Aurora 4x

New Players => The Academy => Topic started by: Balibar on January 25, 2010, 10:47:33 PM

Title: Advice on Initial Research
Post by: Balibar on January 25, 2010, 10:47:33 PM
I did the Tutorial.  In Addition to the Research specified in the Tutorial, I researched:
    Nuclear Pulse Engine Technology
    Gas Cooled Fast Reactor
    Ion Engine Technology
    Fuel Efficiency 1, 2, 3 (to 70%)
    High Density Duranium Armor
    Composite Armor

I did not Research Capacitor Recharge Rate 4 as it was not used in the Beam Weapon Tutorial.  

I have 38370 Research Points left to allocate.  

I would appreciate suggestions on where to put the points before I close out SM mode.
Title: Re: Advice on Initial Research
Post by: Hawkeye on January 25, 2010, 11:29:02 PM
LOL, this is one of those "ask 5 people and receive 10 different answers" quisetions  :D

Usually, I decide beforhand, what tech my race will concentrate on. For example, the Kilrathi will go with missiles and torpedoes for heavy hitting power and gauss for PD and they will be heavy on shields and low on armor or the Earth Alliance will only use lasers and missiles and never use shields.

Then I spend the researchpoints accordingly.

In your case, you could do the same, or go for some construction/production or logistics techs. Especially C/P techs benefit you in the long run (research points per lab, construction rate, mining rate, fuel refining rate, fighter-/ordnance production rate).

If you want missiles, put those into missile/drone drive, missile agility, missile warhead tech
Perhaps you want some PD, then get the two gauss cannon techs (for both turrets and CIWS) or Meson tech (only turrets)

Realy, there are so many choises, there is no "ideal" way (and that´s the way it should be)
Title: Re: Advice on Initial Research
Post by: Father Tim on January 26, 2010, 03:26:41 AM
Really there are only two answers:

1.  Whatever you want.

2.  Start a new game.  Follow the tutorial except for the part where it says to uncheck the 'Randomly Assign Starting Tech' - leave it checked and work with whatever you get.  (The AI uses a weighted random allocation, so 95% of the time you will get varying levels of the 'basic' techs and one or two weapon trees.)
Title: Re: Advice on Initial Research
Post by: Balibar on January 26, 2010, 11:51:39 AM
Quote from: "Hawkeye"
LOL, this is one of those "ask 5 people and receive 10 different answers" quisetions  :D
I understood that, but in my case, I have asked two people and received 0 different answers.  

Quote from: "Hawkeye"
Realy, there are so many choises, there is no "ideal" way (and that´s the way it should be)
The problem, at least for me, is there are so many choices and I have no idea which direction I should go.  The new player who is unfamiliar with this game is likely to be overwhelmed with the choices.  

What I am asking is fairly concrete.  Every player starting a new game makes these choices.  What choices did you make in your last game?  If you want to be particularly helpful, give a brief explanation as to why you made those choices.
Title: Re: Advice on Initial Research
Post by: Balibar on January 26, 2010, 11:59:13 AM
Quote from: "Father Tim"
Really there are only two answers:

1.  Whatever you want.
If I knew what I wanted, I wouldn't be asking for advice.  

Quote from: "Father Tim"
2.  Start a new game.  Follow the tutorial except for the part where it says to uncheck the 'Randomly Assign Starting Tech' - leave it checked and work with whatever you get.  (The AI uses a weighted random allocation, so 95% of the time you will get varying levels of the 'basic' techs and one or two weapon trees.)
Fair enough.  How long does a game take to complete?  If the game takes me a few hours, then experimenting seems like a good way to proceed.  If a game will be a week of my time, I would rather have some idea where I am headed.  

As I said above, you were faced with the same choices when you started your last game.  What choices did you make?  Why did you make them?  I am a rookie looking to a veteran for advice.
Title: Re: Advice on Initial Research
Post by: Beersatron on January 26, 2010, 01:12:47 PM
Beware the brain dump .... I am just going to go through it from the very beginning to the first time increment. I will not spell check, I am on my lunch break :)
Title: Re: Advice on Initial Research
Post by: Steve Walmsley on January 26, 2010, 01:13:30 PM
Quote from: "Balibar"
Quote from: "Father Tim"
Really there are only two answers:

1.  Whatever you want.
If I knew what I wanted, I wouldn't be asking for advice.  
The two responders weren't trying to be difficult as it really isn't easy to specify what you need. As with many things in Aurora, it depends on the situation and it also often depends on what scientists you have available. If you are running out of money then research economic tech, if you haven't got enough minerals then research mining tech, if you meet aliens, then research weapon tech, etc.. It isn't a case of having a shopping list of essential tech as in many 4x games because there isn't one in Aurora. Try to decide an overall strategy and then work out what tech you need to support that strategy. For example, if you decide you would like to explore nearby systems then you will need to research jump point theory, gravitational sensors and jump drives. if you would rather stay at home and exploit the sol system then perhaps terraforming tech and improved mining/production tech. Often a strategy will develop from your immediate needs. For example, you might want to try and incraese the number of research labs so you will need Mercassium. If there is not enough on Earth then you will need to survey the sol system (which needs geological survey sensors). if there is still not any available then you will need to research tech that allows you to explore other systems and transport automated mines through jump points. Then you might meet aliens so weapon or sensor tech becomes more important.

Quote
Quote from: "Father Tim"
2.  Start a new game.  Follow the tutorial except for the part where it says to uncheck the 'Randomly Assign Starting Tech' - leave it checked and work with whatever you get.  (The AI uses a weighted random allocation, so 95% of the time you will get varying levels of the 'basic' techs and one or two weapon trees.)
Fair enough.  How long does a game take to complete?  If the game takes me a few hours, then experimenting seems like a good way to proceed.  If a game will be a week of my time, I would rather have some idea where I am headed.
As I said above, you were faced with the same choices when you started your last game.  What choices did you make?  Why did you make them?  I am a rookie looking to a veteran for advice.
A game can last several months, or even years if you keep playing the same campaign. You can experiment as you go because what you do in the first few hours is not that critical. This isn't like civ where if you start badly you may as well restart. Really the best idea is to just play, see what problems and challenges you encounter and then try to figure out the best way to overcome them. Each game is very different, presents different challenges and choices and will drive you down different routes in terms of strategy and tech research.

If you want some example of play I suggest reading the various fictions forums. They will lay out what challenges faced the players in those games and what choices they made to overcome them.

Steve
Title: Re: Advice on Initial Research
Post by: Balibar on January 26, 2010, 05:49:08 PM
Quote from: "Beersatron"
Beware the brain dump .... I am just going to go through it from the very beginning to the first time increment. I will not spell check, I am on my lunch break :)
Does the AI do a good job of placing officers?  

Your gave yourself ships, but you did not mention giving yourself any PDCs.  Are the PDCs unimportant at the start?  Does one need to be training ground troops from the beginning.
Title: Re: Advice on Initial Research
Post by: Beersatron on January 26, 2010, 09:08:38 PM
2nd Gen FAC (Fast Attack Craft), the 1st Gen had the size 8 launchers which were too big for my design style

Code: [Select]
Fearless II class Gunboat    1000 tons     56 Crew     176.8 BP      TCS 20  TH 126  EM 0
8400 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 7.2
Annual Failure Rate: 16%    IFR: 0.2%    Maintenance Capacity 55 MSP    Max Repair 52 MSP
Magazine 48    

FAC Plasma Drive (1)    Power 168    Fuel Use 880%    Signature 126    Armour 0    Exp 21%
Fuel Capacity 150,000 Litres    Range 30.7 billion km   (42 days at full power)

S4ML BOX - 1 (12)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
AGFC - 1 (1)     Range 19.2m km    Resolution 20
Chisel MK1 (12)  Speed: 33,600 km/s   End: 9.6m    Range: 19.3m km   WH: 4    Size: 4    TH: 168 / 100 / 50

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

Escort Cruiser

Code: [Select]
Medusa class Light Cruiser    15000 tons     1328 Crew     2879.2 BP      TCS 300  TH 1200  EM 0
5333 km/s     Armour 5-54     Shields 0-0     Sensors 30/30/0/0     Damage Control Rating 17     PPV 20
Annual Failure Rate: 105%    IFR: 1.5%    Maintenance Capacity 2039 MSP    Max Repair 160 MSP
Magazine 660    

Military Plasma Drive (20)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 1,300,000 Litres    Range 195.0 billion km   (423 days at full power)

S1ML - 1 (20)    Missile Size 1    Rate of Fire 10
AMFC - 1 (5)     Range 1.4m km    Resolution 1
Interceptor MK1 (660)  Speed: 38,600 km/s   End: 0.7m    Range: 1.6m km   WH: 1    Size: 1    TH: 218 / 131 / 65

LRSS - 1 (1)     GPS 32000     Range 320.0m km    Resolution 200
AMSS - 1 (2)     GPS 144     Range 1.4m km    Resolution 1
Military TH Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Military EM Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

ECM 10

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

Attack Cruiser

Code: [Select]
Warlock class Light Cruiser    15000 tons     1570 Crew     2486.2 BP      TCS 300  TH 1200  EM 0
5333 km/s     Armour 5-54     Shields 0-0     Sensors 30/30/0/0     Damage Control Rating 13     PPV 64
Annual Failure Rate: 138%    IFR: 1.9%    Maintenance Capacity 1347 MSP    Max Repair 80 MSP
Magazine 704    

Military Plasma Drive (20)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 530,000 Litres    Range 79.5 billion km   (172 days at full power)

S8ML - 1 (8)    Missile Size 8    Rate of Fire 80
ASFC - 1 (2)     Range 76.8m km    Resolution 160
AGFC - 1 (1)     Range 19.2m km    Resolution 20
Hammer MK1 (88)  Speed: 20,000 km/s   End: 58.6m    Range: 70.3m km   WH: 6    Size: 8    TH: 86 / 52 / 26

AGSS - 1 (1)     GPS 1600     Range 16.0m km    Resolution 20
ASSS - 1 (1)     GPS 7680     Range 76.8m km    Resolution 160
Military TH Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Military EM Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

ECCM-1 (2)         ECM 10

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

Jump Cruiser

Code: [Select]
Star Knight class Light Cruiser    15000 tons     1356 Crew     3806.2 BP      TCS 300  TH 1200  EM 0
5333 km/s    JR 4-50     Armour 5-54     Shields 0-0     Sensors 30/30/0/0     Damage Control Rating 23     PPV 0
Annual Failure Rate: 78%    IFR: 1.1%    Maintenance Capacity 3648 MSP    Max Repair 1722 MSP

J15000(4-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 4
Military Plasma Drive (20)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 82.5 billion km   (179 days at full power)

CIWS-120 (2x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
AGSS - 1 (1)     GPS 1600     Range 16.0m km    Resolution 20
LRSS - 1 (1)     GPS 32000     Range 320.0m km    Resolution 200
Military TH Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Military EM Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

This design is classed as a military vessel for maintenance purposes

Geosurvey

Code: [Select]
Nike class Geosurvey Ship    10000 tons     983 Crew     2330.4 BP      TCS 200  TH 900  EM 0
6000 km/s    JR 4-50     Armour 2-41     Shields 0-0     Sensors 6/6/0/2     Damage Control Rating 13     PPV 0
Annual Failure Rate: 61%    IFR: 0.9%    Maintenance Capacity 1893 MSP    Max Repair 756 MSP

J10000(4-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 4
Military Plasma Drive (15)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 800,000 Litres    Range 180.0 billion km   (347 days at full power)

LRSS - 1 (1)     GPS 32000     Range 320.0m km    Resolution 200
Commercial TH Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Commercial EM Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Geological Survey Sensors (2)   2 Survey Points Per Hour

ECM 10

This design is classed as a military vessel for maintenance purposes

Gravsurvey - the only difference from above is the actual sensor, this means that I can build a GE and GV at the same shipyard when it is tooled for either/or.

Code: [Select]
Sphynx class Gravsurvey Ship    10000 tons     983 Crew     2330.4 BP      TCS 200  TH 900  EM 0
6000 km/s    JR 4-50     Armour 2-41     Shields 0-0     Sensors 6/6/2/0     Damage Control Rating 13     PPV 0
Annual Failure Rate: 61%    IFR: 0.9%    Maintenance Capacity 1893 MSP    Max Repair 756 MSP

J10000(4-50) Military Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 4
Military Plasma Drive (15)    Power 80    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 800,000 Litres    Range 180.0 billion km   (347 days at full power)

LRSS - 1 (1)     GPS 32000     Range 320.0m km    Resolution 200
Commercial TH Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Commercial EM Sensor (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour

ECM 10

This design is classed as a military vessel for maintenance purposes

PDC - I only ever give it enough barracks for one Ground Unit. The AI doesn't do ground combat yet, the only reason I train them myself is so I can test out the mechanics and give Steve some feedback if needed.

I generally put 2 PDC on Earth and 2 on Mars. This is tricky at game start because, and I am probably not seeing the correct button, when you create a new TG it always appears at Earth and if you put your Mars PDC in this new TG then you can obviously not give it a move order since it has no engines! The way I do it is create a single ship TG with say a GE and then have it move to Mars. Then use the fast OOB to place 2 PDCs into the TG. You can then split the GE out and send it back to Earth.

If I have two strong PDCs covering each planet and then 2 to 4 CruRons then I will generally feel fine with having all but one of the CruRons on extended missions. This leaves me with one CruRon for home defense plus a couple of squadrons of FACs.

Main reasons you need Ground Units:
- Engineers to get ruins working and to act as Construction Factories on new colonies when putting together a prefab PDC.
- Garrison to keep unrest down
- Attack Infantry to invade an NPR (I find this to be a rare occasion myself)

Code: [Select]
Honor Harrington class Planetary Defence Centre    20000 tons     1965 Crew     2632.6 BP      TCS 400  TH 0  EM 0
Armour 10-65     Sensors 30/160     Damage Control Rating 0     PPV 144
Troop Capacity: 1 Battalion    Magazine 1424    

S8ML PDC - 1 (16)    Missile Size 8    Rate of Fire 40
S1ML PDC - 1 (16)    Missile Size 1    Rate of Fire 5
ASFC - 1 (4)     Range 76.8m km    Resolution 160
AMFC - 1 (4)     Range 1.4m km    Resolution 1
AGFC - 1 (1)     Range 19.2m km    Resolution 20
Interceptor MK1 (528)  Speed: 38,600 km/s   End: 0.7m    Range: 1.6m km   WH: 1    Size: 1    TH: 218 / 131 / 65
Hammer MK1 (112)  Speed: 20,000 km/s   End: 58.6m    Range: 70.3m km   WH: 6    Size: 8    TH: 86 / 52 / 26

LRSS - 1 (1)     GPS 32000     Range 320.0m km    Resolution 200
ASSS - 1 (1)     GPS 7680     Range 76.8m km    Resolution 160
AMSS - 1 (1)     GPS 144     Range 1.4m km    Resolution 1
AGSS - 1 (1)     GPS 1600     Range 16.0m km    Resolution 20
Military TH Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
Military EM Sensor (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

ECCM-1 (4)         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 Planetary Defence Centre and can be pre-fabricated in 8 sections

I find that the AI does a good job of assigning officers to ships and Staff Slots. You need to assign Task Force Commander, Sector and Colony leaders yourself though - all the rest are automatic.
Title: Re: Advice on Initial Research
Post by: Balibar on January 26, 2010, 09:29:55 PM
Thanks very much for the information.  It will take me a while to digest this.
Title: Re: Advice on Initial Research
Post by: Erik L on January 26, 2010, 09:34:01 PM
I generally let the game pick my starting tech. It's not always what I would pick, so that is a challenge to fit the tech I have into my preferred playstyle.

Here are the ships from my current (4.91) game. I did let the game design ships for me initially also, so again, try to fit existing ships/designs into my personal doctrine is a challenge.

Code: [Select]
Caravan class Freighter    36100 tons     271 Crew     606.6 BP      TCS 722  TH 1200  EM 0
1662 km/s     Armour 1-97     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 11 MSP    Max Repair 50 MSP
Cargo 25000    Cargo Handling Multiplier 40    

Ion Engine E0.8 (8)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 62.3 billion km   (434 days at full power)

This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
Star Hauler class Freighter    71700 tons     517 Crew     1101.6 BP      TCS 1434  TH 2400  EM 0
1673 km/s     Armour 1-153     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 10 MSP    Max Repair 50 MSP
Cargo 50000    Cargo Handling Multiplier 60    

Ion Engine E0.8 (16)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 200,000 Litres    Range 62.7 billion km   (434 days at full power)

This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
Ark class Colony Ship    23450 tons     296 Crew     1031.8 BP      TCS 469  TH 1200  EM 0
2558 km/s     Armour 1-72     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 27 MSP    Max Repair 50 MSP
Colonists 50000    Cargo Handling Multiplier 40    

Ion Engine E0.8 (8)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 95.9 billion km   (434 days at full power)

This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
Ark Royal class Colony Ship    46450 tons     567 Crew     1963.2 BP      TCS 929  TH 2400  EM 0
2583 km/s     Armour 1-115     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 26 MSP    Max Repair 50 MSP
Colonists 100000    Cargo Handling Multiplier 60    

Ion Engine E0.8 (16)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 200,000 Litres    Range 96.9 billion km   (434 days at full power)

This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
North Carolina class Terraformer    33800 tons     389 Crew     924.8 BP      TCS 676  TH 900  EM 0
1331 km/s     Armour 1-93     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 17 MSP    Max Repair 500 MSP
Terraformer: 1 module(s) producing 0.0012 atm per annum

Ion Engine E0.8 (6)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 66.6 billion km   (578 days at full power)

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
Portland class Fuel Harvester    34200 tons     463 Crew     805.6 BP      TCS 684  TH 900  EM 0
1315 km/s     Armour 1-93     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 15 MSP    Max Repair 60 MSP
Fuel Harvester: 5 modules producing 120000 litres per annum

Ion Engine E0.8 (6)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 500,000 Litres    Range 328.8 billion km   (2893 days at full power)

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
Oliver H Perry class Construction Ship    72050 tons     990 Crew     1941.4 BP      TCS 1441  TH 2400  EM 0
1665 km/s     Armour 1-154     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 0
Maint Capacity 84 MSP    Max Repair 38 MSP
Jump Gate Construction Ship: 180 days

Ion Engine E0.8 (16)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 200,000 Litres    Range 62.4 billion km   (434 days at full power)

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a commercial vessel for maintenance purposes
Code: [Select]
Hornet class Troop Transport    19150 tons     513 Crew     1009 BP      TCS 383  TH 900  EM 0
2349 km/s     Armour 1-63     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 2933%    IFR: 40.7%    Maint Capacity 33 MSP    Max Repair 40 MSP    Est Time: 0.03 Years
Troop Capacity: 5 Battalions    

Ion Engine E8 (15)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 35.2 billion km   (173 days at full power)

CIWS-120 (5x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
This design is classed as a military vessel for maintenance purposes
Code: [Select]
Bastion class Planetary Defence Centre    266150 tons     12685 Crew     23399.9998 BP      TCS 5323  TH 0  EM 0
Armour 5-368     Sensors 36/126     Damage Control Rating 0     PPV 720
Hangar Deck Capacity 10000 tons     Troop Capacity: 25 Battalions    Magazine 47520    

Fuel Capacity 500,000 Litres    Range N/A
Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 10
Size 7 Missile Launcher (100)    Missile Size 7    Rate of Fire 70
Missile Fire Control FC42-R1 (5)     Range 1.3m km    Resolution 1
Missile Fire Control FC42-R87 (5)     Range 109.6m km    Resolution 87
SM-1-A Anaconda (6000)  Speed: 35,400 km/s   End: 1.1m    Range: 2.3m km   WH: 1    Size: 1    TH: 236 / 141 / 70
SS-7-A Arbalest (5931)  Speed: 21,400 km/s   End: 87.5m    Range: 112.3m km   WH: 5    Size: 7    TH: 71 / 42 / 21

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Active Search Sensor S126-R87 (1)     GPS 10962     Range 109.6m km    Resolution 87
Thermal Sensor TH6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m 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 Planetary Defence Centre and can be pre-fabricated in 107 sections
Code: [Select]
Geode II class Geosurvey Ship    3750 tons     346 Crew     859.6 BP      TCS 75  TH 300  EM 0
4000 km/s    JR 3-50     Armour 1-21     Shields 0-0     Sensors 12/1/0/6     Damage Control Rating 1     PPV 0
Annual Failure Rate: 112%    IFR: 1.6%    Maint Capacity 143 MSP    Max Repair 150 MSP    Est Time: 0.85 Years

J3750(3-50) Military Jump Drive     Max Ship Size 3750 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (5)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 600,000 Litres    Range 360.0 billion km   (1041 days at full power)

Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Improved Geological Sensors (3)   6 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Baltimore II class Jump Destroyer    6500 tons     595 Crew     1079.6 BP      TCS 130  TH 600  EM 0
4615 km/s    JR 3-50     Armour 3-31     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 4     PPV 5
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 415 MSP    Max Repair 189 MSP    Est Time: 1.8 Years
Magazine 241    

J6500(3-50) Military Jump Drive     Max Ship Size 6500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (10)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 69.2 billion km   (173 days at full power)

S-5-A Launcher (1)    Missile Size 5    Rate of Fire 30
Missile Fire Control FC63-R20 (1)     Range 37.8m km    Resolution 20
SS-5-A Banshee (48)  Speed: 36,000 km/s   End: 10.4m    Range: 22.5m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S189-R20 (1)     GPS 3780     Range 37.8m km    Resolution 20
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  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
Code: [Select]
Belknap II class Scout    6500 tons     615 Crew     964.4 BP      TCS 130  TH 840  EM 0
6461 km/s    JR 3-50     Armour 2-31     Shields 0-0     Sensors 36/36/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 338%    IFR: 4.7%    Maint Capacity 93 MSP    Max Repair 169 MSP    Est Time: 0.16 Years

J6500(3-50) Military Jump Drive     Max Ship Size 6500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (14)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 86.5 billion km   (155 days at full power)

Active Search Sensor S126-R87 (1)     GPS 10962     Range 109.6m km    Resolution 87
Thermal Sensor TH6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Caldwell II class Missile Destroyer    6500 tons     537 Crew     1145.8 BP      TCS 130  TH 540  EM 0
4153 km/s     Armour 5-31     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 4     PPV 10
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 441 MSP    Max Repair 189 MSP    Est Time: 1.88 Years
Magazine 246    

Ion Engine E8 (9)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 850,000 Litres    Range 294.2 billion km   (819 days at full power)

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
S-5-A Launcher (2)    Missile Size 5    Rate of Fire 30
Missile Fire Control FC63-R20 (1)     Range 37.8m km    Resolution 20
SS-5-A Banshee (49)  Speed: 36,000 km/s   End: 10.4m    Range: 22.5m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S189-R20 (1)     GPS 3780     Range 37.8m km    Resolution 20
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  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
Code: [Select]
Clemson II class Strike Cruiser    19200 tons     1698 Crew     2903.8 BP      TCS 384  TH 1740  EM 0
4531 km/s     Armour 6-63     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 12     PPV 56
Annual Failure Rate: 245%    IFR: 3.4%    Maint Capacity 1134 MSP    Max Repair 150 MSP    Est Time: 2.03 Years
Flag Bridge    Magazine 1236    

Ion Engine E8 (29)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 41.0 billion km   (104 days at full power)

CIWS-120 (4x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
S-7-A Launcher (8)    Missile Size 7    Rate of Fire 45
Missile Fire Control FC42-R87 (2)     Range 109.6m km    Resolution 87
SS-7-A Arbalest (177)  Speed: 21,400 km/s   End: 87.5m    Range: 112.3m km   WH: 5    Size: 7    TH: 71 / 42 / 21

Active Search Sensor S126-R87 (1)     GPS 10962     Range 109.6m km    Resolution 87
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  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
Code: [Select]
Cleveland II class Missile Destroyer    6500 tons     551 Crew     1039.8 BP      TCS 130  TH 600  EM 0
4615 km/s     Armour 5-31     Shields 0-0     Sensors 12/6/0/0     Damage Control Rating 14     PPV 10
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 400 MSP    Max Repair 84 MSP    Est Time: 2.88 Years
Magazine 246    

Ion Engine E8 (10)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 750,000 Litres    Range 259.6 billion km   (651 days at full power)

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
S-5-A Launcher (2)    Missile Size 5    Rate of Fire 30
Missile Fire Control FC21-R87 (1)     Range 54.8m km    Resolution 87
SS-5-A Banshee (49)  Speed: 36,000 km/s   End: 10.4m    Range: 22.5m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S84-R87 (1)     GPS 7308     Range 73.1m km    Resolution 87
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  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
Code: [Select]
Forrestal II class Destroyer    6500 tons     819 Crew     1167.6 BP      TCS 130  TH 600  EM 0
4615 km/s     Armour 4-31     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 14     PPV 40
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 449 MSP    Max Repair 43 MSP    Est Time: 4.47 Years

Ion Engine E8 (10)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 51.9 billion km   (130 days at full power)

15cm C4 Ultraviolet Laser (10)    Range 192,000km     TS: 4615 km/s     Power 6-4     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Fire Control S04 96-3000 (1)    Max Range: 192,000 km   TS: 3000 km/s     95 90 84 79 74 69 64 58 53 48
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (7)     Total Power Output 31.5    Armour 0    Exp 5%

Active Search Sensor S42-R87 (1)     GPS 3654     Range 36.5m km    Resolution 87
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Gato II class Jump Battlecruiser    19200 tons     1755 Crew     3914.2 BP      TCS 384  TH 1680  EM 0
4375 km/s    JR 3-50     Armour 5-63     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 22     PPV 28
Annual Failure Rate: 245%    IFR: 3.4%    Maint Capacity 1529 MSP    Max Repair 1482 MSP    Est Time: 0.42 Years
Flag Bridge    Magazine 736    

J19250(3-50) Military Jump Drive     Max Ship Size 19250 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (28)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 58.6 billion km   (155 days at full power)

CIWS-120 (2x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
S-7-A Launcher (4)    Missile Size 7    Rate of Fire 45
Missile Fire Control FC42-R87 (2)     Range 109.6m km    Resolution 87
SS-7-A Arbalest (105)  Speed: 21,400 km/s   End: 87.5m    Range: 112.3m km   WH: 5    Size: 7    TH: 71 / 42 / 21

Active Search Sensor S126-R87 (1)     GPS 10962     Range 109.6m km    Resolution 87
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  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
Code: [Select]
Gearing II class Missile Cruiser    12500 tons     1156 Crew     1901 BP      TCS 250  TH 1080  EM 240
4320 km/s     Armour 6-47     Shields 8-300     Sensors 12/6/0/0     Damage Control Rating 18     PPV 40
Annual Failure Rate: 156%    IFR: 2.2%    Maint Capacity 760 MSP    Max Repair 63 MSP    Est Time: 3.43 Years
Magazine 748    

Ion Engine E8 (18)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 700,000 Litres    Range 126.0 billion km   (337 days at full power)
Gamma R300/16 Shields (4)   Total Fuel Cost  64 Litres per day

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
S-5-A Launcher (8)    Missile Size 5    Rate of Fire 30
Missile Fire Control FC21-R87 (2)     Range 54.8m km    Resolution 87
SS-5-A Banshee (150)  Speed: 36,000 km/s   End: 10.4m    Range: 22.5m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S63-R87 (1)     GPS 5481     Range 54.8m km    Resolution 87
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  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
Code: [Select]
George Washington II class Jump Destroyer Escort    6500 tons     563 Crew     1041.6 BP      TCS 130  TH 540  EM 360
4153 km/s    JR 3-50     Armour 3-31     Shields 12-300     Sensors 12/1/0/0     Damage Control Rating 4     PPV 3
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 401 MSP    Max Repair 169 MSP    Est Time: 1.9 Years
Magazine 239    

J6500(3-50) Military Jump Drive     Max Ship Size 6500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (9)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 450,000 Litres    Range 155.7 billion km   (434 days at full power)
Gamma R300/16 Shields (6)   Total Fuel Cost  96 Litres per day

Size 1 Missile Launcher (3)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC42-R1 (1)     Range 1.3m km    Resolution 1
SM-1-A Anaconda (239)  Speed: 35,400 km/s   End: 1.1m    Range: 2.3m km   WH: 1    Size: 1    TH: 236 / 141 / 70

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m 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
Code: [Select]
Nautilus II class Destroyer Escort    6500 tons     521 Crew     1069.6 BP      TCS 130  TH 540  EM 240
4153 km/s     Armour 4-31     Shields 8-300     Sensors 12/1/0/0     Damage Control Rating 14     PPV 6
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 411 MSP    Max Repair 126 MSP    Est Time: 2.29 Years
Magazine 478    

Ion Engine E8 (9)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 190.3 billion km   (530 days at full power)
Gamma R300/16 Shields (4)   Total Fuel Cost  64 Litres per day

Size 1 Missile Launcher (6)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC42-R1 (2)     Range 1.3m km    Resolution 1
SM-1-A Anaconda (478)  Speed: 35,400 km/s   End: 1.1m    Range: 2.3m km   WH: 1    Size: 1    TH: 236 / 141 / 70

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m 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
Code: [Select]
New York II class Jump Destroyer    6500 tons     624 Crew     997.6 BP      TCS 130  TH 540  EM 180
4153 km/s    JR 3-50     Armour 3-31     Shields 6-300     Sensors 12/6/0/0     Damage Control Rating 14     PPV 10
Annual Failure Rate: 84%    IFR: 1.2%    Maint Capacity 384 MSP    Max Repair 169 MSP    Est Time: 1.84 Years
Magazine 246    

J6500(3-50) Military Jump Drive     Max Ship Size 6500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (9)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 69.2 billion km   (192 days at full power)
Gamma R300/16 Shields (3)   Total Fuel Cost  48 Litres per day

S-5-A Launcher (2)    Missile Size 5    Rate of Fire 30
Missile Fire Control FC21-R87 (1)     Range 54.8m km    Resolution 87
SS-5-A Banshee (49)  Speed: 36,000 km/s   End: 10.4m    Range: 22.5m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S84-R87 (1)     GPS 7308     Range 73.1m km    Resolution 87
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  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
Code: [Select]
Ohio II class Escort Cruiser    12800 tons     999 Crew     1840.4 BP      TCS 256  TH 1080  EM 480
4218 km/s     Armour 4-48     Shields 16-300     Sensors 12/1/0/0     Damage Control Rating 8     PPV 20
Annual Failure Rate: 163%    IFR: 2.3%    Maint Capacity 719 MSP    Max Repair 126 MSP    Est Time: 2.16 Years
Magazine 1436    

Ion Engine E8 (18)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 35.2 billion km   (96 days at full power)
Gamma R300/16 Shields (8)   Total Fuel Cost  128 Litres per day

Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC42-R1 (3)     Range 1.3m km    Resolution 1
SM-1-A Anaconda (1436)  Speed: 35,400 km/s   End: 1.1m    Range: 2.3m km   WH: 1    Size: 1    TH: 236 / 141 / 70

Active Search Sensor S126-R1 (1)     GPS 126     Range 1.3m km    Resolution 1
Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m 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
Code: [Select]
Saratoga II class Fast Attack Craft    1000 tons     88 Crew     176.4 BP      TCS 20  TH 120  EM 0
6000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 10
Annual Failure Rate: 200%    IFR: 2.8%    Maint Capacity 0 MSP    Max Repair 30 MSP    Est Time: 0 Years
Magazine 20    

GB Ion Engine E80 (1)    Power 120    Fuel Use 800%    Signature 120    Armour 0    Exp 15%
Fuel Capacity 100,000 Litres    Range 22.5 billion km   (43 days at full power)

SX-5-A Launcher (4)    Missile Size 5    Rate of Fire 150
Missile Fire Control FC6.93-R87 (1)     Range 18.1m km    Resolution 87
SS-5-A Banshee (4)  Speed: 36,000 km/s   End: 10.4m    Range: 22.5m km   WH: 7    Size: 5    TH: 120 / 72 / 36

Active Search Sensor S21-R87 (1)     GPS 1827     Range 18.3m km    Resolution 87

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
Code: [Select]
Enterprise class Jump Carrier    19200 tons     1445 Crew     3736.2 BP      TCS 384  TH 1560  EM 180
4062 km/s    JR 3-50     Armour 5-63     Shields 6-300     Sensors 6/6/0/0     Damage Control Rating 22     PPV 0
Annual Failure Rate: 245%    IFR: 3.4%    Maint Capacity 1459 MSP    Max Repair 1482 MSP    Est Time: 0.4 Years
Flag Bridge    Hangar Deck Capacity 4000 tons    

J19250(3-50) Military Jump Drive     Max Ship Size 19250 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (26)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 58.6 billion km   (166 days at full power)
Gamma R300/16 Shields (3)   Total Fuel Cost  48 Litres per day

CIWS-120 (2x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor S126-R87 (1)     GPS 10962     Range 109.6m km    Resolution 87
Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Stellar II class Gravitational Survey Vessel    3750 tons     356 Crew     839.6 BP      TCS 75  TH 360  EM 0
4800 km/s    JR 3-50     Armour 1-21     Shields 0-0     Sensors 12/1/6/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 112%    IFR: 1.6%    Maint Capacity 140 MSP    Max Repair 150 MSP    Est Time: 0.83 Years

J3750(3-50) Military Jump Drive     Max Ship Size 3750 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (6)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 210.0 billion km   (506 days at full power)

Thermal Sensor TH2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Improved Gravitational Sensors (3)   6 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes
Code: [Select]
Salvager class Salvager    50300 tons     723 Crew     1096.2 BP      TCS 1006  TH 600  EM 0
596 km/s    JR 2-25(C)     Armour 1-121     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 14 MSP    Max Repair 200 MSP
Cargo 10000    
Salvager: 2 module(s) capable of salvaging 1000 tons per day

JC50K Commercial Jump Drive     Max Ship Size 50500 tons    Distance 25k km     Squadron Size 2
Ion Engine E0.8 (4)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 500,000 Litres    Range 223.5 billion km   (4340 days at full power)

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a commercial vessel for maintenance purposes

The ships designated II are second generation ships with better armor/sensors (in some cases)/shields(in some cases).
Title: Re: Advice on Initial Research
Post by: Balibar on January 27, 2010, 04:38:43 AM
Thanks!  This gives me some ideas about how to get started.
Title: Re: Advice on Initial Research
Post by: Balibar on January 27, 2010, 06:38:34 AM
Do any commander traits or bonuses help with constructing jump gates?
Title: Re: Advice on Initial Research
Post by: sloanjh on January 27, 2010, 08:11:04 AM
Quote from: "Balibar"
Do any commander traits or bonuses help with constructing jump gates?

Factory.

John
Title: Re: Advice on Initial Research
Post by: Balibar on January 27, 2010, 11:45:59 AM
Thanks!
Title: Re: Advice on Initial Research
Post by: Father Tim on January 27, 2010, 02:26:38 PM
What I did in my last game was a conventional (ie 0 RP) start, so that doesn't help with tech selection.  Before Steve added that option, the way I spent initial Reserach Points was as follows:

Buy increased Research Production until there is not enough RP left for the next level
Buy increased Mining Rate until there is not enough RP left for the next level
Buy increased Construction Rate until there is not enough RP left for the next level
Buy improved Fuel Efficiency until there is not enough RP left for the next level
Spend the rest on as much of the following as I could afford:  Improved Command & Control, Troop Transport, Sorium Harvester, Asteroid Mining Module, Fuel Storage - Small, Engineering Section - Small, Crew Quarters - Small, Flag Bridge, Damage Control, Salvage Module 500, Command Module, Fuel Storage - Tiny, Engineering Section - Tiny


The point is, there is no wrong answer.  It doesn't matter what tech you start with (if any at all), as it really only changes the 'flavour' of your game.  And you can change it back by researching a different 'flavour' as you go along.  You can't 'win' Aurora - (there's a small chance you can 'lose' by being exterminated) - you can only play it.  The only way to know which tech YOU (as opposed to me, or Beer, or John) should choose is to just choose some and get playing.
Title: Re: Advice on Initial Research
Post by: Balibar on January 28, 2010, 08:34:56 AM
Quote from: "Father Tim"
What I did in my last game was a conventional (ie 0 RP) start, so that doesn't help with tech selection.  Before Steve added that option, the way I spent initial Reserach Points was as follows:

Buy increased Research Production until there is not enough RP left for the next level
Buy increased Mining Rate until there is not enough RP left for the next level
Buy increased Construction Rate until there is not enough RP left for the next level
Buy improved Fuel Efficiency until there is not enough RP left for the next level
Spend the rest on as much of the following as I could afford:  Improved Command & Control, Troop Transport, Sorium Harvester, Asteroid Mining Module, Fuel Storage - Small, Engineering Section - Small, Crew Quarters - Small, Flag Bridge, Damage Control, Salvage Module 500, Command Module, Fuel Storage - Tiny, Engineering Section - Tiny
That is an interesting approach.  So is the approach of letting the game give you tech and playing the hand you are dealt.  

Fair enough.  I am going to pick something and go with it.  You are all telling me that the decisions are not critical.
Title: Re: Advice on Initial Research
Post by: Erik L on January 28, 2010, 08:48:46 AM
Quote from: "Balibar"
That is an interesting approach.  So is the approach of letting the game give you tech and playing the hand you are dealt.  

Fair enough.  I am going to pick something and go with it.  You are all telling me that the decisions are not critical.

It is only critical in that you (or the game) may omit a critical tech line. Then you are in a technical deficit.

Imagine this, you research up your missile tech so that you have phenomenal missiles at the start. But you neglect missile reload rates. So your size 6 doomsday missiles can only fire once per minute. That can be a severe disadvantage.
Title: Re: Advice on Initial Research
Post by: Balibar on January 28, 2010, 08:49:49 AM
Quote from: "Erik Luken"
Code: [Select]
Belknap II class Scout    6500 tons     615 Crew     964.4 BP      TCS 130  TH 840  EM 0
6461 km/s    JR 3-50     Armour 2-31     Shields 0-0     Sensors 36/36/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 338%    IFR: 4.7%    Maint Capacity 93 MSP    Max Repair 169 MSP    Est Time: 0.16 Years

J6500(3-50) Military Jump Drive     Max Ship Size 6500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (14)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 86.5 billion km   (155 days at full power)

Active Search Sensor S126-R87 (1)     GPS 10962     Range 109.6m km    Resolution 87
Thermal Sensor TH6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

This design is classed as a military vessel for maintenance purposes

I have some questions about this ship.  

1.  What is the function?  I am guessing this Scout is used to explore a newly found jump gate and see what is on the other side.  Once the ship gets on the other side, where do you go from there?  Do you perform a series of move to planet?  Does one have to get close to a planet to see the atmosphere?  Does one have to get near the planet to see if anyone else is living there?  

2.  This ship is significantly faster than your other ships.  Is this for quickness in exploration or the need for a fast getaway if you find somebody?  

3. Could you explain the choice in sensors?  I believe this is a size 6 antenna.  I believe this is a higher tech on sensitivity, but what specific goal did you have in picking this antenna size?  

4. I noticed that many of your designs have an exact match of ship size and jump engine size.  Also the ship sizes are round numbers.  How do you do that?  I believe you have to research a specific engine size, but how do you know how big it will be before you research it?  Or, do you pick a size, stuff the engine in and fill up the ship design to fit?  If the latter, what do you use to fill up the last few tons?
Title: Re: Advice on Initial Research
Post by: Erik L on January 28, 2010, 09:05:54 AM
Quote from: "Balibar"
Quote from: "Erik Luken"
Code: [Select]
Belknap II class Scout    6500 tons     615 Crew     964.4 BP      TCS 130  TH 840  EM 0
6461 km/s    JR 3-50     Armour 2-31     Shields 0-0     Sensors 36/36/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 338%    IFR: 4.7%    Maint Capacity 93 MSP    Max Repair 169 MSP    Est Time: 0.16 Years

J6500(3-50) Military Jump Drive     Max Ship Size 6500 tons    Distance 50k km     Squadron Size 3
Ion Engine E8 (14)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 86.5 billion km   (155 days at full power)

Active Search Sensor S126-R87 (1)     GPS 10962     Range 109.6m km    Resolution 87
Thermal Sensor TH6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

This design is classed as a military vessel for maintenance purposes

I have some questions about this ship.  

1.  What is the function?  I am guessing this Scout is used to explore a newly found jump gate and see what is on the other side.  Once the ship gets on the other side, where do you go from there?  Do you perform a series of move to planet?  Does one have to get close to a planet to see the atmosphere?  Does one have to get near the planet to see if anyone else is living there?  
It is a fleet scout. The main purpose is to stay with the fleet and act as an early warning platform. The larger scanners give me a greater range for detecting things.

I've not used it as a JP explorer, since I tend to use survey vessels for that. But it could very well be used to scout a ring or JP.

Quote
2.  This ship is significantly faster than your other ships.  Is this for quickness in exploration or the need for a fast getaway if you find somebody?  
In the case of the fleet getting jumped and possibly annihilated, the scouts can hang back and escape if necessary.

Quote
3. Could you explain the choice in sensors?  I believe this is a size 6 antenna.  I believe this is a higher tech on sensitivity, but what specific goal did you have in picking this antenna size?  
I let the game pick my starting tech. These are the first generation scanners. My passive tech has increased, but the actives are currently under research. So once they are finished, this class will get a refit.

Quote
4. I noticed that many of your designs have an exact match of ship size and jump engine size.  Also the ship sizes are round numbers.  How do you do that?  I believe you have to research a specific engine size, but how do you know how big it will be before you research it?  Or, do you pick a size, stuff the engine in and fill up the ship design to fit?  If the latter, what do you use to fill up the last few tons?

I'll design a jump drive to say 6500 tons. Good size for a survey ship/DD class. Then I'll design a jump capable class with the drive. Fill it out with what I want (weapons/defenses/scanners). If it comes up short on size, say to 6250, I'll round out the remainder with fuel. Especially with survey ships. They can never have too much fuel.
Title: Re: Advice on Initial Research
Post by: Balibar on January 29, 2010, 04:42:55 PM
Quote from: "Beersatron"
Gravsurvey - the only difference from above is the actual sensor, this means that I can build a GE and GV at the same shipyard when it is tooled for either/or.
How do you tool for either/or?  When I tooled my shipyard for buidling the GE, I could only build the GE.  My designs for both differed only in the sensor.
Title: Re: Advice on Initial Research
Post by: sloanjh on January 29, 2010, 06:10:15 PM
Quote from: "Balibar"
Quote from: "Beersatron"
Gravsurvey - the only difference from above is the actual sensor, this means that I can build a GE and GV at the same shipyard when it is tooled for either/or.
How do you tool for either/or?  When I tooled my shipyard for buidling the GE, I could only build the GE.  My designs for both differed only in the sensor.

This might require an expensive survey ship design.  If you look on the DAC tab of the F5 screen, you'll see a box in the lower left bottom area that lists other classes that can be built if a SY is tooled for this class.  This follows an arcane formula that's something like the refit cost being 10-20% of the cost of the currently-tooled-for class (don't take that literally - it's almost certainly wrong in details).  So if your GeoSurvey ship is so expensive (probably due to engines) that the sensors are only the magic percentage of cost, then the same SY can build GravSurvey ships.
Title: Re: Advice on Initial Research
Post by: Balibar on January 30, 2010, 06:53:05 AM
Quote from: "sloanjh"
This might require an expensive survey ship design.  If you look on the DAC tab of the F5 screen, you'll see a box in the lower left bottom area that lists other classes that can be built if a SY is tooled for this class.  This follows an arcane formula that's something like the refit cost being 10-20% of the cost of the currently-tooled-for class (don't take that literally - it's almost certainly wrong in details).  So if your GeoSurvey ship is so expensive (probably due to engines) that the sensors are only the magic percentage of cost, then the same SY can build GravSurvey ships.
Thanks!  So, in addition to being faster, a more expensive ship can also achieve greater flexibility in using a limited number of shipyards.
Title: Re: Advice on Initial Research
Post by: Balibar on February 01, 2010, 08:33:19 AM
Quote from: "Erik Luken"
I've not used it as a JP explorer, since I tend to use survey vessels for that. But it could very well be used to scout a ring or JP.
My current game explained to me why you use this strategy.  The utility of non-jump survey vessels is very limited.  You discover Jump Portals faster than you can make jump gates.  I tried using a Scout to take non-jump Survey vessels across portals until I could make jump capable vessels, but 6 portals overwhelms what I can do.  

Since you seem to play what you are dealt, what do you try to set up as your early shipyard configuration?  If one is limited to 4 yards initially, what do you try to build at the start?  Since Gas Giant harvesting can only be done by ship, I would think one would want one commercial shipyard making Harvesters.  Since Terraforming needs to be started early, I would think one would want one commercial shipyard making Terraformers.  Unless a naval yard can make both the geo-survey vessel and the grav-survey vessel at the same time, one needs two yards for exploration vessels.  I would think one would also need a yard for cruisers.  Following Beersatron's advice, one would also need a naval yard for FACs.  

Beersatron indicated he just set up the yard to meet his needs and had more than 4 yards.  I am curious as to what you do.
Title: Re: Advice on Initial Research
Post by: sloanjh on February 01, 2010, 08:40:40 AM
Quote from: "Balibar"
Beersatron indicated he just set up the yard to meet his needs and had more than 4 yards.  I am curious as to what you do.
Ummmm, you do know you can build SY, right?  They're on the same menu as building mines or construction factories.

This is an important part of the game's strategy - building up SY capacity and retooling them at the appropriate time for the appropriate class.

John
Title: Re: Advice on Initial Research
Post by: Balibar on February 01, 2010, 08:51:43 AM
Quote from: "sloanjh"
Quote from: "Balibar"
Beersatron indicated he just set up the yard to meet his needs and had more than 4 yards.  I am curious as to what you do.
Ummmm, you do know you can build SY, right?  They're on the same menu as building mines or construction factories.

This is an important part of the game's strategy - building up SY capacity and retooling them at the appropriate time for the appropriate class.

John
Yes.  My current game is bottlenecked in this area.  I did too much shipyard activity at the start, ended up with a shortage of neutronium and neutronium has accessibility of 0.2 on Earth in my game.  Erik plays the game as it lies.  Beersatron gives himself what he needs.  I was looking for a compromise where one would use SM at the start to give yourself 4 yards that were most helpful, then plan to build extra yards for more needs.  Of course, I will have to not repeat the mistake of using up all my neutronium on shipyard activity that is not immediately necessary.
Title: Re: Advice on Initial Research
Post by: Father Tim on February 01, 2010, 09:32:50 AM
I use a conventional (pre-TN) start, so I only get one yard.  Now that Steve's added the 'Continual Capacity Increase' option I turn that on right away, and my yard ends up 10,000 to 12,000 tons by the time I get around to building a second one.

The very first ship I design (and build) is a basic Geo survey vessel - one or two engines, geo sensor, fuel, armour.  I keep it small enough to stay under the Maintenance Facilities limit (1000 tons unless I've built more) and send it to survey my home system.  In the mean time, I research & design a larger combined Grav/Geo Survey vessel with a jump engine and retool the yard for that.  Once I have enough* explorers, I retool for a couple of warships (in the aforementioned 10,000 to 12,000 tons range) and build a second yard for my explorers.  I also build a commercial yard** tooled for my colony ships, and therefore able to build my freighters as well.  Later a second commercial yard for my eventual terraformers, asteroid miners, and troop transports (which all use the same template, with only the 'modules' switched, and thus can all be built in the same yard).  Eventually a third naval yard for 'frigates' while upgrading my main yard for 'battleships'.

One thing to keep in mind is that I favour more general ship designs, and far fewer (if any) retooling between disparate classes than other players.  My frigate & battleship yards are almost always retooling for a new class, but it's a new class of 'frigate' or 'battleship' with a very similar design philosophy.  I don't do the 'four missiles cruisers, then four PD destroyers, then four beam cruisers, then twelve improved missile cruisers, then four assault transports, then four . . .' approach taken by many others.


*What constitutes 'enough' varies from game to game.
**With the latest editions, conventional starts get an initial commercial yard as well.
Title: Re: Advice on Initial Research
Post by: Balibar on February 01, 2010, 10:10:15 AM
Quote from: "Father Tim"
I use a conventional (pre-TN) start, so I only get one yard.  Now that Steve's added the 'Continual Capacity Increase' option I turn that on right away, and my yard ends up 10,000 to 12,000 tons by the time I get around to building a second one.

The very first ship I design (and build) is a basic Geo survey vessel - one or two engines, geo sensor, fuel, armour.  I keep it small enough to stay under the Maintenance Facilities limit (1000 tons unless I've built more) and send it to survey my home system.  In the mean time, I research & design a larger combined Grav/Geo Survey vessel with a jump engine and retool the yard for that.  Once I have enough* explorers, I retool for a couple of warships (in the aforementioned 10,000 to 12,000 tons range) and build a second yard for my explorers.  I also build a commercial yard** tooled for my colony ships, and therefore able to build my freighters as well.  Later a second commercial yard for my eventual terraformers, asteroid miners, and troop transports (which all use the same template, with only the 'modules' switched, and thus can all be built in the same yard).  Eventually a third naval yard for 'frigates' while upgrading my main yard for 'battleships'.

One thing to keep in mind is that I favour more general ship designs, and far fewer (if any) retooling between disparate classes than other players.  My frigate & battleship yards are almost always retooling for a new class, but it's a new class of 'frigate' or 'battleship' with a very similar design philosophy.  I don't do the 'four missiles cruisers, then four PD destroyers, then four beam cruisers, then twelve improved missile cruisers, then four assault transports, then four . . .' approach taken by many others.


*What constitutes 'enough' varies from game to game.
**With the latest editions, conventional starts get an initial commercial yard as well.
Thanks!  As I said in my discussion with John, I think my problem is trying to do too much at the beginning.
Title: Re: Advice on Initial Research
Post by: Balibar on February 02, 2010, 06:54:35 AM
Quote from: "Beersatron"
2nd Gen FAC (Fast Attack Craft), the 1st Gen had the size 8 launchers which were too big for my design style

Code: [Select]
Fearless II class Gunboat    1000 tons     56 Crew     176.8 BP      TCS 20  TH 126  EM 0
8400 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 7.2
Annual Failure Rate: 16%    IFR: 0.2%    Maintenance Capacity 55 MSP    Max Repair 52 MSP
Magazine 48    

FAC Plasma Drive (1)    Power 168    Fuel Use 880%    Signature 126    Armour 0    Exp 21%
Fuel Capacity 150,000 Litres    Range 30.7 billion km   (42 days at full power)

S4ML BOX - 1 (12)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
AGFC - 1 (1)     Range 19.2m km    Resolution 20
Chisel MK1 (12)  Speed: 33,600 km/s   End: 9.6m    Range: 19.3m km   WH: 4    Size: 4    TH: 168 / 100 / 50

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
I have a question on designing a FAC.  I researched the FAC engine technology and researched a FAC ion engine.  The bare FAC with an engine uses 10 HS or 500 tons.  What are my viable options for a weapon that will fit?  I can't see how my beam weapons will work as I need a sensor, fire control, reactor and a turret.  Are missles the only option?  How about gauss cannon since they don't need a power supply?
Title: Re: Advice on Initial Research
Post by: Erik L on February 02, 2010, 07:47:59 AM
Quote from: "Balibar"
Quote from: "Erik Luken"
I've not used it as a JP explorer, since I tend to use survey vessels for that. But it could very well be used to scout a ring or JP.
My current game explained to me why you use this strategy.  The utility of non-jump survey vessels is very limited.  You discover Jump Portals faster than you can make jump gates.  I tried using a Scout to take non-jump Survey vessels across portals until I could make jump capable vessels, but 6 portals overwhelms what I can do.  

Since you seem to play what you are dealt, what do you try to set up as your early shipyard configuration?  If one is limited to 4 yards initially, what do you try to build at the start?  Since Gas Giant harvesting can only be done by ship, I would think one would want one commercial shipyard making Harvesters.  Since Terraforming needs to be started early, I would think one would want one commercial shipyard making Terraformers.  Unless a naval yard can make both the geo-survey vessel and the grav-survey vessel at the same time, one needs two yards for exploration vessels.  I would think one would also need a yard for cruisers.  Following Beersatron's advice, one would also need a naval yard for FACs.  

Beersatron indicated he just set up the yard to meet his needs and had more than 4 yards.  I am curious as to what you do.

Initial yards go to survey classes, then warships. Build and expand as needed.
Title: Re: Advice on Initial Research
Post by: Balibar on February 02, 2010, 08:18:24 AM
Quote from: "Erik Luken"
Initial yards go to survey classes, then warships. Build and expand as needed.
Thank you.
Title: Re: Advice on Initial Research
Post by: sloanjh on February 02, 2010, 08:57:54 AM
Quote from: "Balibar"
The bare FAC with an engine uses 10 HS or 500 tons.
Ummm an engine should only be only 5HS.  You aren't making your GB engines hyper-capable, are you?  That's a 2x cost in size, which kills your power/weight ratio.

John
Title: Re: Advice on Initial Research
Post by: Balibar on February 02, 2010, 09:25:55 AM
Quote from: "sloanjh"
Ummm an engine should only be only 5HS.  You aren't making your GB engines hyper-capable, are you?  That's a 2x cost in size, which kills your power/weight ratio.

John
They are not hyper-capable.  I should have been more clear.  The new design without any added components starts at 5HS or 250.  The engine adds 5HS bringing the total to 10 HS or 500.  I am going to take a look at making a 10 cm focal length single turret, a smaller fire control and a smaller reactor to see if it will fit.  Otherwise, I may have to do missles since a launcher can be as small as 1 HS.  There seems to be a general bias among the regular posters towards missles vs. beam and I was wondering if this issue was one of the reasons.
Title: Re: Advice on Initial Research
Post by: Father Tim on February 02, 2010, 09:44:28 AM
Skip the turret.  Fast-Attack Craft should be fast enough that turrets are unnecessary.
Title: Re: Advice on Initial Research
Post by: Hawkeye on February 02, 2010, 10:11:31 AM
Also, rip out the bridge as ships up to 1.000t don´t need them. Then research small engineering space and small fuel storage, so you can save a few tons more there.
Missile armed FACs, in my view, have one big advantage. Make the missiles they carry with a decent range, say 50mkm, and most hostiles you meet will not have the sensors to even see them. If you research box launchers you can cram a whole lot of launchers into them (a size 4 box launcher only masses 30t or 0.6HS, size 2 box launchers (which I use mostely on my FACs) only half as much. IIRC, I was easily able to put 30 launchers on an FAC. Sure, it is a one-shot-weapon, but a single squadron of those (6 FACs + 2 FSCs) can put 180 missiles in space, which isn´t too shabby.

Beam armed FACs, on the other hand, are most likely to be picked up by the bad guys before entering engagement range, so they will have a harder time to survive an engagement. (I still build a few squadrons, which will most likely act as anti-missile/anti-FAC/anti-fighter platforms for the missile armed FACs)

Just my two cents, of course.
Title: Re: Advice on Initial Research
Post by: Balibar on February 02, 2010, 10:22:20 AM
Quote from: "Hawkeye"
Also, rip out the bridge as ships up to 1.000t don´t need them. Then research small engineering space and small fuel storage, so you can save a few tons more there.
Missile armed FACs, in my view, have one big advantage. Make the missiles they carry with a decent range, say 50mkm, and most hostiles you meet will not have the sensors to even see them. If you research box launchers you can cram a whole lot of launchers into them (a size 4 box launcher only masses 30t or 0.6HS, size 2 box launchers (which I use mostely on my FACs) only half as much. IIRC, I was easily able to put 30 launchers on an FAC. Sure, it is a one-shot-weapon, but a single squadron of those (6 FACs + 2 FSCs) can put 180 missiles in space, which isn´t too shabby.

Beam armed FACs, on the other hand, are most likely to be picked up by the bad guys before entering engagement range, so they will have a harder time to survive an engagement. (I still build a few squadrons, which will most likely act as anti-missile/anti-FAC/anti-fighter platforms for the missile armed FACs)

Just my two cents, of course.
Thanks for the help.  I need to go back to the drawing board.  The Beersatron FAC used box launchers.  I was not aware that was a specific type of launcher, so everything makes more sense now.
Title: Re: Advice on Initial Research
Post by: Balibar on February 02, 2010, 09:51:49 PM
I was able to get something designed.  I don't know how effective it will be as I have zero combat experience in this game.  I also don't know how to export the designs into a box like everyone seems to do.  

Code: [Select]
Barracuda class Fast Attack Craft    1000 tons     104 Crew     165.8 BP      TCS 20  TH 120  EM 0
6000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 3
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 104 MSP    Max Repair 43 MSP    Est Time: 7.28 Years

GB Ion Engine E70 (1)    Power 120    Fuel Use 700%    Signature 120    Armour 0    Exp 15%
Fuel Capacity 150,000 Litres    Range 38.6 billion km   (74 days at full power)

10cm C3 Near Ultraviolet Laser (1)    Range 90,000km     TS: 6000 km/s     Power 3-3     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Fire Control S04 48-6000 (1)    Max Range: 96,000 km   TS: 6000 km/s     90 79 69 58 48 38 27 17 6 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (1)     Total Power Output 4.5    Armour 0    Exp 5%

This design is classed as a military vessel for maintenance purposes
Any critique would be welcome.  

What tech leads to Box Launchers?  I thought I would see a Box Launcher tech, but I guess Box Launcher is the result of some tech after a few levels.

**edit - added the code block
Title: Re: Advice on Initial Research
Post by: metalax on February 02, 2010, 11:46:27 PM
Box launchers are at the top of the reduced size launchers tech line.

For your design; Your reactors are overpowered. Drop back down to pebble-bed reactors, for a reduced cost. I'm assuming your intending on running off of the the active sensors on your mothership, instead of putting them on your FAC.
Title: Re: Advice on Initial Research
Post by: ZimRathbone on February 03, 2010, 06:49:47 AM
Quote from: "Balibar"
I was able to get something designed.  I don't know how effective it will be as I have zero combat experience in this game.  I also don't know how to export the designs into a box like everyone seems to do.  

Code: [Select]
Barracuda class Fast Attack Craft    1000 tons     104 Crew     165.8 BP      TCS 20  TH 120  EM 0
6000 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 3
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 104 MSP    Max Repair 43 MSP    Est Time: 7.28 Years

GB Ion Engine E70 (1)    Power 120    Fuel Use 700%    Signature 120    Armour 0    Exp 15%
Fuel Capacity 150,000 Litres    Range 38.6 billion km   (74 days at full power)

10cm C3 Near Ultraviolet Laser (1)    Range 90,000km     TS: 6000 km/s     Power 3-3     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Fire Control S04 48-6000 (1)    Max Range: 96,000 km   TS: 6000 km/s     90 79 69 58 48 38 27 17 6 0
Gas-Cooled Fast Reactor Technology PB-1 AR-0 (1)     Total Power Output 4.5    Armour 0    Exp 5%

This design is classed as a military vessel for maintenance purposes
Any critique would be welcome.  


It rather depends on what role you see for the FAC.  Essentially I designs FACs in the same way I have fleets, a number of specialised designs that together give an overall capabilty.

For example in most of mine its assumed that they will operate from some sort of base or mothership, so I cut the engineering & fuel to a minumum using the small Fuel Storage & the tiny (or fighter) engineering systems, and they spend most of their time at the planet or on board the mothership (where they dont use fuel or suffer maintenance failures)

My Strike FAC are armed with lots of box launched Anti Ship missiles and usually little else
Escort FACs are not unlike what you have here (but often with less engineering & fuel) and sometimes have a res 0 active sensor to pick up incoming missiles
The FAC Leader basically has lots of sensor capability (Thermal, EW, Active Res 0 AND Active Ship (say res 60))  and very occasionally a few missiles.

 - my ususal FAC grouping is 3-5 Strike FACs, 2 Escort FACs and 1 Leader , and sometimes the escorts get dropped for more strike power (as often the FAC squadron can launch from well outside detection range of most mobile targets)

I do sometime produce long range patrol types similar to what you have here that can stay on station for extended periods, eg picketing jump points, but they would either have a (small) active sensor or be combined with a scouting FAC
Title: Re: Advice on Initial Research
Post by: Balibar on February 03, 2010, 07:14:11 AM
Quote from: "metalax"
Box launchers are at the top of the reduced size launchers tech line.

For your design; Your reactors are overpowered. Drop back down to pebble-bed reactors, for a reduced cost. I'm assuming your intending on running off of the the active sensors on your mothership, instead of putting them on your FAC.
Thanks for the tip on the reactor.  I should have thought of that point.  My intended role was to support Earth based PDCs.  I assumed that Earth sensors would exceed the capability I could pack into my space.  Was this assumption valid?
Title: Re: Advice on Initial Research
Post by: Balibar on February 03, 2010, 07:21:23 AM
Quote from: "ZimRathbone"
 
It rather depends on what role you see for the FAC.  Essentially I designs FACs in the same way I have fleets, a number of specialised designs that together give an overall capabilty.

For example in most of mine its assumed that they will operate from some sort of base or mothership, so I cut the engineering & fuel to a minumum using the small Fuel Storage & the tiny (or fighter) engineering systems, and they spend most of their time at the planet or on board the mothership (where they dont use fuel or suffer maintenance failures)

My Strike FAC are armed with lots of box launched Anti Ship missiles and usually little else
Escort FACs are not unlike what you have here (but often with less engineering & fuel) and sometimes have a res 0 active sensor to pick up incoming missiles
The FAC Leader basically has lots of sensor capability (Thermal, EW, Active Res 0 AND Active Ship (say res 60))  and very occasionally a few missiles.

 - my ususal FAC grouping is 3-5 Strike FACs, 2 Escort FACs and 1 Leader , and sometimes the escorts get dropped for more strike power (as often the FAC squadron can launch from well outside detection range of most mobile targets)

I do sometime produce long range patrol types similar to what you have here that can stay on station for extended periods, eg picketing jump points, but they would either have a (small) active sensor or be combined with a scouting FAC
Thanks for the thoughtful reply.  I am getting the idea why everyone seems to go missles at the beginning rather than beams.  You have given me some good guidelines.  

I have not researched the smaller engineering and fuel bays yet.
Title: Re: Advice on Initial Research
Post by: Balibar on February 04, 2010, 07:42:43 PM
I would like to thank everyone who gave me advice.  I started over and went with a missiles approach.  I took 2 levels in Reactors, 2 levels in Engines and 3 levels in Fuel Efficiency.  I also took Sorium Harvester module, Terraform module and Asteroid Mining Module.  I then designed commercial and military versoions of the Ion Engine.  I then designed all the commercial ships.  My designs were based on the ones Erik provided.  
I took Jump Gate Technology, Gravity Sensors and the 3 basic Jump Engine techs necessary to design a jump engine.  I designed a 3000 ton Jump military jump engine.  I designed the Active Sensor, Temp Sensor and EM Sensor as per the Tutorial.  I then designed my Geo Survey and Grav Survey ships based on the Tutorial.  I designed a 3000 ton Scout based on Erik's design and 3000 ton Geo Survey and Grav Survey ships based on the Scout design.  I did not have enough RP to take all the missle tech Beersatron discussed, so I decided to skip the FAC and just go with PDC and some simple warship designs.  I took 2 levels of Missle Warhead, Missle Engine, Missle Agility and Launcher Reload.  I skipped the Launcher size techs since I decided against doing the FAC at the start.  I designed a Size 1 anti missile missile and a size 8 anti ship missile based on the designs provided by Beersatron.  I based my fire control and sensor suite based on his examples.  After all the designs were complete I took 1 level in Research Speed, 1 level in Construction Speed, 2 levels in Mining Speed and I was over the 120,000 mark by less than 100.  

I had 8000 build points for ships and 4000 build points for PDC.  My PDC design was 20,000 tons, so 2 of them went over the mark a bit.  A purist could have whittled the PDC design down to fit the build point parameter.  I built 1 Terraformer, 1 Freighter, 1 Asteroid Miner, 1 Gate Constructor, 1 Fuel Harvester, 2 Grav Survey Ships, 2 Geo Survey Ships, 2 Scouts and 1 Destroyer Escort.  I will set up my Shipyards as 1 Civilian 72,000 yard with one slip making Asteroid Miners, 1 13,000 Naval Yard with one slip making Light Cruisers, 1 6500 Naval Yard with 3 slips making Jump Grav Survey Ships and 1 3000 Naval Yard with 3 slips making Jump Geo Survey Ships.  

Here are my designs.  

Freighter
Code: [Select]
Atlas class Freighter    32300 tons     196 Crew     405.4 BP      TCS 646  TH 750  EM 0
1160 km/s     Armour 1-90     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 8 MSP    Max Repair 38 MSP
Cargo 25000    Cargo Handling Multiplier 10    

Ion Engine E0.7 (5)    Power 150    Fuel Use 7%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 79.5 billion km   (793 days at full power)

This design is classed as a commercial vessel for maintenance purposes

Asteroid Miner
Code: [Select]
Pebble class Asteroid Miner    62650 tons     1276 Crew     1812.8 BP      TCS 1253  TH 1350  EM 0
1077 km/s     Armour 1-140     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 18 MSP    Max Repair 120 MSP
Asteroid Miner: 10 module(s) producing 140 tons per mineral per annum

Ion Engine E0.7 (9)    Power 150    Fuel Use 7%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 41.0 billion km   (440 days at full power)

This design is classed as a commercial vessel for maintenance purposes

Terraformer
Code: [Select]
Terre Haute class Terraformer    32150 tons     356 Crew     850.4 BP      TCS 643  TH 750  EM 0
1166 km/s     Armour 1-90     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 17 MSP    Max Repair 500 MSP
Terraformer: 1 module(s) producing 0.001 atm per annum

Ion Engine E0.7 (5)    Power 150    Fuel Use 7%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 80.0 billion km   (793 days at full power)

This design is classed as a commercial vessel for maintenance purposes

Fuel Harvester
Code: [Select]
Trinity class Fuel Harvester    32550 tons     430 Crew     731.2 BP      TCS 651  TH 750  EM 0
1152 km/s     Armour 1-90     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 14 MSP    Max Repair 60 MSP
Fuel Harvester: 5 modules producing 140000 litres per annum

Ion Engine E0.7 (5)    Power 150    Fuel Use 7%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 500,000 Litres    Range 395.0 billion km   (3968 days at full power)

This design is classed as a commercial vessel for maintenance purposes

Gate Constructor
Code: [Select]
Stargate class Construction Ship    62650 tons     772 Crew     1602.8 BP      TCS 1253  TH 1350  EM 0
1077 km/s     Armour 1-140     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 16 MSP    Max Repair 38 MSP
Jump Gate Construction Ship: 180 days

Ion Engine E0.7 (9)    Power 150    Fuel Use 7%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 200,000 Litres    Range 82.1 billion km   (881 days at full power)

This design is classed as a commercial vessel for maintenance purposes

Here are the Non Jump Survey Ships.  
Code: [Select]
Prospector class Geological Survey Vessel    1200 tons     111 Crew     315.4 BP      TCS 24  TH 60  EM 0
2500 km/s     Armour 1-10     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
Annual Failure Rate: 11%    IFR: 0.2%    Maint Capacity 164 MSP    Max Repair 100 MSP    Est Time: 4.85 Years

Ion Engine E7 (1)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 214.3 billion km   (992 days at full power)

Active Search Sensor S20-R100 (1)     GPS 2000     Range 20.0m km    Resolution 100
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

Code: [Select]
Pathfinder class Gravitational Survey Vessel    1200 tons     111 Crew     315.4 BP      TCS 24  TH 60  EM 0
2500 km/s     Armour 1-10     Shields 0-0     Sensors 1/1/2/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 11%    IFR: 0.2%    Maint Capacity 164 MSP    Max Repair 100 MSP    Est Time: 4.85 Years

Ion Engine E7 (1)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 214.3 billion km   (992 days at full power)

Active Search Sensor S20-R100 (1)     GPS 2000     Range 20.0m km    Resolution 100
Gravitational Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

Here are the Jump Scout and Jump Survey Ships.
Code: [Select]
Kit Carson class Scout    3000 tons     266 Crew     363.4 BP      TCS 60  TH 240  EM 0
4000 km/s    JR 3-50     Armour 1-18     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 72%    IFR: 1%    Maint Capacity 1076 MSP    Max Repair 100 MSP    Est Time: 4.99 Years

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
Ion Engine E7 (4)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 85.7 billion km   (248 days at full power)

Active Search Sensor S20-R100 (1)     GPS 2000     Range 20.0m km    Resolution 100
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

This design is classed as a military vessel for maintenance purposes

Code: [Select]
Prospector-J class Geological Survey Vessel    3000 tons     266 Crew     503.4 BP      TCS 60  TH 120  EM 0
2000 km/s    JR 3-50     Armour 1-18     Shields 0-0     Sensors 10/10/0/2     Damage Control Rating 1     PPV 0
Annual Failure Rate: 72%    IFR: 1%    Maint Capacity 1105 MSP    Max Repair 100 MSP    Est Time: 5.06 Years

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
Ion Engine E7 (2)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 85.7 billion km   (496 days at full power)

Active Search Sensor S20-R100 (1)     GPS 2000     Range 20.0m km    Resolution 100
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

Code: [Select]
Pathfinder-J class Gravitational Survey Vessel    3000 tons     266 Crew     503.4 BP      TCS 60  TH 120  EM 0
2000 km/s    JR 3-50     Armour 1-18     Shields 0-0     Sensors 10/10/2/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 72%    IFR: 1%    Maint Capacity 1105 MSP    Max Repair 100 MSP    Est Time: 5.06 Years

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
Ion Engine E7 (2)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 85.7 billion km   (496 days at full power)

Active Search Sensor S20-R100 (1)     GPS 2000     Range 20.0m km    Resolution 100
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

Here is my PDC.  
Code: [Select]
Terra class Planetary Defence Centre    20000 tons     2181 Crew     2423.6 BP      TCS 400  TH 0  EM 0
Armour 10-65     Sensors 1/140     Damage Control Rating 0     PPV 180
Troop Capacity: 1 Battalion    Magazine 1140    

PDC Size 8 Missile Launcher (20)    Missile Size 8    Rate of Fire 40
PDC Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC10-R200 (1)     Range 60.0m km    Resolution 200
Missile Fire Control FC50-R1 (1)     Range 1.5m km    Resolution 1
Size 1 Anti-missile Missile (340)  Speed: 29,700 km/s   End: 0.7m    Range: 1.3m km   WH: 1    Size: 1    TH: 217 / 130 / 65
Size 8 Anti-ship Missile (100)  Speed: 20,000 km/s   End: 51.6m    Range: 62m km   WH: 6    Size: 8    TH: 140 / 84 / 42

Active Search Sensor S100-R20 (1)     GPS 2000     Range 20.0m km    Resolution 20
Active Search Sensor S60-R100 (1)     GPS 6000     Range 60.0m km    Resolution 100
Active Search Sensor S100-R200 (1)     GPS 20000     Range 200.0m km    Resolution 200
Active Search Sensor S140-R1 (1)     GPS 140     Range 1.4m 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 Planetary Defence Centre and can be pre-fabricated in 8 sections

Here are the two warships.  

Destroyer Escort that was built:
Code: [Select]
Spruance class Destroyer Escort    6500 tons     656 Crew     967.8 BP      TCS 130  TH 420  EM 0
3230 km/s     Armour 3-31     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 6     PPV 20
Annual Failure Rate: 56%    IFR: 0.8%    Maint Capacity 558 MSP    Max Repair 140 MSP    Est Time: 3.27 Years
Magazine 260    

Ion Engine E7 (7)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 79.1 billion km   (283 days at full power)

Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC50-R1 (1)     Range 1.5m km    Resolution 1
Size 1 Anti-missile Missile (260)  Speed: 29,700 km/s   End: 0.7m    Range: 1.3m km   WH: 1    Size: 1    TH: 217 / 130 / 65

Active Search Sensor S100-R200 (1)     GPS 20000     Range 200.0m km    Resolution 200
Active Search Sensor S140-R1 (1)     GPS 140     Range 1.4m km    Resolution 1
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m 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

And the Light Cruiser that is being built.
Code: [Select]
Atlanta class Light Cruiser    13000 tons     1520 Crew     1779.4 BP      TCS 260  TH 780  EM 0
3000 km/s     Armour 5-49     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 11     PPV 88
Annual Failure Rate: 122%    IFR: 1.7%    Maint Capacity 941 MSP    Max Repair 100 MSP    Est Time: 3.41 Years
Magazine 568    

Ion Engine E7 (13)    Power 60    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 39.6 billion km   (152 days at full power)

Size 8 Missile Launcher (11)    Missile Size 8    Rate of Fire 80
Missile Fire Control FC10-R200 (1)     Range 60.0m km    Resolution 200
Size 8 Anti-ship Missile (71)  Speed: 20,000 km/s   End: 51.6m    Range: 62m km   WH: 6    Size: 8    TH: 140 / 84 / 42

Active Search Sensor S100-R20 (1)     GPS 2000     Range 20.0m km    Resolution 20
Active Search Sensor S60-R100 (1)     GPS 6000     Range 60.0m km    Resolution 100
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m 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

Any critique is welcome.
Title: Re: Advice on Initial Research
Post by: Erik L on February 04, 2010, 08:00:20 PM
Your last salvo from the Atlanta is going to be an odd number. 11 in 6 salvos, 5 in the last.

My personal taste would be to go with 10 launchers and see if I can't cram in another magazine.
Title: Re: Advice on Initial Research
Post by: Balibar on February 05, 2010, 06:11:33 AM
Quote from: "Erik Luken"
Your last salvo from the Atlanta is going to be an odd number. 11 in 6 salvos, 5 in the last.

My personal taste would be to go with 10 launchers and see if I can't cram in another magazine.
Thank you for pointing that out.  My reasoning in the mazazine size was to ensure an even multiple of all missile sizes.  I neglected to consider the grouping based on the number of launchers.  I suppose it might make more sense to stick to a number of launchers that was a "round" number in terms of magazine size.
Title: Re: Advice on Initial Research
Post by: Balibar on February 13, 2010, 06:00:31 AM
Quote from: "Beersatron"
2nd Gen FAC (Fast Attack Craft), the 1st Gen had the size 8 launchers which were too big for my design style

Code: [Select]
Fearless II class Gunboat    1000 tons     56 Crew     176.8 BP      TCS 20  TH 126  EM 0
8400 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 7.2
Annual Failure Rate: 16%    IFR: 0.2%    Maintenance Capacity 55 MSP    Max Repair 52 MSP
Magazine 48    

FAC Plasma Drive (1)    Power 168    Fuel Use 880%    Signature 126    Armour 0    Exp 21%
Fuel Capacity 150,000 Litres    Range 30.7 billion km   (42 days at full power)

S4ML BOX - 1 (12)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
AGFC - 1 (1)     Range 19.2m km    Resolution 20
Chisel MK1 (12)  Speed: 33,600 km/s   End: 9.6m    Range: 19.3m km   WH: 4    Size: 4    TH: 168 / 100 / 50

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
A question on this FAC design.  There is no active sensor.  Does the Fire Control act as its own sensor?  Or does the Fire Control use sensor information from the base or mothership?
Title: Re: Advice on Initial Research
Post by: Brian Neumann on February 13, 2010, 06:18:25 AM
As long as one of your ships has the target on it's active sensors, then all of your ships fire controls will work.  You do need to have at least one active sensor picking up the target.  Passives are not sufficient for this.  

There is a way to use passive contacts in a missile engagement, but it can be tough to pull off.  The missiles have to have their own sensors on board, preferably ones big enough to spot the target from some distance.  You fire the missiles on a way point that is ahead of the target but will be fairly close by the time the missiles arrive.  This is the hard part as figuring out where the target ship is going to be in 20-30 minutes can be tough to pull off.  When the missiles arrive at the waypoint they will remain there until their endurance is used up.  If any enemy ships come into thier sensor range (the missiles only, parent ships have no control at this point) they will attack the ships.  Normally they will attack the nearest/largest, but if there are multiple targets then they will spread out and attack different elligable targets.

If you pull it off it can be a devestating attack, especially if you manage to get several salvo's on the waypoint before the targets come into range.  Their is little warning, and if they do not have thier active sensors going, they will have a limited time to shoot back.  Their is a bug currently that will allow the point defense to fire on the missiles even though they are not detected by an active sensor, but it is still a very handy trick if you can pull it off.

Brian
Title: Re: Advice on Initial Research
Post by: Balibar on February 13, 2010, 10:07:18 AM
Quote from: "Brian"
As long as one of your ships has the target on it's active sensors, then all of your ships fire controls will work.  You do need to have at least one active sensor picking up the target.  Passives are not sufficient for this.  
Let's say I am designing a FAC for Earth Defense and I want to leave out the sensor in order to pack more launchers in.  Do I need at least one ship in the Task Group with a sensor?  Or can a ship in another Task Group that is also stationed at Earth fill the sensor role?  Or can the FAC use sensors based on the planet Earth?
Title: Re: Advice on Initial Research
Post by: sloanjh on February 13, 2010, 10:12:41 AM
Quote from: "Balibar"
A question on this FAC design.  There is no active sensor.  Does the Fire Control act as its own sensor?  Or does the Fire Control use sensor information from the base or mothership?

B (I assume).  Active sensors are very expensive to stick on every ship, especially when you're talking about FAC.  I think most people design special "Leader" variants of their FAC that substitute active sensors for a few missile tubes/magazines.

John
Title: Re: Advice on Initial Research
Post by: Brian Neumann on February 13, 2010, 12:05:51 PM
Quote from: "sloanjh"
Quote from: "Balibar"
A question on this FAC design.  There is no active sensor.  Does the Fire Control act as its own sensor?  Or does the Fire Control use sensor information from the base or mothership?

B (I assume).  Active sensors are very expensive to stick on every ship, especially when you're talking about FAC.  I think most people design special "Leader" variants of their FAC that substitute active sensors for a few missile tubes/magazines.

John
1.  Any active sensor on any ship/base/pdc, ect will do to allow the fire control lock up.  It does not matter if the active sensor is in the same task group or not.  For defending a planet having a purpose built pdc with massive active sensors is a good idea.  You leave that on to let you see anything approaching, and all your other ships can keep thier actives off line.  

2.  For FAC the problem of getting a decent sensor into such a small package is the overall size.  For most of my designs I will include a .5hs active sensor to spot large enemy ships.  This will give me some standoff capability even if there are no other sensors available.  I usually only bother to do this with missile ships.  There will usually be a scout FAC attached that has NO weapons and uses that space for both passive and a more varied active sensor suite.  

Here are some designs from a recent game,  General tech level exept for engines is 8000-10000 rp systems.

The Victory is a basic missile FAC.  It does have some sensors and can engage either capital ships at long ranges, or FAC at a shorter range.
Code: [Select]
Victory class Fast Attack Craft    1000 tons     51 Crew     270.1 BP      TCS 20  TH 67.2  EM 0
9600 km/s     Armour 5-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6.3
Annual Failure Rate: 32%    IFR: 0.4%    Maint Capacity 42 MSP    Max Repair 84 MSP    Est Time: 1.28 Years
Magazine 42    

GB Magneto-plasma Drive E70 (1)    Power 192    Fuel Use 700%    Signature 67.2    Armour 0    Exp 48%
Fuel Capacity 20,000 Litres    Range 5.1 billion km   (6 days at full power)

Size 6 Box Launcher (7)    Missile Size 6    Hangar Reload 45 minutes    MF Reload 7.5 hours
Missile Fire Control FC56-R20 (1)     Range 33.6m km    Resolution 20
Missile Fire Control FC28-R100 (1)     Range 84.0m km    Resolution 100
Size 6 Anti-ship Missile (7)  Speed: 40,000 km/s   End: 12.5m    Range: 30m km   WH: 7    Size: 6    TH: 213 / 128 / 64

Active Search Sensor S14-R20 (1)     GPS 280     Range 2.8m km    Resolution 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

The Long Ears is the scout for an attack group.  I usually try to have 3-4 stationed on planets, and at least 1 per carrier.

Code: [Select]
Long Ears class Fast Scout Craft    1000 tons     85 Crew     378.9 BP      TCS 20  TH 67.2  EM 0
9600 km/s     Armour 5-8     Shields 0-0     Sensors 11/22/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 32%    IFR: 0.4%    Maint Capacity 59 MSP    Max Repair 140 MSP    Est Time: 1.16 Years

GB Magneto-plasma Drive E70 (1)    Power 192    Fuel Use 700%    Signature 67.2    Armour 0    Exp 48%
Fuel Capacity 30,000 Litres    Range 7.7 billion km   (9 days at full power)

Active Search Sensor S28-R20 (1)     GPS 560     Range 5.6m km    Resolution 20
Active Search Sensor S140-R100 (1)     GPS 14000     Range 140.0m km    Resolution 100
Active Search Sensor S28-R1 (1)     GPS 28     Range 280k km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM2-22 (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

The Scorpion class is the beam armed version.  It has an active sensor to spot incomming missiles and because the FAC is so fast the meson is only about 1/2 as effective as a turret pd weapon would be.
Code: [Select]
Scorpion class Fast Attack Craft    1000 tons     103 Crew     273.9 BP      TCS 20  TH 67.2  EM 60
9600 km/s     Armour 5-8     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Annual Failure Rate: 32%    IFR: 0.4%    Maint Capacity 43 MSP    Max Repair 84 MSP    Est Time: 1.3 Years

GB Magneto-plasma Drive E70 (1)    Power 192    Fuel Use 700%    Signature 67.2    Armour 0    Exp 48%
Fuel Capacity 20,000 Litres    Range 5.1 billion km   (6 days at full power)
Delta R300/12.5 Shields (1)   Total Fuel Cost  13 Litres per day

R8/C4 Meson Cannon (1)    Range 80,000km     TS: 9600 km/s     Power 4-4     RM 8    ROF 5        1 1 1 1 1 1 1 1 0 0
Fire Control S03 48-8000 gb (1)    Max Range: 96,000 km   TS: 8000 km/s     90 79 69 58 48 38 27 17 6 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 6    Armour 0    Exp 5%

Active Search Sensor S28-R1 (1)     GPS 28     Range 280k km    Resolution 1

Hope these examples help you.

Brian
Title: Re: Advice on Initial Research
Post by: Balibar on February 13, 2010, 02:41:50 PM
Quote from: "Brian"
Hope these examples help you.

Brian
Thank you very much for the examples.
Title: Re: Advice on Initial Research
Post by: Steve Walmsley on February 13, 2010, 04:54:01 PM
Quote from: "Balibar"
Quote from: "Beersatron"
2nd Gen FAC (Fast Attack Craft), the 1st Gen had the size 8 launchers which were too big for my design style

Code: [Select]
Fearless II class Gunboat    1000 tons     56 Crew     176.8 BP      TCS 20  TH 126  EM 0
8400 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 7.2
Annual Failure Rate: 16%    IFR: 0.2%    Maintenance Capacity 55 MSP    Max Repair 52 MSP
Magazine 48    

FAC Plasma Drive (1)    Power 168    Fuel Use 880%    Signature 126    Armour 0    Exp 21%
Fuel Capacity 150,000 Litres    Range 30.7 billion km   (42 days at full power)

S4ML BOX - 1 (12)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
AGFC - 1 (1)     Range 19.2m km    Resolution 20
Chisel MK1 (12)  Speed: 33,600 km/s   End: 9.6m    Range: 19.3m km   WH: 4    Size: 4    TH: 168 / 100 / 50

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
A question on this FAC design.  There is no active sensor.  Does the Fire Control act as its own sensor?  Or does the Fire Control use sensor information from the base or mothership?
A fire control can't find targets by itself but it can lock on to targets detected by the active sensors on a different ship. One commonly used strategy is to have single  FAC with sensors instead of weapons that acts as the eyes and ears of a FAC squadron. The scout FAC finds the targets and then the rest of the Squadron lock on their fire controls and open fire.

Steve
Title: Re: Advice on Initial Research
Post by: Balibar on February 13, 2010, 10:25:38 PM
Quote from: "Steve Walmsley"
A fire control can't find targets by itself but it can lock on to targets detected by the active sensors on a different ship. One commonly used strategy is to have single  FAC with sensors instead of weapons that acts as the eyes and ears of a FAC squadron. The scout FAC finds the targets and then the rest of the Squadron lock on their fire controls and open fire.

Steve
Thanks for the explanation.  I am going to try something along the lines of Brian's examples.
Title: Re: Advice on Initial Research
Post by: Hawkeye on February 14, 2010, 02:36:55 AM
This concept is also easily used for your regular warships.
Here is a missile cruiser from my latest game:

Code: [Select]
Resolution class Missile Cruiser    11950 tons     1181 Crew     1723.96 BP      TCS 239  TH 567  EM 0
3163 km/s     Armour 4-46     Shields 0-0     Sensors 10/10/0/0     Damage Control Rating 8     PPV 49
Annual Failure Rate: 142%    IFR: 2%    Maint Capacity 721 MSP    Max Repair 60 MSP    Est Time: 3.6 Years
Magazine 440    

Rolls Royce Class 63/75 Ion Engine (12)    Power 63    Fuel Use 99%    Signature 47.25    Armour 0    Exp 7%
Fuel Capacity 450,000 Litres    Range 68.5 billion km   (250 days at full power)

Twin 100mm/L15/R5 Meson Cannon Turret (1x2)    Range 15,000km     TS: 15000 km/s     Power 6-6     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
Norton PD FCS Mk. I (1)    Max Range: 32,000 km   TS: 12000 km/s     69 37 6 0 0 0 0 0 0 0
Pebble Bed Reactor 6 (1)     Total Power Output 6    Armour 0    Exp 5%

Rheinmetall Class 4 ASM Launcher (10)    Missile Size 4    Rate of Fire 60
Bosch Class 90/60 Missile Targeting System (2)     Range 90.0m km    Resolution 60
Bosch Class 24/16 Missile Targeting System (2)     Range 24.0m km    Resolution 16
ASM-4 Starstreak  (110)  Speed: 25,500 km/s   End: 32.7m    Range: 50m km   WH: 4    Size: 4    TH: 85 / 51 / 25

0.6/1 Radar (1)     GPS 60     Range 600k km    Resolution 1
12/20 Radar (1)     GPS 1200     Range 12.0m km    Resolution 20
48/80 Radar (1)     GPS 4800     Range 48.0m km    Resolution 80
Westwood Class 10 Thermal Sensor (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
Gallager Class 10 EM Sensor (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

You´ll notice that the active sensor does not even have the range of the missiles it carries, not to speak how it will be once a new, longer ranged missile type comes online.
This is intenionaly so (well, of course I would like to have a longer ranged sensor on it, but everyone has to make tradeoffs)

And here is the fleet scout, that act as the eyes for those cruisers:

Code: [Select]
Hawkeye class Fleet Scout    8000 tons     698 Crew     1193.8 BP      TCS 160  TH 425.25  EM 0
3543 km/s     Armour 4-35     Shields 0-0     Sensors 125/100/0/0     Damage Control Rating 6     PPV 0
Annual Failure Rate: 85%    IFR: 1.2%    Maint Capacity 560 MSP    Max Repair 150 MSP    Est Time: 2.46 Years

Rolls Royce Class 63/75 Ion Engine (9)    Power 63    Fuel Use 99%    Signature 47.25    Armour 0    Exp 7%
Fuel Capacity 300,000 Litres    Range 68.2 billion km   (222 days at full power)

30/20 Radar (1)     GPS 3000     Range 30.0m km    Resolution 20
120/80 Radar (1)     GPS 12000     Range 120.0m km    Resolution 80
Westwood Class 125 Thermal Sensor (1)     Sensitivity 125     Detect Sig Strength 1000:  125m km
Gallager Class 100 EM Sensor (1)     Sensitivity 100     Detect Sig Strength 1000:  100m km
Title: Re: Advice on Initial Research
Post by: Brian Neumann on February 14, 2010, 05:49:37 AM
Quote from: "Balibar"
Quote from: "Steve Walmsley"
A fire control can't find targets by itself but it can lock on to targets detected by the active sensors on a different ship. One commonly used strategy is to have single  FAC with sensors instead of weapons that acts as the eyes and ears of a FAC squadron. The scout FAC finds the targets and then the rest of the Squadron lock on their fire controls and open fire.

Steve
Thanks for the explanation.  I am going to try something along the lines of Brian's examples.

As a side note on design philosophy.  I use large box launchers on my FAC's for a couple of different reasons.  One is that I will be able to use any missile my ships are carrying if I run out of the larger missiles that are normally stocked for the fac's.  The second is that by the time you get a missile to size 6 there is enough room to play all kinds of fancy games.  Putting a decent sensor on the missile, or ecm, or armour.  Another options is to make it very short ranged like the starfire sprint missiles, or to make a multi stage/multi warhead missile.  There are all kinds of options available as you make bigger missiles. The downside of the bigger missiles is having a larger percentage of the strike shot down with each interception, and the fewer number of total missiles that you can carry.  The main reason that I use smaller missiles from my standard missile ships is the rate of fire.  These size 6 missiles would have a 60second cycle time.  A size 3 would be 30 seconds, and with a little more reasearch they can get down to 15 seconds.  That allows a lot fewer counter launches for each incomming salvo, and a lot more salvo's for the same magazine space.  Neither of these is a factor for ships with box launchers however.

Brian
Title: Re: Advice on Initial Research
Post by: Balibar on February 14, 2010, 09:32:53 PM
Thank you all for the tips and the examples.
Title: Re: Advice on Initial Research
Post by: WCG on February 15, 2010, 10:30:53 PM
Quote from: "Erik Luken"
I generally let the game pick my starting tech. It's not always what I would pick, so that is a challenge to fit the tech I have into my preferred playstyle.

Just wanted to comment on this. One of my favorite games ever was the original Master of Orion. One of the neat features in that game was that the tech tree wasn't exactly the same in each game. Well, the tree itself was the same, but your research opportunities varied a bit.

With most strategy games, I tend to play every game the same way after awhile - after I get to know the game. But this feature pretty well forced me to play a different game, depending on what I could research. One game, I'd use small fighters armed with beam weapons; another, I'd use larger ships with missile weapons. It just depended on my research situation.

I always thought that was a great feature in a strategy game. This sounds similar, to some extent. If you start with different techs, that might encourage you to use different research threads. It's a neat idea.

Bill
Title: Re: Advice on Initial Research
Post by: sloanjh on February 15, 2010, 10:40:49 PM
Quote from: "WCG"
Quote from: "Erik Luken"
I generally let the game pick my starting tech. It's not always what I would pick, so that is a challenge to fit the tech I have into my preferred playstyle.

Just wanted to comment on this. One of my favorite games ever was the original Master of Orion. One of the neat features in that game was that the tech tree wasn't exactly the same in each game. Well, the tree itself was the same, but your research opportunities varied a bit.

With most strategy games, I tend to play every game the same way after awhile - after I get to know the game. But this feature pretty well forced me to play a different game, depending on what I could research. One game, I'd use small fighters armed with beam weapons; another, I'd use larger ships with missile weapons. It just depended on my research situation.

I always thought that was a great feature in a strategy game. This sounds similar, to some extent. If you start with different techs, that might encourage you to use different research threads. It's a neat idea.

Bill

This is one of the nice things about the scientist research bonuses, especially in a conventional start - they act as a very strong driver on what gets developed first, and they're random for each game.

John
Title: Re: Advice on Initial Research
Post by: Micro102 on February 16, 2010, 02:27:55 AM
They can also be annoying...like having 10 scientists half being propulsion half being missiles....I don't even have enough queues for them!