Aurora 4x
New Players => The Academy => Topic started by: Balibar on January 25, 2010, 10:47:33 PM
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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.
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LOL, this is one of those "ask 5 people and receive 10 different answers" quisetions
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)
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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.)
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LOL, this is one of those "ask 5 people and receive 10 different answers" quisetions
I understood that, but in my case, I have asked two people and received 0 different answers.
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.
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Really there are only two answers:
1. Whatever you want.
If I knew what I wanted, I wouldn't be asking for advice.
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.
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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 :)
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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.
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
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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.
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2nd Gen FAC (Fast Attack Craft), the 1st Gen had the size 8 launchers which were too big for my design style
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
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
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
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
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.
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)
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.
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Thanks very much for the information. It will take me a while to digest this.
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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.
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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).
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Thanks! This gives me some ideas about how to get started.
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Do any commander traits or bonuses help with constructing jump gates?
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Do any commander traits or bonuses help with constructing jump gates?
Factory.
John
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Thanks!
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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.
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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.
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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.
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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?
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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.
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.
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.
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.
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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.
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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.
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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.
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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.
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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
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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.
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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.
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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.
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2nd Gen FAC (Fast Attack Craft), the 1st Gen had the size 8 launchers which were too big for my design style
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?
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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.
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Initial yards go to survey classes, then warships. Build and expand as needed.
Thank you.
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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
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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.
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Skip the turret. Fast-Attack Craft should be fast enough that turrets are unnecessary.
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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.
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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.
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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.
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
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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.
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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.
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
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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?
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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.
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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 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 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 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 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 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.
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
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.
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
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
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.
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: 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. 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.
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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.
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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.
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2nd Gen FAC (Fast Attack Craft), the 1st Gen had the size 8 launchers which were too big for my design style
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?
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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
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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?
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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
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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.
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.
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.
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
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Hope these examples help you.
Brian
Thank you very much for the examples.
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2nd Gen FAC (Fast Attack Craft), the 1st Gen had the size 8 launchers which were too big for my design style
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
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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.
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This concept is also easily used for your regular warships.
Here is a missile cruiser from my latest game:
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:
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
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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
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Thank you all for the tips and the examples.
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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
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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
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They can also be annoying...like having 10 scientists half being propulsion half being missiles....I don't even have enough queues for them!