Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: ExChairman on June 16, 2020, 08:32:38 AM
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Losing my only BC and 5 light cruisers when entering an enemy home system were a bit traumatic, luckily those enemy ships were a bit spread out and I could take them in smaller groups, for a lot of hull armor plating. But now a new fleet of 20 destroyers and 26 cruiser sized have appeared on our sensors... Way to much for a squadron already damaged in battle...
So a new plan....
From the Star Fire universe the SBMHAWK, or the jump point assault bombardment missile.
I presume that's a missile is out but a small ship with several boxlaunchers might be viable...
Hmmm destroyer sized... Heavy Armour to survive long enough for a launch... Missed deployment time...
Cannon class SBMHAWK Transport 9 714 tons 110 Crew 1 565.9 BP TCS 194 TH 1 000 EM 0
5147 km/s Armour 16-40 Shields 0-0 HTK 45 Sensors 0/0/0/0 DCR 11 PPV 60
Maint Life 5.92 Years MSP 1 108 AFR 69% IFR 1.0% 1YR 54 5YR 811 Max Repair 250 MSP
Magazine 600
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Atlantis Space Systems Internal Fusion Drive EP500.00 (2) Power 1000 Fuel Use 61.76% Signature 500 Explosion 12%
Fuel Capacity 1 250 000 Litres Range 37.5 billion km (84 days at full power)
Johnsson SBMHAWK VLS Launcher Size 30 Box Launcher (20) Missile Size: 30 Hangar Reload 273 minutes MF Reload 45 hours
SBMHAWK Missile (20) Speed: 6 684 km/s End: 12.3m Range: 8.1m km WH: 5 Size: 29.924 TH: 22/13/6
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
SBMHAWK missile.
Missile Size: 29.924 MSP (74.8100 Tons) Warhead: 5 Radiation Damage: 5 Manoeuvre Rating: 10
Speed: 6 684 km/s Fuel: 20 500 1st Stage Flight Time: 9 minutes 1st Stage Range: 3.6m km
2nd Stage Flight Time: 50 minutes 2nd Stage Range: 57.99m km
Thermal Sensor Strength: 0.81 Detect Sig Strength 1000: 7 115 125 km
Cost Per Missile: 25.796 Development Cost: 2 580
Second Stage: Abukuma Anti-Ship Missile x5
Second Stage Separation Range: 250 000 km
Chance to Hit: 1k km/s 66.8% 3k km/s 22.3% 5k km/s 13.4% 10k km/s 6.7%
Or a ship with smaller launchers, but only 20 more missiles....
Cannon Type II class SBMHAWK Transport 9 812 tons 115 Crew 1 613.2 BP TCS 196 TH 1 000 EM 0
5095 km/s Armour 16-40 Shields 0-0 HTK 25 Sensors 0/0/0/0 DCR 11 PPV 60
Maint Life 6.15 Years MSP 1 130 AFR 70% IFR 1.0% 1YR 51 5YR 768 Max Repair 250 MSP
Magazine 600
Commander Control Rating 1 BRG
Intended Deployment Time: 3 months Morale Check Required
Atlantis Space Systems Internal Fusion Drive EP500.00 (2) Power 1000 Fuel Use 61.76% Signature 500 Explosion 12%
Fuel Capacity 1 250 000 Litres Range 37.1 billion km (84 days at full power)
Morgan Vertical Missile Launcher (120) Missile Size: 5 Hangar Reload 111 minutes MF Reload 18 hours
Ericsson Missile Fire Control FC56-R100 (5) Range 56.8m km Resolution 100
SBMHAWK Sub muntion (120) Speed: 22 680 km/s End: 3.3m Range: 4.5m km WH: 15 Size: 5.00 TH: 75/45/22
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I miss armored missiles ... that could take more than one hit. And can be roleplayed as being of a different category.
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I think your missile is way too slow for your engine tech. I am still using my old 50k km/s missiles from my first contact era when I had either internal confinement fusion or the next lower engine tech (I am now at inertial confinement engine tech). A faster missile will help get through enemy PD more effectively and also will actually be able to catch targets on the move.
Disregard above, did not realize missile was multi-staged!
Do you have any speed data for the hostile fleet?
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Well they are slow, but all my enemies are beam armed, and I usaly throw enough to get thrue ::)
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Well they are slow, but all my enemies are beam armed, and I usaly throw enough to get thrue ::)
Strength in numbers is a good tactic if you can afford it :-)
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Where are the MFCs?
Right now you've got a bunch of boxes with no way of getting targets for them - IMO you should use multiple MFCs to target multiple enemies in one increment. Important if you are gatecrashing.
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Where are the MFCs?
Right now you've got a bunch of boxes with no way of getting targets for them - IMO you should use multiple MFCs to target multiple enemies in one increment. Important if you are gatecrashing.
Oooups, forgot that one small detail... ::)
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Where are the MFCs?
Right now you've got a bunch of boxes with no way of getting targets for them - IMO you should use multiple MFCs to target multiple enemies in one increment. Important if you are gatecrashing.
Oooups, forgot that one small detail... ::)
Well good thing we found that out here and not when you went gatecrashing with these things.
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For a pure gatecrashing missile delivery system...do you need engines? Your missile transport is slow enough that I assume it's not going to be getting any protection from its mobility.
You could make it delivered to the point inside a hangar, at which point it could have next to no crew quarters. And engineering, if you use military hangars. Kick it out of the bay on top of the point, form up with a jumpship, and crash through right away...
...Relatedly, I'm not sure whether a ship with no engines at all can jump with both types of jump engine or what, seeing as engine type determines required jump drive type. I haven't tugged any stations through points that weren't stabilized so I haven't put that to the test...