Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: tryrar on February 10, 2012, 10:27:23 AM
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As I get exploring deeper, I've turned my thoughts to what my navy should look like for the inevitable clash with natives. So, to that end, I've pulled out these three designs:
Sigfried Command Cruiser:
Sigfried class Command Cruiser 16,250 tons 1581 Crew 3827 BP TCS 325 TH 800 EM 900
2461 km/s JR 5-100 Armour 10-57 Shields 30-300 Sensors 1/40/0/0 Damage Control Rating 35 PPV 41.12
Maint Life 5.19 Years MSP 5152 AFR 60% IFR 0.8% 1YR 319 5YR 4789 Max Repair 1681 MSP
Extrek ZSX 16K Jump Engine Max Ship Size 16250 tons Distance 100k km Squadron Size 5
Comet Plasma Drive (10) Power 80 Fuel Use 70% Signature 80 Armour 0 Exp 5%
Fuel Capacity 250,000 Litres Range 39.6 billion km (186 days at full power)
Kiteshield Gamma Shields (15) Total Fuel Cost 210 Litres per day
Twin Odin2 Meson Cannon Turret (4x2) Range 48,000km TS: 15000 km/s Power 8-8 RM 6 ROF 5 1 1 1 1 0 0 0 0 0 0
Raven PD Targetting (1) Max Range: 48,000 km TS: 16000 km/s 79 58 38 17 0 0 0 0 0 0
PB-1 R2 Fusion Reactor (2) Total Power Output 24 Armour 0 Exp 5%
PB-1S Fusion Reactors (1) Total Power Output 3 Armour 0 Exp 5%
PB-1 Fusion Reactor (1) Total Power Output 6 Armour 0 Exp 5%
Active Search Sensor MR84-R100 (1) GPS 10500 Range 84.0m km Resolution 100
Active Search Sensor MR10-R1 (1) GPS 126 Range 10.1m km Resolution 1
H&M2 EM Sensors (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
ECCM-1 (1) ECM 10
This design is classed as a Military Vessel for maintenance purposes
This is my Squad leader with the big jump engine, sensors, and a heck of a lot of armor and shielding, though I know it is rather light on PD(and no offensive punch!) due to having to squeeze in the above. I'm hoping the armor holds up.
Hoplite Escort Cruiser:
Hoplite class Escort Cruiser 14,300 tons 1817 Crew 2061.7 BP TCS 286 TH 720 EM 600
2517 km/s Armour 5-52 Shields 20-300 Sensors 1/1/0/0 Damage Control Rating 25 PPV 121.4
Maint Life 16.19 Years MSP 2253 AFR 65% IFR 0.9% 1YR 16 5YR 243 Max Repair 77 MSP
Magazine 366
Comet Plasma Drive (9) Power 80 Fuel Use 70% Signature 80 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 36.0 billion km (165 days at full power)
Kiteshield Gamma Shields (10) Total Fuel Cost 140 Litres per day
Twin Odin2 Meson Cannon Turret (5x2) Range 60,000km TS: 15000 km/s Power 8-8 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Raven2 PD Targetting (1) Max Range: 64,000 km TS: 16000 km/s 84 69 53 37 22 6 0 0 0 0
PB-1 R2 Fusion Reactor (3) Total Power Output 36 Armour 0 Exp 5%
PB-1 Fusion Reactor (1) Total Power Output 6 Armour 0 Exp 5%
Phalanx AMM Launcher (20) Missile Size 1 Rate of Fire 10
Archer Missile Launcher (10) Missile Size 5 Rate of Fire 50
Missile Fire Control FC9-R1(AMM) (1) Range 9.1m km Resolution 1
Archer Missile Telemetry (1) Range 23.9m km Resolution 90
Apollo-b ASM (50) Speed: 31,200 km/s End: 11m Range: 20.6m km WH: 4 Size: 5 TH: 208 / 124 / 62
Patriot-B AMM (116) Speed: 21,000 km/s End: 2m Range: 2.6m km WH: 1 Size: 1 TH: 203 / 121 / 60
ECCM-1 (3) 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
This is my AMM ship, with a few offensive launchers, but a LOT of AMM launchers, and I still have decent PD.
Portland Class Heavy Cruiser:
Portland class Heavy Cruiser 15,400 tons 2012 Crew 2306.6 BP TCS 308 TH 720 EM 600
2337 km/s Armour 5-55 Shields 20-300 Sensors 1/1/0/0 Damage Control Rating 35 PPV 120.6
Maint Life 21.39 Years MSP 3276 AFR 54% IFR 0.8% 1YR 14 5YR 205 Max Repair 77 MSP
Magazine 636
Comet Plasma Drive (9) Power 80 Fuel Use 70% Signature 80 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 33.4 billion km (165 days at full power)
Kiteshield Gamma Shields (10) Total Fuel Cost 140 Litres per day
Single Odin2 Meson Cannon Turret (3x1) Range 60,000km TS: 15000 km/s Power 4-4 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Raven2 PD Targetting (1) Max Range: 64,000 km TS: 16000 km/s 84 69 53 37 22 6 0 0 0 0
PB-1 R2 Fusion Reactor (1) Total Power Output 12 Armour 0 Exp 5%
Archer Missile Launcher (20) Missile Size 5 Rate of Fire 50
Phalanx AMM Launcher (5) Missile Size 1 Rate of Fire 10
Missile Fire Control FC9-R1(AMM) (1) Range 9.1m km Resolution 1
Archer Missile Telemetry (1) Range 23.9m km Resolution 90
Apollo-b ASM (120) Speed: 31,200 km/s End: 11m Range: 20.6m km WH: 4 Size: 5 TH: 208 / 124 / 62
Patriot-B AMM (36) Speed: 21,000 km/s End: 2m Range: 2.6m km WH: 1 Size: 1 TH: 203 / 121 / 60
ECCM-1 (3) 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
My main combatant. It has only a quarter of the AMM launchers (and the turrets only have single mesons), but it has double the offensive punch of the Hoplites. These ships together would work in squads of 5 with one CCA, two ECA, and two HCA
So, thoughts, suggestions, advice?
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Bit light on the firecontrolls - you would only ever be able to engage one enemy per ship, and fire one salvo at said enemy. Adding more firceontrolls allows you to launch more salvos, which are more likely to penetrate enemy PD defences. Similarly your AMMs could only encounter one enemy at a time.
Are you really sure the ECCM for your PD firecontrolls is worthwhile? Even for AS it might be better to tune up the firecontroll a bit.
Edit: Also quite heavy on Maintenance - do you really intend to keep these vessels deployed away from maintenance facilities for over a decade? Yet another point: the main sensor on the Sigfried is res 100, while the fcs use res 90. This mismatch does not seem that sensible. Personally I prefer to have an AMM sensor on a separate ship, as you can only switch actives on and off for the whole ship. AMM sensors have low emissions and its possible to keep them turned on without giving away ones position too easily. The advantage is that you spot minefields and surprise attacks early, while not adding much to your visibility - your own EM sensors would only spot your AMM sensor at 5m km or so. Lastly: You dont have any thermals, which can means in passive mode you could not see incoming missiles at all, or have much ability to spot small enemy outposts...
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A couple of things to consider.
You need more fire control for the AMM's. 1 FC + 20 launchers is a lot of wasted missiles. You can have up to three AMM's per missile in PD mode, and thats important. Most folks run FC per set of three launchers for maximum flexibility.
For example, if you have 21 launchers and 7 AMM fire controls, you can engage 7 different inbounds with 3 missiles each, across several different enemy salvos. 1 FC + 20 means you can engage one enemy salvo at a time, 6 inbounds with three missiles a piece, and one with two missiles. That doesnt sound bad (and its not) BUT if your facing multiple enemy salvos (and you will) particularly small ones (and you will) than having all you AMM slaved to a single FC becomes a problem, as you can only engaged one salvo at at time, with a max of three missiles per each inbound.
So by example, if you have three enemy salvos of 5 missiles each coming in, your current FC will be able to target one salvo every 10 seconds and it will waste 5 launchers who cant engage (PD rate of 3 per missile x 5 missiles = 15 AMM's fired). The 21 launcher ship with 7 FC's can engage the 1st salvo of 5 with 15 AMM's, then engage two missiles of the 2nd enemy salvo (3PD x 2 missiles = 6 AMM's) for a total of 21 AMM's launched.
You also want to put a backup fire control for your primary anti-ship missile launchers. Having a single launcher means you have to fire all of the tubes at a single target. With 10 launchers, there WILL be times you want to split that fire into two groups of five, for engaging things like gunboats or smaller warships.
You also want to have a 2nd fire control to back up the 1st in case of combat damage, because it WILL get knocked out at some point, and if you dont have a functioning fire control, you cant shoot.
Finally a couple of other points to consider. NPR's tend to shoot at the biggest ships first, so if your jumpship is going to be following the fleet in, I would recommend putting some PD on that ship, even if its just CIWS.
For your Escort cruiser, put more AMM fire controls on it, and you may consider stripping the ASM's and FC off of it and carrying more AMM ammo. With a magazine size of 366, your not carrying enough AMM missiles to fight an extended engagement. Splitting it between AMM's and ASM's mean you dont really carry enough ammo for either system.
The Portland looks pretty good. Same thing with the magazines though. Strip the AMM's and focus on just carrying ASM's. The magazine size is still light. If you just have ASMs, you can carry 127 but, with 20 launchers, your only firing 6 full salvo's. Thats not so good, you ideally want to be able to fire more like 12+ salvos. Otherwise you combat effectiveness is going to be too short.
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General:
Your ships are a bit slow for my tast, but as they are missile combatants they still can work (getting them a few systems out might take a while though)
The Hoplite and Portland have a whole lot of mainenance capacity, especially compared to your fuel storage (half a year worth of fuel but 16+ years worth of maint). Might reduce this by quite a bit.
Personally, I aim for 2 to 3 years of maint life in combat ships, as they will sit over a fleetbase with maint-facilities most of the time anyway.
Your AMMs seem darn slow, compared to your ASMs. Has your contracter pulled a fast one on you? :)
Seriously, I am not sure what happened here, but the AMMs don´t look too good. Did you use Blue Emus´s missile spreadsheet (somewhere in the Academy)? If not, use it!
Your ASMs look kind of ok, but their range is, um, less than stellar. Pretty much any alien will outrange you - by a lot!
Non of your combat ships has backup sensors. This is fine as far as it goes, as it saves mass for things that actually hurt the enemy, but if your Sigfried buys it, your Hoplites and Portlands are blind (and pretty much dead). Perhaps put in a dedicated fleet scout or two for each squadron?
The Sigfried looks fine to me, but you might want to look at the actives again. I take it, this ship is supposed to be the eyes of your squadron and for this, the range of the res-100 active is quite limited.
I like the heavy armor. There are few things worse than having your ride home being blown up.
While your Hoplite has a lot of AMM launchers, there are less than 6 reloads available. Belive me, this will not be enough in any serious engagement! The two CEs in your squadron will carry less AMMs than a single, 6.000 tons DE in my fleet (granted, it has less armor, less launchers no turret and no shilds, but still...) and I have run dry a fleet containing 6 of ´em plus 3 CEs with twice than amount of AMMs.
I also echo Theokrat in that there are too few FCs.
Rule of thumb: 1 FC per 3 to 6 AMM-launchers, 1 FC per 5 to 10 ASM launchers
And I also agree that the two ECCMs for the PD FCs are probably a waste of space.
The Portland mounts 20 ASM-launchers, which is quite a bit for a ship that size, but can only launch 6 salvos (see above)
Now, with offensive missiles, there are basicly two schools.
1) Missile spam! Go the box-launcher route and launch a single, massive salvo to overwhealm the enemy´s PD.
Advantage: No magazines required, as you can´t relaod the launchers anyway. Disadvantage: One shot only, and can only be reloaded inside of a hangar or in orbit over a full blown fleet base (enough maint-facilities to maintain the ship)
2) Sustained fire! Launch a reasonable amount of missiles at the enemy and keep launching until some of your birds get through.
Advantage: Put sensors on the missiles and there will be little overkill, no problem reloading from fleet-colliers, more missiles in total. Disadvantage: No huge Alpha strike.
Your design hangs about in the middle. A good sized salvo, that will still not penetrate decent PD, but too few missiles (in the magazine) to wear the PD down, especially considering the slow rate of fire (50 seconds). If you can get the reload rate to, say 20 to 30 seconds, there would be a chance, the enemy PD would still be busy with some missiles from the first salvo, when the second arrives, letting it penetrate further until engaged, then the third salvo closes even more before enemy PD targets it and the fourth salvo finally reaches the target (at least that´s the theory)
Edit: Darn, beaten by Arwyn to half of my points :)
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So, taking all that into consideration(plus a few tech upgrades) here's the revised versions:
Sigfried class Command Cruiser 16,500 tons 1578 Crew 3531.5 BP TCS 330 TH 800 EM 900
2424 km/s JR 5-100 Armour 10-57 Shields 30-300 Sensors 40/40/0/0 Damage Control Rating 30 PPV 51.52
Maint Life 6.07 Years MSP 5013 AFR 72% IFR 1% 1YR 233 5YR 3501 Max Repair 1190 MSP
Extrek UX2 16k Jump Drive Max Ship Size 16500 tons Distance 100k km Squadron Size 5
Comet Plasma Drive (10) Power 80 Fuel Use 70% Signature 80 Armour 0 Exp 5%
Fuel Capacity 250,000 Litres Range 39.0 billion km (186 days at full power)
Kiteshield Gamma Shields (15) Total Fuel Cost 210 Litres per day
Single Odin2 Meson Cannon Turret (2x1) Range 60,000km TS: 15000 km/s Power 4-4 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Twin Odin2 Meson Cannon Turret (4x2) Range 60,000km TS: 15000 km/s Power 8-8 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Raven 2X PD Targetting (2) Max Range: 96,000 km TS: 16000 km/s 90 79 69 58 48 38 27 17 6 0
PB-1 R2 Fusion Reactor (3) Total Power Output 36 Armour 0 Exp 5%
PB-1 Fusion Reactor (1) Total Power Output 6 Armour 0 Exp 5%
Active Search Sensor MR168-R100 (1) GPS 21000 Range 168.0m km Resolution 100
Sidewinder 2 Thermal Sensors (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
H&M2 EM Sensors (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
This design is classed as a Military Vessel for maintenance purposes
Hoplite class Escort Cruiser 15,450 tons 1595 Crew 3108.8 BP TCS 309 TH 880 EM 600
2847 km/s Armour 5-55 Shields 20-300 Sensors 1/1/0/0 Damage Control Rating 10 PPV 85.68
Maint Life 5.03 Years MSP 1258 AFR 190% IFR 2.7% 1YR 83 5YR 1242 Max Repair 140 MSP
Magazine 504
Comet Plasma Drive (11) Power 80 Fuel Use 70% Signature 80 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 33.3 billion km (135 days at full power)
Kiteshield Gamma Shields (10) Total Fuel Cost 140 Litres per day
Twin Odin2 Meson Cannon Turret (6x2) Range 60,000km TS: 15000 km/s Power 8-8 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Raven 2X PD Targetting (8) Max Range: 96,000 km TS: 16000 km/s 90 79 69 58 48 38 27 17 6 0
PB-1 R2 Fusion Reactor (4) Total Power Output 48 Armour 0 Exp 5%
Phalanx AMM Launcher (24) Missile Size 1 Rate of Fire 10
Phalanx2 AMM Telemetry (8) Range 16.6m km Resolution 1
Patriot 2 AMM (504) Speed: 40,000 km/s End: 1.1m Range: 2.6m km WH: 1 Size: 1 TH: 320 / 192 / 96
Active Search Sensor MR15-R1 (1) GPS 140 Range 15.4m km Resolution 1
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
Portland class Heavy Cruiser 16,500 tons 1815 Crew 2648 BP TCS 330 TH 800 EM 600
2424 km/s Armour 5-57 Shields 20-300 Sensors 1/1/0/0 Damage Control Rating 15 PPV 110.8
Maint Life 7.09 Years MSP 1505 AFR 145% IFR 2% 1YR 52 5YR 785 Max Repair 115 MSP
Magazine 1290
Comet Plasma Drive (10) Power 80 Fuel Use 70% Signature 80 Armour 0 Exp 5%
Fuel Capacity 250,000 Litres Range 39.0 billion km (186 days at full power)
Kiteshield Gamma Shields (10) Total Fuel Cost 140 Litres per day
Single Odin2 Meson Cannon Turret (4x1) Range 60,000km TS: 15000 km/s Power 4-4 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Raven 2X PD Targetting (2) Max Range: 96,000 km TS: 16000 km/s 90 79 69 58 48 38 27 17 6 0
PB-1 Fusion Reactor (1) Total Power Output 6 Armour 0 Exp 5%
PB-1 R2 Fusion Reactor (1) Total Power Output 12 Armour 0 Exp 5%
Archer2 Missile Launcher (18) Missile Size 5 Rate of Fire 30
Archer2 Missile Telemetry (2) Range 64.7m km Resolution 100
Apollo 2 ASM (258) Speed: 27,200 km/s End: 24.6m Range: 40.1m km WH: 5 Size: 5 TH: 226 / 136 / 68
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
Also, I've designed a couple lighter beam combatants for wolfpacking and general system defense
Enterprise class Destroyer Leader 7,900 tons 924 Crew 1385 BP TCS 158 TH 560 EM 300
3544 km/s Armour 3-35 Shields 10-300 Sensors 1/40/0/0 Damage Control Rating 5 PPV 55.12
Maint Life 4.84 Years MSP 548 AFR 99% IFR 1.4% 1YR 39 5YR 578 Max Repair 115 MSP
Comet Plasma Drive (7) Power 80 Fuel Use 70% Signature 80 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 32.5 billion km (106 days at full power)
Kiteshield Gamma Shields (5) Total Fuel Cost 70 Litres per day
Zeus2 Particle Beam (2) Range 150,000km TS: 4000 km/s Power 10-4 ROF 15 4 4 4 4 4 4 4 4 4 4
Twin Odin2 Meson Cannon Turret (4x2) Range 60,000km TS: 15000 km/s Power 8-8 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Eagle Eye Targetting (1) Max Range: 256,000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
Raven 2X PD Targetting (2) Max Range: 96,000 km TS: 16000 km/s 90 79 69 58 48 38 27 17 6 0
PB-1 R2 Fusion Reactor (3) Total Power Output 36 Armour 0 Exp 5%
PB-1 Fusion Reactor (1) Total Power Output 6 Armour 0 Exp 5%
Active Search Sensor MR84-R100 (1) GPS 10500 Range 84.0m km Resolution 100
Active Search Sensor MR3-R1 (1) GPS 28 Range 3.1m km Resolution 1
H&M2 EM Sensors (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
ECCM-1 (1) ECM 10
This design is classed as a Military Vessel for maintenance purposes
Perseus class Destroyer 7,500 tons 921 Crew 1344 BP TCS 150 TH 560 EM 300
3733 km/s Armour 3-34 Shields 10-300 Sensors 1/1/0/0 Damage Control Rating 5 PPV 58.96
Maint Life 5.1 Years MSP 560 AFR 90% IFR 1.2% 1YR 36 5YR 538 Max Repair 115 MSP
Comet Plasma Drive (7) Power 80 Fuel Use 70% Signature 80 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 51.4 billion km (159 days at full power)
Kiteshield Gamma Shields (5) Total Fuel Cost 70 Litres per day
Zeus2 Particle Beam (4) Range 150,000km TS: 4000 km/s Power 10-4 ROF 15 4 4 4 4 4 4 4 4 4 4
Single Odin2 Meson Cannon Turret (2x1) Range 60,000km TS: 15000 km/s Power 4-4 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Twin Odin2 Meson Cannon Turret (2x2) Range 60,000km TS: 15000 km/s Power 8-8 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Raven 2X PD Targetting (2) Max Range: 96,000 km TS: 16000 km/s 90 79 69 58 48 38 27 17 6 0
Eagle Eye Targetting (2) Max Range: 256,000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
PB-1 Fusion Reactor (1) Total Power Output 6 Armour 0 Exp 5%
PB-1 R2 Fusion Reactor (3) Total Power Output 36 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
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Those are looking substantially better. :)
Another recommendation would be research tracking speed increases as soon as you can. Bumping up tracking speed will help you a lot in terms of anti-missile defense with those mesons.
It also helps in your gearing % which is going to help bring down weight of your turrets, letting you mount more of them, or more guns per turret.
Those designs are pretty solid though. Your AMM's are much better with that higher speed.
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Heh, thanks, and yah, I've made a few turret gear advances since last posting, so I got somewhat smaller turrets now. Though, I'm probably gonna be fire-testing these designs soon as I discovered I have a very unfriendly next door neighbor. In fact, had to fast OOB some minelayers to be sure they didn't pour through the jumpgate(two of my starting JPs had jumpgates, go figure)
Edit: What would you consider the MINIMUM requirements for an assault transport i. e. a ship that is expected to go through the teeth of enemy defenses to combat drop large amounts of troops
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Edit: What would you consider the MINIMUM requirements for an assault transport i. e. a ship that is expected to go through the teeth of enemy defenses to combat drop large amounts of troops
Oh dear
Well first, what is large numbers of troops?
I *never* fly through enemy fire if I can help it in any way possible. I always sterilize the sky, then bring in a commercial design troop transport -- capabable of moving a division + replacements, and a drop ship, capable of dropping a division + rep. A division is 4 sets of 4 units with HQs.
Someone posted a lovely design for an assault shuttle-- a small, craft that presumably lives in a hanger, and combat drops a single batallion. Fantastic from an RP standpoint, but i'm too lazy to micro all that.
I won't drop troops on enemy planets without space superiority mostly because i want to take them intact with as few casualties as possible, and they WILL NUKE THEMSELVES by targeting your troops until the cows come home. I have perpetual problems with races pumping FACs out of their shipyards and nuking my troops.
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Those designs are kinda RELLY SLOW.
Which is not necessarily a problem... just be aware you arnt going to be able to run away from... well anything. ^^
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you do not need more PD Beam Firecontrolls than you have turrets however. Eg for the hoplite it would be sufficient to have 3 FCs, controlling the 6 twin turrets, maybe even only 2 BFCs.
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you do not need more PD Beam Firecontrolls than you have turrets however. Eg for the hoplite it would be sufficient to have 3 FCs, controlling the 6 twin turrets, maybe even only 2 BFCs.
:o
The heck? How did that happen? Hold on a sec. . .
Update: When I upgraded the turrets to lighter ones, I also must of corrected this problem, because the designs currently have only 2 pd fire control each. With that point, though, I have a question: given my current setup is it better to have three PD fire controls or am I fine with just 2 I have currently(excepting the Portlands ofc since they only have 4 single turrets)?
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I'll post the designs as they currently stand(I've gotten a lot more advanced since the last posting). I think you guys will love the number of AMM launchers I've managed to cram onto the Hoplite in particular(while still maintaining a decent amount of reloads). Currently, I have 2 full squadrons in service doing a rotating duty at providing JG blockade until I get the next 2 up and running, then I'll start offensive ops.
Sigfried class Command Cruiser 16,250 tons 1647 Crew 3442.2 BP TCS 325 TH 1000 EM 1140
3076 km/s JR 6-250 Armour 10-57 Shields 38-300 Sensors 40/40/0/0 Damage Control Rating 40 PPV 59.4
Maint Life 7.45 Years MSP 4972 AFR 70% IFR 1% 1YR 157 5YR 2360 Max Repair 900 MSP
Extrek YTR4 16k Jump Engine Max Ship Size 16800 tons Distance 250k km Squadron Size 6
Meteor Fusion Engine (10) Power 100 Fuel Use 60% Signature 100 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 55.4 billion km (208 days at full power)
Breastplate Delta Shields (15) Total Fuel Cost 225 Litres per day
Twin Odin2 Meson Cannon Turret (6x2) Range 60,000km TS: 20000 km/s Power 8-8 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Raven 2X PD Targetting (2) Max Range: 96,000 km TS: 16000 km/s 90 79 69 58 48 38 27 17 6 0
PB-2 R2 Fusion Plant (3) Total Power Output 48 Armour 0 Exp 5%
Active Search Sensor MR168-R100 (1) GPS 21000 Range 168.0m km Resolution 100
Sidewinder 2 Thermal Sensors (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
H&M2 EM Sensors (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
ECM 10
This design is classed as a Military Vessel for maintenance purposes
Portland class Heavy Cruiser 16,250 tons 1830 Crew 2764.6 BP TCS 325 TH 1000 EM 750
3076 km/s Armour 5-57 Shields 25-300 Sensors 1/1/0/0 Damage Control Rating 25 PPV 110
Maint Life 6.95 Years MSP 1595 AFR 140% IFR 2% 1YR 58 5YR 865 Max Repair 115 MSP
Magazine 1290
Meteor Fusion Engine (10) Power 100 Fuel Use 60% Signature 100 Armour 0 Exp 5%
Fuel Capacity 250,000 Litres Range 46.1 billion km (173 days at full power)
Breastplate Delta Shields (10) Total Fuel Cost 150 Litres per day
Single Odin2 Meson Cannon Turret (4x1) Range 60,000km TS: 20000 km/s Power 4-4 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Raven 2X PD Targetting (2) Max Range: 96,000 km TS: 16000 km/s 90 79 69 58 48 38 27 17 6 0
PB-2 R2 Fusion Plant (1) Total Power Output 16 Armour 0 Exp 5%
Archer2 Missile Launcher (18) Missile Size 5 Rate of Fire 30
Archer2 Missile Telemetry (2) Range 64.7m km Resolution 100
Apollo 2 ASM (258) Speed: 27,200 km/s End: 24.6m Range: 40.1m km WH: 5 Size: 5 TH: 226 / 136 / 68
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
Hoplite class Escort Cruiser 15,750 tons 1680 Crew 3070.6 BP TCS 315 TH 1100 EM 600
3492 km/s Armour 5-55 Shields 20-300 Sensors 1/1/0/0 Damage Control Rating 10 PPV 101.4
Maint Life 5.97 Years MSP 1218 AFR 198% IFR 2.8% 1YR 59 5YR 878 Max Repair 140 MSP
Magazine 842
Meteor Fusion Engine (11) Power 100 Fuel Use 60% Signature 100 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 57.1 billion km (189 days at full power)
Kiteshield Gamma Shields (10) Total Fuel Cost 140 Litres per day
Twin Odin2 Meson Cannon Turret (6x2) Range 60,000km TS: 20000 km/s Power 8-8 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Raven 2X PD Targetting (2) Max Range: 96,000 km TS: 16000 km/s 90 79 69 58 48 38 27 17 6 0
PB-2 R2 Fusion Plant (3) Total Power Output 48 Armour 0 Exp 5%
Phalanx AMM Launcher (42) Missile Size 1 Rate of Fire 10
Phalanx2 AMM Telemetry (14) Range 16.6m km Resolution 1
Patriot 2 AMM (842) Speed: 40,000 km/s End: 1.1m Range: 2.6m km WH: 1 Size: 1 TH: 320 / 192 / 96
Active Search Sensor MR15-R1 (1) GPS 140 Range 15.4m km Resolution 1
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
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Looking better and better.
The number of launchers IS impressive, the ammo load though, is way to light. You can only get 20 salvos of AMM's off. Thats pretty short for sustained engagements.
If you have a dedicated collier attached to your fleet, that's not horrible.
Your ratio of FC to launchers is dead on, and being able to engage 14 missiles at at time is pretty impressive. But only three minutes of sustained engagement is pretty short. My standard is around 12 minutes.
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I´d go for 3 FCs, simply to be able to better engage multiple smallish missile salvos.
My own rule of thumb is: 1 FC per 3 to 4 barrels, i.e. trippel/quad turrets, each one gets its own FC, twin turrets, two will share a single FC, single turrets I don´t use usually.
Oh, and I just noticed your Hoplite still has Gamma shields fitted, while the Portland and Sigfried have Deltas allready.
And are you sure you need 42 AMM launchers on the Hoplite? Personally I would reduce that to, perhaps, 30 with 10 FCs (if you are set at 3 launchers per FC - I go with 5 launchers per FC, as this is the max you can set your PD to fire at hostile missiles) and increase magazine space further.
Edit: There seems to be a pattern appearing, Arwyn :)
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:o
The heck? How did that happen? Hold on a sec. . .
Update: When I upgraded the turrets to lighter ones, I also must of corrected this problem, because the designs currently have only 2 pd fire control each. With that point, though, I have a question: given my current setup is it better to have three PD fire controls or am I fine with just 2 I have currently(excepting the Portlands ofc since they only have 4 single turrets)?
Well PD Beam Firecontrolls allow you to engage incoming salvos. If the enemy would launch 6 salvos of 1 missile each round, then you would want 1-turret-1FC combinations. However that might be a bit over the top. For instance I face enemy missiles of 40,000 km/s, which come in packs of ~4. Each of your turrets could be expected to shoot down 0.7 missiles, so it would be wasteful to assign each turret its own FC.
Bottom line: I would go with 2 BFCs controlling 6 towers. When your ships stick together you will be able to engage quite a number of salvos at the same time anyway.
If the hoplite is stay with the other ships it could do with fewer engines.
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Hmm, I have plenty of space still on the hoplite for more mags so that's not too hard to fix, and yes I do have a dedicated collier/tanker attached to each squadron that goes into engagements with them(armored and shielded to a fare-the-well of course). Also, How did I miss the shield upgrade? No big though, a simple fix
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Some observations on missile defense. AMM's should not outrange your MFC's ability to engage incoming salvos. Design your detection sensors and fire controls first and then match the AMM's to make best use of the ranges available. Remember that AMM's have to able to launcher against incoming missiles at 10seconds range of the target missile.
Make sure to know what your AMM's hit chances are vs the missile speeds you except to encounter. Remember that you can assign upto 5v1. With that in mind balance your defensive MFC's to launchers for best effect against the salvo sizes you expect the defend against.
Example: if you can only get 20% vs target missiles set your PD at 5v1. If you have 20 launchers you can use 1 MFC to engage salvo sizes of 4 missiles with full coverage. If you have fewer launchers then you need to be able to engage at greater ranges to acheive the same coverage.
Beam defense turrets should never to consider your primary missile defense. In a fleet with AMM's thier job is to engage missiles that leaker past the AMM's. Design turrets at maximum size per BFC, multiple turrets assigned to single BFC that could be in a single turret (ie 3 singles vs a single triple) are wasting hull spaces that could be used elsewhere, It's not much but could come in handy.
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Edit: There seems to be a pattern appearing, Arwyn :)
Great minds think alike? ;D
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Just got done finishing fire-testing them, and I'm not sure how good they are since it seems my missiles are substantially outranging my opponent's average AS! The only really large active sensor I've encountered was on a PDC I took out, and the ONLY damage I took was when I sent my destroyer flotilla in to investigate the planet the PDC was on...and forgot to activate the DL's sensors. Needless to say, I ran into a small minefield and caught a few missiles. Thankfully, I at least know my DLs can take some punishment as he only came of with rather light damage considering there had to be at least 25 munitions(only shaved off a few layers of armor, damaged an engine and PD mount).