Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: MehMuffin on April 12, 2012, 05:27:08 PM
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Started building up my navy in my current game, right now I just have the scout ship below, but I'll be building the missile/carrier battle group as soon as I have the supplies and fighters and missiles to provide for them, I'll post those in this thread as well, and I'll probably use this for my follow up empire in 5.70 as well.
The Andromeda is designed to be a long range, fast scout capable of searching systems for signs of life and then exploring the next JP.
Andromeda class Survey Ship 7,200 tons 706 Crew 2274 BP TCS 144 TH 172.8 EM 0
5000 km/s JR 3-50 Armour 1-33 Shields 0-0 Sensors 240/240/2/0 Damage Control Rating 12 PPV 0
Maint Life 10.84 Years MSP 2270 AFR 36% IFR 0.5% 1YR 35 5YR 530 Max Repair 360 MSP
ME8-7200 Jump Drive Max Ship Size 7200 tons Distance 50k km Squadron Size 3
ME5 Insulated MPD Engine (9) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 1,350,000 Litres Range 675.0 billion km (1562 days at full power)
S36/24-100 Active Grav Sensor Array (1) GPS 36000 Range 864.0m km Resolution 100
S24-240 Thermal Sensor Array (1) Sensitivity 240 Detect Sig Strength 1000: 240m km
S24-240 EM Sensor Array (1) Sensitivity 240 Detect Sig Strength 1000: 240m km
Improved Gravitational Sensors (1) 2 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
And now, the missiles that my combat ships will be using eventually:
The Gargoyle AMM is designed with speed in mind over range, but I'm uncertain as to whether or not my balancing of those to attributes is good:
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 10
Speed: 71400 km/s Endurance: 1 minutes Range: 2.5m km
Cost Per Missile: 1.4407
Chance to Hit: 1k km/s 714% 3k km/s 230% 5k km/s 142.8% 10k km/s 71.4%
Materials Required: 0.25x Tritanium 0.9407x Gallicite Fuel x17.5
Development Cost for Project: 144RP
The Serpentine ASM is also designed with speed in mind, with a 50% chance of hitting ships moving at twice the standard fleet speed, and a powerful warhead.
Missile Size: 4 MSP (0.2 HS) Warhead: 9 Armour: 0 Manoeuvre Rating: 10
Speed: 52000 km/s Endurance: 14 minutes Range: 45.0m km
Cost Per Missile: 5.7167
Chance to Hit: 1k km/s 520% 3k km/s 170% 5k km/s 104% 10k km/s 52%
Materials Required: 2.25x Tritanium 3.2167x Gallicite Fuel x1250
Development Cost for Project: 572RP
And now for the actual ships!
First off, the Loki, my main AMM ship, with emphasis on number of salvos fireable, in this case, 87.25.
Loki class Escort Frigate 10,000 tons 775 Crew 2410.5 BP TCS 200 TH 249.6 EM 720
5200 km/s Armour 6-41 Shields 24-300 Sensors 1/1/0/0 Damage Control Rating 40 PPV 12
Maint Life 7.77 Years MSP 1544 AFR 78% IFR 1.1% 1YR 45 5YR 678 Max Repair 99 MSP
Magazine 987
ME5 Insulated MPD Engine (13) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 750,000 Litres Range 270.0 billion km (600 days at full power)
R4E5 Theta Shield Projector (6) Total Fuel Cost 120 Litres per day
Size 1 Missile Launcher (12) Missile Size 1 Rate of Fire 5
S36/24-1 Missile Fire Control (4) Range 31.1m km Resolution 1
Gargoyle Mk. I (684) Speed: 71,400 km/s End: 0.6m Range: 2.5m km WH: 1 Size: 1 TH: 238 / 142 / 71
S36/24-1 Active Grav Sensor (1) GPS 99 Range 23.8m km Resolution 1
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
Then, the Fenrir, my main anti-ship combatant, armed with 10 ASM launchers and 4 Far UV lasers, and enough magazine space for 8.5 salvos.
Fenrir class Missile Frigate 10,000 tons 1257 Crew 2779 BP TCS 200 TH 249.6 EM 720
5200 km/s Armour 1-41 Shields 24-300 Sensors 1/1/0/0 Damage Control Rating 40 PPV 64
Maint Life 8.18 Years MSP 1737 AFR 80% IFR 1.1% 1YR 46 5YR 693 Max Repair 281 MSP
Magazine 340
ME5 Insulated MPD Engine (13) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 750,000 Litres Range 270.0 billion km (600 days at full power)
R4E5 Theta Shield Projector (6) Total Fuel Cost 120 Litres per day
F20C5 Far Ultraviolet Laser Projector (4) Range 500,000km TS: 6250 km/s Power 10-5 RM 5 ROF 10 10 10 10 10 10 8 7 6 5 5
300000-6250 Long Range Beam Fire Control (1) Max Range: 600,000 km TS: 6250 km/s 98 97 95 93 92 90 88 87 85 83
Stellarator Fusion Reactor Technology PB-1 (1) Total Power Output 18 Armour 0 Exp 5%
Stellarator Fusion Reactor Technology PB-1 (1) Total Power Output 3 Armour 0 Exp 5%
SS4 Missile Launch Tube (10) Missile Size 4 Rate of Fire 20
S36/24-16 Missile Fire Control (1) Range 82.9m km Resolution 16
Serpentine Mk. I (85) Speed: 52,000 km/s End: 14.4m Range: 45m km WH: 9 Size: 4 TH: 173 / 104 / 52
S36/24-16 Active Grav Sensor Array (1) GPS 922 Range 55.3m km Resolution 16
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
And finally the Scipio, my beam escort.
Scipio class Escort Frigate 10,000 tons 891 Crew 3641 BP TCS 200 TH 249.6 EM 0
5200 km/s Armour 1-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 41 PPV 56
Maint Life 8.47 Years MSP 3503 AFR 72% IFR 1% 1YR 87 5YR 1306 Max Repair 270 MSP
ME5 Insulated MPD Engine (13) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 750,000 Litres Range 270.0 billion km (600 days at full power)
Triple Heavy Defensive Gauss Turret (2x15) Range 50,000km TS: 9600 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Triple Fast Defensive Gauss Turret (4x15) Range 50,000km TS: 28700 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
72000-25000 Point Defence Beam Fire Control (6) Max Range: 144,000 km TS: 25000 km/s 93 86 79 72 65 58 51 44 37 31
This design is classed as a Military Vessel for maintenance purposes
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A quick glance at the AMM to hit chance tells me that you need to trade some engine space for agility. It's not going to be shooting down many missiles in its current state. (71% chance to hit targets going 10km/s.)
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Admiral666 has it right as far as AMM goes, trade some speed for agility otherwise you won't be hitting any reasonably competent missiles.
As to the others I like em fine, but your main missile combatant should probably have deeper magazines, I am not really a fan of combining energy and missile weapons on one ship, so if it was me I would swap out the energy weapons and supporting systems for more launchers and magazines, plus additional fire controls.
That is of course a matter of personal taste, if you like your beams then keep them, but I would see about getting more fire controls in there, engaging more than one target at a time is really helpful, for missiles I like to have one FC per 5 launchers, for energy I like 1 FC per 2 weapons, but a one to one ratio is good too. My reasons being that the ships that end up point blank are often the small ones that sneak in under your sensors or on a jump point, and there are often lots of them and it is often overkill to shoot more than one shot at em.
I think in general your fleet has way more fuel and maintenance than it needs, you could probably get away with a smaller endurance all around unless your empire is really widespread, this would be a good way to pack more sensors in on the main combatant.
If you can't get deeper magazines consider designing a collier to accompany the fleet for reloading on offensive operations.
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As noted your AMM have way too little agility, but that also applies to your ASM. For AMMs you might want to have a look at blue emu’s missile guide. For ASM’s I value speed a bit more than him, but as a rule of thumb ASMs should have at least an agility rating of 11. This is because the “first” agility point which increases the rating from 10 to 11 is only half as costly, while already increasing your hitchance by 10% (not percentage points).
The armour of your ships is a bit low, and the distribution across the ships is a bit curious.
- For one thing an amour rating of 1 is very small, as even a single hit of an enemy missile will cause internal damage to your ships. If you are very unlucky it might hit a magazine and blow up the whole ship. Seeing how costly it can be to avoid a single hit, you would be very much likely better off by using at least a bit more armour (circa 3 rows). This would allow to absorb single hits without endangering the entire ship.
- Secondly, if you are going to differentiate between the ships, then I would put most armour on the beam defence ships. AMM ships are mostly constrained by the magazine capacity, i.e. they are only likely to be hit when they have already drained their magazines. But in this situation they have also become quite useless, since they cant contribute anything to the battle that is being fought anymore. Conversely beam PD ships are much more prone to hit during their standard mission, since they can only engage enemy missiles when they are about to hit. So they profit much more from passive protection than missile ships.
As others have noted an anti-ship-beam/missile combination rarely works well. Beams are a close range weapon, which means they are only useful in a limited set of circumstances and should be optimized to those. Beam ships can be used to i) close in to the enemy under fire, which will take hours and means the beam warships must be very fast to achieve this at all and very sturdy to withstand a lot of fire. Having missile launchers makes exactly that less likely as they invariably slow down the ship or reduce the space left for protection. Or ii) to defend jumpgates in which case the beam ships should have the most available firepower to quickly destroy enemies. In this case the most firepower is either provided by missiles or beams, and only the one with more punch should be packed. Iii) lastly beams can be used against beam-armed enemies that manage to close in. In this case you need the best available firepower (again), to get on equal grounds. At any rate: There is no situation in which a combination is worthwhile.
You use 13 engines for designs of 10,000t. This is a bit restricitive because you cannot easily design smaller ships with the same standard speed, nor ships that are only a little bit heavier. It usually allows a bit more flexibility to use ratios that are a bit more dividable. Say if you used 12 engines for your ships instead, then you could also easily design a 5,000t vessel with six engines and the same speed (say a collier), or you could decide to use a bit heavier design of 12,500t with 15 engines (say a flag ship)– all with the same speed. Right now you cant do that without wasting engine space.
I like the “fast” Gaussguns, but I am wondering why you would use the slow ones. The low tracking speed severely reduces their effectiveness against enemy missiles, so the fast ones are quite certainly the more efficient choice. I suspect you skimmed of the weight so that you match the 10,000t design restriction, but as discussed above that is largely self-imposed.
As noted by others the fuel, and in particular the maintenance capacities are quite high. Unless you actually plan to use the ships in open space for very prolonged periods, you are much better of sacrificing some of this space for more battle-worthiness.
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The main reason against multirole ships, that is ships that do ASM, AMM, AS Beam and AM Beam all at once, is too much redundancy in fire control, something which is only an issue at low tech levels. At TL 5 or 6 multirole is possible and has its advantages.
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The main reason against multirole ships, that is ships that do ASM, AMM, AS Beam and AM Beam all at once, is too much redundancy in fire control, something which is only an issue at low tech levels. At TL 5 or 6 multirole is possible and has its advantages.
Could you name one advantage of combining ASM and AS Beam ships into one multirole design that would not apply to the same weapons being present in two different ships?
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Could you name one advantage of combining ASM and AS Beam ships into one multirole design that would not apply to the same weapons being present in two different ships?
The primary one would be more ships under construction at once, as you only need one slipway rather than the two for seperate ships. Of course this only applies if you have a sufficiently large shipyard to build the multirole ship. For a combined ASM/beam ship, designing it primarily as a beam ship with a stack of box launchers strapped to it to give a big alpha strike capability can prove effective.
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The main reason against multirole ships, that is ships that do ASM, AMM, AS Beam and AM Beam all at once, is too much redundancy in fire control, something which is only an issue at low tech levels. At TL 5 or 6 multirole is possible and has its advantages.
Note that the argument against multi-role is much more strong for combining combatant and non-combatant roles, e.g. combat, grav survey, geo survey, jump, sensor, .... Take a ship with grav and geo survey that is also jump capable, for example. While the ship is grav surveying, it's geo survey and jump tonnage is unused (no Return On Investment). While geo surveying, no ROI on grav survey and jump tonnage. If you use it as a jump ship, no ROI on the survey equipment. So the problem is that a single ship can only be in one place at once.
For combat ships, this issue boils down to "what roles to you want for your TG?" In other words, do you want to give them both beam and missile capability, or have them be "pure". Since beam and missile have very different engagement ranges (and tactics - charge vs. keep range open), a mixed TG will have "wasted" capabilities at any one time - if keeping the range open there won't be beam capability. So multi-role ships give you less tactical flexibility to make pure TG, but other than that it's going to be a wash to a large extent.
John
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Alright, updated my designs and added a few new ones:
First, new missiles (I've added agility to both(And a thermal sensor to the ASM)):
Missile Size: 4 MSP (0.2 HS) Warhead: 9 Armour: 0 Manoeuvre Rating: 14
Speed: 47000 km/s Endurance: 16 minutes Range: 45.0m km
Thermal Sensor Strength: 0.12 Detect Sig Strength 1000: 120,000 km
Cost Per Missile: 5.6033
Chance to Hit: 1k km/s 658% 3k km/s 210% 5k km/s 131.6% 10k km/s 65.8%
Materials Required: 2.25x Tritanium 0.12x Uridium 3.2583x Gallicite Fuel x1250
Development Cost for Project: 560RP
Missile Size: 1 MSP (0.05 HS) Warhead: 1 Armour: 0 Manoeuvre Rating: 60
Speed: 31400 km/s Endurance: 1 minutes Range: 2.5m km
Cost Per Missile: 2.024
Chance to Hit: 1k km/s 1884% 3k km/s 600% 5k km/s 376.8% 10k km/s 188.4%
Materials Required: 0.25x Tritanium 1.524x Gallicite Fuel x17.5
Development Cost for Project: 202RP
And now, the ships:
First off, my command frigate, with boosted versions of the entire fleets sensor capability. It can provide long range sensor coverage for the entire fleet, but all of my ships are still fitted with appropriate individual sensors for their weapons only just in case it is destroyed. It has additional armor and shields compared to the rest of the fleet, as it will likely be targeted first off, and carries a few SWACs and a jump scout.
Spectre class Frigate Leader 10,000 tons 744 Crew 3426 BP TCS 200 TH 230.4 EM 1200
4800 km/s Armour 8-41 Shields 40-300 Sensors 240/240/0/0 Damage Control Rating 36 PPV 0
Maint Life 2.59 Years MSP 1178 AFR 145% IFR 2% 1YR 247 5YR 3703 Max Repair 360 MSP
Hangar Deck Capacity 1000 tons
ME5 Insulated MPD Engine (12) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 650,000 Litres Range 234.0 billion km (564 days at full power)
R4E5 Theta Shield Projector (10) Total Fuel Cost 200 Litres per day
S36/24-100 Battle Management System (1) GPS 36000 Range 864.0m km Resolution 100
S36/24-16 Missile Attack Control Sensor (1) GPS 5760 Range 345.6m km Resolution 16
S36/24-1 Point Defense Control Sensor (1) GPS 360 Range 86.4m km Resolution 1
S24-240 Thermal Sensor Array (1) Sensitivity 240 Detect Sig Strength 1000: 240m km
S24-240 EM Sensor Array (1) Sensitivity 240 Detect Sig Strength 1000: 240m km
Strike Group
1x Vanguard Jump Scout Speed: 9600 km/s Size: 5
3x Bloodhound AWAC Speed: 9600 km/s Size: 5
This design is classed as a Military Vessel for maintenance purposes
Now for the line ships; the Fenrir is now equipped with additional magazine space and has lost its beam array:
Fenrir class Missile Frigate 10,000 tons 932 Crew 2304.4 BP TCS 200 TH 230.4 EM 600
4800 km/s Armour 6-41 Shields 20-300 Sensors 1/1/0/0 Damage Control Rating 35 PPV 40
Maint Life 3.85 Years MSP 720 AFR 160% IFR 2.2% 1YR 77 5YR 1149 Max Repair 80 MSP
Magazine 940
ME5 Insulated MPD Engine (12) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 500,000 Litres Range 180.0 billion km (434 days at full power)
R4E5 Theta Shield Projector (5) Total Fuel Cost 100 Litres per day
SS4 Missile Launch Tube (10) Missile Size 4 Rate of Fire 20
S36/24-16 Missile Fire Control (2) Range 82.9m km Resolution 16
Serpentine Mk. II (235) Speed: 49,000 km/s End: 15.3m Range: 45m km WH: 9 Size: 4 TH: 228 / 137 / 68
S36/24-16 Active Grav Sensor Array (1) GPS 922 Range 55.3m km Resolution 16
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
For point defense, I've refitted the Scipio with many more fast Gauss guns, and removed all of the heavy ones:
Scipio class Escort Frigate 10,000 tons 757 Crew 3639.4 BP TCS 200 TH 230.4 EM 840
4800 km/s Armour 6-41 Shields 28-300 Sensors 1/1/0/0 Damage Control Rating 35 PPV 44
Maint Life 5.9 Years MSP 3137 AFR 160% IFR 2.2% 1YR 154 5YR 2304 Max Repair 270 MSP
ME5 Insulated MPD Engine (12) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 500,000 Litres Range 180.0 billion km (434 days at full power)
R4E5 Theta Shield Projector (7) Total Fuel Cost 140 Litres per day
Triple Fast Defensive Gauss Turret (11x15) Range 50,000km TS: 28700 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
72000-25000 Point Defence Beam Fire Control (6) Max Range: 144,000 km TS: 25000 km/s 93 86 79 72 65 58 51 44 37 31
S36/24 Beam PD Sensor (1) GPS 4 Range 860k km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
The Loki has recieved more magazine space but is largely unchanged:
Loki class Escort Frigate 10,000 tons 712 Crew 2314.9 BP TCS 200 TH 230.4 EM 600
4800 km/s Armour 6-41 Shields 20-300 Sensors 1/1/0/0 Damage Control Rating 35 PPV 12
Maint Life 3.51 Years MSP 760 AFR 152% IFR 2.1% 1YR 95 5YR 1419 Max Repair 99 MSP
Magazine 1362
ME5 Insulated MPD Engine (12) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 500,000 Litres Range 180.0 billion km (434 days at full power)
R4E5 Theta Shield Projector (5) Total Fuel Cost 100 Litres per day
Size 1 Missile Launcher (12) Missile Size 1 Rate of Fire 5
S36/24-1 Missile Fire Control (4) Range 31.1m km Resolution 1
Gargoyle Mk. II (1287) Speed: 31,400 km/s End: 1.3m Range: 2.5m km WH: 1 Size: 1 TH: 628 / 376 / 188
S36/24-1 Active Grav Sensor (1) GPS 99 Range 23.8m km Resolution 1
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
The Jester is a dedicated anti-ship beam frigate, with slightly higher speed for chasing down enemy ships and heavier shields:
Jester class Frigate 10,000 tons 1150 Crew 3609.4 BP TCS 200 TH 249.6 EM 1560
5200 km/s Armour 6-41 Shields 52-300 Sensors 1/1/0/0 Damage Control Rating 35 PPV 54
Maint Life 3.81 Years MSP 1128 AFR 160% IFR 2.2% 1YR 122 5YR 1829 Max Repair 281 MSP
ME5 Insulated MPD Engine (13) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 500,000 Litres Range 180.0 billion km (400 days at full power)
R4E5 Theta Shield Projector (13) Total Fuel Cost 260 Litres per day
F20C5 Far Ultraviolet Laser Projector (9) Range 500,000km TS: 6250 km/s Power 10-5 RM 5 ROF 10 10 10 10 10 10 8 7 6 5 5
300000-6250 Long Range Beam Fire Control (3) Max Range: 600,000 km TS: 6250 km/s 98 97 95 93 92 90 88 87 85 83
Stellarator Fusion Reactor Technology PB-1 (2) Total Power Output 36 Armour 0 Exp 5%
Stellarator Fusion Reactor Technology PB-1 (3) Total Power Output 9 Armour 0 Exp 5%
S36/24-1 Active Grav Sensor (1) GPS 99 Range 23.8m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
The Jump Scout and AWAC carried by my Frigate Leaders:
Vanguard class Jump Scout 250 tons 7 Crew 113.6 BP TCS 5 TH 11.52 EM 0
9600 km/s JR 1-50 Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 9.07 Years MSP 28 AFR 5% IFR 0.1% 1YR 1 5YR 9 Max Repair 36 MSP
E8 Fighter Jump Drive Max Ship Size 400 tons Distance 50k km Squadron Size 1
FE5 Insulated MPD Engine (1) Power 48 Fuel Use 5000% Signature 11.52 Armour 0 Exp 25%
Fuel Capacity 20,000 Litres Range 2.9 billion km (3 days at full power)
S36/24 Near Target Detection System (1) GPS 576 Range 34.6m km Resolution 16
S36/24 Near Missile Detection System (1) GPS 36 Range 8.6m km Resolution 1
This design is classed as a Fighter for production, combat and maintenance purposes
Bloodhound class AWAC 250 tons 6 Crew 122.6 BP TCS 5 TH 11.52 EM 0
9600 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 0 Years MSP 0 AFR 50% IFR 0.7% 1YR 12 5YR 180 Max Repair 50 MSP
FE5 Insulated MPD Engine (1) Power 48 Fuel Use 5000% Signature 11.52 Armour 0 Exp 25%
Fuel Capacity 55,000 Litres Range 7.9 billion km (9 days at full power)
S36/24 Fighter Target Detection System (1) GPS 807 Range 48.4m km Resolution 16
S36/24 Near Missile Detection System (1) GPS 36 Range 8.6m km Resolution 1
This design is classed as a Fighter for production, combat and maintenance purposes
And the support vessels:
Kilimanjaro class Oiler 10,000 tons 694 Crew 2408 BP TCS 200 TH 230.4 EM 600
4800 km/s Armour 6-41 Shields 20-300 Sensors 1/1/0/0 Damage Control Rating 6 PPV 0
Maint Life 6.53 Years MSP 903 AFR 133% IFR 1.9% 1YR 37 5YR 548 Max Repair 80 MSP
ME5 Insulated MPD Engine (12) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 5,000,000 Litres Range 1800.0 billion km (4340 days at full power)
R4E5 Theta Shield Projector (5) Total Fuel Cost 100 Litres per day
This design is classed as a Military Vessel for maintenance purposes
Majestic class Collier 10,000 tons 587 Crew 2143 BP TCS 200 TH 230.4 EM 600
4800 km/s Armour 6-41 Shields 20-300 Sensors 240/1/0/0 Damage Control Rating 5 PPV 0
Maint Life 3.7 Years MSP 670 AFR 160% IFR 2.2% 1YR 76 5YR 1142 Max Repair 240 MSP
Magazine 1500
ME5 Insulated MPD Engine (12) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 550,000 Litres Range 198.0 billion km (477 days at full power)
R4E5 Theta Shield Projector (5) Total Fuel Cost 100 Litres per day
Serpentine Mk. II (375) Speed: 49,000 km/s End: 15.3m Range: 45m km WH: 9 Size: 4 TH: 228 / 137 / 68
Gargoyle Mk. II (1509) Speed: 31,400 km/s End: 1.3m Range: 2.5m km WH: 1 Size: 1 TH: 628 / 376 / 188
S24-240 Thermal Sensor Array (1) Sensitivity 240 Detect Sig Strength 1000: 240m km
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
Shield-Bearer class Supply Ship 10,000 tons 510 Crew 1778 BP TCS 200 TH 230.4 EM 600
4800 km/s Armour 6-41 Shields 20-300 Sensors 1/1/0/0 Damage Control Rating 5 PPV 0
Maint Life 17.77 Years MSP 18556 AFR 160% IFR 2.2% 1YR 111 5YR 1668 Max Repair 80 MSP
ME5 Insulated MPD Engine (12) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 500,000 Litres Range 180.0 billion km (434 days at full power)
R4E5 Theta Shield Projector (5) Total Fuel Cost 100 Litres per day
This design is classed as a Military Vessel for maintenance purposes
Achilles class Jump Frigate 10,000 tons 846 Crew 2708 BP TCS 200 TH 230.4 EM 2040
4800 km/s JR 6-500 Armour 10-41 Shields 68-300 Sensors 1/1/0/0 Damage Control Rating 161 PPV 0
Maint Life 7.72 Years MSP 2862 AFR 72% IFR 1% 1YR 85 5YR 1273 Max Repair 342 MSP
MS10kS6R500M Jump Drive Max Ship Size 10000 tons Distance 500k km Squadron Size 6
ME5 Insulated MPD Engine (12) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 750,000 Litres Range 270.0 billion km (651 days at full power)
R4E5 Theta Shield Projector (17) Total Fuel Cost 340 Litres per day
This design is classed as a Military Vessel for maintenance purposes
These are designed to operate in squadrons with the following layout:
5x Fenrir class Missile Frigate
5x Loki class Escort Frigate
3x Scipio class Escort Frigate
2x Spectre class Frigate Leader
1x Kilimanjaro class Oiler
1x Shield-Bearer class Supply Ship
3x Majestic class Collier
4x Achilles class Jump Frigate
(5 Fenrir and 1 Achilles; 5 Loki and 1 Achilles; 3 Scipio and 2 Spectre; 1 Kilimanjaro and 1 Shield-Bearer and 3 Majestic and 1 Achilles.)
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Goliath class Mothership 200,000 tons 19737 Crew 56578.8 BP TCS 4000 TH 4800 EM 60000
5000 km/s Armour 14-304 Shields 2000-300 Sensors 240/240/0/0 Damage Control Rating 800 PPV 465
Maint Life 21.66 Years MSP 88404 AFR 640% IFR 8.9% 1YR 360 5YR 5402 Max Repair 360 MSP
Flag Bridge Magazine 6145
ME5 Insulated MPD Engine (250) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 10,000,000 Litres Range 180.0 billion km (416 days at full power)
R4E5 Theta Shield Projector (500) Total Fuel Cost 10,000 Litres per day
F20C5 Far Ultraviolet Laser Projector (40) Range 500,000km TS: 6250 km/s Power 10-5 RM 5 ROF 10 10 10 10 10 10 8 7 6 5 5
Triple Fast Defensive Gauss Turret (20x15) Range 50,000km TS: 28700 km/s Power 0-0 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
'Guardian' Close-In-Weapons-System (10x10) Range 1000 km TS: 25000 km/s ROF 5 Base 50% To Hit
300000-6250 Long Range Beam Fire Control (10) Max Range: 600,000 km TS: 6250 km/s 98 97 95 93 92 90 88 87 85 83
72000-25000 Point Defence Beam Fire Control (5) Max Range: 144,000 km TS: 25000 km/s 93 86 79 72 65 58 51 44 37 31
Stellarator Fusion Reactor Technology PB-1 (16) Total Power Output 288 Armour 0 Exp 5%
SS4 Missile Launch Tube (25) Missile Size 4 Rate of Fire 20
Size 1 Missile Launcher (45) Missile Size 1 Rate of Fire 5
S36/24-1 Missile Fire Control (20) Range 31.1m km Resolution 1
S36/24-16 Missile Fire Control (8) Range 82.9m km Resolution 16
Gargoyle Mk. II (4000) Speed: 31,400 km/s End: 1.3m Range: 2.5m km WH: 1 Size: 1 TH: 628 / 376 / 188
Serpentine Mk. III (525) Speed: 47,000 km/s End: 16m Range: 45m km WH: 9 Size: 4 TH: 219 / 131 / 65
S36/24 Beam PD Sensor (60) GPS 4 Range 860k km Resolution 1
S36/24-100 Battle Management System (1) GPS 36000 Range 864.0m km Resolution 100
S36/24-16 Missile Attack Control Sensor (1) GPS 5760 Range 345.6m km Resolution 16
S24-240 Thermal Sensor Array (1) Sensitivity 240 Detect Sig Strength 1000: 240m km
S24-240 EM Sensor Array (1) Sensitivity 240 Detect Sig Strength 1000: 240m km
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
ahhhhahahahahahaahahahahahahahahahahahahaha
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Somewhere in your Imperium, a designer is very pleased with himself, and an engineer is committing suicide.
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Empire class Superduperdreadnaught 1,250,000 tons 131815 Crew 4985806.4998 BP TCS 125 TH 7500 EM 180000
30000 km/s JR 3-2000 Armour 25-1033 Shields 6000-300 Sensors 750/750/0/0 Damage Control Rating 8099 PPV 1885
Maint Life 5.41 Years MSP 12712408 AFR 2451% IFR 34% 1YR 729196 5YR 10937943 Max Repair 490000 MSP
Flag Bridge Troop Capacity: 42 Battalions Magazine 33620
Ultra-Mega-Super-Duper-Mega-Jump-Drive-System Max Ship Size 1250000 tons Distance 2000k km Squadron Size 3
Hyper Insulated Photonic Drive Engine (1500) Power 500 Fuel Use 10% Signature 5 Armour 0 Exp 5% Hyper Capable
Fuel Capacity 50,000,000 Litres Range 720.0 billion km (277 days at full power)
R15 Heavy Efficient Shield Projector (400) Total Fuel Cost 6,000 Litres per day
F30C25 Directed Gamma Ray Beam System (40) Range 1,400,000km TS: 30000 km/s Power 24-25 RM 12 ROF 5 24 24 24 24 24 24 24 24 24 24
S9C25 Heavy Particle Cannon (15) Range 1,200,000km TS: 30000 km/s Power 22-25 ROF 5 9 9 9 9 9 9 9 9 9 9
F30C25 Long Range Fast Firing Meson Director (10) Range 1,400,000km TS: 30000 km/s Power 24-25 RM 144 ROF 5 1 1 1 1 1 1 1 1 1 1
F30C25 Ultra-High Power Microwave Beam Generator (5) Range 1,400,000km TS: 30000 km/s Power 24-25 RM 144 ROF 5 1 1 1 1 1 1 1 1 1 1
Twin Fast Gauss Gun Array (100x16) Range 60,000km TS: 395000 km/s Power 0-0 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Close In Defensive Weapon System (100x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
F30V9C25 Fast Firing Heavy Railgun (15x4) Range 630,000km TS: 30000 km/s Power 21-25 RM 9 ROF 5 7 7 7 7 7 7 7 7 7 6
S175/25-4x4 Beam Weapon Targeting System (40) Max Range: 1,400,000 km TS: 100000 km/s 99 99 98 97 96 96 95 94 94 93
S100/25-4x4 Beam Weapon Close In Targeting System (20) Max Range: 800,000 km TS: 100000 km/s 99 98 96 95 94 92 91 90 89 88
S1 Vacuum Power Plant (60) Total Power Output 2400 Armour 0 Exp 5%
R12 Missile Launch Tube (240) Missile Size 1 Rate of Fire 5
R12 Missile Launch Tube (100) Missile Size 3 Rate of Fire 10
R12 Drone Launch Tube (10) Missile Size 8 Rate of Fire 20
S180/75 Missile/Small Craft Targeting System (40) Range 4,050.0m km Resolution 1
S180/75 Anti-Ship Missile Targeting System (10) Range 16,200.0m km Resolution 16
Aegis AMM (12000) Speed: 250,000 km/s End: 1.2m Range: 18m km WH: 1 Size: 1 TH: 15833 / 9500 / 4750
Gemini ASM (5000) Speed: 241,700 km/s End: 20.7m Range: 299.9m km WH: 25 Size: 3 TH: 2094 / 1256 / 628
S180/75 Small Craft Detection System (3) GPS 28800 Range 5,400.0m km Resolution 16
S180/75 Missile Detection System (3) GPS 1800 Range 1,350.0m km Resolution 1
S180/75 Large Craft Detection System (3) GPS 360000 Range 19,091.9m km Resolution 200
S180/75 Craft Detection System (3) GPS 180000 Range 13,500.0m km Resolution 100
S750 Thermal Detection Sensor Array (2) Sensitivity 750 Detect Sig Strength 1000: 750m km
S750 Electro-Magnetic Detection System Array (2) Sensitivity 750 Detect Sig Strength 1000: 750m km
Cloaking Device: Class cross-section reduced to 0.5% of normal
Compact ECCM-10 (1) ECM 100
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
AHHHHHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA. And it has the TCS of a 6250 ton ship. Somewhere in your Imperium, a designer is very pleased with himself, and an engineer is committing suicide.
Nonsense!
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You forgot the civilian habitat and cargo hold.
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The new designs appear much more capable, I would be interested in hearing how they perform.
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The new designs appear much more capable, I would be interested in hearing how they perform.
Well, I haven't actually found anything to kill yet( :'(), so that might be a while.
Oops! I had the ordnance numbers from the double sized Majestic there, it should have 250 Serpentine Mk. IIIs and 500 Gargoyle Mk. IIs. I also forgot to update a few ships to the Serpentine Mk. III (The one with thermal sensors(Can they detect ships right on top of them?)), that should be what's in the Fenrir and Majestic's magazines.
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Should I aim for more Loki AMM ships, or more of the Scipio gauss gun point defense ships?
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Depends on your logistics situation, do you have enough colliers to keep a fleet supplied for multiple engagements? Do you have the industry to keep up with usage?
I think you will find that the AMM ships will be more effective at stopping missiles, but you will burn through them like nobodies business in a fight, so if you can keep them supplied then those would be a good focus. If you aren't certain you can, then more gauss would be better. Like, lots more.
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generally speaking, your designs are overfueled, especially if they're intended to operate with a tanker. 180bkm is a loooong waaaay. Of course that depends on the size of your empire and usage of bases.
The Jester is a dedicated anti-ship beam frigate, with slightly higher speed for chasing down enemy ships and heavier shields:
this ship should probably sacrifice a big chunk of its firepower (and other attributes) for speed. With MPD drives, try to get to 7000+. If you want it to be a dedicated beam pursuit ship, you could even try to jack it up to 9k plus speed - or perhaps go for a beam-FAC design. Controlling the range - and actually being able to catch enemies - makes other concerns look minor.
additionally, for a beam warship of any real size, it is _imperative_ that you mount ECCM.
As for the multirole warship debate. There's something to be said for warships that don't become toothless when the magazines run out. Once you get large enough ships, you can easily afford a beam 'installation' (one fire control + proportional #s of weapons) while still mounting sizeable missile armaments. This works especially well with dual purpose beam weapons (anti-ship/anti-missile). And in terms of roleplay/tactics - if an enemy knows the missile ships will have shot their bolt anyway, theres really no reason not to just focus target area defence or beam ships instead. Multirole ships make such tradeoffs far riskier.
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This was a multi-role design that I never had a chance to field (game devolved into 30 second intervals).
New Orleans class Heavy Cruiser 30,000 tons 2808 Crew 10600.6 BP TCS 600 TH 990 EM 0
6875 km/s Armour 14-86 Shields 0-0 Sensors 70/70/0/0 Damage Control Rating 120 PPV 125.52
Maint Life 14.48 Years MSP 15457 AFR 102% IFR 1.4% 1YR 138 5YR 2066 Max Repair 600 MSP
Magazine 200
MCFD E7.2 (30) Power 137.5 Fuel Use 72% Signature 33 Armour 0 Exp 10%
Fuel Capacity 2,485,000 Litres Range 207.1 billion km (348 days at full power)
Twin 15cm C5 Ultraviolet Laser Turret (4x2) Range 240,000km TS: 25000 km/s Power 12-10 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
Triple 20cm C5 Ultraviolet Laser Turret (2x3) Range 320,000km TS: 13900 km/s Power 30-15 RM 4 ROF 10 10 10 10 10 8 6 5 5 4 4
AMFC S16 160-25000 (2) Max Range: 320,000 km TS: 25000 km/s 97 94 91 88 84 81 78 75 72 69
ASFC S12 160-15000 (1) Max Range: 320,000 km TS: 15000 km/s 97 94 91 88 84 81 78 75 72 69
ICFR PB-1.1 (6) Total Power Output 79.2 Armour 0 Exp 10%
Standard Box Launcher (50) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
MFC151-R100 (1) Range 151.2m km Resolution 100
Striker SM Mk. 1 (50) Speed: 27,500 km/s End: 63.6m Range: 105m km WH: 8 Size: 4 TH: 165 / 99 / 49
Standard Anti-Missile Sensor MR50-R1 (1) GPS 360 Range 50.4m km Resolution 1
Standard Search Sensor MR252-R100 (1) GPS 18000 Range 252.0m km Resolution 100
Emergency Search Sensor MR50-R100 (1) GPS 3600 Range 50.4m km Resolution 100
Thermal Sensor TH5-70 (1) Sensitivity 70 Detect Sig Strength 1000: 70m km
EM Detection Sensor EM5-70 (1) Sensitivity 70 Detect Sig Strength 1000: 70m km
I am pretty adamant about having long maintenance lives. These ships are intended to operate with a command/jump ship that also has two of the twin 15cms for additional PD volume, as the "battle line" of fleets consisting of 5 New Orleans, 1 Command Cruiser, 5 Destroyers (Missile ships), 1 Destroyer Leader, 5 Destroyer Escorts (AMM ships), and 1 Escort Leader.
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Alright, I trimmed down the Jester a little bit, and almost doubled the engines, at the cost of some lasers and 2/3 of the FCs. Unfortunately, I don't have any ECCM yet, hoping to get that before these enter production. Oh, and I had to drop a few shields, as well as doubling engineering capacity on all other ships as well (However, the only major change is the Jester, so that's the only one I'm posting the new design for)
Jester class Frigate 10,000 tons 1083 Crew 3219.4 BP TCS 200 TH 384 EM 1200
8000 km/s Armour 6-41 Shields 40-300 Sensors 1/1/0/0 Damage Control Rating 43 PPV 30
Maint Life 10.83 Years MSP 2616 AFR 61% IFR 0.9% 1YR 41 5YR 612 Max Repair 281 MSP
ME5 Insulated MPD Engine (20) Power 80 Fuel Use 50% Signature 19.2 Armour 0 Exp 5%
Fuel Capacity 250,000 Litres Range 90.0 billion km (130 days at full power)
R4E5 Theta Shield Projector (10) Total Fuel Cost 200 Litres per day
F20C5 Far Ultraviolet Laser Projector (5) Range 500,000km TS: 8000 km/s Power 10-5 RM 5 ROF 10 10 10 10 10 10 8 7 6 5 5
300000-6250 Long Range Beam Fire Control (1) Max Range: 600,000 km TS: 6250 km/s 98 97 95 93 92 90 88 87 85 83
Stellarator Fusion Reactor Technology PB-1 (9) Total Power Output 27 Armour 0 Exp 5%
S36/24-1 Active Grav Sensor (1) GPS 99 Range 23.8m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes