship they're on. If you have a fleet of 6 ships, then each ship will only be defended by its own CIWS. Second, CIWS do not shoot at fighters, small crafts or anything else. A much more effective PD for fleets is a layered approach, with laser and railgun turrets, and AMM. CIWS are much better left for civilian ships or ships who operate alone, away from your fleet. You may think that high armour and shields help with this, and it's true, but the fact remain you're using a lot more resources you should, in terms of minerals and build time. Also, neither shields nor armor can do anything against Mesons. So, if you face a meson equipped enemy, your only option is to kill it fast, and preferrably before it gets in close.

I've not actually figured out how PD is set up. CIWS has the advantage of being fully automatic, where I don't know how to design and configure fleet-level PD.

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- You have almost no anti-fighter defenses at all on those ships. Your radar, with resolution 40, will most likely see fighters only after they start shooting at you, or just before. And while your turreted lasers may be fast enough to hit them, if those fighters are numerous and/or mesons you are in a very bad situation. Plus, with only 2 fire controls you can only shoot at 2 fighters at a time anyway.

I've always wondered why one would put more than 1 + backup fire controls. Are you saying that if I put more fire controls on a ship, it'll target more targets simultaneously?

Quote
Won't comment much on fighters and carriers, as they are previous generation ships. The dropship is kind of slow and huge, but it can work. One thing for the PDC, it has lasers. Which will not really work if your planet has atmosphere. you need mesons for that.

Funnily enough, it *did* work on Earth. I think it might be <= 1 atm compatible.

Posted by: Thanatos
« on: October 28, 2016, 01:10:03 PM »

The biggest problem I see with those ships is that any decent shipyard will take at least 10 years to build most of your warships. Completely useless, considering I wouldn't put their lifespan at even 2 or 3 years, due to a mix of slow speed, CIWS, lack of redundancy, and just massive size.

In my opinion, you need to standardize the sizes so that they can be refitted into newer and better models, and make them much, much, much smaller. There are super large ships, but they are more like self sufficient planets with guns put on a bunch of rocket thrusters.

In addition, you would need so many maintenance facilities to supply those ships that any kind of FOB is but a dream. The only merit I see in the warships is that they will take so long to build that you'd be able to restock the massive amount of minerals it takes to make them.
Posted by: 83athom
« on: October 28, 2016, 01:04:56 PM »

Why?
Because thermal reduction reduces your thermal signature. Your own sensors on the cruisers can detect a 1000 signature at 25m km.  That means a 6000 signature will be detected at 150m km. Using 50% thermal reduction, the 6000 is reduced to 3000, meaning it gets detected at 75m km. This is important if you want to get deep into enemy territory before you flip active sensors on so they are out of position.
Almost sure this was the largest fire control I could make. I can only make 4x/4x times normal.
You have a larger one on the Dreadnought. There shouldn't be a reason you can put it on that and not your cruisers.
What do the numbers mean?
Shield Strength - Recharge in seconds.