Aurora 4x

VB6 Aurora => Bureau of Ship Design => Topic started by: Caesar on May 06, 2010, 05:09:05 AM

Title: Wyrm MK II class Fuel Harvester Base
Post by: Caesar on May 06, 2010, 05:09:05 AM
Code: [Select]
Wyrm MK II class Fuel Harvester Base    555550 tons     8180 Crew     17116.6 BP      TCS 11111  TH 0  EM 0
1 km/s     Armour 1-601     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 19 MSP    Max Repair 60 MSP
Fuel Harvester: 100 modules producing 7200000 litres per annum

Fuel Capacity 50,000,000 Litres    Range N/A

This design is classed as a commercial vessel for maintenance purposes

So I've built this lil' buddy, and it's proving quite.. capable to provide my entire economy with fuel on its own.

I managed to get the Wyrm MK II into orbit of a gas giant with ten million tons of Sorium, accessibility 0.9, using a tow ship. (I only later found out that it doesn't matter how many tows you use, it won't get faster.)

Note: I did not cheat to build it or get it in orbit.

What do you think?
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: welchbloke on May 06, 2010, 05:37:18 AM
I would have had enough maintenance capacity to fix any failures. Other than that looks reasonable, the fuel tanks fill up roughtly every 7 years I see; what is your strategy for shipping the fuel out?
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Caesar on May 06, 2010, 07:06:33 AM
I've got a small fleet of tankers that will unload it when it filled. I was too lazy to calculate a continuous shipping order.

Maintenance is no problem, though. It's a civilian design!
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Charlie Beeler on May 06, 2010, 07:12:10 AM
Quote from: "welchbloke"
I would have had enough maintenance capacity to fix any failures. Other than that looks reasonable, the fuel tanks fill up roughtly every 7 years I see; what is your strategy for shipping the fuel out?

It's a commercial ship.  Only requires the minimum engineering space for construction.
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: welchbloke on May 06, 2010, 07:43:25 AM
Quote from: "Charlie Beeler"
Quote from: "welchbloke"
I would have had enough maintenance capacity to fix any failures. Other than that looks reasonable, the fuel tanks fill up roughtly every 7 years I see; what is your strategy for shipping the fuel out?

It's a commercial ship.  Only requires the minimum engineering space for construction.
Good point; too many different games on the go and I got confused  :oops:
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Caesar on May 06, 2010, 08:22:05 AM
I've got a question related to this design..

I'm using a tug to haul a second one over to a gas giant, but it is incredibly slow. It also doesn't work to assign more tugs to the Wyrm. Would it work to instead assign a new tug to the one that is tugging the Wyrm, and then a new one to that one?
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Elouda on May 06, 2010, 08:42:17 AM
No, only one tug per cargo has any effect.

Its not surprising your tug will move like a snail given how big your base is. If your Tug is say 50,000tons, its still going to cut its speed to under 10%.

The solution is a smaller base, or a bigger tug.
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Kurt on May 06, 2010, 10:29:29 AM
Quote from: "Caesar"
Code: [Select]
Wyrm MK II class Fuel Harvester Base    555550 tons     8180 Crew     17116.6 BP      TCS 11111  TH 0  EM 0
1 km/s     Armour 1-601     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 19 MSP    Max Repair 60 MSP
Fuel Harvester: 100 modules producing 7200000 litres per annum

Fuel Capacity 50,000,000 Litres    Range N/A

This design is classed as a commercial vessel for maintenance purposes

So I've built this lil' buddy, and it's proving quite.. capable to provide my entire economy with fuel on its own.

I managed to get the Wyrm MK II into orbit of a gas giant with ten million tons of Sorium, accessibility 0.9, using a tow ship. (I only later found out that it doesn't matter how many tows you use, it won't get faster.)

Note: I did not cheat to build it or get it in orbit.

What do you think?

The only criticism I have of this is that it makes a really, really juicy target for someone that gets into the system.  That is a huge economic investment that could go down in flames really quickly once it comes under fire.

Kurt
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Caesar on May 06, 2010, 12:43:44 PM
Yes, that's true. I only use those kinds of things in completely safe sectors. That, and I'll have to build platforms to guard the system's Jump Points.

Perhaps I should give it another layer of armor.

On the bright side: It's huge amount of sorium harversters make it almost impossible to hit something critical!
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: UnLimiTeD on May 06, 2010, 01:38:24 PM
Let's see, single missile, 50 warhead.... 13 internal damage, I think. I'd say, a single salvo might be enough.
Like, 10 missiles?
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Father Tim on May 06, 2010, 01:55:31 PM
Quote from: "Charlie Beeler"
Quote from: "welchbloke"
I would have had enough maintenance capacity to fix any failures. Other than that looks reasonable, the fuel tanks fill up roughtly every 7 years I see; what is your strategy for shipping the fuel out?

It's a commercial ship.  Only requires the minimum engineering space for construction.

No, that's definitely wrong.  Either it does not require maintenance, in which case it has too many engineering spaces, or it does require maintenance, in which case it has too few.

And I'm not sure what you mean by "the minimum engineering space for construction."  If you're referring to the one automatically added (along with bridge & crew quarters & fuel tank) when you click the 'New' button, it's not mandatory - you can remove it if you're building a maintenance-free commercial ship.  For that matter, you can remove any of the other components added automatically - it's just a convenience feature.
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Father Tim on May 06, 2010, 02:16:33 PM
Quote from: "UnLimiTeD"
Let's see, single missile, 50 warhead.... 13 internal damage, I think. I'd say, a single salvo might be enough.
Like, 10 missiles?

So wasteful!

One full-size gauss cannon,  an hour of continuous firing . . . 720 damage versus 600 armour should do it.  I'd kill it with a single FAC (or maybe a squadron of six and do it in ten to twelve minutes).  Can your defenders spot me and react in time?
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Caesar on May 07, 2010, 10:19:29 AM
Probably not, because they all got blown up in offensive action. Anyways, I don't really fear their destruction, and if they do get destroyed..
My empire is an industrial Juggernaut (compared to anything I've ever had before). Those are pretty cheap to produce.
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Andrew on May 07, 2010, 11:19:46 AM
I would build multiple smaller ones just because it is quicker to build them . Nothing wrong with no defenses as any civilian ships are doomed if warships can reach weapons range of them and heavy armour would just be a waste of resources
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Caesar on May 07, 2010, 11:29:28 AM
I figured that'd be easier to do as well, but I love to make 'em big 'nd heavy.

I also wanted to test my tugs. Last thing is that I want it to be able to function as a stationary refuel point for any fleet that'd pass its system.
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Charlie Beeler on May 07, 2010, 01:31:06 PM
Quote from: "Father Tim"
Quote from: "Charlie Beeler"
Quote from: "welchbloke"
I would have had enough maintenance capacity to fix any failures. Other than that looks reasonable, the fuel tanks fill up roughtly every 7 years I see; what is your strategy for shipping the fuel out?

It's a commercial ship.  Only requires the minimum engineering space for construction.

No, that's definitely wrong.  Either it does not require maintenance, in which case it has too many engineering spaces, or it does require maintenance, in which case it has too few.

And I'm not sure what you mean by "the minimum engineering space for construction."  If you're referring to the one automatically added (along with bridge & crew quarters & fuel tank) when you click the 'New' button, it's not mandatory - you can remove it if you're building a maintenance-free commercial ship.  For that matter, you can remove any of the other components added automatically - it's just a convenience feature.

Minimum being the 1 engineer space that the F5 class design screen still requires (v5.14).  I agree that the this is redundant since ships that are classed as commercial require no maintenance.  Without at least 1 full size engineering section the F5 screen will not allow you to "lock" and display an error message related to the missing section being required.
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Father Tim on May 07, 2010, 09:58:35 PM
Well that's . . . annoying.  When did that change?
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: Charlie Beeler on May 07, 2010, 10:01:41 PM
Quote from: "Father Tim"
Well that's . . . annoying.  When did that change?

As far as I know it's been that way all along.  Personally, I think it was an oversight on Steve's part when he changed the maintenance requirements for commercial ships.  I tend to use it as a means of assigning some extra supply ships.
Title: Re: Wyrm MK II class Fuel Harvester Base
Post by: sloanjh on May 08, 2010, 03:26:43 AM
Quote from: "Charlie Beeler"
Quote from: "Father Tim"
Well that's . . . annoying.  When did that change?

As far as I know it's been that way all along.  Personally, I think it was an oversight on Steve's part when he changed the maintenance requirements for commercial ships.  I tend to use it as a means of assigning some extra supply ships.

My recollection is that it was intentional (and yes, it's been that way all along) - even commercial ships will break, and the 1 engineering space represents needing to account for this (e.g. spares) in an abstract way.  It might be better to make the requirement mass-based, but that would start inching us back into complexity on this topic.  Another way to look at it is that it makes large commercial ships more efficient than small ones, which is a reasonable direction in which to push things....

John