Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: xenoscepter on August 18, 2020, 06:20:10 PM
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Dreadnaught:
Dreadnaught class War Cruiser Leader 125,000 tons 3,146 Crew 29,591.7 BP TCS 2,500 TH 9,600 EM 1,500
3840 km/s JR 3-50 Armour 5-222 Shields 50-300 HTK 743 Sensors 55/55/0/0 DCR 175 PPV 102.14
Maint Life 1.22 Years MSP 41,172 AFR 714% IFR 9.9% 1YR 28,563 5YR 428,445 Max Repair 18033.7 MSP
Hangar Deck Capacity 5,000 tons Troop Capacity 10,000 tons Drop Capable Magazine 1,008 Cargo Shuttle Multiplier 4
Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 5 months Flight Crew Berths 100 Morale Check Required
Dreadnaught T25000/J125K50-3 Jump Drive, M-Class Max Ship Size 125000 tons Distance 50k km Squadron Size 3
Consolidated T5000/1200P-MP (8) Power 9600 Fuel Use 10.78% Signature 1200 Explosion 7%
Fuel Capacity 3,751,000 Litres Range 50.1 billion km (150 days at full power)
Dreadnaught Delta-Class Shields (2) Recharge Time 300 seconds (0.2 per second)
Consolidated 10cm Naval Laser [N-UV] Turret, Single Mount [Armored] (6x1) Range 90,000km TS: 20000 km/s Power 3-3 RM 30,000 km ROF 5 1 0 0 0 0 0 0 0 0 0
Dreadnaught 12cm Naval Railgun (4x4) Range 60,000km TS: 5,000 km/s Power 6-3 RM 30,000 km ROF 10 1 0 0 0 0 0 0 0 0 0
Consolidated CIWS (6x6) Range 1000 km TS: 16,000 km/s ROF 5 Base 50% to hit
Dreadnaught Railgun FCS (1) Max Range: 240,000 km TS: 5,000 km/s 16 10 5 0 0 0 0 0 0 0
Consolidated Laser Turret FCS (2) Max Range: 240,000 km TS: 20,000 km/s 62 42 21 0 0 0 0 0 0 0
Dreadnaught Gas-Cooled Fusion Reactor T200/48PB20 (1) Total Power Output 48 Exp 10%
Consolidated Class 3 Missile Cell (36) Missile Size: 3.0 Hangar Reload 86 minutes MF Reload 14 hours
Consolidated Class 3 Missile Launcher (12) Missile Size: 3 Rate of Fire 15
Dreadnaught M-FCS (6) Range 27.1m km Resolution 1
Consolidated AMM (36) Speed: 45,133 km/s End: 0.7m Range: 1.9m km WH: 1 Size: 3.00 TH: 346/207/103
Consolidated ASM (288) Speed: 21,333 km/s End: 5.9m Range: 7.6m km WH: 9 Size: 3 TH: 71/42/21
Dreadnaught Target Acquisition Sensor (1) GPS 210 Range 27.1m km MCR 2.4m km Resolution 1
Dreadnaught TH Passive Suite (1) Sensitivity 55 Detect Sig Strength 1000: 58.6m km
Dreadnaught EM Passive Suite (1) Sensitivity 55 Detect Sig Strength 1000: 58.6m km
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
*To-Hit numbers given for the B-FCS are measured against targets moving at 24,000 km/s at a range of 60,000 km.
--- A front line ship, designed to bring along 2 other War Cruisers, derived from this version and equipped with extra fuel and extra MSP by removing the Jump Drive. Carries a pair of 5,000 Ton Integrated Strike Teams. Posted in response to a reply by @Cavgunner wondering what my first rate ships looked like if the massive Consolidated Class was a second line vessel.
Dreadnaught S:
Dreadnaught S class War Cruiser 125,000 tons 2,325 Crew 12,420 BP TCS 2,500 TH 9,600 EM 1,500
3840 km/s Armour 5-222 Shields 50-300 HTK 695 Sensors 55/55/0/0 DCR 175 PPV 102.14
Maint Life 15.18 Years MSP 164,507 AFR 714% IFR 9.9% 1YR 1,338 5YR 20,068 Max Repair 450 MSP
Hangar Deck Capacity 5,000 tons Troop Capacity 10,000 tons Drop Capable Magazine 1,008 Cargo Shuttle Multiplier 4
Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 5 months Flight Crew Berths 100 Morale Check Required
Consolidated T5000/1200P-MP (8) Power 9600 Fuel Use 10.78% Signature 1200 Explosion 7%
Fuel Capacity 11,856,000 Litres Range 158.3 billion km (477 days at full power)
Refuelling Capability: 50,000 litres per hour Complete Refuel 237 hours
Dreadnaught Delta-Class Shields (2) Recharge Time 300 seconds (0.2 per second)
Consolidated 10cm Naval Laser [N-UV] Turret, Single Mount [Armored] (6x1) Range 90,000km TS: 20000 km/s Power 3-3 RM 30,000 km ROF 5 1 0 0 0 0 0 0 0 0 0
Dreadnaught 12cm Naval Railgun (4x4) Range 60,000km TS: 5,000 km/s Power 6-3 RM 30,000 km ROF 10 1 0 0 0 0 0 0 0 0 0
Consolidated CIWS (6x6) Range 1000 km TS: 16,000 km/s ROF 5 Base 50% to hit
Dreadnaught Railgun FCS (1) Max Range: 240,000 km TS: 5,000 km/s 16 10 5 0 0 0 0 0 0 0
Consolidated Laser Turret FCS (2) Max Range: 240,000 km TS: 20,000 km/s 62 42 21 0 0 0 0 0 0 0
Dreadnaught Gas-Cooled Fusion Reactor T200/48PB20 (1) Total Power Output 48 Exp 10%
Consolidated Class 3 Missile Cell (36) Missile Size: 3.0 Hangar Reload 86 minutes MF Reload 14 hours
Consolidated Class 3 Missile Launcher (12) Missile Size: 3 Rate of Fire 15
Dreadnaught M-FCS (6) Range 27.1m km Resolution 1
Consolidated AMM (36) Speed: 45,133 km/s End: 0.7m Range: 1.9m km WH: 1 Size: 3.00 TH: 346/207/103
Consolidated ASM (288) Speed: 21,333 km/s End: 5.9m Range: 7.6m km WH: 9 Size: 3 TH: 71/42/21
Dreadnaught Target Acquisition Sensor (1) GPS 210 Range 27.1m km MCR 2.4m km Resolution 1
Dreadnaught TH Passive Suite (1) Sensitivity 55 Detect Sig Strength 1000: 58.6m km
Dreadnaught EM Passive Suite (1) Sensitivity 55 Detect Sig Strength 1000: 58.6m km
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
*To-Hit numbers given for the B-FCS are measured against targets moving at 24,000 km/s at a range of 60,000 km.
--- Support variant of the Dreadnaught, designed to support the ship on extended engagements, capable of re-fueling two of the War Cruiser Leaders.
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Welp, that'll do it. Just one of these has almost as much tonnage than my entire combat fleet in my current Nuclear Pulse-era game.
Your missile design is very compact, which I can appreciate. As a mid-range weapon it's hard to argue with a Size 3 missile sporting a Size 9 warhead. Ouch.
Am I reading correctly that each variant only has 2 shield generators? I actually like multipurpose ships like this, but my personal preference is to more strongly emphasize speed (if possible with tech) and durability. At that size, I probably would have gone for 12-15 levels of armor at least, but YMMV.
And Railguns? Did I miss the memo? I haven't come across that tech in C# yet.
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Looking at these designs, I am reminded of space 4x games I played with my brother long ago. The prides of his fleet were gargantuan capital ships capable of doing everything to anyone. If there was a role, they could fill it. If there was a weapon, they had it. Moreover, everything was of the highest available tech, cost no object. Hilariously inefficient in any single role, mind you, but they made up for it with sheer bulk.
...
He called them the "Federal budget deficits".
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Wait, what? XD
Railguns have been in Aurora forever, they were in VB6 and are very much in C#. They're under the Missiles / Kinetic weapons line, and are the main competitor of Gauss in the PD Role.
I'm suddenly very confused...
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Oh. Apparently I'm being silly. Somehow I saw "Railgun" and thought something else. Never mind, nothing to see here, move along.
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Maint Life 1.22 Years MSP 41,172 AFR 714% IFR 9.9% 1YR 28,563 5YR 428,445 Max Repair 18033.7 MSP
Ouch. Ouch ouch ouch ouch. You're just asking to end up with a fleet stranded out in enemy territory with failure numbers and a max repair like that. But then again, your deployment time means you aren't going to be doing any real offensive work with these that isn't "smash one close enemy system, and then stay there while we get enough maint facilities built to resupply and overhaul". At 125k tons, you really can afford to make a ship class less of a hangar queen, because it doesn't matter how much gun you bring if you can't stay in a fight. Looks very pretty, but . . .
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@kenlon
- That's what the Dreadnaught S is for, 165,000~ MSP and a Max Repair of 450.
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I wonder a few things...
1. What are the research cost of that jump drive?
2. Why is not the S-class having the jump drive rather than the combat version?
3. Why do you need 150 days of continuous fuel usage on a ship that can deploy only 5 months and then you have a support ship with even more fuel? In general you don't even need the five month of fuel for continual movement... It should be very rare that you will ever need to move than much during the ships deployment.
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I wonder a few things...
1. What are the research cost of that jump drive?
2. Why is not the S-class having the jump drive rather than the combat version?
3. Why do you need 150 days of continuous fuel usage on a ship that can deploy only 5 months and then you have a support ship with even more fuel? In general you don't even need the five month of fuel for continual movement... It should be very rare that you will ever need to move than much during the ships deployment.
- 1. Excessive.
- 2. Because the Dreadnaught S is derived from the combat version. It trades out the Jump Drive in order to mount that extra Fuel / MSP and the Refueling Equipment.
- 3a. The 150 Day Deployment and Fuel to Match only gives it 50 billion km, it takes a solid fifth of the ship's fuel just to get make a round trip to Pluto, never mind bigger systems.
- 3b. The Dreadnaught S is intended to service two of the combat versions, the other five squadron jump spaces would be used for equal sized carriers and/or missile fire support ships.
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@kenlon
- That's what the Dreadnaught S is for, 165,000~ MSP and a Max Repair of 450.
Uh - I don't think that'll work out like you expect. Have you actually tried using these for combat/maneuvers? Transferring supplies between ships in space is no longer instant (Word Of Steve (http://aurora2.pentarch.org/index.php?topic=8495.msg109593#msg109593)). The way that transferring MSP works at a maintenance facility/spaceport is not standard: "Spaceports, cargo shuttle stations and maintenance facilities can resupply an unlimited number of ships simultaneously. However, the ships being resupplied must be stationary." If standard maintenance is bypassing the intended transfer time of MSP from ship-to-ship, I think that is a bug you should report.
And Jorgen is absolutely right about fuel vs deployment time. I'll often have a year+ of full burn fuel on my Line ships, but they have ten year deployment timers, too. Your deployment timers are a bit nutty.