Odin Mk2 class Frigate 7,496 tons 149 Crew 1,435. 1 BP TCS 150 TH 400 EM 0
5336 km/s Armour 2-34 Shields 0-0 HTK 34 Sensors 12/12/0/0 DCR 4 PPV 0
Maint Life 4. 11 Years MSP 878 AFR 112% IFR 1. 6% 1YR 83 5YR 1,249 Max Repair 300. 000 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 12 months Morale Check Required
Military Internal Fusion Drive EP400. 00 (2) Power 800. 0 Fuel Use 169. 71% Signature 200. 000 Explosion 20%
Fuel Capacity 3,125,000 Litres Range 44. 2 billion km (95 days at full power)
CIWS-200 (1x10) Range 1000 km TS: 20,000 km/s ROF 5
Defender AMM (105) Speed: 52,800 km/s End: 0. 7m Range: 2. 2m km WH: 1 Size: 1 TH: 528/316/158
General Active Search Sensor AS70-R60 (1) GPS 7560 Range 70. 1m km Resolution 60
Long-Range Active Search Sensor AS95-R150 (1) GPS 18900 Range 95. 2m km Resolution 150
Anti-Fighter Active Search Sensor AS22-R10 (1) GPS 420 Range 22. 3m km Resolution 10
AMM Active Search Sensor AS10-R1 (1) GPS 42 Range 10. 3m km MCR 930. 8k km Resolution 1
EM Sensor EM2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 27. 4m km
Thermal Sensor TH2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 27. 4m km
ELINT Module (1) Sensitivity 8 Detect Sig Strength 1000: 22. 4m km
ECCM-1 (1) ECM 20
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
Guardian class Destroyer 14,999 tons 360 Crew 2,541. 1 BP TCS 300 TH 600 EM 900
4000 km/s Armour 5-54 Shields 30-360 HTK 102 Sensors 0/0/0/0 DCR 30 PPV 79. 82
Maint Life 4. 34 Years MSP 1,538 AFR 180% IFR 2. 5% 1YR 131 5YR 1,969 Max Repair 300. 000 MSP
Magazine 292
Captain Control Rating 2 BRG CIC
Intended Deployment Time: 12 months Morale Check Required
Military Internal Fusion Drive EP400. 00 (3) Power 1200. 0 Fuel Use 169. 71% Signature 200. 000 Explosion 20%
Fuel Capacity 4,005,000 Litres Range 28. 3 billion km (81 days at full power)
Epsilon S30 / R360 Shields (1) Recharge Time 360 seconds (0. 1 per second)
Triple Gauss Cannon R500-100 Turret (2x12) Range 50,000km TS: 10000 km/s Power 0-0 RM 50,000 km ROF 5
Beam Fire Control R256-TS6000 (1) Max Range: 256,000 km TS: 6,000 km/s 96 92 88 84 80 77 73 69 65 61
AMM Launcher (40) Missile Size: 1 Rate of Fire 5
Defender AMM Missile Fire Control FC4-R1 (70%) (2) Range 4. 6m km Resolution 1
Defender AMM (292) Speed: 52,800 km/s End: 0. 7m Range: 2. 2m km WH: 1 Size: 1 TH: 528/316/158
AMM Active Search Sensor AS10-R1 (1) GPS 42 Range 10. 3m km MCR 930. 8k km Resolution 1
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
Longbow class Destroyer 19,995 tons 567 Crew 3,688. 7 BP TCS 400 TH 800 EM 900
4001 km/s Armour 8-65 Shields 30-360 HTK 129 Sensors 0/0/0/0 DCR 19 PPV 108
Maint Life 5. 45 Years MSP 2,190 AFR 168% IFR 2. 3% 1YR 124 5YR 1,859 Max Repair 300. 000 MSP
Magazine 864
Captain Control Rating 3 BRG AUX CIC
Intended Deployment Time: 12 months Morale Check Required
Military Internal Fusion Drive EP400. 00 (4) Power 1600. 0 Fuel Use 169. 71% Signature 200. 000 Explosion 20%
Fuel Capacity 2,815,000 Litres Range 14. 9 billion km (43 days at full power)
Epsilon S30 / R360 Shields (1) Recharge Time 360 seconds (0. 1 per second)
Size 6. 00 R15 Missile Launcher (18) Missile Size: 6. 00 Rate of Fire 15
Aberdeen Missile Fire Control FC21-R100 (70%) (1) Range 21. 5m km Resolution 100
Aberdeen Anti-Ship Missile (144) Speed: 32,000 km/s End: 10. 7m Range: 20. 5m km WH: 25 Size: 6. 00 TH: 128/76/38
General Active Search Sensor AS70-R60 (1) GPS 7560 Range 70. 1m km Resolution 60
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
Gladius class Destroyer 19,998 tons 694 Crew 7,152. 2 BP TCS 400 TH 800 EM 900
4000 km/s Armour 8-65 Shields 30-360 HTK 154 Sensors 0/0/0/0 DCR 20 PPV 149
Maint Life 4. 44 Years MSP 4,470 AFR 160% IFR 2. 2% 1YR 367 5YR 5,499 Max Repair 542. 9 MSP
Captain Control Rating 3 BRG AUX CIC
Intended Deployment Time: 12 months Morale Check Required
Military Internal Fusion Drive EP400. 00 (4) Power 1600. 0 Fuel Use 169. 71% Signature 200. 000 Explosion 20%
Fuel Capacity 2,255,000 Litres Range 12 billion km (34 days at full power)
Epsilon S30 / R360 Shields (1) Recharge Time 360 seconds (0. 1 per second)
Spinal 60. 0cm C8 X-Ray Laser (1) Range 320,000km TS: 5,000 km/s Power 94-8 RM 70,000 km ROF 60
40cm C8 X-Ray Laser (10) Range 320,000km TS: 5,000 km/s Power 42-8 RM 70,000 km ROF 30
Beam Fire Control R320-TS5000 (50%) (2) Max Range: 320,000 km TS: 5,000 km/s 97 94 91 88 84 81 78 75 72 69
Inertial Confinement Fusion Reactor R32 (3) Total Power Output 96. 6 Exp 5%
Anti-Fighter Active Search Sensor AS22-R10 (1) GPS 420 Range 22. 3m km Resolution 10
This design is classed as a Military Vessel for maintenance purposes
Genghis Khan class Battleship 34,999 tons 1,065 Crew 11,049. 4 BP TCS 700 TH 1,400 EM 1,800
4000 km/s Armour 12-95 Shields 60-360 HTK 223 Sensors 0/0/0/0 DCR 54 PPV 201
Maint Life 4. 20 Years MSP 6,708 AFR 288% IFR 4. 0% 1YR 609 5YR 9,142 Max Repair 542. 9 MSP
Cryogenic Berths 10,000
Captain Control Rating 5 BRG AUX ENG CIC FLG
Intended Deployment Time: 12 months Morale Check Required
Military Internal Fusion Drive EP400. 00 (7) Power 2800. 0 Fuel Use 169. 71% Signature 200. 000 Explosion 20%
Fuel Capacity 2,250,000 Litres Range 6. 8 billion km (19 days at full power)
Epsilon S30 / R360 Shields (2) Recharge Time 360 seconds (0. 2 per second)
Spinal 60. 0cm C8 X-Ray Laser (1) Range 320,000km TS: 5,000 km/s Power 94-8 RM 70,000 km ROF 60
40cm C8 X-Ray Laser (14) Range 320,000km TS: 5,000 km/s Power 42-8 RM 70,000 km ROF 30
CIWS-200 (1x10) Range 1000 km TS: 20,000 km/s ROF 5
Beam Fire Control R320-TS5000 (50%) (2) Max Range: 320,000 km TS: 5,000 km/s 97 94 91 88 84 81 78 75 72 69
Inertial Confinement Fusion Reactor R32 (4) Total Power Output 128. 8 Exp 5%
General Active Search Sensor AS70-R60 (1) GPS 7560 Range 70. 1m km Resolution 60
This design is classed as a Military Vessel for maintenance purposes
Hi everyone,
Having just been soundly thrashed by my first NPR encounter, I'm building a new, more powerful fleet. The NPR appears to use mainly Gauss and Lasers and their ships travel < 4000 km/s. I'm planning on bombarding them from afar with Missiles and then close in and mop up the rest with Lasers.
The sensor frigate:Off-Topic: show
The AMM Destroyer:Off-Topic: show
The Missile Destroyer:Off-Topic: show
Close-combat Laser Destroyer:Off-Topic: show
And finally, the flag-ship:Off-Topic: show
My task force is planned to consist of:
- 1x Genghis Khan Battleship
- 1x Odin Mk2 Sensor Frigate (or two for backup)
- 2x Guardian AMM Destroyers
- 4x Longbow Missile Destroyers
- 4x Gladius Laser Destroyers
- + Tankers, Colliers, Mine-layers, etc
It's still early days for me with this game, so I have no idea whether this is sufficient or completely over-powered. What do you think? ???
The CIWS will only protect this ship. In most cases gauss, railgun or laser turrets for ships that travel in groups asTrue, I figured having a last-ditch defence against incoming missiles would be useful for all ships. The Guardian AMM Destroyer is supposed to take care of incoming missiles normally. I suppose that gives me more space for armour.
the Point Defence will add to the protection of all ships.
For Point Deference I would use a BFC with 4xTS and reduced Range and match the TS of the Turret to the TS of the BFCGood shout, will redesign these.
this ship is very slow for the tech-level. Even if the NPR is slower i would use at least 5000 km/sMy question then is, at the expense of some weaponry to keep the cost/size down or just keep adding engines, fuel and Engineering?
The Odin has AMM and a magazine, but no MFC or missile launchers. It's capacity is too low to function as a collier (in my opinion). I'd strip those and drop some shields or extra armor on it.Oops, they were left over from the Mk1 version, which had AMMs for self-defence.
I don't see a jump drive in any of these ships. How are they getting to the battle?I've got jump gates to the enemy system. I'm working on a jump tender design for after I've beaten that initial force.
With that said, I would ditch the CIWS and maybe a few of the lasers on the battleship in exchange for gauss turrets, and then I'd build nothing but them.I keep reading people saying that different ships are for different tasks and that specialization is better than generalization. So for example here I can get away with just a couple of AMM Destroyers, because the NPR doens't seem to use missiles. If I met another that does, I could just beef up my AMM Destroyer count in the fleet. Is that not the case? Should I just build a couple of massive BBs with everything on them?
I keep reading people saying that different ships are for different tasks and that specialization is better than generalization. So for example here I can get away with just a couple of AMM Destroyers, because the NPR doens't seem to use missiles. If I met another that does, I could just beef up my AMM Destroyer count in the fleet. Is that not the case? Should I just build a couple of massive BBs with everything on them?
Thanks for all the help already!
One of the most benefit of having larger more general ships is that you need less ship yards or you can build other more vital specialised ships that really matter instead. I rather have the same number of yards with a few that have many shipyards who build high quantity of important general combat ships and then some yards with one or two slipways you build highly specialised ships that I only need in very limited capacity in comparison. Every shipyard built is basically another lab or 20 factories I did not build.
One of the most benefit of having larger more general ships is that you need less ship yards or you can build other more vital specialised ships that really matter instead. I rather have the same number of yards with a few that have many shipyards who build high quantity of important general combat ships and then some yards with one or two slipways you build highly specialised ships that I only need in very limited capacity in comparison. Every shipyard built is basically another lab or 20 factories I did not build.
I like to make "mothball" colonies next to my shipbuilding centers.
A mothball colony doesn't have any population or installations.
Instead, I tug shipyards between the shipbuilding colony and the mothball colony as needed to manage worker shortages at the shipbuilding colony.
I like to build large naval yards so that I can crank out warships quickly when war breaks out.
But I don't want 100 million workers employed by shipyards that aren't doing anything most of the time.
When I'm not at war, I can mothball some of those naval yards to free up workers for the large yards for freighters and colony ships, etc.
I keep reading people saying that different ships are for different tasks and that specialization is better than generalization. So for example here I can get away with just a couple of AMM Destroyers, because the NPR doens't seem to use missiles. If I met another that does, I could just beef up my AMM Destroyer count in the fleet. Is that not the case? Should I just build a couple of massive BBs with everything on them?
Thanks for all the help already!
From someone who have used both in multi faction campaigns I can say with very good results that multi-purpose ships actually is easier and more economical to refit into stronger in one area rather than weight the number of one particular ship. You can easily make a generalist ship say 15-20% stronger in AMM capacity very fast for example... or reduce ASM capacity for more armour and beam capacity for example. refitting ships is usually much faster then just adjusting the number of ships you have based on current needs. You can also have several models of the same ship with varying degrees of weighted weapon load outs being built from the same shipyard thus you also can easily refit from one version to the next based on needs, say add AMM launchers and remove some ASM launchers and fire-controls.
If you build decently large ships you will benefit from adding multiple weapon system to the ships as you rarely will deploy any battle group with only one weapon system anyway. Look at it this way.... most ships of the same size will usually share about 50-60% of the same components anyway... if you then don't specialise you can effectively rearrange about 50% of the ships mission tonnage and still build the ships in the same shipyard and easily refit in between these configurations as you need them.
Specialisation is still critical in some areas, especially in smaller designs. But in general you should aim to build as few ships as possible and rather build them big if possible. The only reason to build a ship in a smaller package are lack of yard space, stealth and ability to deploy them in multiple places as individual ships. Specialisation is best when a ship is deployed as a jump tender, scout, sensor platform or similar capacity unless the ship is relatively small such as 10kt or below.
Missile ships in particular works really well when used as both AMM and ASM capable as they can share the magazine space and you can weight the missile load based on your needs from a tactical perspective.
Beam weapons are way more effective as a deterrent weapon when spread out among all of your capital ships, no ship can be ignored in beam combat.
One of the most benefit of having larger more general ships is that you need less ship yards or you can build other more vital specialised ships that really matter instead. I rather have the same number of yards with a few that have many slipways who build high quantity of important general combat ships and then some yards with one or two slipways you build highly specialised ships that I only need in very limited capacity in comparison. Every shipyard built is basically another lab or 20 factories I did not build.
Recently I found out it is easier than I thought to fit a few (vastly) different designs into the same shipyard (without exploiting the game mechanics), especially for ships shares the same engine. So the advantage of needing fewer shipyards for the generalized designs is not as important as I thought to be.