John Paul Jones class Light Cruiser 30,000 tons 670 Crew 4,057.9 BP TCS 600 TH 3,000 EM 1,200
5000 km/s Armour 7-86 Shields 40-333 HTK 197 Sensors 6/8/0/0 DCR 25 PPV 108.72
Maint Life 1.34 Years MSP 2,110 AFR 464% IFR 6.5% 1YR 1,253 5YR 18,802 Max Repair 500 MSP
Troop Capacity 100 tons Boarding Capable Magazine 1,338
Captain Control Rating 2 BRG CIC
Intended Deployment Time: 12 months Morale Check Required
Stichus & Faustinianus Elite Ion Drive EP1000.00 (3) Power 3000 Fuel Use 17.68% Signature 1000 Explosion 10%
Fuel Capacity 2,705,000 Litres Range 91.8 billion km (212 days at full power)
E-MAG Defexor 2 Beta S20 / R333 Shields (2) Recharge Time 333 seconds (0.1 per second)
Chiles Quad "Shredder" Turret Quad Chile Ordinance Tribarrel PD Gauss Cannon R100-17.00 Turret (6x16) Range 10,000km TS: 14000 km/s Power 0-0 RM 10,000 km ROF 5
RapidTrac M1 Beam Fire Control R16-TS16000 (1) Max Range: 16,000 km TS: 16,000 km/s 38 0 0 0 0 0 0 0 0 0
Cortreas Assault Sytems Launcher Mk 2 Size 6.00 Missile Launcher (75.00% Reduction) (13) Missile Size: 6 Rate of Fire 40
Thunderfire M2 Missile Fire Control FC88-R120 (50%) (1) Range 88.4m km Resolution 120
Fallis Watchmaster M6 Active Search Sensor AS80-R120 (1) GPS 12600 Range 80.7m km Resolution 120
Drumstick 3 Active Search Sensor AS2-R1 (1) GPS 3 Range 2.3m km MCR 251.8k km Resolution 1
Drago-Dilbert M3 Thermal Sensor TH1.0-6 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
AG Celedon M3 EM Sensor EM1.0-8 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
ECCM-1 (1) ECM 10
This design is classed as a Military Vessel for maintenance purposes
I want my cruisers to stand apart from my destroyers, frigates and corvettes by being able to operate independently. That means giving them beam, sensor, missiles, AMM, and perhaps even limited hangar capacity. Oh, a standard troop bay for a company of marines.
Is this doable or even advisable assuming you're working with a ship of 50-90k tons?
Every military ship a required to have some beam weapons for self defence as having beam weapons on the ship means they can't be ignored during beam combat. And spreading out the beam weapons will improve your chances in beam combat allot when it happens.
I hear people saying that diversifying a ship to use ASMs and beams is a bad idea. But what about having a primarily beam ship that carries a few short range (1m km at most) very fast and very strong missile to be used as an 'i win' button against other ships? Think of the spaceship version of a Roman Pilum javelin that is thrown right before your melee infantry hits the enemies lines.
Can missiles that can reach a target in under 15 second bypass all PD?
Unfortunately, in C# there is a change that eliminates the point-blank torpedoes that can bypass PD. http://aurora2.pentarch.org/index.php?topic=8495.msg111431#msg111431
I hear people saying that diversifying a ship to use ASMs and beams is a bad idea. But what about having a primarily beam ship that carries a few short range (1m km at most) very fast and very strong missile to be used as an 'i win' button against other ships? Think of the spaceship version of a Roman Pilum javelin that is thrown right before your melee infantry hits the enemies lines.A few torpedoes won't be an 'I win' button against anything that posed a threat in the first place, and by being few will be relatively weak against point defense. You could use very short range missiles instead of offensive beams if that fits your inclination or tech base better...but what's the benefit of mixing them?
Can missiles that can reach a target in under 15 second bypass all PD?
I hear people saying that diversifying a ship to use ASMs and beams is a bad idea. But what about having a primarily beam ship that carries a few short range (1m km at most) very fast and very strong missile to be used as an 'i win' button against other ships? Think of the spaceship version of a Roman Pilum javelin that is thrown right before your melee infantry hits the enemies lines.
Can missiles that can reach a target in under 15 second bypass all PD?
Unfortunately, in C# there is a change that eliminates the point-blank torpedoes that can bypass PD. http://aurora2.pentarch.org/index.php?topic=8495.msg111431#msg111431
cuz its coolI hear people saying that diversifying a ship to use ASMs and beams is a bad idea. But what about having a primarily beam ship that carries a few short range (1m km at most) very fast and very strong missile to be used as an 'i win' button against other ships? Think of the spaceship version of a Roman Pilum javelin that is thrown right before your melee infantry hits the enemies lines.A few torpedoes won't be an 'I win' button against anything that posed a threat in the first place, and by being few will be relatively weak against point defense. You could use very short range missiles instead of offensive beams if that fits your inclination or tech base better...but what's the benefit of mixing them?
Can missiles that can reach a target in under 15 second bypass all PD?
Thats a shame. Is it possible to make missiles so fast that they evade most PD?If by evading you mean hard to hit for most PD, then yes, making your missile fast does that. Although unfortunately, when facing equivalently teched opponent this does not work as well as you may hope, comparing to the good old 5s torpedoes.
A few torpedoes won't be an 'I win' button against anything that posed a threat in the first place, and by being few will be relatively weak against point defense. You could use very short range missiles instead of offensive beams if that fits your inclination or tech base better...but what's the benefit of mixing them?
I hear people saying that diversifying a ship to use ASMs and beams is a bad idea. But what about having a primarily beam ship that carries a few short range (1m km at most) very fast and very strong missile to be used as an 'i win' button against other ships? Think of the spaceship version of a Roman Pilum javelin that is thrown right before your melee infantry hits the enemies lines.
Can missiles that can reach a target in under 15 second bypass all PD?
Every military ship a required to have some beam weapons for self defence as having beam weapons on the ship means they can't be ignored during beam combat. And spreading out the beam weapons will improve your chances in beam combat allot when it happens.
You mean a primary beam weapon, not a PD right? That is an interesting take; I tired myself to make escort frigates (8k tons) with AMM and PD as well as a spinal beam but I just couldn't fit it all. But I'm glad to hear someone agrees that having primary beam ability to ward off ships that get too close is just as important as having PD ability for escorts.
Sword class Frigate 8,000 tons 210 Crew 1,387.3 BP TCS 160 TH 675 EM 900
4218 km/s Armour 6-35 Shields 30-300 HTK 60 Sensors 11/11/0/0 DCR 2 PPV 38.7
Maint Life 1.67 Years MSP 296 AFR 256% IFR 3.6% 1YR 126 5YR 1,891 Max Repair 112.50 MSP
Hangar Deck Capacity 250 tons Troop Capacity 100 tons Boarding Capable Magazine 118
Commander Control Rating 1 BRG
Intended Deployment Time: 9 months Flight Crew Berths 20 Morale Check Required
VanTech Corporation Class III Ion Infused Void Drive (3) Power 675.0 Fuel Use 77.28% Signature 225.00 Explosion 12%
Fuel Capacity 374,000 Litres Range 10.9 billion km (29 days at full power)
Phoah-Kingsmeyer 484-J4E Shield Projector (1) Recharge Time 300 seconds (0.1 per second)
Quasar Tech Type-15 Heavy Turbolaser Array (3) Range 300,000km TS: 4,218 km/s Power 6-3 RM 50,000 km ROF 10
XG-17 Rapid-firing Flak System (10x4) Range 40,000km TS: 16000 km/s Power 0-0 RM 40,000 km ROF 5
Indigo Secondary Targeting Computer System (1) Max Range: 320,000 km TS: 4,000 km/s 97 94 91 88 84 81 78 75 72 69
Zergon Corporation Point-defence Targeting Computer System (1) Max Range: 40,000 km TS: 16,000 km/s 75 50 25 0 0 0 0 0 0 0
Mason-Branger 7085-09 Ionization Reactor (1) Total Power Output 9 Exp 20%
Inobyte Auto-loading Anti-torpedo Launch System (3) Missile Size: 1 Rate of Fire 10
Inobyte Rapid-fire Anti-torpedo Launch System (50) Missile Size: 1 Hangar Reload 50 minutes MF Reload 8 hours
Sienar Fleet Systems Anti-torpedy Fire-control System (2) Range 22.3m km Resolution 1
Pax Hustana XN-03 Suite High Resolution Sensor (1) GPS 2240 Range 42.7m km Resolution 80
Pax Hustana XN-03 Suite Torpedo Detection Sensor (1) GPS 28 Range 9.9m km MCR 891.1k km Resolution 1
Pax Hustana XN-03 Suite EM Sensor (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Pax Hustana XN-03 Suite Thermal Sensor (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
ECCM-2 (1) ECM 20
Spear class Destroyer 16,874 tons 444 Crew 3,342.4 BP TCS 337 TH 675 EM 2,550
4000 km/s Armour 8-58 Shields 85-425 HTK 131 Sensors 11/11/0/0 DCR 28 PPV 63
Maint Life 2.25 Years MSP 1,390 AFR 285% IFR 4.0% 1YR 370 5YR 5,555 Max Repair 337.500 MSP
Hangar Deck Capacity 1,000 tons Troop Capacity 250 tons Boarding Capable Magazine 296
Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 12 months Flight Crew Berths 20 Morale Check Required
VanTech Corporation Class IV Ion Infused Void Drive (3) Power 1350.0 Fuel Use 54.64% Signature 225.000 Explosion 12%
Fuel Capacity 1,005,000 Litres Range 19.6 billion km (56 days at full power)
Phoah-Kingsmeyer 884-J4EB Shield Projector (1) Recharge Time 425 seconds (0.2 per second)
Quasar Tech Type-20 Heavy Turbolaser Array (3) Range 320,000km TS: 4,000 km/s Power 10-5 RM 50,000 km ROF 10
XG-17 Rapid-firing Flak System (25x4) Range 40,000km TS: 16000 km/s Power 0-0 RM 40,000 km ROF 5
Indigo Secondary Targeting Computer System (1) Max Range: 320,000 km TS: 4,000 km/s 97 94 91 88 84 81 78 75 72 69
Zergon Corporation Point-defence Targeting Computer System (2) Max Range: 40,000 km TS: 16,000 km/s 75 50 25 0 0 0 0 0 0 0
Mason-Branger 7085-15 Ionization Reactor (1) Total Power Output 15.3 Exp 15%
Inobyte Auto-loading Anti-torpedo Launch System (12) Missile Size: 1 Rate of Fire 10
Sienar Fleet Systems Anti-torpedy Fire-control System (3) Range 22.3m km Resolution 1
Pax Hustana XN-03 Suite High Resolution Sensor (1) GPS 2240 Range 42.7m km Resolution 80
Pax Hustana XN-03 Suite Torpedo Detection Sensor (1) GPS 28 Range 9.9m km MCR 891.1k km Resolution 1
Pax Hustana XN-03 Suite EM Sensor (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Pax Hustana XN-03 Suite Thermal Sensor (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
ECCM-2 (2) ECM 20
You're talking about multi-function ships in a fleet context. (And I strongly disagree on that, but that's beside the point.)I hear people saying that diversifying a ship to use ASMs and beams is a bad idea. But what about having a primarily beam ship that carries a few short range (1m km at most) very fast and very strong missile to be used as an 'i win' button against other ships? Think of the spaceship version of a Roman Pilum javelin that is thrown right before your melee infantry hits the enemies lines.
Can missiles that can reach a target in under 15 second bypass all PD?
It is pure nonsense that combining beams with ASM is a bad idea as such a ship can act in many roles and it is not in common for ships to eventually end up in situation where it is deadly serious and having both will save you.
In a beam fight you rather have 20 beams on 10 ships than 25 beams on 5 ships given the same tonnage on said ships. Sure the one side have half the tonnage in the fight, but that other half is dead weight in this fight as they too have ASM ships, we are talking about specialised designs here so we have to assume there is five more ships that don't carry any beams at all either there or somewhere else.
You have to trade some flexibility for another kind of flexibility.
You might have sent a fleet of 25 ships and did not expect to hold a jump point so you only brought 5 dedicated beam ships. The other side also brought 25 ships and all of them had beams so they had no problem sitting on that JP for 12 month guarding it.
You loose some flexibility in tailoring a fleet for a specific mission and might need to bring some extra tonnage compared with a more specialised fleet to have the same capabilities in some areas. But... this is where you see half specialised ships enter the picture. Some ship types would generally be primarily focusing on one category while being weak or lacking some category. Say an escort ship that lack any direct anti-ship capabilities but can provide it indirectly through light means such as in beam combat or AMM or perhaps Anti-craft missiles with lower yields and short range.
There is something I do not understand there : Why do you want to have an independant ship able to fight for surveying?
You're talking about multi-function ships in a fleet context. (And I strongly disagree on that, but that's beside the point.)
But for an independent cruiser this isn't relevant. You aren't choosing between 20 beams on 10 ships or 25 beams on 5 ships, you're choosing between 0 beams or 2 beams or 5 beams. Of course, it's not beams that are really the sticky point there. 2 beams out of a possible 5 may lose a fight, but it's still reasonably functional. 2 ASM launchers out of a possible 5, though, very likely doesn't do anything but entertain the enemy's missile defense suite. Missile attacks on anything but defenseless targets are a go big or go home situation.
Interesting thread.
If I was to construct a cruiser for its classic lines-of-communication/behind-the-lines/scouting role, I'd definitely go with armored laser turrets, CIWS/Gauss PD and maybe a small hangar for 1-2 tiny scout/jump scout fighters. And large MSP storage + extra Damage Control. Not sure about the sensors suite.
Sounds fun.
Speaking of, is it actually helpful in current C# Aurora to attack enemy (AI) supply bases to deprive it from refueling opportunities? Have anyone tried/seen impact? I think Steve said that NPRs should be fuel dependent, IIRC, no?
Interesting thread.
If I was to construct a cruiser for its classic lines-of-communication/behind-the-lines/scouting role, I'd definitely go with armored laser turrets, CIWS/Gauss PD and maybe a small hangar for 1-2 tiny scout/jump scout fighters. And large MSP storage + extra Damage Control. Not sure about the sensors suite.
Sounds fun.
Speaking of, is it actually helpful in current C# Aurora to attack enemy (AI) supply bases to deprive it from refueling opportunities? Have anyone tried/seen impact? I think Steve said that NPRs should be fuel dependent, IIRC, no?
I would go with 12cm lasers for dual purpose turrets, they have good firing intervals to be used as PD and decent range and they are still relatively small. Gauss has low range to be used as dual purpose weapon.
Oh I misunderstood, I thought that you want turreted primary weapons and that basically means lasers, as messons are IMO useless in C#. If you want to use other weapons as PD then railguns are the way as they have several shot whitch means better chance to hit the missiles.
Only Gauss, Lasers and Messons can be turreted. Gauss has too small range and Messons were changed a lot in C# and I believe general consensus on them is that they are useless.lolwut.
So that leaves lasers and for dual purpose you want fast rate of fire, with better capacitors you can get bigger lasers that will still have 5s rate of fire. I suppose you can do with 10s RoF depending what kind of missiles you are facing.
With capacitor rate of 8 you can get 20cm lasers with 10s RoF and that is quite a nice punch with good range, so you could engage missiles in area defense mode and get more hits on single salvo.
Or maybe I have. You can't turret Lances can you...I got some bad news chief... you can't turret Lances.
Black:QuoteOnly Gauss, Lasers and Messons can be turreted. Gauss has too small range and Messons were changed a lot in C# and I believe general consensus on them is that they are useless.lolwut.
So that leaves lasers and for dual purpose you want fast rate of fire, with better capacitors you can get bigger lasers that will still have 5s rate of fire. I suppose you can do with 10s RoF depending what kind of missiles you are facing.
With capacitor rate of 8 you can get 20cm lasers with 10s RoF and that is quite a nice punch with good range, so you could engage missiles in area defense mode and get more hits on single salvo.
- Mesons have undergone pretty significant testing as I recall, showing them to be surprisingly useful, especially when paired with Railguns. If I remember correctly, it had to do with Mesons making pockmarks under armor layers, thus creating a snowball effect of increasing DPS. The thing which made that useful was that empty armor patches didn't count, and so you could out DPS enemies by mixing the two. Don't quote me on this one, as I only know that testing was carried out and that results seemed favorable while I was actively following it. YYMV.
- Gauss range too small? Whaaaaaat? I have seen a great many criticisms leveled at Gauss Cannons both Turreted and un-Turreted, but range has never been one them. I'm curious about your claim, would you care to expound a bit? I agree that Lasers make great dual purpose guns, but I'd add that 15~20cm Railguns make fine dual purpose guns at Capacitor 8. Railguns get four shots to the laser's one, and that isn't nothing when you take into account the way Aurora handles random numbers.Nobody criticizes Gauss range because it's such a trivially obvious criticism - their range is pitiful at best. If you want a weapon with range, you don't use Gauss cannons.
Independent class Cruiser 12,500 tons 316 Crew 1,659.2 BP TCS 250 TH 500 EM 510
4000 km/s Armour 3-47 Shields 17-283 HTK 65 Sensors 25/25/0/0 DCR 12 PPV 23.2
Maint Life 5.62 Years MSP 2,897 AFR 100% IFR 1.4% 1YR 155 5YR 2,322 Max Repair 300.00000 MSP
Captain Control Rating 3 BRG AUX ENG
Intended Deployment Time: 5 months Morale Check Required
Ion Drive EP500.00 (2) Power 1000.0 Fuel Use 17.92% Signature 250.000 Explosion 8%
Fuel Capacity 650,000 Litres Range 52.2 billion km (151 days at full power)
Gamma S17 / R283 Shields (1) Recharge Time 283 seconds (0.1 per second)
15.0cm C3 Near Ultraviolet Laser (2) Range 180,000km TS: 4,000 km/s Power 6-3 RM 30,000 km ROF 10
Single 10cm C3 Near Ultraviolet Laser Turret (2x1) Range 90,000km TS: 8000 km/s Power 3-3 RM 30,000 km ROF 5
10cm Railgun V30/C3 (2x4) Range 30,000km TS: 4,000 km/s Power 3-3 RM 30,000 km ROF 5
Beam Fire Control R96-TS8000 (1) Max Range: 96,000 km TS: 8,000 km/s 90 79 69 58 48 38 27 17 6 0
Beam Fire Control R192-TS4000 (1) Max Range: 192,000 km TS: 4,000 km/s 95 90 84 79 74 69 64 58 53 48
Beam Fire Control R64-TS4000 (1) Max Range: 64,000 km TS: 4,000 km/s 84 69 53 38 22 6 0 0 0 0
Gas-Cooled Fast Reactor R18 (1) Total Power Output 18 Exp 5%
Active Search Sensor AS12-R1 (1) GPS 100 Range 12.6m km MCR 1.1m km Resolution 1
Thermal Sensor TH5-25 (1) Sensitivity 25 Detect Sig Strength 1000: 39.5m km
EM Sensor EM5-25 (1) Sensitivity 25 Detect Sig Strength 1000: 39.5m km
ELINT Module (1) Sensitivity 5 Detect Sig Strength 1000: 17.7m km
This design is classed as a Military Vessel for maintenance purposes
*Beam weapon chances to hit are based on targets moving at 4,000 km/s at a range of 10,000 km @UlzgorothThe post you quoted was the latest in a sequence discussing turreted heavy/primary weapons for the OP's 'cruiser'. Gauss got mention only because it's one of only three weapon types that can be turreted...
- Well, yeah... but they are just that, PD weapons. I just didn't understand why that was brought into the discussion... perhaps I should re-read the OP. Just re-read it, and yeah still confused. I never even considered them dual purpose weapons at all... ever. Meh. I dunno, it just seemed like Black was leveling that critique to Gauss as a whole. That's why I asked them to expand on the idea, since I see Gauss only as dedicated PD or Fighter weapons, which makes the range seem somewhat superfluous as a consideration. Now carronades on the other hand... they could use a slight range buff IMO, a slight one...
About turrets: I've only used them so far for PD weapons and I always go for 25% accuracy guns mounted on a quad turret. This provides the best HS to firepower ratio from what I understand. Now, if we are talking capital ships they are obviously not going to be fast enough to track smaller targets with their beams, so they would benefit from main beam-weapon turrets.For main battery laser turrets I'd go with 3x or 4x 15/20 cm twin or triple turrets, armored slightly higher than the ship's hull, and 100% accuracy. That's mostly to mirror RL WW2 cruiser designs, but I'm also basing this on practical limitations.
How would you suggest to build them? Is it best the do the same as with PD weapons and have quad 25% accuracy beams?
...so they would benefit from main beam-weapon turrets. How would you suggest to build them?
About turrets: I've only used them so far for PD weapons and I always go for 25% accuracy guns mounted on a quad turret. This provides the best HS to firepower ratio from what I understand. Now, if we are talking capital ships they are obviously not going to be fast enough to track smaller targets with their beams, so they would benefit from main beam-weapon turrets.For main battery laser turrets I'd go with 3x or 4x 15/20 cm twin or triple turrets, armored slightly higher than the ship's hull, and 100% accuracy. That's mostly to mirror RL WW2 cruiser designs, but I'm also basing this on practical limitations.
How would you suggest to build them? Is it best the do the same as with PD weapons and have quad 25% accuracy beams?
Armored turrets provide much better survivability for the ship. They have high chance to be hit because they're big, and armor makes them less likely to be destroyed. Calibre needs to be high enough to do reasonable damage, but low enough to still be economically suitable. Quad guns may be too much in terms of MSP costs (misfire/maintenance failure repair cost), but twins are less optimal in terms of crew/weight/RP/material costs. So triple may be the sweet spot for me. 100% accuracy is needed because this is a main battery and it needs to be as accurate as possible, otherwise more hits would result in higher misfire/maint failure rate.
For Gauss PD, yeah, 50% accuracy and 0 or lvl 1 armor is normal. 2-3 twin turrets are fine.
But then again, I would not send such a ship going completely solo, probably. Not at first, at least. 2-3 cruisers are much better option, and they then can split up in the enemy territory as needed to cover more ground.
Speed and sensors should be great also. And jump/scout parasites. Situational awareness for such a role is paramount.