Aurora 4x

VB6 Aurora => Bureau of Ship Design => Topic started by: Erik L on April 29, 2008, 04:23:54 PM

Title: Exercise in Curiosity
Post by: Erik L on April 29, 2008, 04:23:54 PM
After having read Weber's Armageddon Empire and starting over on the March series, I wondered what it would take to create a ship that carried "full-size" parasites.

This is what I came up with, and it was not really viable without some bigtime jump tech.

Code: [Select]
Tracker class Jump Ship    125000 tons     6116 Crew     19285.4 BP      TCS 2500  TH 672  EM 3600
1120 km/s    JR 3-50     Armour 20-222     Shields 120-300     Sensors 1/0/0/0     Damage Control 0-0     PPV 50
Flag Bridge    Hangar Deck Capacity 1500     Magazine 950    Replacement Parts 5    

J125000(3-50) Jump Drive     Max Ship Size 125000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E5 (35)    Power 80    Efficiency 0.50    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 1,100,000 Litres    Range 31.7 billion km   (327 days at full power)
Epsilon R300/15 Shields (40)   Total Fuel Cost  600 Litres per day

Missile Launcher 10-060 (5)    Missile Size 10    Rate of Fire 60
Missile Fire Control FC28-R1/30 (1)     Range 840k km    Resolution 1
Mark X Heavy Missile (95)  Speed: 25600 km/s   End: 5.9 minutes    Range: 9m km   Warhead: 15    MR: 32    Size: 10

ECCM-3 (1)         ECM 30
This is the jump ship. It carries nine of the following:
Code: [Select]
Stalker class Parasite Cruiser    8000 tons     847 Crew     2212.4 BP      TCS 160  TH 96  EM 900
2500 km/s     Armour 10-35     Shields 30-300     Sensors 14/14/0/0     Damage Control 2-2     PPV 46
Replacement Parts 5    

Magneto-plasma Drive E5 (5)    Power 80    Efficiency 0.50    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 22.5 billion km   (104 days at full power)
Epsilon R300/15 Shields (10)   Total Fuel Cost  150 Litres per day

25cm C4 Far Ultraviolet Laser (4)    Range 320,000km     TS: 4000 km/s     Power 16-4     RM 5    ROF 20        16 16 16 16 16 13 11 10 8 8
Fusion Torpedo R24 C5 (1)    Range 240,000km     TS: 4000 km/s     Power 15-5    ROF 15        6 6 6 6 6 6 6 6 6 6
Gauss Cannon R3-100 (1x3)    Range 30,000km     TS: 4000 km/s     Accuracy Modifier 100%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S16 160-16000 H30 (1)    Max Range: 320,000 km   TS: 16000 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 40    Armour 0    Exp 5%

Active Search Sensor S28-R40/30 (1)     GPS 1120     Range 11.2m km    Resolution 40
Thermal Sensor TH1-14/30 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
EM Detection Sensor EM1-14/30 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-3 (1)         ECM 30
I could have crammed a tenth in if I shaved 500 tons off, but I built the parasites first. I figured the 9 PCA would be the offensive punch along with the missiles. For defense, the jump ship carries a dozen of these:
Code: [Select]
Hunter class Fighter    240 tons     22 Crew     116.1 BP      TCS 4.8  TH 11.52  EM 0
10000 km/s     Armour 1-3     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0     PPV 1

FTR Magneto-plasma Drive E500 (1)    Power 48    Efficiency 50.00    Signature 11.52    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 1.5 billion km   (41 hours at full power)

Gauss Cannon R3-17 (1x3)    Range 30,000km     TS: 10000 km/s     Accuracy Modifier 17%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S01 40-4000 H30 (FTR) (1)    Max Range: 80,000 km   TS: 16000 km/s     88 75 62 50 38 25 12 0 0 0

Active Search Sensor S28-R40/30 (1)     GPS 1120     Range 11.2m km    Resolution 40

This design is classed as a fighter for production and combat purposes


One thing I think needs changing, it is very hard to determine how much of your hangar space is currently occupied without keeping track yourself (or blindly adding until told "no more!")

I'd expect with improved engine technology, these ships would be that much more nasty. The speeds are relatively low for magneto-plasma (in my opinion), but a half dozen Trackers would field a hell of a punch.

Of course, if I removed the hangars...

*wanders back to the design table*
Title:
Post by: Erik L on April 29, 2008, 05:01:20 PM
The "battleship" version of the Tracker posted above.

Code: [Select]
Wolf class Jump Ship    125000 tons     11141 Crew     27084.4 BP      TCS 2500  TH 768  EM 9000
1280 km/s    JR 3-50     Armour 30-222     Shields 300-300     Sensors 14/14/0/0     Damage Control 5-2     PPV 800
Flag Bridge    Hangar Deck Capacity 220     Magazine 5600    Replacement Parts 30    

J125000(3-50) Jump Drive     Max Ship Size 125000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E5 (40)    Power 80    Efficiency 0.50    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 1,100,000 Litres    Range 31.7 billion km   (286 days at full power)
Epsilon R300/15 Shields (100)   Total Fuel Cost  1,500 Litres per day

25cm C4 Far Ultraviolet Laser (20)    Range 320,000km     TS: 4000 km/s     Power 16-4     RM 5    ROF 20        16 16 16 16 16 13 11 10 8 8
Fusion Torpedo R24 C5 (20)    Range 240,000km     TS: 4000 km/s     Power 15-5    ROF 15        6 6 6 6 6 6 6 6 6 6
R40/C4 Meson Cannon (20)    Range 320,000km     TS: 4000 km/s     Power 16-4     RM 40    ROF 20        1 1 1 1 1 1 1 1 1 1
Gauss Cannon R3-100 (20x3)    Range 30,000km     TS: 4000 km/s     Accuracy Modifier 100%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S16 160-16000 H30 (4)    Max Range: 320,000 km   TS: 16000 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 AR-0 (2)     Total Power Output 80    Armour 0    Exp 5%

Missile Launcher 10-060 (20)    Missile Size 10    Rate of Fire 60
Missile Fire Control FC28-R1/30 (1)     Range 840k km    Resolution 1
Mark X Heavy Missile (560)  Speed: 25600 km/s   End: 5.9 minutes    Range: 9m km   Warhead: 15    MR: 32    Size: 10

Active Search Sensor S28-R40/30 (1)     GPS 1120     Range 11.2m km    Resolution 40
Thermal Sensor TH1-14/30 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
EM Detection Sensor EM1-14/30 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-3 (1)         ECM 30

Strike Group
45x Hunter Fighter   Speed: 10000 km/s    Size: 4.8


My only worry with this design is the power needs. I do think that after the alpha strike, the power won't be sufficient to power everything in time. And in designing this, I noticed the Tracker has no sensors.

And it only takes 67.7 years to build one ;)
Title: Re: Exercise in Curiosity
Post by: Charlie Beeler on April 30, 2008, 01:19:01 PM
Code: [Select]
Stalker class Parasite Cruiser    8000 tons     847 Crew     2212.4 BP      TCS 160  TH 96  EM 900
2500 km/s     Armour 10-35     Shields 30-300     Sensors 14/14/0/0     Damage Control 2-2     PPV 46
Replacement Parts 5    

Magneto-plasma Drive E5 (5)    Power 80    Efficiency 0.50    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 22.5 billion km   (104 days at full power)
Epsilon R300/15 Shields (10)   Total Fuel Cost  150 Litres per day

25cm C4 Far Ultraviolet Laser (4)    Range 320,000km     TS: 4000 km/s     Power 16-4     RM 5    ROF 20        16 16 16 16 16 13 11 10 8 8
Fusion Torpedo R24 C5 (1)    Range 240,000km     TS: 4000 km/s     Power 15-5    ROF 15        6 6 6 6 6 6 6 6 6 6
Gauss Cannon R3-100 (1x3)    Range 30,000km     TS: 4000 km/s     Accuracy Modifier 100%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S16 160-16000 H30 (1)    Max Range: 320,000 km   TS: 16000 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 40    Armour 0    Exp 5%

Active Search Sensor S28-R40/30 (1)     GPS 1120     Range 11.2m km    Resolution 40
Thermal Sensor TH1-14/30 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
EM Detection Sensor EM1-14/30 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-3 (1)         ECM 30


seems a little light in the fire control department.  3 different weapons systems and only 1 fire control suite?  Other than that it looks to be a decent ship.
Title:
Post by: Charlie Beeler on April 30, 2008, 01:23:35 PM
Quote from: "Erik Luken"
The "battleship" version of the Tracker posted above.

Code: [Select]
Wolf class Jump Ship    125000 tons     11141 Crew     27084.4 BP      TCS 2500  TH 768  EM 9000
1280 km/s    JR 3-50     Armour 30-222     Shields 300-300     Sensors 14/14/0/0     Damage Control 5-2     PPV 800
Flag Bridge    Hangar Deck Capacity 220     Magazine 5600    Replacement Parts 30    

J125000(3-50) Jump Drive     Max Ship Size 125000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E5 (40)    Power 80    Efficiency 0.50    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 1,100,000 Litres    Range 31.7 billion km   (286 days at full power)
Epsilon R300/15 Shields (100)   Total Fuel Cost  1,500 Litres per day

25cm C4 Far Ultraviolet Laser (20)    Range 320,000km     TS: 4000 km/s     Power 16-4     RM 5    ROF 20        16 16 16 16 16 13 11 10 8 8
Fusion Torpedo R24 C5 (20)    Range 240,000km     TS: 4000 km/s     Power 15-5    ROF 15        6 6 6 6 6 6 6 6 6 6
R40/C4 Meson Cannon (20)    Range 320,000km     TS: 4000 km/s     Power 16-4     RM 40    ROF 20        1 1 1 1 1 1 1 1 1 1
Gauss Cannon R3-100 (20x3)    Range 30,000km     TS: 4000 km/s     Accuracy Modifier 100%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S16 160-16000 H30 (4)    Max Range: 320,000 km   TS: 16000 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 AR-0 (2)     Total Power Output 80    Armour 0    Exp 5%

Missile Launcher 10-060 (20)    Missile Size 10    Rate of Fire 60
Missile Fire Control FC28-R1/30 (1)     Range 840k km    Resolution 1
Mark X Heavy Missile (560)  Speed: 25600 km/s   End: 5.9 minutes    Range: 9m km   Warhead: 15    MR: 32    Size: 10

Active Search Sensor S28-R40/30 (1)     GPS 1120     Range 11.2m km    Resolution 40
Thermal Sensor TH1-14/30 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
EM Detection Sensor EM1-14/30 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-3 (1)         ECM 30

Strike Group
45x Hunter Fighter   Speed: 10000 km/s    Size: 4.8

My only worry with this design is the power needs. I do think that after the alpha strike, the power won't be sufficient to power everything in time. And in designing this, I noticed the Tracker has no sensors.

And it only takes 67.7 years to build one ;)


Again, probably because of my play style, looks to have a good mix of weapons but light in the fire control department.  I agree it looks like your light in the reactor department as well.
Title: Re: Exercise in Curiosity
Post by: Erik L on April 30, 2008, 03:18:44 PM
Quote from: "Charlie Beeler"
Code: [Select]
Stalker class Parasite Cruiser    8000 tons     847 Crew     2212.4 BP      TCS 160  TH 96  EM 900
2500 km/s     Armour 10-35     Shields 30-300     Sensors 14/14/0/0     Damage Control 2-2     PPV 46
Replacement Parts 5    

Magneto-plasma Drive E5 (5)    Power 80    Efficiency 0.50    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 22.5 billion km   (104 days at full power)
Epsilon R300/15 Shields (10)   Total Fuel Cost  150 Litres per day

25cm C4 Far Ultraviolet Laser (4)    Range 320,000km     TS: 4000 km/s     Power 16-4     RM 5    ROF 20        16 16 16 16 16 13 11 10 8 8
Fusion Torpedo R24 C5 (1)    Range 240,000km     TS: 4000 km/s     Power 15-5    ROF 15        6 6 6 6 6 6 6 6 6 6
Gauss Cannon R3-100 (1x3)    Range 30,000km     TS: 4000 km/s     Accuracy Modifier 100%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S16 160-16000 H30 (1)    Max Range: 320,000 km   TS: 16000 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 40    Armour 0    Exp 5%

Active Search Sensor S28-R40/30 (1)     GPS 1120     Range 11.2m km    Resolution 40
Thermal Sensor TH1-14/30 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
EM Detection Sensor EM1-14/30 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-3 (1)         ECM 30

seems a little light in the fire control department.  3 different weapons systems and only 1 fire control suite?  Other than that it looks to be a decent ship.


These designs haven't seen combat, but I figured with the 9 Stalkers per Tracker, a couple could be dedicated to close-in support.
Title:
Post by: Erik L on April 30, 2008, 03:20:22 PM
Quote from: "Charlie Beeler"
Quote from: "Erik Luken"
The "battleship" version of the Tracker posted above.

Code: [Select]
Wolf class Jump Ship    125000 tons     11141 Crew     27084.4 BP      TCS 2500  TH 768  EM 9000
1280 km/s    JR 3-50     Armour 30-222     Shields 300-300     Sensors 14/14/0/0     Damage Control 5-2     PPV 800
Flag Bridge    Hangar Deck Capacity 220     Magazine 5600    Replacement Parts 30    

J125000(3-50) Jump Drive     Max Ship Size 125000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E5 (40)    Power 80    Efficiency 0.50    Signature 19.2    Armour 0    Exp 5%
Fuel Capacity 1,100,000 Litres    Range 31.7 billion km   (286 days at full power)
Epsilon R300/15 Shields (100)   Total Fuel Cost  1,500 Litres per day

25cm C4 Far Ultraviolet Laser (20)    Range 320,000km     TS: 4000 km/s     Power 16-4     RM 5    ROF 20        16 16 16 16 16 13 11 10 8 8
Fusion Torpedo R24 C5 (20)    Range 240,000km     TS: 4000 km/s     Power 15-5    ROF 15        6 6 6 6 6 6 6 6 6 6
R40/C4 Meson Cannon (20)    Range 320,000km     TS: 4000 km/s     Power 16-4     RM 40    ROF 20        1 1 1 1 1 1 1 1 1 1
Gauss Cannon R3-100 (20x3)    Range 30,000km     TS: 4000 km/s     Accuracy Modifier 100%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S16 160-16000 H30 (4)    Max Range: 320,000 km   TS: 16000 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 AR-0 (2)     Total Power Output 80    Armour 0    Exp 5%

Missile Launcher 10-060 (20)    Missile Size 10    Rate of Fire 60
Missile Fire Control FC28-R1/30 (1)     Range 840k km    Resolution 1
Mark X Heavy Missile (560)  Speed: 25600 km/s   End: 5.9 minutes    Range: 9m km   Warhead: 15    MR: 32    Size: 10

Active Search Sensor S28-R40/30 (1)     GPS 1120     Range 11.2m km    Resolution 40
Thermal Sensor TH1-14/30 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km
EM Detection Sensor EM1-14/30 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-3 (1)         ECM 30

Strike Group
45x Hunter Fighter   Speed: 10000 km/s    Size: 4.8

My only worry with this design is the power needs. I do think that after the alpha strike, the power won't be sufficient to power everything in time. And in designing this, I noticed the Tracker has no sensors.

And it only takes 67.7 years to build one ;)

Again, probably because of my play style, looks to have a good mix of weapons but light in the fire control department.  I agree it looks like your light in the reactor department as well.


This one has 4 systems and 4 FC, so I figured that'd be decent. Plus, to cause any internal damage, you've got to drop 300pts of shields, and penetrate 30 armor.
Title:
Post by: Haegan2005 on April 30, 2008, 03:48:02 PM
Quote
This one has 4 systems and 4 FC, so I figured that'd be decent. Plus, to cause any internal damage, you've got to drop 300pts of shields, and penetrate 30 armor.


That's what graviton warheads are for!
Title:
Post by: Erik L on April 30, 2008, 04:55:03 PM
Quote from: "Haegan2005"
Quote
This one has 4 systems and 4 FC, so I figured that'd be decent. Plus, to cause any internal damage, you've got to drop 300pts of shields, and penetrate 30 armor.

That's what graviton warheads are for!


If you look at the missiles both the Wolf and Tracker carry, you'll see they are 15 pt warheads. I imagine a couple of missiles impacting on top of each other will have an effect, but the sheer size of the ships means that missiles will probably not hit like that until late in the battle. 30x220 armor is a HUGE area to hit, and it will take a minimum of 2 warheads to scrape off the armor in one section.

Steve, will we start to see different warhead types (shaped charge, HE) with different damage shapes under the new system?
Title:
Post by: Erik L on April 30, 2008, 06:15:41 PM
Here are the max tech versions.

The Shakar Battleglobe. Carries 13 Twilight-class fighters for defense. Operational doctrine is 2 Shakar and 1 Chase Carrier Globe.
Code: [Select]
Shakar class Battleglobe    125000 tons     15276 Crew     264362.5 BP      TCS 2500  TH 150  EM 22500
6000 km/s    JR 3-50     Armour 30-222     Shields 750-300     Sensors 75/75/0/0     Damage Control 0-0     PPV 1540
Flag Bridge    Hangar Deck Capacity 130     Magazine 1920    Replacement Parts 5    

J125000(3-50) Jump Drive     Max Ship Size 125000 tons    Distance 50k km     Squadron Size 3
Photonic Drive E1 (30)    Power 500    Efficiency 0.10    Signature 5    Armour 0    Exp 5%
Fuel Capacity 1,600,000 Litres    Range 230.4 billion km   (444 days at full power)
Omega R300/15 Shields (50)   Total Fuel Cost  750 Litres per day

Twin 30cm C25 Far Gamma Ray Laser Turret (10x2)    Range 1,400,000km     TS: 80000 km/s     Power 48-50     RM 12    ROF 5        24 24 24 24 24 24 24 24 24 24
80cm C25 Far Gamma Ray Laser (10)    Range 1,400,000km     TS: 20000 km/s     Power 168-25     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Twin R1008/C25 Meson Cannon Turret (10x2)    Range 1,400,000km     TS: 80000 km/s     Power 336-50     RM 1008    ROF 35        1 1 1 1 1 1 1 1 1 1
Gauss Cannon R6-100 (10x10)    Range 60,000km     TS: 20000 km/s     Accuracy Modifier 100%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
50cm Railgun V9/C20 (10x4)    Range 1,400,000km     TS: 20000 km/s     Power 60-20     RM 9    ROF 15        20 20 20 20 20 20 20 20 20 18
Fire Control S16 700-80000 H10 (4)    Max Range: 1,400,000 km   TS: 80000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-1 AR-10 (8)     Total Power Output 1600    Armour 10    Exp 5%

Missile Launcher 12-030 (10)    Missile Size 12    Rate of Fire 30
Missile Fire Control FC3600-R2/10 (1)     Range 216.0m km    Resolution 2
M-12 Missile (160)  Speed: 33300 km/s   End: 75 minutes    Range: 149.8m km   Warhead: 97    MR: 35    Size: 12

Active Search Sensor S180-R1/10 (1)     GPS 180     Range 1.8m km    Resolution 1
Thermal Sensor TH1-75/10 (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km
EM Detection Sensor EM1-75/10 (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km

Compact ECCM-10 (5)         ECM 100

Strike Group
13x Twilight Fighter   Speed: 30612 km/s    Size: 9.8
Code: [Select]
Chase class Carrier Globe    125000 tons     7334 Crew     85042.5 BP      TCS 2500  TH 150  EM 22500
6000 km/s    JR 3-50     Armour 30-222     Shields 750-300     Sensors 75/75/0/0     Damage Control 0-0     PPV 180
Flag Bridge    Hangar Deck Capacity 1500     Magazine 1920    Replacement Parts 5    

J125000(3-50) Jump Drive     Max Ship Size 125000 tons    Distance 50k km     Squadron Size 3
Photonic Drive E1 (30)    Power 500    Efficiency 0.10    Signature 5    Armour 0    Exp 5%
Fuel Capacity 1,150,000 Litres    Range 165.6 billion km   (319 days at full power)
Omega R300/15 Shields (50)   Total Fuel Cost  750 Litres per day

Gauss Cannon R6-100 (10x10)    Range 60,000km     TS: 20000 km/s     Accuracy Modifier 100%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S16 700-80000 H10 (2)    Max Range: 1,400,000 km   TS: 80000 km/s     99 99 98 97 96 96 95 94 94 93

Missile Launcher 12-030 (10)    Missile Size 12    Rate of Fire 30
Missile Fire Control FC3600-R2/10 (1)     Range 216.0m km    Resolution 2
M-12 Missile (160)  Speed: 33300 km/s   End: 75 minutes    Range: 149.8m km   Warhead: 97    MR: 35    Size: 12

Active Search Sensor S180-R1/10 (1)     GPS 180     Range 1.8m km    Resolution 1
Thermal Sensor TH1-75/10 (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km
EM Detection Sensor EM1-75/10 (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km

Compact ECCM-10 (3)         ECM 100
The Chase CVG carries 8 Fang Parasite Cruisers and 2 Teeth Parasite Missile Cruisers.
Code: [Select]
Fang class Parasite Cruiser    7500 tons     682 Crew     31188 BP      TCS 150  TH 50  EM 1800
33333 km/s     Armour 15-34     Shields 60-300     Sensors 75/75/0/0     Damage Control 2-3     PPV 26.5
Replacement Parts 5    

Photonic Drive E1 (10)    Power 500    Efficiency 0.10    Signature 5    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 360.0 billion km   (125 days at full power)
Omega R300/15 Shields (4)   Total Fuel Cost  60 Litres per day

Gauss Cannon R6-100 (4x10)    Range 60,000km     TS: 33333 km/s     Accuracy Modifier 100%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Gauss Cannon R6-8 (5x10)    Range 60,000km     TS: 33333 km/s     Accuracy Modifier 8%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S16 700-80000 H10 (2)    Max Range: 1,400,000 km   TS: 80000 km/s     99 99 98 97 96 96 95 94 94 93

Active Search Sensor S180-R1/10 (1)     GPS 180     Range 1.8m km    Resolution 1
Thermal Sensor TH1-75/10 (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km
EM Detection Sensor EM1-75/10 (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km

Compact ECCM-10 (2)         ECM 100
Code: [Select]
Teeth class Parasite Missile Cruise    7500 tons     787 Crew     33368 BP      TCS 150  TH 50  EM 1800
33333 km/s     Armour 15-34     Shields 60-300     Sensors 75/75/0/0     Damage Control 2-3     PPV 19
Magazine 68    Replacement Parts 5    

Photonic Drive E1 (10)    Power 500    Efficiency 0.10    Signature 5    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 240.0 billion km   (83 days at full power)
Omega R300/15 Shields (4)   Total Fuel Cost  60 Litres per day

Gauss Cannon R6-8 (2x10)    Range 60,000km     TS: 33333 km/s     Accuracy Modifier 8%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S16 700-80000 H10 (1)    Max Range: 1,400,000 km   TS: 80000 km/s     99 99 98 97 96 96 95 94 94 93

Missile Launcher 02-005 (9)    Missile Size 2    Rate of Fire 5
Missile Fire Control FC3600-R2/10 (1)     Range 216.0m km    Resolution 2
M-2 Light Missile (34)  Speed: 100000 km/s   End: 37.5 minutes    Range: 225m km   Warhead: 15    MR: 12    Size: 2

Active Search Sensor S180-R1/10 (1)     GPS 180     Range 1.8m km    Resolution 1
Thermal Sensor TH1-75/10 (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km
EM Detection Sensor EM1-75/10 (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km

Compact ECCM-10 (2)         ECM 100

Title:
Post by: Kurt on April 30, 2008, 06:37:19 PM
Quote from: "Haegan2005"
Quote
This one has 4 systems and 4 FC, so I figured that'd be decent. Plus, to cause any internal damage, you've got to drop 300pts of shields, and penetrate 30 armor.

That's what graviton warheads are for!


These designs are very light on Fire Controls (FC's) for my taste.  They would be easy meat for any reasonable swarm group, and would have a hard time defending against missile attacks.  I usually equip my ships with one FC per point defense turret, so that large numbers of salvoes can be engaged if necessary.  

In this case, for a ship with 60 anti-ship weapons and 20 point defense turrets, I'd probably mount one FC per 5-8 anti-ship weapons, and one FC per 3-4 point defense turrets.  That would mean about 13 to 20 FC's for this ship.  

The low power output is troubling as well, as it lowers your effective rate of fire, but this can be a valid tactic to maximize your offensive first-strike capability at the cost of rate of fire.  Still, in a major combatant, I'd be reluctant to reduce effective rate of fire.  Interesting choice, though.  

Kurt
Title:
Post by: Erik L on April 30, 2008, 06:49:26 PM
I think one thing I'd do on the Chase would be to swap out some of the M-12 missiles for M-2 Light missiles for reloads for the Teeth PCG.

I also think the fuel situation might be cause for worry. The Chase could theoretically empty it's tanks just to refill its parasites.

Makes one wonder what a max hull tanker/carrier would look like...
Title:
Post by: Erik L on April 30, 2008, 06:55:51 PM
Quote from: "Erik Luken"
I think one thing I'd do on the Chase would be to swap out some of the M-12 missiles for M-2 Light missiles for reloads for the Teeth PCG.

I also think the fuel situation might be cause for worry. The Chase could theoretically empty it's tanks just to refill its parasites.

Makes one wonder what a max hull tanker/carrier would look like...


Code: [Select]
Pack class Fleet Support Globe    125000 tons     7304 Crew     89942.5 BP      TCS 2500  TH 150  EM 22500
6000 km/s    JR 3-50     Armour 30-222     Shields 750-300     Sensors 75/75/0/0     Damage Control 0-0     PPV 180
Flag Bridge    Magazine 16680    Replacement Parts 5    

J125000(3-50) Jump Drive     Max Ship Size 125000 tons    Distance 50k km     Squadron Size 3
Photonic Drive E1 (30)    Power 500    Efficiency 0.10    Signature 5    Armour 0    Exp 5%
Fuel Capacity 42,650,000 Litres    Range 6141.6 billion km   (11847 days at full power)
Omega R300/15 Shields (50)   Total Fuel Cost  750 Litres per day

Gauss Cannon R6-100 (10x10)    Range 60,000km     TS: 20000 km/s     Accuracy Modifier 100%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S16 700-80000 H10 (2)    Max Range: 1,400,000 km   TS: 80000 km/s     99 99 98 97 96 96 95 94 94 93

Missile Launcher 12-030 (10)    Missile Size 12    Rate of Fire 30
Missile Fire Control FC3600-R2/10 (1)     Range 216.0m km    Resolution 2
M-12 Missile (695)  Speed: 33300 km/s   End: 75 minutes    Range: 149.8m km   Warhead: 97    MR: 35    Size: 12
M-2 Light Missile (4170)  Speed: 100000 km/s   End: 37.5 minutes    Range: 225m km   Warhead: 15    MR: 12    Size: 2

Active Search Sensor S180-R1/10 (1)     GPS 180     Range 1.8m km    Resolution 1
Thermal Sensor TH1-75/10 (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km
EM Detection Sensor EM1-75/10 (1)     Sensitivity 75     Detect Sig Strength 1000:  75m km

Compact ECCM-10 (3)         ECM 100

Half of the available magazine space is dedicated to M-2 Light Missiles. Given that only 20% of the parasites use the M-2, it would make more sense to reduce that capacity to 20% also. That would give a loadout of 1668 M-2 and 1112 M-12.
Title:
Post by: Erik L on April 30, 2008, 07:16:09 PM
Quote from: "Kurt"
Quote from: "Haegan2005"
Quote
This one has 4 systems and 4 FC, so I figured that'd be decent. Plus, to cause any internal damage, you've got to drop 300pts of shields, and penetrate 30 armor.

That's what graviton warheads are for!

These designs are very light on Fire Controls (FC's) for my taste.  They would be easy meat for any reasonable swarm group, and would have a hard time defending against missile attacks.  I usually equip my ships with one FC per point defense turret, so that large numbers of salvoes can be engaged if necessary.  

In this case, for a ship with 60 anti-ship weapons and 20 point defense turrets, I'd probably mount one FC per 5-8 anti-ship weapons, and one FC per 3-4 point defense turrets.  That would mean about 13 to 20 FC's for this ship.  

The low power output is troubling as well, as it lowers your effective rate of fire, but this can be a valid tactic to maximize your offensive first-strike capability at the cost of rate of fire.  Still, in a major combatant, I'd be reluctant to reduce effective rate of fire.  Interesting choice, though.  

Kurt


I normally go with only 1 or 2 FC suites per ship. With the greater disparity in ranges on the Shakar weapon systems, I went with 1 per type. I can see where more would be useful though.

The Shakar I think, and stress think, solves the power issue of the earlier Tracker. It generates 1600 power, and if I calculated the 5 second consumption correctly, it needs only 1450 or so.

As for the swarm tactics, both the Shakar and Chase have 750 points of shielding and 30x222 armor. The sheer size of the ships almost precludes significant overlapping in the hits on the armor. I truly think it would take a foe with the same level of technology to give a globe battlegroup a fight. A battle group would have the 2 Shakar and 1 Chase, with 26 Twilight fighters, 8 Fang and 2 Teeth. Discounting point defense (and I've classified the fighters as PD in this case), there is 58 missile tubes (40 M-12 and 18 M-2), and 112 other weapon systems in the group.

Rough calculations show that it'll take 7 M-12 to drop the shields on a Shakar/Chase, and 1 more to penetrate armor. Against the parasites, only 1 missile is required for the internals. Against lower tech foes, the M-12 missiles should do Very Bad Things(tm).

I'll have to create some opponents of varying tech levels and throw a globe group at them to see what happens.
Title:
Post by: Þórgrímr on April 30, 2008, 11:32:40 PM
Quote from: "Erik Luken"
As for the swarm tactics, both the Shakar and Chase have 750 points of shielding and 30x222 armor. The sheer size of the ships almost precludes significant overlapping in the hits on the armor. I truly think it would take a foe with the same level of technology to give a globe battlegroup a fight.


So said the elephant to the ant when he stomped him flat. Not taking into account the 'family' that ant had. And we all know what happened to the elephant in the end.  :D And yes I know who the quoted is.  :wink:  Huge monsters like that are only any good if they have quantity themselves, which precludes building them in the first place.

Just my dos Centavos on the subject of quantity vs quality.



Cheers, ??rgr?mr
Title:
Post by: Kurt on May 01, 2008, 11:06:23 AM
Quote from: "??rgr?mr"
Quote from: "Erik Luken"
As for the swarm tactics, both the Shakar and Chase have 750 points of shielding and 30x222 armor. The sheer size of the ships almost precludes significant overlapping in the hits on the armor. I truly think it would take a foe with the same level of technology to give a globe battlegroup a fight.

So said the elephant to the ant when he stomped him flat. Not taking into account the 'family' that ant had. And we all know what happened to the elephant in the end.  :D And yes I know who the quoted is.  :wink:  Huge monsters like that are only any good if they have quantity themselves, which precludes building them in the first place.

Just my dos Centavos on the subject of quantity vs quality.



Cheers, ??rgr?mr


Put shortly, I agree.  While these designs would be death on any large ships that attacked them, they would be picked to death by any decent swarm.  With only a single FC per type of weapon, they could only destroy four or five enemy units per round that they could fire.  An equivalent mass swarm (say 125 1,000 ton GB's) could approach, fire its missiles, then retreat, suffering only a few casualties.  The swarm might not inflict serious damage the first time they launched, but this design would have to have thirty or so rounds of fire to destroy the swarm.  

Kurt
Title:
Post by: Erik L on May 01, 2008, 12:26:21 PM
I see both of your points. This was mainly an exercise to see if a viable ship could be built that carried large parasites, similar to Dahak. The ships here are a fraction of Dahak's size, and even with max tech, a Shakar is taking 33 years to build.

With more fire control, the swarm would be less effective, but still would end up causing serious damage.

I think though, that any race coming up against one or more of these unexpectedly would not be able to prevail. You cannot kill the elephant without the swarm of ants, but if you don't know you need a swarm of ants, you'll be elephant toejam ;)
Title:
Post by: Þórgrímr on May 01, 2008, 12:42:56 PM
Quote from: "Erik Luken"
I see both of your points. This was mainly an exercise to see if a viable ship could be built that carried large parasites, similar to Dahak. The ships here are a fraction of Dahak's size, and even with max tech, a Shakar is taking 33 years to build.

With more fire control, the swarm would be less effective, but still would end up causing serious damage.

I think though, that any race coming up against one or more of these unexpectedly would not be able to prevail. You cannot kill the elephant without the swarm of ants, but if you don't know you need a swarm of ants, you'll be elephant toejam :D  Now think how the crew of that monster would feel knowing they would only kill a handful each turn while they were nibbled to death by the thousands they did not kill.

And as a swarm I would not use missiles, too long of a recharge rate. Torps and Gauss weaponry, with a few hundred missile boats thrown in for good measure. The Gunboats would have MUCH faster reload rate and the missiles would force you to keep some PD ready just in case a salvo was launched.

And like a nest of angry ants would not go away till you killed them.  :D



Cheers, Thorgrimm
Title:
Post by: Erik L on May 01, 2008, 01:17:43 PM
Quote from: "??rgr?mr"
Quote from: "Erik Luken"
I see both of your points. This was mainly an exercise to see if a viable ship could be built that carried large parasites, similar to Dahak. The ships here are a fraction of Dahak's size, and even with max tech, a Shakar is taking 33 years to build.

With more fire control, the swarm would be less effective, but still would end up causing serious damage.

I think though, that any race coming up against one or more of these unexpectedly would not be able to prevail. You cannot kill the elephant without the swarm of ants, but if you don't know you need a swarm of ants, you'll be elephant toejam :D  Now think how the crew of that monster would feel knowing they would only kill a handful each turn while they were nibbled to death by the thousands they did not kill.

And as a swarm I would not use missiles, too long of a recharge rate. Torps and Gauss weaponry, with a few hundred missile boats thrown in for good measure. The Gunboats would have MUCH faster reload rate and the missiles would force you to keep some PD ready just in case a salvo was launched.

And like a nest of angry ants would not go away till you killed them.  :D



Cheers, Thorgrimm


Assume you've got a race dedicated to building these and their parasites. Say 1 world with the ability to build 6 of them at once (and the supply of minerals which is ungodly), If they built 6 of the Chase carrier globes, that is 9000 hangar points, or 1800 size 5 fighters.

For for, here are the mineral requirements
Chase Carrier Globe -
Code: [Select]
17342.5 Duranium
6682.5 Neutronium
3125 Corbomite
1550 Tritanium
1125 Boronide
300 Mercassium
8700 Vendarite
2000 Sorium (not counting the 1.1 million liters of fuel)
21517.5 Uridium
22500 Gallicite
Shakar Battleglobe
Code: [Select]
56984.499 Duranium
16486.5002 Neutronium
4085 Corbomite
1550 Tritanium
37796.999 Boronide
620 Mercassium
1850 Vendarite
2000 Sorium (excluding the 1.6 million liters of fuel)
34117.5 Uridium
87612.002 Corundium
22500 Gallicite

Of course, those totals are not including any parasites or ordnance. The mineral cost alone is prohibitive, let alone the build time. Which is 33.05 years for the Shakar at max tech, and 10.63 years for the Chase.
Title:
Post by: Steve Walmsley on May 02, 2008, 04:32:46 AM
It would be good to see some larger ships in Aurora but I would have to significantly increase the rate of ship construction, which would then mean that smaller ships could be turned out at a much faster rate and could lead to more swarms, as well as increasing the overall number of ships in the game. I need to try and find some technobabble way of allowing huge ships without creating huge swarms.

Perhaps one option is a special, expensive type of shipyard for really huge ships. It has a much increased build rate (perhaps 3x) and starts with a two slipways and a large capacity of say 25,000 tons. It would be too expensive a proposition for building swarm units but it would be a good investment for really large warships. Cost of the ships would be the same as if they were built in regular shipyards, they would just be built faster. Such a mega-shipyard would cost maybe 10,000 BP.

Another idea that just occurred to me and requires less technobabble is that larger shipyards are inherently faster at building large ships. What if the racial shipyard construction rate was only for shipyards of a certain size, say 5000 ton capacity. As shipyards get larger, not only can they build larger ships but they can build them faster. So a 10,000 ton shipyard can build at twice the racial construction rate and a 15,000 ton shipyard can build at 3x the rate. I guess I would have to make this work both ways so a 2500 ton shipyard would only build at half the racial construction rate. I think this may be reflected in reality too as small shipyards probably take a while to build small ships while huge shipyards can turn out much larger ships at a proportionately faster rate in terms of build size vs construction time. Ship build costs would remain the same so a 15,000 ton shipyard is going to be using up wealth and resources at 3x the rate of a 5000 ton shipyard but again that seems reasonable.

Perhaps it would be even better to state that the size of the ship, rather than the shipyard, affects the construction rate. After all, a ship can't be built in a shipyard that isn't large enough so that takes care of the shipyard requirement while it would prevent you turning out vast numbers of swarm units in a 15,000 ton shipyard. That seems logical from a historical perspective. So a 15,000 ton ship would be built at 3x the rate of a 5000 ton ship. You would obviously still need a large enough shipyard to build it

Interested to hear comments on both these ideas. I think the latter would allow larger ships to be built more quickly with a reasonable explanation and would also slow down the construction rate of corvette and gunboat size ships

Steve
Title:
Post by: Brian Neumann on May 02, 2008, 04:57:40 AM
A while ago there was a discussion about combining shipyards to speed up big building projects.  The more shipyards the smaller the increase and the greater the cost overhead.  How about for a shipyard with multiple slipways having the option to combine the building rates of multiple slipways in some fashion so that larger ships could be built faster.  Say each extra slipway adds 30% of it's build points to an existing project.  This would make it difficult to use for swarm tactics, but allow bigger ships to be built.  The investment would be in increasing a shipyard capacity, and the number of slipways it had.  It should also have a retooling cost associated with linking the slipways so it is not a spur of the moment change.

Brian
Title:
Post by: Bellerophon06 on May 02, 2008, 01:27:20 PM
Both ideas seem plausible to me, and would feed my own personal desire to see larger ships in Aurora.  It seemed strange to see "capital ships" that don't mass much more than a modern wet navy cruiser.

Perhaps both ideas can be used, so that slipways of the appropriate size can turn out ships more quickly, and give the player an option to use multiple slipways could be used to build one larger ship.  That idea falls in line with the current practice of building aircraft carriers in sections, and then putting them together to form the total ship.

This would give the player an interesting decision to make as to which method would be better suited to their empire.
Title:
Post by: Þórgrímr on May 02, 2008, 01:53:04 PM
All right Eric, I'm pissed now! I had a freakin long post here and the damned message about Arachnids appeared and I lost it! This is the first forum I have ever seen where you need to post in under 2 minutes or you lose your post.  :evil:



 ??rgr?mr
Title:
Post by: Charlie Beeler on May 02, 2008, 02:12:57 PM
Quote from: "??rgr?mr"
All right Eric, I'm pissed now! I had a freakin long post here and the damned message about Arachnids appeared and I lost it! This is the first forum I have ever seen where you need to post in under 2 minutes or you lose your post.  :evil:



 ??rgr?mr


So I'm not the only one this is happening too.
Title: Modular ship construction
Post by: Charlie Beeler on May 02, 2008, 02:20:45 PM
Hmm,  now there is an idea,  Modular ship construction.

An ability to combine 2 or more slipways within an individual shipyard to build an oversize ship might be a good idea.  Not as a starting capability though.  I think it should be a researched tech that is then applied to individual yards.  To start with it should only add the ability to build oversize ship, later tech advances would be needed for improved ship construction rates.  Maybe even a veriant of experience for yards that influences construction rates.  

Grub for ponder?n

(cross posting to suggestions)
Title:
Post by: Erik L on May 02, 2008, 02:40:39 PM
For jump-capable ships the maximum hull size is 125000. I can even imagine the time it'd take to build a shipyard capable of handling something that size. Brian's suggestion about having slips collaborate might be a good idea. If you've got a SY rated for 25000 tons, and 5 slips, they could build one max hull ship.

Of course, using jump gates (and I don't know why any race with max tech wouldn't be crapping out jumpgates left and right) the hull sizes increase, since if I recall, there is no max to a jump gate transfer.

As a suggestion, with large size hangars, on the fighter/parasite tab of the ship creation, show more than just fighters. Show any possible ship that could fit in the hangars.
Title:
Post by: Drusus on May 02, 2008, 07:41:09 PM
I'm all for anything that gives a better capability for larger ships.  Though with the lower ship counts that Aurora brings a Capital line is not as critical as it was in my SA games.  And I do tend to like speed. :P

Combining slipways has great utility even early on.  Several times I have wanted to build an extra medium size ship in the early game but only had low tonnage slipways available.  This would allow more flexibility for all types of ships not just the dreadnaughts.
Title:
Post by: SteveAlt on May 02, 2008, 07:47:17 PM
Quote from: "??rgr?mr"
All right Eric, I'm pissed now! I had a freakin long post here and the damned message about Arachnids appeared and I lost it! This is the first forum I have ever seen where you need to post in under 2 minutes or you lose your post.  :evil:

I have had the occasional post lost in the ether too so what I usually do is Ctrl-C the whole post before I press submit or preview. If it vanishes I can just paste it into a new message. Fortunately I had just done that with the latest campaign post when I got the Arachnid message :)

Steve
Title:
Post by: Þórgrímr on May 02, 2008, 09:00:07 PM
Quote from: "SteveAlt"
I have had the occasional post lost in the ether too so what I usually do is Ctrl-C the whole post before I press submit or preview. If it vanishes I can just paste it into a new message. Fortunately I had just done that with the latest campaign post when I got the Arachnid message :D



Cheers, ??rgr?mr
Title:
Post by: Erik L on May 03, 2008, 01:31:37 AM
Quote from: "Charlie Beeler"
Quote from: "??rgr?mr"
All right Eric, I'm pissed now! I had a freakin long post here and the damned message about Arachnids appeared and I lost it! This is the first forum I have ever seen where you need to post in under 2 minutes or you lose your post.  :evil:



 ??rgr?mr

So I'm not the only one this is happening too.


I've lost some posts too. It's only supposed to eat the ones that are put in quick, not slow. I'll look into it.
Title:
Post by: SteveAlt on May 03, 2008, 06:59:51 AM
Quote from: "Erik Luken"
I've lost some posts too. It's only supposed to eat the ones that are put in quick, not slow. I'll look into it.

Thanks Erik.

I think I speak for everyone when I say that we really appreciate all the free work you do in hosting and maintaining the site.

Steve
Title:
Post by: Steve Walmsley on May 03, 2008, 09:42:38 AM
Quote from: "Erik Luken"
For jump-capable ships the maximum hull size is 125000.

I have increased the size of the maximum jump engine. You can now have jump capable ships up to 2.5 million tons, although they might be a little expensive.

Steve
Title:
Post by: Erik L on May 03, 2008, 04:25:09 PM
Quote from: "Steve Walmsley"
Quote from: "Erik Luken"
For jump-capable ships the maximum hull size is 125000.
I have increased the size of the maximum jump engine. You can now have jump capable ships up to 2.5 million tons, although they might be a little expensive.

Steve


You evil bastard you ;)
Title: Re: Exercise in Curiosity
Post by: Erik L on July 04, 2010, 06:25:08 PM
I know... necropost.

Just for grins, I updated some designs to 5.14

Code: [Select]
Tribal class Battleglobe    1250000 tons     137155 Crew     2745763.0006 BP      TCS 25000  TH 750  EM 67500
3000 km/s    JR 12-50     Armour 20-1033     Shields 2250-300     Sensors 375/375/0/0     Damage Control Rating 1510     PPV 8400
Annual Failure Rate: 9191%    IFR: 127.7%    Maint Capacity 2167104 MSP    Max Repair 2250000 MSP    Est Time: 0.01 Years
Flag Bridge    Hangar Deck Capacity 100000 tons     Troop Capacity: 5 Battalions    Drop Capacity: 5 Battalions    Magazine 65900    

J1250000(12-50) Military Jump Drive     Max Ship Size 1250000 tons    Distance 50k km     Squadron Size 12
Photonic Drive E2 ARM-10 (100)    Power 750    Fuel Use 20%    Signature 7.5    Armour 10    Exp 35%
Fuel Capacity 150,000,000 Litres    Range 1080.0 billion km   (4166 days at full power)
Omega R300/15 Shields (150)   Total Fuel Cost  2,250 Litres per day

CIWS-1000 (10x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Size 12 Missile Launcher (100)    Missile Size 12    Rate of Fire 30
Size 72 Missile Launcher (100)    Missile Size 72    Rate of Fire 180
Missile Fire Control FC2025-R500 (10%) (10)     Range 2,025.0m km    Resolution 500
Missile Fire Control FC16200-R40 (10%) (10)     Range 16,200.0m km    Resolution 40
Size 12 Anti-ship Missile (1891)  Speed: 208,300 km/s   End: 12m    Range: 150m km   WH: 150    Size: 12    TH: 694 / 416 / 208
Size 72 Anti-ship Missile (300)  Speed: 138,900 km/s   End: 42m    Range: 350.2m km   WH: 0    Size: 72    TH: 463 / 277 / 138
Size 72 Shotgun MIRV (300)  Speed: 138,900 km/s   End: 42m    Range: 350.2m km   WH: 0    Size: 72    TH: 463 / 277 / 138

Thermal Sensor TH5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km
EM Detection Sensor EM5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km

Compact ECCM-10 (20)         ECM 100

Strike Group
100x Agincourt Heavy Fighter   Speed: 30000 km/s    Size: 10

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
In addition to the above fighter complement, the Tribal carries 10 Victory-class cruisers.

With maximum tech, it takes ~2.75 years to build one Tribal Battleglobe.

A note on the missiles. The size-12 is the primary anti-ship offense. The size 72 shotgun MIRV fires 36 size 1 AMM. The size 72 missile is a MIRV with 3 of the size-12.
I know, the maintenance reeks.

Code: [Select]
Victory class Cruiser    5000 tons     544 Crew     12112.5 BP      TCS 0.5  TH 5  EM 4500
5000 km/s     Armour 5-26     Shields 150-300     Sensors 375/375/0/0     Damage Control Rating 2     PPV 22
Annual Failure Rate: 100%    IFR: 1.4%    Maint Capacity 3028 MSP    Max Repair 3061 MSP    Est Time: 0.99 Years

Photonic Drive E1 ARM-10 (1)    Power 500    Fuel Use 10%    Signature 5    Armour 10    Exp 5%
Fuel Capacity 150,000 Litres    Range 540.0 billion km   (1250 days at full power)
Omega R300/15 Shields (10)   Total Fuel Cost  150 Litres per day

Particle Beam-50 (1)    Range 350,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
Fire Control S01 175-25000 H10 (1)    Max Range: 350,000 km   TS: 25000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PB-1 AR-10 (1)     Total Power Output 400    Armour 10    Exp 5%

Active Search Sensor MR540-R40 (10%) (1)     GPS 7200     Range 540.0m km    Resolution 40
Thermal Sensor TH5-375 (10%) (1)     Sensitivity 375     Detect Sig Strength 1000:  375m km
EM Detection Sensor EM5-375 (10%) (1)     Sensitivity 375     Detect Sig Strength 1000:  375m km
Cloaking Device: Class cross-section reduced to 0.5% of normal

ECCM-10 (1)         ECM 100

This design is classed as a military vessel for maintenance purposes
The Victory is the main offensive punch of the Tribal Battleglobe.

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Agincourt class Heavy Fighter    500 tons     65 Crew     2645 BP      TCS 10  TH 3  EM 900
30000 km/s     Armour 6-5     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 20%    IFR: 0.3%    Maint Capacity 331 MSP    Max Repair 1969 MSP    Est Time: 0.84 Years

FTR Photonic Drive E100 (1)    Power 300    Fuel Use 1000%    Signature 3    Armour 0    Exp 25%
Fuel Capacity 20,000 Litres    Range 7.2 billion km   (66 hours at full power)
Omega R300/15 Shields (2)   Total Fuel Cost  30 Litres per day

R18/C3 Meson Cannon (1)    Range 180,000km     TS: 30000 km/s     Power 3-3     RM 18    ROF 5        1 1 1 1 1 1 1 1 1 1
Fire Control S01 175-25000 H10 (FTR) (1)    Max Range: 350,000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PB-1 AR-0 (1)     Total Power Output 20    Armour 0    Exp 5%

Small Craft ECCM-5 (1)         ECM 50

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

The Agincourt heavy fighter offers the Tribal additional offensive punch and a heavy AMM screen.


I'm going to modify the Tribal to a non-jump design, and see what a full group of 12 would look like. I'm thinking 2 Tribals, a maintenance ship, a collier, 6 offensive ships, an AMM globe, and a dedicated troop carrier.
Title: Re: Exercise in Curiosity
Post by: Erik L on July 04, 2010, 07:47:38 PM
Here is the full battle group listing.

A standard group is 2x Tribal-class Battleglobes, 2x Ark Royal-class Escort Battleglobes, 5x King George V-class Assault Globes, 1x Resolution-class Collier Globe, 1x Illustrious-class Mobile Repair Globe, and 1x Vanguard-class Troop Globe.

Total parasite complement is 100 Victory-class Cruiser, 20 Invincible-class Science Vessels,  and 1200 Agincourt Heavy Fighters. Also embarked are 255 Battalions of troops.

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Tribal class Battleglobe    1250000 tons     136905 Crew     2772263.0006 BP      TCS 25000  TH 750  EM 67500
3000 km/s    JR 12-50     Armour 20-1033     Shields 2250-300     Sensors 375/375/0/0     Damage Control Rating 1460     PPV 8400
Annual Failure Rate: 9542%    IFR: 132.5%    Maint Capacity 2115734 MSP    Max Repair 2250000 MSP    Est Time: 0.01 Years
Flag Bridge    Hangar Deck Capacity 100000 tons     Troop Capacity: 5 Battalions    Drop Capacity: 5 Battalions    Magazine 65900    

J1250000(12-50) Military Jump Drive     Max Ship Size 1250000 tons    Distance 50k km     Squadron Size 12
Photonic Drive E2 ARM-10 (100)    Power 750    Fuel Use 20%    Signature 7.5    Armour 10    Exp 35%
Fuel Capacity 150,000,000 Litres    Range 1080.0 billion km   (4166 days at full power)
Omega R300/15 Shields (150)   Total Fuel Cost  2,250 Litres per day

CIWS-1000 (10x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Size 12 Missile Launcher (100)    Missile Size 12    Rate of Fire 30
Size 72 Missile Launcher (100)    Missile Size 72    Rate of Fire 180
Missile Fire Control FC16200-R40 (10%) (10)     Range 16,200.0m km    Resolution 40
Missile Fire Control FC2025-R500 (10%) (10)     Range 2,025.0m km    Resolution 500
Size 12 Anti-ship Missile (1891)  Speed: 208,300 km/s   End: 12m    Range: 150m km   WH: 150    Size: 12    TH: 694 / 416 / 208
Size 72 Anti-ship Missile (300)  Speed: 138,900 km/s   End: 42m    Range: 350.2m km   WH: 0    Size: 72    TH: 463 / 277 / 138
Size 72 Shotgun MIRV (300)  Speed: 138,900 km/s   End: 42m    Range: 350.2m km   WH: 0    Size: 72    TH: 463 / 277 / 138

Active Search Sensor MR5400-R40 (10%) (5)     GPS 72000     Range 5,400.0m km    Resolution 40
Thermal Sensor TH5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km
EM Detection Sensor EM5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km

Compact ECCM-10 (20)         ECM 100

Strike Group
100x Agincourt Heavy Fighter   Speed: 30000 km/s    Size: 10

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 biggest issue I have with the Tribal currently is the maintenance situation. If the jump drive goes, it won't be able to repair it out of on-board stocks.

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Victory class Cruiser    5000 tons     544 Crew     12112.5 BP      TCS 0.5  TH 5  EM 4500
5000 km/s     Armour 5-26     Shields 150-300     Sensors 375/375/0/0     Damage Control Rating 2     PPV 22
Annual Failure Rate: 100%    IFR: 1.4%    Maint Capacity 3028 MSP    Max Repair 3061 MSP    Est Time: 0.99 Years

Photonic Drive E1 ARM-10 (1)    Power 500    Fuel Use 10%    Signature 5    Armour 10    Exp 5%
Fuel Capacity 150,000 Litres    Range 540.0 billion km   (1250 days at full power)
Omega R300/15 Shields (10)   Total Fuel Cost  150 Litres per day

Particle Beam-50 (1)    Range 350,000km     TS: 25000 km/s     Power 125-25    ROF 25        50 50 50 50 50 50 50 50 50 50
Fire Control S01 175-25000 H10 (1)    Max Range: 350,000 km   TS: 25000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PB-1 AR-10 (1)     Total Power Output 400    Armour 10    Exp 5%

Active Search Sensor MR540-R40 (10%) (1)     GPS 7200     Range 540.0m km    Resolution 40
Thermal Sensor TH5-375 (10%) (1)     Sensitivity 375     Detect Sig Strength 1000:  375m km
EM Detection Sensor EM5-375 (10%) (1)     Sensitivity 375     Detect Sig Strength 1000:  375m km
Cloaking Device: Class cross-section reduced to 0.5% of normal

ECCM-10 (1)         ECM 100

This design is classed as a military vessel for maintenance purposes
The power output on the Victory is overkill. I should design a smaller plant with less output specifically for the cruisers.

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Agincourt class Heavy Fighter    500 tons     65 Crew     2645 BP      TCS 10  TH 3  EM 900
30000 km/s     Armour 6-5     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 20%    IFR: 0.3%    Maint Capacity 331 MSP    Max Repair 1969 MSP    Est Time: 0.84 Years

FTR Photonic Drive E100 (1)    Power 300    Fuel Use 1000%    Signature 3    Armour 0    Exp 25%
Fuel Capacity 20,000 Litres    Range 7.2 billion km   (66 hours at full power)
Omega R300/15 Shields (2)   Total Fuel Cost  30 Litres per day

R18/C3 Meson Cannon (1)    Range 180,000km     TS: 30000 km/s     Power 3-3     RM 18    ROF 5        1 1 1 1 1 1 1 1 1 1
Fire Control S01 175-25000 H10 (FTR) (1)    Max Range: 350,000 km   TS: 100000 km/s     97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PB-1 AR-0 (1)     Total Power Output 20    Armour 0    Exp 5%

Small Craft ECCM-5 (1)         ECM 50

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes
With no active sensors, the Agincourt is dependant on the motherglobe for guidance to target.

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Ark Royal class Escort Battleglobe    1250000 tons     103245 Crew     5201644.5006 BP      TCS 25000  TH 750  EM 846000
3000 km/s     Armour 30-1033     Shields 28200-300     Sensors 375/375/0/0     Damage Control Rating 1514     PPV 6200
Annual Failure Rate: 9163%    IFR: 127.3%    Maint Capacity 3847705 MSP    Max Repair 31500 MSP    Est Time: 1.17 Years
Flag Bridge    Hangar Deck Capacity 100000 tons     Troop Capacity: 5 Battalions    Drop Capacity: 5 Battalions    Magazine 58500    

Photonic Drive E2 ARM-10 (100)    Power 750    Fuel Use 20%    Signature 7.5    Armour 10    Exp 35%
Fuel Capacity 150,000,000 Litres    Range 1080.0 billion km   (4166 days at full power)
Omega R300/15 Shields (1880)   Total Fuel Cost  28,200 Litres per day

80cm C25 Far Gamma Ray Laser (100)    Range 1,400,000km     TS: 25000 km/s     Power 168-25     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Quad Gauss Cannon R6-100 Turret (100x40)    Range 60,000km     TS: 25000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
CIWS-1000 (100x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Fire Control S04 700-25000 H10 (100)    Max Range: 1,400,000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Fire Control S16 700-100000 H10 (100)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-1 AR-10 (5)     Total Power Output 2000    Armour 10    Exp 5%

Size 1 Missile Launcher (1000)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC40-R1 (10%) (200)     Range 40.5m km    Resolution 1
Size 1 Anti-missile Missile (58500)  Speed: 280,000 km/s   End: 10.7m    Range: 180m km   WH: 1    Size: 1    TH: 933 / 560 / 280

Active Search Sensor MR5400-R40 (10%) (5)     GPS 72000     Range 5,400.0m km    Resolution 40
Thermal Sensor TH5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km
EM Detection Sensor EM5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km

Compact ECCM-10 (400)         ECM 100

Strike Group
100x Agincourt Heavy Fighter   Speed: 30000 km/s    Size: 10

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
There is just something awe-inspiring about 1000 AMM every 5 seconds. I designed the ship to be able to target 200 salvos. In addition, it can target 200 offensive targets (100 each 80cm laser batteries and quad gauss cannons).

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Resolution class Collier Battleglobe    1250000 tons     56910 Crew     486645.2524 BP      TCS 25000  TH 750  EM 846000
3000 km/s     Armour 30-1033     Shields 28200-300     Sensors 375/375/0/0     Damage Control Rating 1537     PPV 0
Annual Failure Rate: 9012%    IFR: 125.2%    Maint Capacity 637479 MSP    Max Repair 1680 MSP    Est Time: 2.4 Years
Flag Bridge    Hangar Deck Capacity 100000 tons     Troop Capacity: 5 Battalions    Drop Capacity: 5 Battalions    Magazine 227125    

Photonic Drive E2 ARM-10 (100)    Power 750    Fuel Use 20%    Signature 7.5    Armour 10    Exp 35%
Fuel Capacity 150,000,000 Litres    Range 1080.0 billion km   (4166 days at full power)
Omega R300/15 Shields (1880)   Total Fuel Cost  28,200 Litres per day

CIWS-1000 (100x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Size 1 Anti-missile Missile (50000)  Speed: 280,000 km/s   End: 10.7m    Range: 180m km   WH: 1    Size: 1    TH: 933 / 560 / 280
Size 12 Anti-ship Missile (1560)  Speed: 208,300 km/s   End: 12m    Range: 150m km   WH: 150    Size: 12    TH: 694 / 416 / 208
Size 72 Anti-ship Missile (1000)  Speed: 138,900 km/s   End: 60m    Range: 500m km   WH: 600    Size: 72    TH: 3055 / 1833 / 916
Size 72 Anti-ship Missile (600)  Speed: 138,900 km/s   End: 42m    Range: 350.2m km   WH: 0    Size: 72    TH: 463 / 277 / 138
Size 72 Shotgun MIRV (600)  Speed: 138,900 km/s   End: 42m    Range: 350.2m km   WH: 0    Size: 72    TH: 463 / 277 / 138

Thermal Sensor TH5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km
EM Detection Sensor EM5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km

ECM 100

Strike Group
100x Agincourt Heavy Fighter   Speed: 30000 km/s    Size: 10

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 Resolution is meant to be a fleet tender, but there is not nearly enough magazine space for a full battle group. I'd need to look into this more.

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Illustrious class Mobile Repairglobe    1250000 tons     58635 Crew     452364.5 BP      TCS 25000  TH 750  EM 846000
3000 km/s     Armour 30-1033     Shields 28200-300     Sensors 375/375/0/0     Damage Control Rating 2387     PPV 0
Annual Failure Rate: 5587%    IFR: 77.6%    Maint Capacity 3006001 MSP    Max Repair 1680 MSP    Est Time: 7.5 Years
Flag Bridge    Hangar Deck Capacity 100000 tons     Troop Capacity: 5 Battalions    Drop Capacity: 5 Battalions    

Photonic Drive E2 ARM-10 (100)    Power 750    Fuel Use 20%    Signature 7.5    Armour 10    Exp 35%
Fuel Capacity 150,000,000 Litres    Range 1080.0 billion km   (4166 days at full power)
Omega R300/15 Shields (1880)   Total Fuel Cost  28,200 Litres per day

CIWS-1000 (100x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km
EM Detection Sensor EM5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km

ECM 100

Strike Group
100x Agincourt Heavy Fighter   Speed: 30000 km/s    Size: 10

This design is classed as a military vessel for maintenance purposes
Ideally, the Illustrious would be able to carry out repairs also.

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King George V class Assault Battleglobe    1250000 tons     122550 Crew     952336.3506 BP      TCS 25000  TH 750  EM 1215000
3000 km/s     Armour 30-1033     Shields 40500-300     Sensors 375/375/0/0     Damage Control Rating 1544     PPV 7200
Annual Failure Rate: 8967%    IFR: 124.5%    Maint Capacity 963742 MSP    Max Repair 5400 MSP    Est Time: 1.5 Years
Flag Bridge    Hangar Deck Capacity 100000 tons     Troop Capacity: 5 Battalions    Drop Capacity: 5 Battalions    Magazine 65275    

Photonic Drive E2 ARM-10 (100)    Power 750    Fuel Use 20%    Signature 7.5    Armour 10    Exp 35%
Fuel Capacity 150,000,000 Litres    Range 1080.0 billion km   (4166 days at full power)
Omega R300/15 Shields (2700)   Total Fuel Cost  40,500 Litres per day

CIWS-1000 (100x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Vacuum Energy Power Plant Technology PB-1 AR-10 (5)     Total Power Output 2000    Armour 10    Exp 5%
Size 72 Missile Launcher (100)    Missile Size 72    Rate of Fire 180
Missile Fire Control FC16200-R40 (10%) (50)     Range 16,200.0m km    Resolution 40
Size 72 Anti-ship Missile (906)  Speed: 138,900 km/s   End: 60m    Range: 500m km   WH: 600    Size: 72    TH: 3055 / 1833 / 916

Active Search Sensor MR5400-R40 (10%) (5)     GPS 72000     Range 5,400.0m km    Resolution 40
Thermal Sensor TH5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km
EM Detection Sensor EM5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km

Compact ECCM-10 (100)         ECM 100

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 power plants on the King George V are remnants from initial designs that included lasers. Pulling them out would gain 3750 tons, or enough magazine space for 16 more missiles.

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Vanguard class Troop Globe    1250000 tons     44635 Crew     429884.5 BP      TCS 25000  TH 750  EM 846000
3000 km/s     Armour 30-1033     Shields 28200-300     Sensors 375/375/0/0     Damage Control Rating 2019     PPV 0
Annual Failure Rate: 6687%    IFR: 92.9%    Maint Capacity 701761 MSP    Max Repair 1680 MSP    Est Time: 3.06 Years
Flag Bridge    Hangar Deck Capacity 100000 tons     Troop Capacity: 200 Battalions    Drop Capacity: 200 Battalions    

Photonic Drive E2 ARM-10 (100)    Power 750    Fuel Use 20%    Signature 7.5    Armour 10    Exp 35%
Fuel Capacity 150,000,000 Litres    Range 1080.0 billion km   (4166 days at full power)
Omega R300/15 Shields (1880)   Total Fuel Cost  28,200 Litres per day

CIWS-1000 (100x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit

Thermal Sensor TH5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km
EM Detection Sensor EM5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km

ECM 100

Strike Group
100x Agincourt Heavy Fighter   Speed: 30000 km/s    Size: 10

This design is classed as a military vessel for maintenance purposes
The Vanguard can drop 200 battalions onto recalcitrant targets, backed up by its 10 Victory (not to mention the rest of the fleet) this should be enough to take out most targets.

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Invincible class Science Vessel    5000 tons     470 Crew     7271 BP      TCS 0.5  TH 5  EM 0
5000 km/s     Armour 10-26     Shields 0-0     Sensors 375/375/25/25     Damage Control Rating 5     PPV 0
Annual Failure Rate: 40%    IFR: 0.6%    Maint Capacity 4544 MSP    Max Repair 1180 MSP    Est Time: 3.91 Years

Photonic Drive E1 ARM-10 (1)    Power 500    Fuel Use 10%    Signature 5    Armour 10    Exp 5%
Fuel Capacity 250,000 Litres    Range 900.0 billion km   (2083 days at full power)

Thermal Sensor TH5-375 (10%) (1)     Sensitivity 375     Detect Sig Strength 1000:  375m km
EM Detection Sensor EM5-375 (10%) (1)     Sensitivity 375     Detect Sig Strength 1000:  375m km
Phased Gravitational Sensors (5)   25 Survey Points Per Hour
Phased Geological Sensors (5)   25 Survey Points Per Hour
Cloaking Device: Class cross-section reduced to 0.5% of normal

ECM 100

This design is classed as a military vessel for maintenance purposes

The Invincible is meant to provide the fleet with survey capabilities.

I guess additional variations on the globes could be designed, a colony/freighter design for one. I'm sure 1.25 million tons is enough cargo space to emplace a small colony.

These designs are limited by the maximum size of the jump drive. Non-jump capable ships could be much larger.
Title: Re: Exercise in Curiosity
Post by: Beersatron on July 04, 2010, 11:01:40 PM
At that tech level, what is the quickest time you can construct a jump gate? You could just design a parasite constructor instead of having a Jump Engine on the Battleglobe. And then, if you wanted to, you could have a jump tender that would be able to allow the parasite cruisers to go through a JP that you do not want to build a gate on just yet.
Title: Re: Exercise in Curiosity
Post by: welchbloke on July 05, 2010, 06:58:13 AM
Quote from: "Erik Luken"
Here is the full battle group listing.

A standard group is 2x Tribal-class Battleglobes, 2x Ark Royal-class Escort Battleglobes, 5x King George V-class Assault Globes, 1x Resolution-class Collier Globe, 1x Illustrious-class Mobile Repair Globe, and 1x Vanguard-class Troop Globe.

Total parasite complement is 100 Victory-class Cruiser, 20 Invincible-class Science Vessels,  and 1200 Agincourt Heavy Fighters. Also embarked are 255 Battalions of troops.
So a little over 12 divisions (at max allocation of btns to BdeHQs to Div HQ) in a single battle group  :D

Quote from: "Erik Luken"
Code: [Select]
King George V class Assault Battleglobe    1250000 tons     122550 Crew     952336.3506 BP      TCS 25000  TH 750  EM 1215000
3000 km/s     Armour 30-1033     Shields 40500-300     Sensors 375/375/0/0     Damage Control Rating 1544     PPV 7200
Annual Failure Rate: 8967%    IFR: 124.5%    Maint Capacity 963742 MSP    Max Repair 5400 MSP    Est Time: 1.5 Years
Flag Bridge    Hangar Deck Capacity 100000 tons     Troop Capacity: 5 Battalions    Drop Capacity: 5 Battalions    Magazine 65275    

Photonic Drive E2 ARM-10 (100)    Power 750    Fuel Use 20%    Signature 7.5    Armour 10    Exp 35%
Fuel Capacity 150,000,000 Litres    Range 1080.0 billion km   (4166 days at full power)
Omega R300/15 Shields (2700)   Total Fuel Cost  40,500 Litres per day

CIWS-1000 (100x20)    Range 1000 km     TS: 100000 km/s     ROF 5       Base 50% To Hit
Vacuum Energy Power Plant Technology PB-1 AR-10 (5)     Total Power Output 2000    Armour 10    Exp 5%
Size 72 Missile Launcher (100)    Missile Size 72    Rate of Fire 180
Missile Fire Control FC16200-R40 (10%) (50)     Range 16,200.0m km    Resolution 40
Size 72 Anti-ship Missile (906)  Speed: 138,900 km/s   End: 60m    Range: 500m km   WH: 600    Size: 72    TH: 3055 / 1833 / 916

Active Search Sensor MR5400-R40 (10%) (5)     GPS 72000     Range 5,400.0m km    Resolution 40
Thermal Sensor TH5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km
EM Detection Sensor EM5-375 (10%) (5)     Sensitivity 375     Detect Sig Strength 1000:  375m km

Compact ECCM-10 (100)         ECM 100

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 power plants on the King George V are remnants from initial designs that included lasers. Pulling them out would gain 3750 tons, or enough magazine space for 16 more missiles.
For some reason 3750 tonnes for 16 missiles seems so irrelevant  :twisted:

Quote from: "Erik Luken"
Code: [Select]
Invincible class Science Vessel    5000 tons     470 Crew     7271 BP      TCS 0.5  TH 5  EM 0
5000 km/s     Armour 10-26     Shields 0-0     Sensors 375/375/25/25     Damage Control Rating 5     PPV 0
Annual Failure Rate: 40%    IFR: 0.6%    Maint Capacity 4544 MSP    Max Repair 1180 MSP    Est Time: 3.91 Years

Photonic Drive E1 ARM-10 (1)    Power 500    Fuel Use 10%    Signature 5    Armour 10    Exp 5%
Fuel Capacity 250,000 Litres    Range 900.0 billion km   (2083 days at full power)

Thermal Sensor TH5-375 (10%) (1)     Sensitivity 375     Detect Sig Strength 1000:  375m km
EM Detection Sensor EM5-375 (10%) (1)     Sensitivity 375     Detect Sig Strength 1000:  375m km
Phased Gravitational Sensors (5)   25 Survey Points Per Hour
Phased Geological Sensors (5)   25 Survey Points Per Hour
Cloaking Device: Class cross-section reduced to 0.5% of normal

ECM 100

This design is classed as a military vessel for maintenance purposes

The Invincible is meant to provide the fleet with survey capabilities.
I would have gone for a much faster survey design; after all it isn't limited by the fleet speed.
Title: Re: Exercise in Curiosity
Post by: Erik L on July 05, 2010, 07:25:32 AM
Jump gate modules would be 20 days. Biggest issue there is it would consume the entire hangar space on one globe.

Quick design
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Broadsword class Cruiser    100000 tons     2261 Crew     13913.5 BP      TCS 2000  TH 40  EM 0
2000 km/s     Armour 1-191     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 110     PPV 0
Annual Failure Rate: 727%    IFR: 10.1%    Maint Capacity 9565 MSP    Max Repair 1180 MSP    Est Time: 1.06 Years
Jump Gate Construction Ship: 20 days

Photonic Drive E1 ARM-10 (8)    Power 500    Fuel Use 10%    Signature 5    Armour 10    Exp 5%
Fuel Capacity 100,000 Litres    Range 18.0 billion km   (104 days at full power)

This design is classed as a military vessel for maintenance purposes

Quote
The mind boggles when a 1.25M tonne ship doesn't have enough capacity  
If you look at the missile requirements of the rest of the fleet, we are talking:
Code: [Select]
Size 12 Anti-ship Missile (3872)
Size 72 Anti-ship Missile (600) - MIRV
Size 72 Shotgun MIRV (600)
Size 72 Anti-ship Missile (4530)
Size 1 Anti-missile Missile (58500)
So the Resolution code rearm the Tribal's size 72 missiles, once. And almost fill up the Ark Royal's magzines. Though the King George V uses 600pt warhead missiles, I'm not sure a lot would be required on a per ship/kill basis.

Quote
I would have gone for a much faster survey design; after all it isn't limited by the fleet speed.

My biggest design constraint was staying at 5000 tons. Since the Invincible can generate 25 pts of each survey per hour, a grav survey should around 20 days for a G type star. With the inclusion of a Broadsword in the fleet, about the time it takes to build a gate home.

I might have to game out a couple years with the ships to see how they fare. My biggest concern is the failure rates on them.
Title: Re: Exercise in Curiosity
Post by: Starkiller on July 05, 2010, 09:30:41 AM
WOW! Those are BIG. .....and slow. :)

My Hun class survey cruiser is supposed to 'run like hell' when encountering a hostile unknown. Since she's fast, well shielded and
armoured for a survey ship, and armed with a light battery of AMM launchers, she'll likely get away...most of the time. :)

Code: [Select]
Prince of Wales class Battlecruiser    25000 tons     2805 Crew     52026.76 BP      TCS 500  TH 158.4  EM 1440
15840 km/s    JR 3-50     Armour 8-76     Shields 48-300     Sensors 60/60/0/0     Damage Control Rating 31     PPV 192
Annual Failure Rate: 5000%    IFR: 69.4%    Maint Capacity 1301 MSP    Max Repair 5775 MSP    Est Time: 0 Years
Magazine 1251    

J25000(3-50) Military Jump Drive     Max Ship Size 25000 tons    Distance 50k km     Squadron Size 3
Beam Core Anti-matter Drive E1 ARM-2 (22)    Power 360    Fuel Use 10%    Signature 7.2    Armour 2    Exp 3%    Hyper Capable
Fuel Capacity 750,000 Litres    Range 540.0 billion km   (394 days at full power)
Psi R300/15 Shields (4)   Total Fuel Cost  60 Litres per day

Twin 25cm C16 Far Gamma Ray Laser Turret (4x2)    Range 1,400,000km     TS: 20000 km/s     Power 32-32     RM 12    ROF 5        16 16 16 16 16 16 16 16 16 16
Quad 10cm C3 Far Gamma Ray Laser Turret (4x4)    Range 360,000km     TS: 20000 km/s     Power 12-12     RM 12    ROF 5        3 3 3 3 3 3 3 3 3 3
Fire Control S04 700-20000 H15 (2)    Max Range: 1,400,000 km   TS: 20000 km/s     99 99 98 97 96 96 95 94 94 93
Fire Control S01 175-20000 (2)    Max Range: 350,000 km   TS: 20000 km/s     97 94 91 89 86 83 80 77 74 71
Beam Core Anti-matter Power Plant Technology PB-0.75 AR-9 (1)     Total Power Output 192    Armour 9    Exp 1%

Size 2 Missile Launcher (20)    Missile Size 2    Rate of Fire 5
Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC48-R1 (10%) (2)     Range 48.6m km    Resolution 1
Missile Fire Control FC345-R100 (10%) (2)     Range 345.6m km    Resolution 100
Size 1 Anti-missile Missile (651)  Speed: 186,400 km/s   End: 4.4m    Range: 49m km   WH: 2    Size: 1    TH: 8574 / 5144 / 2572
Size 2 Anti-ship Missile (300)  Speed: 90,000 km/s   End: 53.3m    Range: 288m km   WH: 16    Size: 2    TH: 2460 / 1476 / 738

Active Search Sensor MR810-R100 (10%) (1)     GPS 13500     Range 810.0m km    Resolution 100
Active Search Sensor MR48-R1 (10%) (1)     GPS 810     Range 48.6m km    Resolution 1
Thermal Sensor TH1-60 (15%) (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km
EM Detection Sensor EM1-60 (10%) (1)     Sensitivity 60     Detect Sig Strength 1000:  60m km

Compact ECCM-8 (1)         ECM 80

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

Like you, I'm experimenting with what the higher techs can do. I don't know if I'll ever do craft THAT big,
but the idea of an alien admiral wetting himself when he sees your task force, gives me a warm feeling
actually.  :D

Eric
Title: Re: Exercise in Curiosity
Post by: Erik L on July 05, 2010, 10:50:53 AM
The battleglobes are meant to be the largest jump-capable ships available.

I'd hate to be the JP defense group commander when these monsters appear.
Title: Re: Exercise in Curiosity
Post by: Starkiller on July 05, 2010, 01:55:35 PM
I'm sure MacGregor and Prescott felt that way when the first Bug monitors appeared in Alpha Centaurian skys. :)

Eric
Title: Re: Exercise in Curiosity
Post by: Starkiller on July 06, 2010, 07:52:23 PM
Erik, what can you tell me about Steve's 'Little Surprise'? I just had a sable wormhole appear in a deadend system I was surveying. Fortunately, Survey Gamma and the JP back to Terran space were on the opposite side of the system from the wormhole. I had heard, somewhat, of this, yet am surprised to see it only a few years into the game. As I am suspecting the Empire is in for the fight of it's life, and info would be appreciated. I've heard just enough to give me the willies.  :D

Eric (with a 'C')
Heh
Title: Re: Exercise in Curiosity
Post by: Erik L on July 06, 2010, 07:53:33 PM
Quote from: "Starkiller"
Erik, what can you tell me about Steve's 'Little Surprise'? I just had a sable wormhole appear in a deadend system I was surveying. Fortunately, Survey Gamma and the JP back to Terran space were on the opposite side of the system from the wormhole. I had heard, somewhat, of this, yet am surprised to see it only a few years into the game. As I am suspecting the Empire is in for the fight of it's life, and info would be appreciated. I've heard just enough to give me the willies.  :D

Eric (with a 'C')
Heh

I've not ever encountered them. Might look in the spoilers forum for more info.