Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: Sheltem on April 21, 2020, 02:14:11 PM
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After trying the game out years ago only to give up after turns started taking forever before I even met any aliens. . . I find myself back into it again with the C# version - just with little recollection of how and what to design.
This is supposed to be a combination of a source of PPV and last line of defense.
And if the design is deemed workable, it might become the basis of my first actual fleet's design.
SS Erinyes B 001 (Erinyes B class Space Station) 12.000 tons 338 Crew 2.364,5 BP TCS 240 TH 0 EM 1.500
1 km/s Armour 16-46 Shields 50-375 HTK 98 Sensors 0/0/0/0 DCR 12 PPV 108,38
Maint Life 1,06 Years MSP 266 AFR 576% IFR 8,0% 1YR 239 5YR 3.580 Max Repair 96 MSP
Force Commander Control Rating 2 BRG ENG
Intended Deployment Time: 3 months Morale Check Required
10 HS Delta S25 / R375 Shields (2) Recharge Time 375 seconds (0,1 per second)
Twin 12cm C2 Ultraviolet Laser Turret 12000 (6x2) Range 160.000km TS: 12000 km/s Power 8-4 RM 40.000 km ROF 10
5 HS Quad Spray Gauss Cannon R400-17,00 Turret (10x16) Range 40.000km TS: 12500 km/s Power 0-0 RM 40.000 km ROF 5
Beam Fire Control R40-TS12000 (5) Max Range: 40.000 km TS: 12.000 km/s 75 50 25 0 0 0 0 0 0 0
Beam Fire Control R160-TS12000 (3) Max Range: 160.000 km TS: 12.000 km/s 94 88 81 75 69 62 56 50 44 38
2.5 HS Stellarator Fusion Reactor R25 (3) Total Power Output 75,9 Exp 5%
Active Search Sensor AS10-R10 (70%) (2) GPS 120 Range 10,3m km Resolution 10
This design is classed as a Military Vessel for maintenance purposes
My design philosophy is:
- A curtain of rapid fire quad gauss to defend against missiles, shields + armor to defend against the rest.
- Lasers of various ranges for offense, mostly because I don't want to add the complexity of missiles on my first game in forever.
No passive sensors since these are supposed to sit around my colonies for protection, which would have sensors magnitudes better than anything feasible no a station. That also means maintenance is not an issue.
So. . . how many glaring errors can you find? ;)
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Well in new Aurora beam weapons can break when they fire, I believe it is 1% chance, so you still want to have enough maintenance supplies to repair them during the fight. So 266 MSP may not be enough (combat repair is 2x MSP value I think).
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Well in new Aurora beam weapons can break when they fire, I believe it is 1% chance, so you still want to have enough maintenance supplies to repair them during the fight. So 266 MSP may not be enough (combat repair is 2x MSP value I think).
Good point, I'll have to keep that in mind.
According to the Damage Control readout each of those six Twin turrets costs 40. 65 MSP to repair - 81. 3 in combat. So just three breaks would wipe out the station's MSP even without the enemy doing damage.
I didn't put a lot of MSP on them since they are sitting in orbit around my colonies, so don't need upkeep. And while I hope they will never have to see combat. . . if they ever do I'd want them to perform.
Edit: And now that I change the class design, I notice that I'm hit by an already reported bug - where larger maintenance storages seem to not count if you have smaller ones. I used small, tiny and fighter maintenance storages to fiddle the tonnage up to 12kt. That however gives a wrong MSP readout. Removing everything for just a large one gives me 2360 MSP and a maintenance life of over 5 years.
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I think weapon failures use the same system as maintenance failures: They use the normal MSP value (in the case above, 40) to instantly fix, but if you don't have enough they are damaged and will require 2x the MSP to repair later.
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i'd take off the main engineering, unless you deliberately want to have more slots for commanders
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SS Erinyes B 001 (Erinyes B class Space Station) 12.000 tons 338 Crew 2.364,5 BP TCS 240 TH 0 EM 1.500
1 km/s Armour 16-46 Shields 50-375 HTK 98 Sensors 0/0/0/0 DCR 12 PPV 108,38
Maint Life 1,06 Years MSP 266 AFR 576% IFR 8,0% 1YR 239 5YR 3.580 Max Repair 96 MSP
Force Commander Control Rating 2 BRG ENG
Intended Deployment Time: 3 months Morale Check Required
10 HS Delta S25 / R375 Shields (2) Recharge Time 375 seconds (0,1 per second)
Twin 12cm C2 Ultraviolet Laser Turret 12000 (6x2) Range 160.000km TS: 12000 km/s Power 8-4 RM 40.000 km ROF 10
5 HS Quad Spray Gauss Cannon R400-17,00 Turret (10x16) Range 40.000km TS: 12500 km/s Power 0-0 RM 40.000 km ROF 5
Beam Fire Control R40-TS12000 (5) Max Range: 40.000 km TS: 12.000 km/s 75 50 25 0 0 0 0 0 0 0
Beam Fire Control R160-TS12000 (3) Max Range: 160.000 km TS: 12.000 km/s 94 88 81 75 69 62 56 50 44 38
2.5 HS Stellarator Fusion Reactor R25 (3) Total Power Output 75,9 Exp 5%
Active Search Sensor AS10-R10 (70%) (2) GPS 120 Range 10,3m km Resolution 10
This design is classed as a Military Vessel for maintenance purposes
Some minor stuff:
Tracking speed for your gauss cannons is 500km over the TS of your BFC.
The reactors (good redundancy) generate 76 power each but it looks like you only need 24 total.
Not sure how good a 10 res sensor will be at detecting missiles.
Not sure if 10m km is a good enough general purpose detection.
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SS Erinyes B 001 (Erinyes B class Space Station) 12.000 tons 338 Crew 2.364,5 BP TCS 240 TH 0 EM 1.500
1 km/s Armour 16-46 Shields 50-375 HTK 98 Sensors 0/0/0/0 DCR 12 PPV 108,38
Maint Life 1,06 Years MSP 266 AFR 576% IFR 8,0% 1YR 239 5YR 3.580 Max Repair 96 MSP
Force Commander Control Rating 2 BRG ENG
Intended Deployment Time: 3 months Morale Check Required
10 HS Delta S25 / R375 Shields (2) Recharge Time 375 seconds (0,1 per second)
Twin 12cm C2 Ultraviolet Laser Turret 12000 (6x2) Range 160.000km TS: 12000 km/s Power 8-4 RM 40.000 km ROF 10
5 HS Quad Spray Gauss Cannon R400-17,00 Turret (10x16) Range 40.000km TS: 12500 km/s Power 0-0 RM 40.000 km ROF 5
Beam Fire Control R40-TS12000 (5) Max Range: 40.000 km TS: 12.000 km/s 75 50 25 0 0 0 0 0 0 0
Beam Fire Control R160-TS12000 (3) Max Range: 160.000 km TS: 12.000 km/s 94 88 81 75 69 62 56 50 44 38
2.5 HS Stellarator Fusion Reactor R25 (3) Total Power Output 75,9 Exp 5%
Active Search Sensor AS10-R10 (70%) (2) GPS 120 Range 10,3m km Resolution 10
This design is classed as a Military Vessel for maintenance purposes
Some minor stuff:
Tracking speed for your gauss cannons is 500km over the TS of your BFC.
The reactors (good redundancy) generate 76 power each but it looks like you only need 24 total.
Not sure how good a 10 res sensor will be at detecting missiles.
Not sure if 10m km is a good enough general purpose detection.
I like module sizes to be neat, 12k km tracking wasn't an even number, so I bumped it up to 12500 to get an even 5 HS. ;)
The reactors produce 25. 3 each, 76 is the total. Each of those three reactors can just about power the guns. . . I guess I could cut down to two and squeeze in better detection? I also couldn't find info on whether shields use power or not, so I went with more power than the guns needed to accomodate possible energy usage by the shields.
And my thinking with the 10 res sensor was that it only needs to find the missiles within about 200k km, which shouldn't be a problem when it finds size 10 objects out to 10m km
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Having a sensor that has a smaller res will mean earlier detection which will give you a better tracking bonus since that accrues over time spent tracking the target.
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Having a sensor that has a smaller res will mean earlier detection which will give you a better tracking bonus since that accrues over time spent tracking the target.
Right, I forgot about that mechanic as well. :/