Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: ptychol on May 07, 2021, 07:26:14 PM
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In my last campaign I based my fleet doctrine upon missile ships and gauss pd ships operating in tandem. While the logistics of providing a steady stream of missiles proved to be quite challenging there was almost no problem my alpha strike couldn't fix. There was one incident where my pd screen had to mop up some stragglers that escaped their doom. But overall I was quite happy with the ships.
Some general info about the cruiser:
1. A missile Cruiser only task is to dispense as many missiles as feasible. Luxuries such as sufficient armour protection for those with lower battle spirit.
2. The MFC has about 12 mio. km more range then the associated missile. Some part of it was possible future proofing for later missile generations and the second part was mitigation of enemy ECM.
Scharnhorst class Missile Cruiser 18 000 tons 431 Crew 2 480.1 BP TCS 360 TH 1 800 EM 05000 km/s Armour 3-61 Shields 0-0 HTK 110 Sensors 0/0/0/0 DCR 15 PPV 84
Maint Life 3.30 Years MSP 1 691 AFR 173% IFR 2.4% 1YR 235 5YR 3 520 Max Repair 300 MSP
Magazine 1 182
Kapitan zur See Control Rating 2 BRG ENG
Intended Deployment Time: 12 months Morale Check Required
Ion Drive EP600.00 (3) Power 1800 Fuel Use 47.32% Signature 600 Explosion 12%
Fuel Capacity 1 492 000 Litres Range 31.5 billion km (72 days at full power)
Size 6.00 Missile Launcher (40.0% Reduction) (35) Missile Size: 6 Rate of Fire 735
Missile Fire Control FC62-R120 (2) Range 63m km Resolution 120
Abraham Lincoln ASM (197) Speed: 23 367 km/s End: 36.5m Range: 51.2m km WH: 9 Size: 6 TH: 85/51/25
Active Search Sensor AS9-R1 (1) GPS 32 Range 9m km MCR 812.4k km Resolution 1
Active Search Sensor AS99-R120 (1) GPS 19200 Range 99.6m km Resolution 120
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
And this was the second part of the equation the pd ship. I think this is one of my better designs as it accomplished everything it was designed to do. It even managed to engage in beam combat somewhat successfully.
Konigsberg class Area Defence Cruiser 18 000 tons 451 Crew 2 829.6 BP TCS 360 TH 1 800 EM 0
5000 km/s Armour 3-61 Shields 0-0 HTK 104 Sensors 0/0/0/0 DCR 16 PPV 133.92
Maint Life 3.46 Years MSP 1 972 AFR 162% IFR 2.2% 1YR 251 5YR 3 763 Max Repair 300 MSP
Kapitan zur See Control Rating 2 BRG ENG
Intended Deployment Time: 12 months Morale Check Required
Ion Drive EP600.00 (3) Power 1800 Fuel Use 47.32% Signature 600 Explosion 12%
Fuel Capacity 1 501 000 Litres Range 31.7 billion km (73 days at full power)
Quad Gauss Cannon R100-50.0 Turret (9x16) Range 10 000km TS: 12000 km/s Power 0-0 RM 10 000 km ROF 5
Beam Fire Control R96-TS12000 (1) Max Range: 96 000 km TS: 12 000 km/s 90 79 69 58 48 38 27 17 6 0
Active Search Sensor AS9-R1 (1) GPS 32 Range 9m km MCR 812.4k km Resolution 1
Active Search Sensor AS99-R120 (1) GPS 19200 Range 99.6m km Resolution 120
This design is classed as a Military Vessel for maintenance purposes
I would love to read your feedback.
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That looks very potent. I would like to see a duel between the two ships and see who comes up top. Your Anti missile ship might be in a good position to stop the barrage.
There is one nerd thing I would definitely change. Your magazines should have a capacity of 240. 240 has a wide variety of natural factors, which allows for efficient usage of magazine space AND you can comfortably pick your number of missile launchers without having to worry about a small final salvo.
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That looks very potent. I would like to see a duel between the two ships and see who comes up top. Your Anti missile ship might be in a good position to stop the barrage.
The outcome depends on the assigned launchers of the missile ship. If all missiles are assigned to one MFC then all of the missiles are shot down. If I assign 18 missiles to one MFC and 17 missiles to the other the missiles have a chance to get through the point defense. I think this is because the game assigns more turrets to the first salvo and the second salvo gets through.
There is one nerd thing I would definitely change. Your magazines should have a capacity of 240. 240 has a wide variety of natural factors, which allows for efficient usage of magazine space AND you can comfortably pick your number of missile launchers without having to worry about a small final salvo.
That is an interesting idea. But it don't think it would work well with what I have in mind for my missile ship. The missile ship design is a bit unfortunate as I had wanted to have 5 reloads for my launchers but only got 4. 6. If I wanted to have 35 launchers and 5 reloads i would need 4. 375 of your proposed magazines which doesn't really work out.
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Yeah... 35 is not a factor of 240. 30 and 40 are the closest factors to your desired 35 ;)