Aurora 4x

VB6 Aurora => Bureau of Ship Design => Topic started by: Jiman on January 19, 2012, 11:46:28 PM

Title: First Invasion Fleet.
Post by: Jiman on January 19, 2012, 11:46:28 PM
This is my first attempt at creating a fleet.   
The goal of this fleet will be to attack and invade a system.    There is a built jump gate to their system (plus its not defended) so I am not bothering with jump engines.

I also plan to include a PDC as well as some drop ships, which I may add later to the thread.   
PDC so I can create a defensive area on a near by asteroid.    Drop ships to take over planets.   

Any advice is welcomed.   


This is my tanker to provide fuel to my fleet.   
Code: [Select]
A1 Gallowglas class Tanker    7,250 tons     288 Crew     899.6 BP      TCS 145  TH 750  EM 0
5172 km/s     Armour 1-33     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 78    Max Repair 62 MSP

Internal Confinement Fusion Drive E0.4 (3)    Power 250    Fuel Use 4%    Signature 250    Armour 0    Exp 1%
Fuel Capacity 3,200,000 Litres    Range 19860.5 billion km   (44444 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

This is my Collier for magz. 
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A1 Portugal class Cruiser    8,850 tons     496 Crew     1326.16 BP      TCS 177  TH 900  EM 0
5084 km/s     Armour 3-38     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 9     PPV 0
Maint Life 7.55 Years     MSP 843    AFR 69%    IFR 1%    1YR 26    5YR 390    Max Repair 50 MSP
Magazine 1533    

Internal Confinement Fusion Drive E4 (9)    Power 100    Fuel Use 40%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 127.1 billion km   (289 days at full power)

CIWS-200 (2x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Military Vessel for maintenance purposes

Maintenance supply vessel.   
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A1 Uziel class Maintenance Vessel    5,950 tons     300 Crew     867.6 BP      TCS 119  TH 300  EM 0
5042 km/s     Armour 3-29     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
Maint Life 54.89 Years     MSP 14547    AFR 47%    IFR 0.7%    1YR 9    5YR 142    Max Repair 75 MSP

Internal Confinement Fusion Drive E4 (6)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 113.4 billion km   (260 days at full power)

This design is classed as a Military Vessel for maintenance purposes

My lead close combat ship, heavier armor with sensors.   
Code: [Select]
A1 Gunfighter Lead class Assault Ship    5,800 tons     550 Crew     1671.4 BP      TCS 116  TH 300  EM 360
5172 km/s     Armour 8-28     Shields 12-300     Sensors 11/11/0/0     Damage Control Rating 6     PPV 29.08
Maint Life 6.04 Years     MSP 1081    AFR 44%    IFR 0.6%    1YR 51    5YR 763    Max Repair 285 MSP

Internal Confinement Fusion Drive E4 (6)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 116.4 billion km   (260 days at full power)
Delta R300/12.5 Shields TX 1 (5)   Total Fuel Cost  63 Litres per day

Twin 25cm C6 Far Ultraviolet Laser Turret (1x2)    Range 320,000km     TS: 7500 km/s     Power 32-12     RM 5    ROF 15        16 16 16 16 16 13 11 10 8 8
25cm C6 Far Ultraviolet Laser (1)    Range 320,000km     TS: 5172 km/s     Power 16-6     RM 5    ROF 15        16 16 16 16 16 13 11 10 8 8
CIWS-200 (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S06 160-7500 H70 (1)    Max Range: 320,000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 (5)     Total Power Output 20    Armour 0    Exp 5%

Active Search Sensor MR13-R20 (1)     GPS 560     Range 13.8m km    Resolution 20
Active Search Sensor MR30-R100 (1)     GPS 2800     Range 30.8m km    Resolution 100
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 Military Vessel for maintenance purposes

My lead bomber, long range attacker with heavier armor and supporting sensors.   
Code: [Select]
A1 Rhun Lead class Fighter-bomber    5,900 tons     498 Crew     1418.72 BP      TCS 118  TH 300  EM 240
5084 km/s     Armour 6-29     Shields 8-300     Sensors 11/11/0/0     Damage Control Rating 4     PPV 16
Maint Life 3.02 Years     MSP 601    AFR 69%    IFR 1%    1YR 99    5YR 1478    Max Repair 280 MSP
Magazine 527    

Internal Confinement Fusion Drive E4 (6)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 114.4 billion km   (260 days at full power)
Delta R300/12.5 Shields TX 1 (3)   Total Fuel Cost  38 Litres per day

Size 8 Missile Launcher (2)    Missile Size 8    Rate of Fire 50
Missile Fire Control FC74-R65 (1)     Range 74.5m km    Resolution 65

Active Search Sensor MR308-R100 (1)     GPS 28000     Range 308.0m km    Resolution 100
Active Search Sensor MR13-R20 (1)     GPS 560     Range 13.8m km    Resolution 20
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 Military Vessel for maintenance purposes


My lead AMM ship, with supporting sensors, extra mag supply, plus heavier armor.   
Code: [Select]
A1 Yrugwyn Lead class Missile Destroyer    9,950 tons     661 Crew     2118.04 BP      TCS 199  TH 500  EM 600
5025 km/s     Armour 10-41     Shields 20-300     Sensors 11/11/0/0     Damage Control Rating 13     PPV 8
Maint Life 10.68 Years     MSP 1730    AFR 60%    IFR 0.8%    1YR 28    5YR 415    Max Repair 140 MSP
Magazine 1030    

Internal Confinement Fusion Drive E4 (10)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 113.1 billion km   (260 days at full power)
Delta R300/12.5 Shields TX 1 (8)   Total Fuel Cost  100 Litres per day

CIWS-200 (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Size 1 Missile Launcher TX 1 (8)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC4-R1 (2)     Range 4.6m km    Resolution 1

Active Search Sensor MR13-R20 (1)     GPS 560     Range 13.8m km    Resolution 20
Active Search Sensor MR15-R1 (1)     GPS 140     Range 15.4m km    Resolution 1
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 Military Vessel for maintenance purposes

Command Ship Death Murder Kill ship.    I am Utilizing my large ship yard at hand to produce this ship.    Partly the reason for its size.   

Code: [Select]
A1 Gono class Command Ship    27,800 tons     2370 Crew     6512.42 BP      TCS 556  TH 2800  EM 1140
5035 km/s     Armour 18-81     Shields 38-300     Sensors 11/11/0/0     Damage Control Rating 30     PPV 112.24
Maint Life 7.17 Years     MSP 6393    AFR 206%    IFR 2.9%    1YR 218    5YR 3264    Max Repair 300 MSP
Flag Bridge    Magazine 667    

Internal Confinement Fusion Drive E4 (28)    Power 100    Fuel Use 40%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 700,000 Litres    Range 113.3 billion km   (260 days at full power)
Delta R300/12.5 Shields TX 1 (15)   Total Fuel Cost  188 Litres per day

Twin 15cm C6 Far Ultraviolet Laser Turret (2x2)    Range 300,000km     TS: 20000 km/s     Power 12-12     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
Twin 25cm C6 Far Ultraviolet Laser Turret (2x2)    Range 320,000km     TS: 7500 km/s     Power 32-12     RM 5    ROF 15        16 16 16 16 16 13 11 10 8 8
CIWS-200 (3x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S08 80-20000 H70 (1)    Max Range: 160,000 km   TS: 20000 km/s     94 88 81 75 69 62 56 50 44 38
Fire Control S06 160-7500 H70 (1)    Max Range: 320,000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 (12)     Total Power Output 48    Armour 0    Exp 5%

Size 8 Missile Launcher (6)    Missile Size 8    Rate of Fire 50
Missile Fire Control FC74-R65 (2)     Range 74.5m km    Resolution 65

Active Search Sensor MR308-R100 (1)     GPS 28000     Range 308.0m km    Resolution 100
Active Search Sensor MR7-R1 (1)     GPS 70     Range 7.7m km    Resolution 1
Active Search Sensor MR13-R20 (1)     GPS 560     Range 13.8m km    Resolution 20
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 Military Vessel for maintenance purposes

Close Range lazer ship.   
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A1 Gunfighter class Assault Ship    5,600 tons     599 Crew     1825.4 BP      TCS 112  TH 300  EM 150
5357 km/s     Armour 5-28     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 42.16
Maint Life 3.47 Years     MSP 815    AFR 62%    IFR 0.9%    1YR 104    5YR 1555    Max Repair 285 MSP

Internal Confinement Fusion Drive E4 (6)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 160,000 Litres    Range 128.6 billion km   (277 days at full power)
Delta R300/12.5 Shields TX 1 (2)   Total Fuel Cost  25 Litres per day

Twin 25cm C6 Far Ultraviolet Laser Turret (2x2)    Range 320,000km     TS: 7500 km/s     Power 32-12     RM 5    ROF 15        16 16 16 16 16 13 11 10 8 8
Fire Control S06 160-7500 H70 (2)    Max Range: 320,000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 (6)     Total Power Output 24    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

AMM ship.   
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A1 Yrugwyn class Missile Destroyer    5,850 tons     520 Crew     1548.42 BP      TCS 117  TH 300  EM 150
5128 km/s     Armour 6-28     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 23.04
Maint Life 4.5 Years     MSP 827    AFR 54%    IFR 0.8%    1YR 66    5YR 994    Max Repair 300 MSP
Magazine 408    

Internal Confinement Fusion Drive E4 (6)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 115.4 billion km   (260 days at full power)
Delta R300/12.5 Shields TX 1 (2)   Total Fuel Cost  25 Litres per day

Twin 15cm C6 Far Ultraviolet Laser Turret (1x2)    Range 160,000km     TS: 20000 km/s     Power 12-12     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
Fire Control S08 80-20000 H70 (1)    Max Range: 160,000 km   TS: 20000 km/s     94 88 81 75 69 62 56 50 44 38
Tokamak Fusion Reactor Technology PB-1 (3)     Total Power Output 12    Armour 0    Exp 5%

Size 1 Missile Launcher TX 1 (12)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC4-R1 (3)     Range 4.6m km    Resolution 1

Active Search Sensor MR3-R1 (1)     GPS 28     Range 3.1m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Missile Boat ship for long range.   
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A1 Rhun class Fighter-bomber    4,900 tons     550 Crew     1023.2 BP      TCS 98  TH 250  EM 0
5102 km/s     Armour 4-25     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 32
Maint Life 5.6 Years     MSP 522    AFR 48%    IFR 0.7%    1YR 28    5YR 421    Max Repair 75 MSP
Magazine 364    

Internal Confinement Fusion Drive E4 (5)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 137.8 billion km   (312 days at full power)

Size 8 Missile Launcher (4)    Missile Size 8    Rate of Fire 50
Missile Fire Control FC74-R65 (2)     Range 74.5m km    Resolution 65

This design is classed as a Military Vessel for maintenance purposes

This is my Sensor tank ship.    Massive defenses which will be also supported by my AMM ships.   
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A1 Kidiri class Sensor Tank    18,900 tons     1248 Crew     4223.6 BP      TCS 378  TH 1900  EM 1050
5026 km/s     Armour 18-63     Shields 35-300     Sensors 110/110/0/0     Damage Control Rating 33     PPV 0
Maint Life 12.85 Years     MSP 6609    AFR 86%    IFR 1.2%    1YR 74    5YR 1113    Max Repair 560 MSP

Internal Confinement Fusion Drive E4 (19)    Power 100    Fuel Use 40%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 130.9 billion km   (301 days at full power)
Delta R300/12.5 Shields TX 1 (14)   Total Fuel Cost  175 Litres per day

CIWS-200 (8x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR616-R100 (1)     GPS 56000     Range 616.0m km    Resolution 100
Active Search Sensor MR14-R1 (1)     GPS 133     Range 14.6m km    Resolution 1
Active Search Sensor MR110-R20 (1)     GPS 4480     Range 110.2m km    Resolution 20
Thermal Sensor TH10-110 (1)     Sensitivity 110     Detect Sig Strength 1000:  110m km
EM Detection Sensor EM10-110 (1)     Sensitivity 110     Detect Sig Strength 1000:  110m km

This design is classed as a Military Vessel for maintenance purposes
Title: Re: First Invasion Fleet.
Post by: Charlie Beeler on January 20, 2012, 07:47:53 AM
If a jumppoint is defended your in for a possible world of hurt.  Using a jumpgate only lets you use standard transit with will leave you with 2 issues that can bite hard.  First is that the transit leaves on top of the destination jumppoint.  Second is that your sensor jumpblindness while be measured in minutes not seconds, maximum of 30 minutes.

With the use of jump engines you can use squadron transit.  This will leave each transitting task group on a random bearing from the destination at least 50k km (dependent on tech used when designing the jump engine) out instead of directly on top of the jump point.  You will also have maximum of 30 seconds of jump blindness.
Title: Re: First Invasion Fleet.
Post by: Jiman on January 20, 2012, 10:30:42 AM
As I said, the jump point is not defended.  :O

If that is the only issue, I am pretty freaking happy.
Title: Re: First Invasion Fleet.
Post by: TheDeadlyShoe on January 20, 2012, 11:00:53 AM
The AI might get it in its head to picket that jumppoint.  Even a single laser cruiser could put a world of hurt on a fleet using jumpgate.  I just had 15,000 tons of pickets wipe out 80,000 tons of attackers without taking a shot because the AI used a jumpgate.  Don't rule it out entirely.

You have enough engineering sections in your fleet that the MSP ship is almost certainly unnecessary.

The size 1 passive sensors on some of your ships are largely pointless; not necessarily a big deal, but you could always use that space for fuel or engineering space or magazines.

Your anti-missile fire control needs to be double its current range. If you expect to go up against equivalent tech, probably triple its current range.

For ease of organization, combat redundancy and especially production, I would standardize your close range and AMM ships. If, for example, you have a single AMM leader and 2 AMM destroyers in a flotilla and the AMM leader gets knocked out, you will no longer be able to effectively target incoming missile fire owing to the lack of a proper anti-missile sensor.  Additionally,  retooling between ship classes constantly (especially for refits) is an expensive PITA.


Title: Re: First Invasion Fleet.
Post by: Jiman on January 20, 2012, 11:45:10 AM
All good points.

I plan to lesson the amount of types of ships I have.

I also want to change the engine on my collier to a thermal reduction engine.

I am thinking of taking the lazer off off my close ranged ships, smacking it on my missile ships to simplify the fleet.
Title: Re: First Invasion Fleet.
Post by: Charlie Beeler on January 20, 2012, 12:46:34 PM
As I said, the jump point is not defended.  :O

If that is the only issue, I am pretty freaking happy.

Only issue?  No, just the most likely one to missionkill your fleet of the AI pickets the jumppoint. 

Without seeing the intended missile designs it is difficult to for a useful critique of the missile ships.

Fleetwide your way too high a redundant detection overlap of the active sensors in a single class design.  Search for (narrowband sensor by Steve Walmsley about 18 months ago) will give you the nuts and bolts of how active sensor resolution functions in current Aurora.  Short summary is that a resolution 1 active sensor will provide in a single suite all the detection range you will need. 

It's no secret that I'm not a fan of CIWS (in it's current Aurora incarnation) being installed on warships.  I'm more inclined to spend a little more mass on Gauss cannon turrets and supporting fire controls to build mutually supporting point defense suites fleetwide.

It looks like you intend to rely on beam armed ships.  Keep in mind that the AI heavily favors missiles and those missiles will most likely be travelling in excess of 30k kps.  This means that your designed CIWS and beam turrets/fire controls are going to suffer an additional degradation of 66%.  This means that your 50% CIWS will more likely be 16.5% tohit.  Your other beam fire controls are also going to have significant accuracy issues.

Those are just highlights based on my experience and knowledge of the games mechanics.
Title: Re: First Invasion Fleet.
Post by: Thiosk on January 20, 2012, 01:02:22 PM
When I launched surprise assaults on enemy planets, and found that the invasion ground to a halt, only then did the jump point get picketed.  When they know you're coming, and they know where you're coming from, they'll hang out with beamships a'waiting.
Title: Re: First Invasion Fleet.
Post by: Jiman on January 20, 2012, 01:06:04 PM
How would they know? -_-

Thanks Charlie Beeler. . .  Looks like I have to change more items on this fleet.


These are suggestions I would never consider, thanks all.  Ill put my updated version of my ships when I am done adjusting them.
Title: Re: First Invasion Fleet.
Post by: Erik L on January 20, 2012, 01:32:06 PM

My lead close combat ship, heavier armor with sensors.   
Code: [Select]
A1 Gunfighter Lead class Assault Ship    5,800 tons     550 Crew     1671.4 BP      TCS 116  TH 300  EM 360
5172 km/s     Armour 8-28     Shields 12-300     Sensors 11/11/0/0     Damage Control Rating 6     PPV 29.08
Maint Life 6.04 Years     MSP 1081    AFR 44%    IFR 0.6%    1YR 51    5YR 763    Max Repair 285 MSP

Internal Confinement Fusion Drive E4 (6)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 116.4 billion km   (260 days at full power)
Delta R300/12.5 Shields TX 1 (5)   Total Fuel Cost  63 Litres per day

Twin 25cm C6 Far Ultraviolet Laser Turret (1x2)    Range 320,000km     TS: 7500 km/s     Power 32-12     RM 5    ROF 15        16 16 16 16 16 13 11 10 8 8
25cm C6 Far Ultraviolet Laser (1)    Range 320,000km     TS: 5172 km/s     Power 16-6     RM 5    ROF 15        16 16 16 16 16 13 11 10 8 8
CIWS-200 (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S06 160-7500 H70 (1)    Max Range: 320,000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 (5)     Total Power Output 20    Armour 0    Exp 5%

Active Search Sensor MR13-R20 (1)     GPS 560     Range 13.8m km    Resolution 20
Active Search Sensor MR30-R100 (1)     GPS 2800     Range 30.8m km    Resolution 100
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 Military Vessel for maintenance purposes
I'd go with faster tracking speeds on the turrets. Especially if they need to work double duty as PD while the beam ships are attempting to close in.
Quote
My lead bomber, long range attacker with heavier armor and supporting sensors.   
Code: [Select]
A1 Rhun Lead class Fighter-bomber    5,900 tons     498 Crew     1418.72 BP      TCS 118  TH 300  EM 240
5084 km/s     Armour 6-29     Shields 8-300     Sensors 11/11/0/0     Damage Control Rating 4     PPV 16
Maint Life 3.02 Years     MSP 601    AFR 69%    IFR 1%    1YR 99    5YR 1478    Max Repair 280 MSP
Magazine 527    

Internal Confinement Fusion Drive E4 (6)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 114.4 billion km   (260 days at full power)
Delta R300/12.5 Shields TX 1 (3)   Total Fuel Cost  38 Litres per day

Size 8 Missile Launcher (2)    Missile Size 8    Rate of Fire 50
Missile Fire Control FC74-R65 (1)     Range 74.5m km    Resolution 65

Active Search Sensor MR308-R100 (1)     GPS 28000     Range 308.0m km    Resolution 100
Active Search Sensor MR13-R20 (1)     GPS 560     Range 13.8m km    Resolution 20
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 Military Vessel for maintenance purposes
This ship should never get built. Two missile tubes with a 50 second refire? You'd need to field a few dozen to make them effective. Cut your missile size in half and you can mount twice the tubes at a 25 second RoF, for 4x the salvo weight (in the same amount of time). That might make this one borderline acceptable.
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My lead AMM ship, with supporting sensors, extra mag supply, plus heavier armor.   
Code: [Select]
A1 Yrugwyn Lead class Missile Destroyer    9,950 tons     661 Crew     2118.04 BP      TCS 199  TH 500  EM 600
5025 km/s     Armour 10-41     Shields 20-300     Sensors 11/11/0/0     Damage Control Rating 13     PPV 8
Maint Life 10.68 Years     MSP 1730    AFR 60%    IFR 0.8%    1YR 28    5YR 415    Max Repair 140 MSP
Magazine 1030    

Internal Confinement Fusion Drive E4 (10)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 113.1 billion km   (260 days at full power)
Delta R300/12.5 Shields TX 1 (8)   Total Fuel Cost  100 Litres per day

CIWS-200 (1x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Size 1 Missile Launcher TX 1 (8)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC4-R1 (2)     Range 4.6m km    Resolution 1

Active Search Sensor MR13-R20 (1)     GPS 560     Range 13.8m km    Resolution 20
Active Search Sensor MR15-R1 (1)     GPS 140     Range 15.4m km    Resolution 1
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 Military Vessel for maintenance purposes
More missile reload tech needed. At least to get this to RoF 5. Otherwise not bad, though I'd drop the Thermal/EM sensors.
Quote

Command Ship Death Murder Kill ship.    I am Utilizing my large ship yard at hand to produce this ship.    Partly the reason for its size.   

Code: [Select]
A1 Gono class Command Ship    27,800 tons     2370 Crew     6512.42 BP      TCS 556  TH 2800  EM 1140
5035 km/s     Armour 18-81     Shields 38-300     Sensors 11/11/0/0     Damage Control Rating 30     PPV 112.24
Maint Life 7.17 Years     MSP 6393    AFR 206%    IFR 2.9%    1YR 218    5YR 3264    Max Repair 300 MSP
Flag Bridge    Magazine 667    

Internal Confinement Fusion Drive E4 (28)    Power 100    Fuel Use 40%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 700,000 Litres    Range 113.3 billion km   (260 days at full power)
Delta R300/12.5 Shields TX 1 (15)   Total Fuel Cost  188 Litres per day

Twin 15cm C6 Far Ultraviolet Laser Turret (2x2)    Range 300,000km     TS: 20000 km/s     Power 12-12     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
Twin 25cm C6 Far Ultraviolet Laser Turret (2x2)    Range 320,000km     TS: 7500 km/s     Power 32-12     RM 5    ROF 15        16 16 16 16 16 13 11 10 8 8
CIWS-200 (3x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Fire Control S08 80-20000 H70 (1)    Max Range: 160,000 km   TS: 20000 km/s     94 88 81 75 69 62 56 50 44 38
Fire Control S06 160-7500 H70 (1)    Max Range: 320,000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 (12)     Total Power Output 48    Armour 0    Exp 5%

Size 8 Missile Launcher (6)    Missile Size 8    Rate of Fire 50
Missile Fire Control FC74-R65 (2)     Range 74.5m km    Resolution 65

Active Search Sensor MR308-R100 (1)     GPS 28000     Range 308.0m km    Resolution 100
Active Search Sensor MR7-R1 (1)     GPS 70     Range 7.7m km    Resolution 1
Active Search Sensor MR13-R20 (1)     GPS 560     Range 13.8m km    Resolution 20
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 Military Vessel for maintenance purposes
As above. Cut the missile size to 4, double the tubes. And the same on the turrets. Faster tracking.
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Close Range lazer ship.   
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A1 Gunfighter class Assault Ship    5,600 tons     599 Crew     1825.4 BP      TCS 112  TH 300  EM 150
5357 km/s     Armour 5-28     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 42.16
Maint Life 3.47 Years     MSP 815    AFR 62%    IFR 0.9%    1YR 104    5YR 1555    Max Repair 285 MSP

Internal Confinement Fusion Drive E4 (6)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 160,000 Litres    Range 128.6 billion km   (277 days at full power)
Delta R300/12.5 Shields TX 1 (2)   Total Fuel Cost  25 Litres per day

Twin 25cm C6 Far Ultraviolet Laser Turret (2x2)    Range 320,000km     TS: 7500 km/s     Power 32-12     RM 5    ROF 15        16 16 16 16 16 13 11 10 8 8
Fire Control S06 160-7500 H70 (2)    Max Range: 320,000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor Technology PB-1 (6)     Total Power Output 24    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes
Tracking. Tracking. Tracking ;)
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AMM ship.   
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A1 Yrugwyn class Missile Destroyer    5,850 tons     520 Crew     1548.42 BP      TCS 117  TH 300  EM 150
5128 km/s     Armour 6-28     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 23.04
Maint Life 4.5 Years     MSP 827    AFR 54%    IFR 0.8%    1YR 66    5YR 994    Max Repair 300 MSP
Magazine 408    

Internal Confinement Fusion Drive E4 (6)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 115.4 billion km   (260 days at full power)
Delta R300/12.5 Shields TX 1 (2)   Total Fuel Cost  25 Litres per day

Twin 15cm C6 Far Ultraviolet Laser Turret (1x2)    Range 160,000km     TS: 20000 km/s     Power 12-12     RM 5    ROF 5        6 6 6 6 6 5 4 3 3 3
Fire Control S08 80-20000 H70 (1)    Max Range: 160,000 km   TS: 20000 km/s     94 88 81 75 69 62 56 50 44 38
Tokamak Fusion Reactor Technology PB-1 (3)     Total Power Output 12    Armour 0    Exp 5%

Size 1 Missile Launcher TX 1 (12)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC4-R1 (3)     Range 4.6m km    Resolution 1

Active Search Sensor MR3-R1 (1)     GPS 28     Range 3.1m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
Not bad. The AMM comments above still apply.
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Missile Boat ship for long range.   
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A1 Rhun class Fighter-bomber    4,900 tons     550 Crew     1023.2 BP      TCS 98  TH 250  EM 0
5102 km/s     Armour 4-25     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 32
Maint Life 5.6 Years     MSP 522    AFR 48%    IFR 0.7%    1YR 28    5YR 421    Max Repair 75 MSP
Magazine 364    

Internal Confinement Fusion Drive E4 (5)    Power 100    Fuel Use 40%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 137.8 billion km   (312 days at full power)

Size 8 Missile Launcher (4)    Missile Size 8    Rate of Fire 50
Missile Fire Control FC74-R65 (2)     Range 74.5m km    Resolution 65

This design is classed as a Military Vessel for maintenance purposes
Same on the missiles. Size 4.
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This is my Sensor tank ship.    Massive defenses which will be also supported by my AMM ships.   
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A1 Kidiri class Sensor Tank    18,900 tons     1248 Crew     4223.6 BP      TCS 378  TH 1900  EM 1050
5026 km/s     Armour 18-63     Shields 35-300     Sensors 110/110/0/0     Damage Control Rating 33     PPV 0
Maint Life 12.85 Years     MSP 6609    AFR 86%    IFR 1.2%    1YR 74    5YR 1113    Max Repair 560 MSP

Internal Confinement Fusion Drive E4 (19)    Power 100    Fuel Use 40%    Signature 100    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 130.9 billion km   (301 days at full power)
Delta R300/12.5 Shields TX 1 (14)   Total Fuel Cost  175 Litres per day

CIWS-200 (8x6)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR616-R100 (1)     GPS 56000     Range 616.0m km    Resolution 100
Active Search Sensor MR14-R1 (1)     GPS 133     Range 14.6m km    Resolution 1
Active Search Sensor MR110-R20 (1)     GPS 4480     Range 110.2m km    Resolution 20
Thermal Sensor TH10-110 (1)     Sensitivity 110     Detect Sig Strength 1000:  110m km
EM Detection Sensor EM10-110 (1)     Sensitivity 110     Detect Sig Strength 1000:  110m km

This design is classed as a Military Vessel for maintenance purposes


And as Charlie said, it's hard to fully evaluate the missile ships without the missile designs. Also, you don't have any default loadouts, so if you send the ships as they currently are looking, you will have zero missiles on-board. Could be a short fight, and not in your favor.
Title: Re: First Invasion Fleet.
Post by: Thiosk on January 20, 2012, 01:33:37 PM
How would they know? -_-

Thanks Charlie Beeler. . .  Looks like I have to change more items on this fleet.


These are suggestions I would never consider, thanks all.  Ill put my updated version of my ships when I am done adjusting them.

This is really not something you need to concern yourself with.  I'm sure you'll be fine.  Send a primary scout wave through if you're really worried to see if you need to go in hard. 
If you had invaders coming through a jump point, you would probably put ships on it to shoot them in the face as they emerged.  The AI will do the same thing if your hostile ships are coming through their jumpgates.
Title: Re: First Invasion Fleet.
Post by: Jiman on January 20, 2012, 02:29:14 PM
I spent some time improving my missile tech a bit.  Size 4 missiles were not doing enough.
Title: Re: First Invasion Fleet.
Post by: Erik L on January 20, 2012, 03:23:12 PM
I spent some time improving my missile tech a bit.  Size 4 missiles were not doing enough.

Size 4, Size 8, Size 42. More tubes = more bad guys blowing up. Less tubes = you blowing up.
Title: Re: First Invasion Fleet.
Post by: Jiman on January 20, 2012, 04:04:36 PM
Yes, thats why I spent time improving my tech.  "were" past tense :P
Title: Re: First Invasion Fleet.
Post by: blue emu on January 20, 2012, 04:12:36 PM
If a jumppoint is defended your in for a possible world of hurt.  Using a jumpgate only lets you use standard transit...

I've found that ships equipped with jump drives can squadron-jump (with the usual scatter) even through a jump gate.

... you probably knew that, but most of the posts that I've read seem to imply that if a jump gate exists on a jump point, then standard transits are your only option.
Title: Re: First Invasion Fleet.
Post by: Charlie Beeler on January 21, 2012, 08:00:01 AM
I've found that ships equipped with jump drives can squadron-jump (with the usual scatter) even through a jump gate.

... you probably knew that, but most of the posts that I've read seem to imply that if a jump gate exists on a jump point, then standard transits are your only option.
Which is precisely what I said.

Too summarize,  reliance on gates only limits the play to standard transit only.  Add jump engines allows for squadron transit at all jump points.
Title: Re: First Invasion Fleet.
Post by: scoopdjm on January 21, 2012, 08:34:14 AM
Wait so is this PURELY an invasion fleet? designed to destroy opposition and capture or destroy a system?
You should invest in a cruiser that's got 100 (or something that fits your needs) or so box launchers to destroy capital ships or bomabrd a planet.
Title: Re: First Invasion Fleet.
Post by: Jiman on January 21, 2012, 04:50:23 PM
My biggest ship yard is only about 30ktons, I plan to make some heavier missile ships but later on when I better economy tech to afford it.
I finished adjusting my fleet per the suggestions given, smaller missiles and missile launchers (I invested in better missile tech also).

I also got rid of some lead ships that served no purpose. 
Title: Re: First Invasion Fleet.
Post by: Erik L on January 21, 2012, 08:20:32 PM
Just remember. The only wrong answer to building ships in Aurora are the ones that blow up ;)
Title: Re: First Invasion Fleet.
Post by: scoopdjm on January 21, 2012, 11:30:54 PM
what are you talking about? those are the BEST kind of ships.
Title: Re: First Invasion Fleet.
Post by: waresky on January 23, 2012, 11:49:13 AM
Size 4, Size 8, Size 42. More tubes = more bad guys blowing up. Less tubes = you blowing up.

u must overwhelming all'em.

Kill'em at all..:D

More Tubes Mmmmore Tuuubes Officer!

Title: Re: First Invasion Fleet.
Post by: Elim on January 26, 2012, 07:05:21 PM
Last week my glorious space empire declared war on a lesser alien race, they were no threat to me and.  .  .   and why should i let them continue their insignificant existence.   My People are far more important to the universe.   I need resources. 
i kicked them out of my system, not even breaking a sweat. 
Then i waited a couple of months to bolster my fleet, i wanted to crush them and test some new weapons on their home world. 

My 3 fleets, each with around 10 cruisers, escorts and sensor ships moved near the jump point, then i attacked, they landed around 300.  000 km near the enemy jump point, i drank my mineral water with a smug expression on my face. 
That was until i realized the enemy waited for me. 
And around 50 ships with mesons are really not funny, my ships moved instantly in different directions.   Not fast enough.   Their firepower and armor no match for the traitorous and disgusting tactics the enemy used. 

After that.  .  .  incident.  .  .  my glorious space empire was merely a.  .  .  space empire without a fleet. 
And that was the point, where my peace loving, superior race met their end. 

What i want to say is this, do not underestimate the enemy, do it that way!
Quote from: waresky
u must overwhelming all'em.
Kill'em at all. . :D
More Tubes Mmmmore Tuuubes Officer!
Title: Re: First Invasion Fleet.
Post by: MehMuffin on February 08, 2012, 05:52:06 PM
I'm just starting to build up a navy, how do mesons, carronades, lasers, and microwaves compare as weapons?
Title: Re: First Invasion Fleet.
Post by: Arwyn on February 08, 2012, 08:37:06 PM
I'm just starting to build up a navy, how do mesons, carronades, lasers, and microwaves compare as weapons?

Mesons, carronades, lasers, and microwaves are all beam weapons. So are railguns, and gauss. That means they are all short ranged (compared to missiles) so they operate from 20,000 km to 250,000 km. Missiles are VERY long ranged in Aurora, and are running millions of km.

The advantages to beam weapons is speed, and no ammo requirements. Up close, beams are killer, at a distance they are ineffective vs a missile armed combatant.

Beam weapons have two main research components, size (expressed in bore or focus size in centimeters or strength points) and range (or wavelength or distance, its the same thing). There is a third component, thats actually shared between all beam weapons, and thats capacitor recharge rates, and that sets how fast they can fire, in increments of 5 seconds.

That being said, the various beam platforms advantages are;

1) Mesons: Ignore armor AND shields. They also can be fired in atmospheres, unlike the other beam weapons. Mesons only do 1pt of damage, but it cant be stopped. They are popular with lots of players for those reasons. They can be turreted and are popular as good offensive/defensive weapons since they can be used to shoot down incoming missiles or against ships. Mesons are very cheap to research initially, but get more expensive as the technology improves.

2) Carronades: Slow firing and very short ranged, but the throw out MASSIVE damage. Carronades are situational, and work best when used in very close ranged engagement like jump point defense. They are also very cheap to research, since there is no distance research for carronades.

3) Lasers: Lasers are the standard beam weapon. The do better damage the closer you get, but they can have fairly long ranges (for beams). They are good for offensive and defensive purposes (like anti-missile duty). Generally lasers are the primary beam platform for a lot of players and NPR races, as they are a good all around weapon, and can be turreted.  Lasers are moderately expensive to research, very cheap at first but progressively more expensive.

4) Microwaves: Microwaves kill shields and electronics (sensors) but do nothing else. They can blind enemy ships and knock down shields quickly, but are otherwise limited. They are very short ranged, which makes them harder to deploy. Due to their limited damage profile and short range, they are not a very common weapon system.

5) Railguns: Railguns are the other common beam weapon system. They have good range, excellent hitting power, and are fairly cheap to research. The downside is that railguns are hull only weapons and cant be turreted.

6) Gauss: Similar to railguns, the are kinetic weapons that have VERY high rates of fire, low damage, and short range. They are a very good anti-missile weapon though, and popular in point defense turrets. They are excellent anti-missile weapons, but are moderately to very expensive to develop as the game goes on.

7) Particle Beams: Basically a big, slow, but hard hitting cannon or torpedo system. Particle beams are slow firing, but pack a big punch. They have fantastic range and hitting power, but are slow to fire. Particle beams can be expensive to develop. 
Title: Re: First Invasion Fleet.
Post by: TheDeadlyShoe on February 09, 2012, 06:57:44 AM
I find:

Railguns are the best weapon for low-tonnage ships.  They pack high firepower, good point defense capability, and most importantly do not require large fire controls to function in the point defense role.  However, their generally shorter range means they can suffer in beam duels versus lasers and particle beams, particularly if outmatched on speed.

Lasers are the baseline weapon, and have superior armor penetration and good range.  Even 10cm lasers can have good range.  While reasonably effective at point defense (when turreted), Lasers usually require bulky or redundant fire controls.  On the plus side, any laser-armed starship is an effective beam combatant. 

Particle beams have long range, but are bulky and slow to charge.   Their low damage-per-tick can be severely handicapping in close range duels or against well-shielded opponents.  However, their consistent damage across the entireity of their range means they can potentially pick apart slower enemies and effectively retaliate against higher-technology foes.  Unfortunately, they are complete balls at point defense.

Plasma carronades are generally inferior weapons, with high theoretical damage but drastic damage dropoff and poor charge speeds.  They're nigh-useless at point defense. They are however easy to research and can deliver massive upfront blows.

Gauss cannons are very specialized point defence weapons.  After you get to Rate of Fire 3 or so, they are probably the best Final Defensive Fire point defence weapon.  But their range is strictly limited - which means they are not very useful as antiship weapons. On the other hand, they have a few other niche uses - CIWS systems use gauss technology and small gauss cannons can fit on a fighter.  Also, theyre the only beam weapon that doesnt require capacitor research, as they do not use power.  Personally, I don't like them.

Mesons and microwaves are outside my experience so far.  Not sure how well mesons scale in terms of range, in particular.