Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: UnLimiTeD on June 24, 2010, 08:35:53 AM
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So, I'm planning on doing a new RP campaign, with the newest version, and probably even write an AAR about it.
Now, I'm having my first fleet ready, around 500k tech points automatically allocated granted me not much in the way of economy, but surprisingly high missile tech and good mesons. Rather weird when starting in a Nebula.
Before I create my Fleet, I would like some feedback about the basic Warship designs.
Just in case I forgot the Firecontrol.
Blackjack class Fleet Scout 2950 tons 249 Crew 591 BP TCS 59 TH 240 EM 0
4067 km/s Armour 5-18 Shields 0-0 Sensors 60/1/0/0 Damage Control Rating 4 PPV 0
Annual Failure Rate: 17% IFR: 0.2% Maint Capacity 501 MSP Max Repair 140 MSP Est Time: 5.93 Years
Ion Engine E8 (4) Power 60 Fuel Use 80% Signature 60 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 114.4 billion km (325 days at full power)
AMASS (1) GPS 84 Range 504k km Resolution 1
ASSR1 G1 (1) GPS 14000 Range 84.0m km Resolution 100
Thermal Sensor T60 G1 (1) Sensitivity 60 Detect Sig Strength 1000: 60m km
My Fleet scout. Thanks to stock EM it hasn't much in the way of range. One of my lightest designs.
Prism A1 class Beam Cruiser 4500 tons 488 Crew 655.6 BP TCS 90 TH 360 EM 0
4000 km/s Armour 6-24 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 24
Annual Failure Rate: 54% IFR: 0.7% Maint Capacity 273 MSP Max Repair 96 MSP Est Time: 2.76 Years
Ion Engine E8 (6) Power 60 Fuel Use 80% Signature 60 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 50.0 billion km (144 days at full power)
R12/F10 Meson Cannon (3) Range 120,000km TS: 4000 km/s Power 6-3 RM 12 ROF 10 1 1 1 1 1 1 1 1 1 1
R20/F15 Meson Cannon (2) Range 200,000km TS: 4000 km/s Power 10-4 RM 20 ROF 15 1 1 1 1 1 1 1 1 1 1
AS BFC 128-5 (1) Max Range: 256,000 km TS: 5000 km/s 96 92 88 84 80 77 73 69 65 61
Gas-Cooled Standard Reactor (2) Total Power Output 18 Armour 0 Exp 5%
Backup Sensor (1) GPS 224 Range 1.3m km Resolution 16
The offensive Mainstay of the Home Fleet. The short range is offset by good armor and reasonable speed.
Designed as a Fleet Defense outside of Nebulae.
Ray class Escort Cruiser 3750 tons 333 Crew 614.8 BP TCS 75 TH 360 EM 0
4800 km/s Armour 6-21 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 12
Annual Failure Rate: 37% IFR: 0.5% Maint Capacity 307 MSP Max Repair 84 MSP Est Time: 3.94 Years
Ion Engine E8 (6) Power 60 Fuel Use 80% Signature 60 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 60.0 billion km (144 days at full power)
PD Meson Turret 13.4 (3x1) Range 60,000km TS: 13400 km/s Power 3-3 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
PD BFC 32-12 (1) Max Range: 64,000 km TS: 12000 km/s 84 69 53 37 22 6 0 0 0 0
Gas-Cooled Standard Reactor (1) Total Power Output 9 Armour 0 Exp 5%
AMASS (1) GPS 84 Range 504k km Resolution 1
Backup Sensor (1) GPS 224 Range 1.3m km Resolution 16
A light Anti Missile Escort, armed with three Meson Turrets. Meant as a last ditch defense, they can also engage enemy Gunboats and Beam armed Warships.
Jackhammer A class Strike Cruiser 4500 tons 343 Crew 666.14 BP TCS 90 TH 360 EM 0
4000 km/s Armour 6-24 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 17.26
Annual Failure Rate: 54% IFR: 0.7% Maint Capacity 278 MSP Max Repair 30 MSP Est Time: 5.36 Years
Magazine 257
Ion Engine E8 (6) Power 60 Fuel Use 80% Signature 60 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 50.0 billion km (144 days at full power)
sAS2 Launcher B1 (11) Missile Size 2 Rate of Fire 300
AS2 Launcher G1 (5) Missile Size 2 Rate of Fire 15
ASMFC R08 /40 (1) Range 40.3m km Resolution 80
Rocket 1 ASM (128) Speed: 20,400 km/s End: 32.9m Range: 40.2m km WH: 4 Size: 2 TH: 136 / 81 / 40
Backup Sensor (1) GPS 224 Range 1.3m km Resolution 16
For leaving the Nebula. Downsized Missile Launchers allow it to deliver quite a punch in the initial attack and mob up afterwards. However, it's reliant on Ammo Ships.
Needler class Area Defence Cruiser 4000 tons 328 Crew 666.88 BP TCS 80 TH 360 EM 60
4500 km/s Armour 6-22 Shields 2-300 Sensors 1/1/0/0 Damage Control Rating 3 PPV 8
Annual Failure Rate: 42% IFR: 0.6% Maint Capacity 313 MSP Max Repair 84 MSP Est Time: 3.68 Years
Magazine 158
Ion Engine E8 (6) Power 60 Fuel Use 80% Signature 60 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 84.4 billion km (217 days at full power)
Beta R300/12 Shields (1) Total Fuel Cost 12 Litres per day
AMM Launcher G1 (8) Missile Size 1 Rate of Fire 10
AMFC R001 (2) Range 504k km Resolution 1
Needle AMM (158) Speed: 31,500 km/s End: 0.5m Range: 0.9m km WH: 1 Size: 1 TH: 315 / 189 / 94
AMASS (1) GPS 84 Range 504k km Resolution 1
My main Anti-Missile Escort Ship. It will only reach full efficiency once better sensors become available.
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A background question - what level of nebula are you in and what fleet speed does it limit you to with the armour you have on your ships?
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It's level 8, which would limit me to 1875.
Given that I'm not likely to encounter an enemy in the home system, I chose to not armor them for maximum speed.
However, I have a Gunboat Design that is totally worthless^^
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It's level 8, which would limit me to 1875.
Given that I'm not likely to encounter an enemy in the home system, I chose to not armor them for maximum speed.
However, I have a Gunboat Design that is totally worthless^^
You may have to revise that if the nebula spreads across several systems (which has happened to me in the past). What's the mix of ships? I would assume mostly beam initally?
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Yep, mostly Meson cannons, thats the only developed beam weapon I had at start.
As said, weird tech distribution.^^
I have planned to BUILD 4 Strike cruisers once I need them.
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Yep, mostly Meson cannons, thats the only developed beam weapon I had at start.
As said, weird tech distribution.^^
I have planned to BUILD 4 Strike cruisers once I need them.
I can't see any glaring issues. Personally I would have had 2 beam FC on the Prism class. It will interesting to see how they do in combat.
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In case you didn't know all Jump Points in a nebula have a 50% chance of leading to another nebula of the same level. Just though I would say something given your designs.
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It's nice you feel so obliged to answer me :D
Guess I'll just have to RP it somewhat.
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It's nice you feel so obliged to answer me :D
Guess I'll just have to RP it somewhat.
Any sign of a Stable Wormhole in your home system? [spoiler:3jj6t418]I wonder how plasma torps interact with nebula[/spoiler:3jj6t418]
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No, so far none no time passed just yet, didn't have any to start playing.
Thats actually a question I'd like to ask aswell.
How do they interact with atmosphere?
And are Planets in a Nebula actually attackable by anything but Mesons?
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[spoiler:t0rsfmgv]In 5.10 Plasma Torpedoes could not be fired in a nebula. I reported it as the invaders tried to fire missiles in a nebula and steve said he fixed it. But I don't know how he fixed it. Do invaders not try to fire them in a nebula? Do invaders not show up in a nebula? Or can they be fired in a nebula? My guess is invaders can't show up in a nebula, although letting them be fired in a nebula would be quite the surprise.[/spoiler:t0rsfmgv]
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[spoiler:3ovfm9lk]In 5.10 Plasma Torpedoes could not be fired in a nebula. I reported it as the invaders tried to fire missiles in a nebula and steve said he fixed it. But I don't know how he fixed it. Do invaders not try to fire them in a nebula? Do invaders not show up in a nebula? Or can they be fired in a nebula? My guess is invaders can't show up in a nebula, although letting them be fired in a nebula would be quite the surprise.[/spoiler:3ovfm9lk]
[spoiler:3ovfm9lk]Don't rule it out Steve likes surprises [/spoiler:3ovfm9lk]