Aurora 4x
New Players => The Academy => Topic started by: DizzyFoxkit on December 01, 2011, 10:43:02 PM
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There is a button on the class design screen that says add new hull. Does this create a type of ship under the class name? As in you can have a Tribal Class geosurveyship and a Tribal Class gravsurvey ship within the same design? If it doesn't do this, is there a way to create more than one ship under 1 class with a different loadout? For example to create one basic class for armor, engines, shields, or basic defenses. Then just create 'subclasses' that fit that basic loadout with weapons and more advanced equipment to allow quick diversifying of roles from a single class?
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Click "Copy Class." Rename the hull with a designator. Ex:
Prinz Eugen class Heavy Cruiser 16,000 tons 1693 Crew 2706.2 BP TCS 320 TH 1600 EM 0
5000 km/s Armour 5-56 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 17 PPV 80
Maint Life 8.75 Years MSP 2850 AFR 117% IFR 1.6% 1YR 67 5YR 1000 Max Repair 180 MSP
Magazine 930
Meyer Werft MMPDE10 (20) Power 80 Fuel Use 100% Signature 80 Armour 0 Exp 5%
Fuel Capacity 565,000 Litres Range 63.6 billion km (147 days at full power)
Standard Missile Launcher Mk. 2 (20) Missile Size 4 Rate of Fire 40
MFC172-R100 (4) Range 172.8m km Resolution 100
Kingfisher ASM Mk. 2 (232) Speed: 18,000 km/s End: 60.2m Range: 65m km WH: 6 Size: 4 TH: 108 / 64 / 32
A3S MR144-R100 (1) GPS 18000 Range 144.0m km Resolution 100
Prinz Eugen-C class Carrier 16,000 tons 951 Crew 2341.2 BP TCS 320 TH 1600 EM 0
5000 km/s Armour 5-56 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 17 PPV 0
Maint Life 11.29 Years MSP 2600 AFR 117% IFR 1.6% 1YR 37 5YR 562 Max Repair 180 MSP
Hangar Deck Capacity 4000 tons Magazine 680
Meyer Werft MMPDE10 (20) Power 80 Fuel Use 100% Signature 80 Armour 0 Exp 5%
Fuel Capacity 515,000 Litres Range 57.9 billion km (134 days at full power)
CIWS-120 (2x6) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
Kingfisher ASM Mk. 2 (232) Speed: 18,000 km/s End: 60.2m Range: 65m km WH: 6 Size: 4 TH: 108 / 64 / 32
A3S MR144-R100 (1) GPS 18000 Range 144.0m km Resolution 100
Prinz Eugen-A class Area Defence Cruiser 16,000 tons 1305 Crew 3493.2 BP TCS 320 TH 1600 EM 0
5000 km/s Armour 5-56 Shields 0-0 Sensors 40/1/0/0 Damage Control Rating 16 PPV 20
Maint Life 3.14 Years MSP 2251 AFR 124% IFR 1.7% 1YR 342 5YR 5137 Max Repair 720 MSP
Magazine 1380
Meyer Werft MMPDE10 (20) Power 80 Fuel Use 100% Signature 80 Armour 0 Exp 5%
Fuel Capacity 515,000 Litres Range 57.9 billion km (134 days at full power)
Anti-Missile Launcher Mk. 2 (20) Missile Size 1 Rate of Fire 10
AMFC33-R1 (4) Range 33.6m km Resolution 1
Needle AMM Mk. 2 (1380) Speed: 46,400 km/s End: 1.4m Range: 4m km WH: 1 Size: 1 TH: 340 / 204 / 102
AM2S MR57-R1 (1) GPS 720 Range 57.6m km Resolution 1
A3S MR144-R100 (1) GPS 18000 Range 144.0m km Resolution 100
Thermal Sensor TH5-40 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
That approach will save you a great deal on refits, especially if you keep the exact same sensor suite.
Edit: So in answer to your previous question, no, there is no way to create "subclasses" as you envision them.
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Thanks for your answer, so the only way to get close (I'm trying to get it done for my OCD when it comes to organization in strategy. ) is to make a copy of the class and make what changes you want?
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Right, and when you want to change from an attack role to an anti-missile role, you would refit your Prinz Eugen to a Prinz Eugen-A. Theoretically, you can build all of these classes from the same shipyard. But I did not check, and I am not familiar with exactly what governs that.
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Thanks for your input, the game seems really interesting so far and I actually like how you can come up with your own designs instead of following a pre-made template. Though missile/beam weaponry still escapes me. I'm sure I'll get it eventually.
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"New Hull" just lets you add a new designation for a shiptype. This has no ingame effect other than the labeling. You could create an asteroid miner called the "Infinite Tyranny class Genocide Platform" if you want.
If the refit cost for a ship is under 20% of the total shipcost you can build/refit it out of the same yard. In practice, only pretty similar ships will be able to refitted. There is also an extra overhead if there is a tonnage change. Note that refits don't always go under 20% both ways - you may be able to build Ship A and Ship B out of a yard tooled for Ship A, but only Ship B out of a yard tooled for Ship B.
Ideally ships that you want to be interchangeable have similar roles and have identical non-mission components - the same amount of armor, engines, fuel, crew, and engineering spaces. The easiest ships to make interchangeable are AMM and ASM missile ships as a lot of their cost is in magazines rather than the launchers themselves. Regardless, keeping ships on similar chassis helps keep down retooling times and costs, as that is also dependent on refit cost. So even if you can't build out of the same yard there are some advantages.
There are some other tricks to building interchangeable ships. Mainly you want to keep the 'mission payload' to as small a portion of the ship as practical. Fast well defended ships are good candidates - it puts a lot of tonnage/cost into engines/armor/shields. If at all possible, you want to standardize your electronics as well. But that is tough.
You can view the refit costs in the components/DAC tab of the ship designer.
Personally, I fiddled with retoolable designs for a while but found I liked multirole ships better. :)
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Whether you can build two or more classes from the same yard is based on refit cost. If you can refit from the tooled class to the other class for less than 20% of the cost of the tooled class, you can also build the other class.
On the DAC / Rank / Info tab of the Class window there is a section called Eligible Additional Classes. This provides a list of any other classes you will able to build if the selected class is the tooled class for a shipyard.
Steve