Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Rolepgeek on July 07, 2013, 09:27:54 PM
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Recently, I had my first encounter with an NPR. They came into my home system, with a class I renamed the Inferno, because at the time I thought I would use an elemental theme for their ship classes. Once communications were established, their name seemed Spanish to me, so I made that the ship class theme. I still had no idea what home system was theirs. But, I had found a planet with a 0 colony cost only two jumps away, so to see just how delicious it would be to mine, sent my geological survey group to the planet. As I'm doing other things, I get a notice of hostile contacts. I look at the ships, and it turns out that that world was probably their homeworld, judging by the number of active sensor ships scanning my three-ship group. Their jump-ship escort dies in the first five seconds. They die in the next five. Looking at their ship weapons that I could see, they had a very deadly ship with eight particle beams, and another few with fifteen gauss cannons. Their ships, though, only had a speed of 1450 km/s, except for the Medas class, which I believe is a scout, from it's 3950 km/s speed. So, I send in my Jump Explorer ship real quick, see four of their Medas class ships heading towards the same jump point, turn back, and head home with it; they go home too, I believe. Because of their unprovoked attack (I suppose seeing geo-survey ships scanning your homeworld for resources can be worrying), I decided to ramp up military production, designing several new ships, and finishing my fighter design, researching the needed components over the next few months. I am now increasing my shipyards' capacity and getting ready to construct my fleet, which consists of some of the following ships.
M1SF 3T Osprey class Recon Frigate 3,000 tons 80 Crew 705.6 BP TCS 60 TH 240 EM 0
4000 km/s Armour 1-18 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Maint Life 6.03 Years MSP 441 AFR 24% IFR 0.3% 1YR 21 5YR 312 Max Repair 200 MSP
Intended Deployment Time: 12 months Spare Berths 0
Mk1 S10E120 Ion Injection Engine (2) Power 120 Fuel Use 81% Signature 120 Exp 10%
Fuel Capacity 450,000 Litres Range 33.3 billion km (96 days at full power)
V1S10-H MR114-R80 'Spotter' Sensor Array (1) GPS 12800 Range 114.5m km Resolution 80
V1S10-H S6:1,4M Missile Detector (1) GPS 160 Range 12.8m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
This is my sensor boat, of which there will be two in the main fleet, or one in each battle group should I split up my fleet. The various numbers are there to inform me quickly about information I cannot otherwise obtain quickly; the Missile Detector, for example, can detect size 6 missiles at a range of 1. 4 million kilometers, is size ten, and has electronic hardening. I use commas because I feel they are more aesthetically pleasing(though when I get used to it, designing my missiles can be annoying)
M1SV-T 5T Greaser class Tanker 5,000 tons 34 Crew 567.4 BP TCS 100 TH 300 EM 0
3000 km/s Armour 1-26 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 71 Max Repair 37.5 MSP
Intended Deployment Time: 12 months Spare Berths 0
Semblance Motors Ion Repulsor Drive (2) Power 150 Fuel Use 11.93% Signature 150 Exp 5%
Fuel Capacity 2,150,000 Litres Range 648.8 billion km (2503 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
This is the tanker for the group. I'll probably build two of them for redundancy.
M1SV-C 5T Packrat class Collier 5,000 tons 79 Crew 393.4 BP TCS 100 TH 300 EM 0
3000 km/s Armour 1-26 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Maint Life 4.37 Years MSP 148 AFR 66% IFR 0.9% 1YR 12 5YR 187 Max Repair 37.5 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 560
Semblance Motors Ion Repulsor Drive (2) Power 150 Fuel Use 11.93% Signature 150 Exp 5%
Fuel Capacity 200,000 Litres Range 60.4 billion km (232 days at full power)
This design is classed as a Military Vessel for maintenance purposes
If I make this the primary build for the shipyard, I can also build the Greaser. Two to three of these function as the colliers for the group.
M1D 7T Serendipity class Destroyer 7,000 tons 159 Crew 1109.8 BP TCS 140 TH 360 EM 0
2571 km/s Armour 4-32 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 24
Maint Life 3.37 Years MSP 297 AFR 130% IFR 1.8% 1YR 40 5YR 596 Max Repair 100 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 324
Mk1 S10E120 Ion Injection Engine (3) Power 120 Fuel Use 81% Signature 120 Exp 10%
Fuel Capacity 550,000 Litres Range 17.5 billion km (78 days at full power)
L1 V1a Hornet Missile Launcher (6) Missile Size 1 Rate of Fire 10
L6 V1a Polearm Missile Launcher (3) Missile Size 6 Rate of Fire 60
V1S3,25-H MR111,6-R80 'Scope' Guidance Computer (1) Range 111.6m km Resolution 80
V1S3-H S6:1,25 Anti-Missile Guidance System (1) Range 11.5m km Resolution 1
M1 S6W3 Halberd AS Missile (27) Speed: 6,400 km/s End: 306.5m Range: 117.7m km WH: 9 Size: 6 TH: 30/18/9
M1 S1W0,35 Watcher AM Missile (162) Speed: 9,600 km/s End: 68.1m Range: 39.2m km WH: 1 Size: 1 TH: 64/38/19
V1S5-H MR64-R100 'Searchlight' Sensor Array (1) GPS 8000 Range 64.0m km Resolution 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
My primary offensive design, the Serendipity can use Pike AS Missiles instead, which have the following profile:
M1 S6W1,35 Pike AS Missile (3) Speed: 12,000 km/s End: 181.6m Range: 130.8m km WH: 4 Size: 6 TH: 60/36/18
I'll probably try to have around five to six Serendipity's ready to fight.
M1D-PD 8T Deflector class Area Defence Cruiser 8,000 tons 181 Crew 1011.8 BP TCS 160 TH 360 EM 0
2250 km/s Armour 3-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 47.68
Maint Life 2.06 Years MSP 237 AFR 170% IFR 2.4% 1YR 74 5YR 1113 Max Repair 80 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 280
Mk1 S10E120 Ion Injection Engine (3) Power 120 Fuel Use 81% Signature 120 Exp 10%
Fuel Capacity 500,000 Litres Range 13.9 billion km (71 days at full power)
LT1-2 R8K Mk.1 C1 Dual 100mm Infrared Laser Turret (2x2) Range 30,000km TS: 8000 km/s Power 6-2 RM 1 ROF 15 3 1 1 0 0 0 0 0 0 0
GT1-4 R13,5K G1 V1a Quad 'Flak' Magnetic Accelerator Turret (1x8) Range 10,000km TS: 13500 km/s Power 0-0 RM 1 ROF 5 1 0 0 0 0 0 0 0 0 0
V1S16-H AC50-40K 'Swatter' Trajectory Builder (1) Max Range: 80,000 km TS: 8000 km/s 88 75 62 50 38 25 12 0 0 0
Gen. Now! Technologies Specific-1 Gas-Cooled Reactor (1) Total Power Output 4.5 Armour 0 Exp 5%
L1 V1a Hornet Missile Launcher (10) Missile Size 1 Rate of Fire 10
V1S3-H S6:1,25 Anti-Missile Guidance System (1) Range 11.5m km Resolution 1
M1 S1W0,35 Watcher AM Missile (162) Speed: 9,600 km/s End: 68.1m Range: 39.2m km WH: 1 Size: 1 TH: 64/38/19
V1S4-H S6:557K Missile Detector (1) GPS 64 Range 5.1m 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 Point Defense for the group, two of these should be more than enough to deal with any missile weapons they might have.
M1JC 10T Maglev class Jump Cruiser 10,000 tons 303 Crew 1473 BP TCS 200 TH 480 EM 0
2400 km/s JR 3-50 Armour 3-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 10 PPV 28
Maint Life 3.96 Years MSP 921 AFR 80% IFR 1.1% 1YR 94 5YR 1404 Max Repair 286 MSP
Intended Deployment Time: 24 months Spare Berths 0
Magazine 253
Mk1 S50-10K Warp Drive Max Ship Size 10000 tons Distance 50k km Squadron Size 3
Mk1 S10E120 Ion Injection Engine (4) Power 120 Fuel Use 81% Signature 120 Exp 10%
Fuel Capacity 750,000 Litres Range 16.7 billion km (80 days at full power)
L1 V1a Hornet Missile Launcher (4) Missile Size 1 Rate of Fire 10
L24 V1a Siege Engine Missile Launcher (1) Missile Size 24 Rate of Fire 240
V1S3,25-H MR111,6-R80 'Scope' Guidance Computer (1) Range 111.6m km Resolution 80
V1S3-H S6:1,25 Anti-Missile Guidance System (1) Range 11.5m km Resolution 1
M1 S1W0,35 Watcher AM Missile (61) Speed: 9,600 km/s End: 68.1m Range: 39.2m km WH: 1 Size: 1 TH: 64/38/19
M1 S24M4 Ballista Dart AS Missile (8) Speed: 12,000 km/s End: 154.6m Range: 111.8m km WH: 0 Size: 24 TH: 40/24/12
V1S1-H MR11-R80 Fighter GRADAR (1) GPS 1280 Range 11.4m km Resolution 80
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 will probably be my most common ship, as it allows the rest to use jump points. Since I have crappy jump engine technologies, I'll need one of these for every two other ships. Which means I'll probably have around ten of them. The Ballista Dart missile splits into four Dart AS Warheads at 500,000 km, each of which has the following profile:
M1 S3W1,34 Dart AS Warhead (1) Speed: 8,300 km/s End: 5.4m Range: 2.7m km WH: 4 Size: 2.9 TH: 52/31/15
M1FRG 4T Duelist class Frigate 4,000 tons 102 Crew 651.2 BP TCS 80 TH 240 EM 0
3000 km/s Armour 3-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 16
Maint Life 1.62 Years MSP 102 AFR 128% IFR 1.8% 1YR 46 5YR 686 Max Repair 100 MSP
Intended Deployment Time: 6 months Spare Berths 2
Magazine 196
Mk1 S10E120 Ion Injection Engine (2) Power 120 Fuel Use 81% Signature 120 Exp 10%
Fuel Capacity 450,000 Litres Range 25.0 billion km (96 days at full power)
L1 V1a Hornet Missile Launcher (4) Missile Size 1 Rate of Fire 10
L6 V1a Polearm Missile Launcher (2) Missile Size 6 Rate of Fire 60
V1S1,4-H S6:585K Anti-Missile Guidance System (1) Range 5.4m km Resolution 1
V1S1,6-H MR61,44-R100 'Crosshair' Guidance Computer (1) Range 61.4m km Resolution 100
M1 S6W3 Halberd AS Missile (16) Speed: 6,400 km/s End: 306.5m Range: 117.7m km WH: 9 Size: 6 TH: 30/18/9
M1 S1W0,35 Watcher AM Missile (100) Speed: 9,600 km/s End: 68.1m Range: 39.2m km WH: 1 Size: 1 TH: 64/38/19
V1S5-H MR64-R100 'Searchlight' Sensor Array (1) GPS 8000 Range 64.0m km Resolution 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
Meant to be cheap and fast(compared to my other vessels), there will likely only be four Duelists once I finish my fleet, but I aim to make around a dozen, with a dedicated Jump Frigate as escort.
M1D-C 9T Tempest class Carrier 9,000 tons 146 Crew 1084.8 BP TCS 180 TH 240 EM 0
1333 km/s Armour 2-38 Shields 0-0 Sensors 18/20/0/0 Damage Control Rating 3 PPV 0
Maint Life 2.75 Years MSP 226 AFR 216% IFR 3% 1YR 43 5YR 644 Max Repair 60 MSP
Intended Deployment Time: 24 months Flight Crew Berths 1
Hangar Deck Capacity 4750 tons
Mk1 S10E120 Ion Injection Engine (2) Power 120 Fuel Use 81% Signature 120 Exp 10%
Fuel Capacity 750,000 Litres Range 18.5 billion km (160 days at full power)
V1S3 S18 Raditation Analyser (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
V1S2,5-H S20 Electro-Mag Detection Array (1) Sensitivity 20 Detect Sig Strength 1000: 20m km
Strike Group
1x M1P-S 490t Storm Scout Fighter Speed: 4591 km/s Size: 9.8
5x M1P-L 465t Flash Fighter Speed: 4838 km/s Size: 9.3
2x M1P-R 460t Lightning Interceptor Speed: 6521 km/s Size: 9.2
2x M1P 465t Thunder Fighter-bomber Speed: 4838 km/s Size: 9.3
This design is classed as a Military Vessel for maintenance purposes
My carrier, I've created enough fighters for two strike groups, and will have two carriers. It is slow for it's size, as it's a carrier, and it has two passive sensors; mostly because I could get rid of a Boat Bay and still have enough room for the fighters, but I didn't have any passive sensors in the rest of the fleet.
Now for it's version of Ordnance.
M1P-L 465t Flash class Fighter 465 tons 4 Crew 50.1 BP TCS 9.3 TH 45 EM 0
4838 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 0 Years MSP 0 AFR 93% IFR 1.3% 1YR 5 5YR 76 Max Repair 8 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
Mk2 S1E15 Fighter Ion Injection Engine (3) Power 15 Fuel Use 138.35% Signature 15 Exp 12%
Fuel Capacity 5,000 Litres Range 1.4 billion km (3 days at full power)
Mk. 1 C2 120mm Visible Laser (1) Range 64,000km TS: 4838 km/s Power 4-2 RM 2 ROF 10 4 4 2 2 1 1 0 0 0 0
V2S1 AC50-32K Fighter Trajectory Analyser (1) Max Range: 64,000 km TS: 4000 km/s 84 69 53 37 22 6 0 0 0 0
P1S0,2 Fighter Reactor Core (2) Total Power Output 1.8 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
The primary workhorse of the group, capable of filling multiple roles, the Flash can function against slow enemy fighters and enemy ships as well. Packs quite a punch, too. Five of them provide a solid core for the strike group.
M1P 465t Thunder class Fighter-bomber 465 tons 8 Crew 46.1 BP TCS 9.3 TH 45 EM 0
4838 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 0 Years MSP 0 AFR 93% IFR 1.3% 1YR 4 5YR 58 Max Repair 8 MSP
Intended Deployment Time: 0.2 months Spare Berths 0
Mk2 S1E15 Fighter Ion Injection Engine (3) Power 15 Fuel Use 138.35% Signature 15 Exp 12%
Fuel Capacity 5,000 Litres Range 1.4 billion km (3 days at full power)
P1 V1a 150mm 'Stinger' Plasma Burst Cannon (1) Range 60,000km TS: 4838 km/s Power 6-1 RM 1 ROF 30 6 3 2 1 1 1 0 0 0 0
V2S1 AC50-32K Fighter Trajectory Analyser (1) Max Range: 64,000 km TS: 4000 km/s 84 69 53 37 22 6 0 0 0 0
P1S0,2 Fighter Reactor Core (2) Total Power Output 1.8 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
The really heavy hitter, the Thunder is meant to blast through thick enemy armor and damage the internal core, even if it's less effective than the Flash at damage over time. Two of them allow the strike group to be effective against enemy heavy vessels.
M1P-R 460t Lightning class Interceptor 460 tons 8 Crew 49.6 BP TCS 9.2 TH 60 EM 0
6521 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 0 Years MSP 0 AFR 92% IFR 1.3% 1YR 3 5YR 47 Max Repair 8 MSP
Intended Deployment Time: 0.2 months Spare Berths 0
Mk2 S1E15 Fighter Ion Injection Engine (4) Power 15 Fuel Use 138.35% Signature 15 Exp 12%
Fuel Capacity 10,000 Litres Range 2.8 billion km (5 days at full power)
Mk1 Anti-Missile 100mm Linear Accelerator Cannon (1x4) Range 10,000km TS: 6521 km/s Power 3-1 RM 1 ROF 15 1 0 0 0 0 0 0 0 0 0
V1S1 AC50-16K Fighter Trajectory Analyser (1) Max Range: 32,000 km TS: 8000 km/s 69 37 6 0 0 0 0 0 0 0
P1S0,2 Fighter Reactor Core (1) Total Power Output 0.9 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
Both point defense and anti-fighter, the Lightning uses the version of the railgun I'd developed when I thought railguns could be mounted on turrets.
M1P-S 490t Storm class Scout Fighter 490 tons 6 Crew 113.1 BP TCS 9.8 TH 45 EM 0
4591 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 0 Years MSP 0 AFR 98% IFR 1.4% 1YR 16 5YR 243 Max Repair 32 MSP
Intended Deployment Time: 0.5 months Spare Berths 0
Mk2 S1E15 Fighter Ion Injection Engine (3) Power 15 Fuel Use 138.35% Signature 15 Exp 12%
Fuel Capacity 100,000 Litres Range 26.5 billion km (66 days at full power)
V1S2 S6:279K Fighter Missile GRADAR (1) GPS 32 Range 2.6m km Resolution 1
V1S2 MR23-R80 'Horizon' GRADAR (1) GPS 2560 Range 22.9m km Resolution 80
This design is classed as a Fighter for production, combat and maintenance purposes
Using the idea that tryar gave me, the Storm is the commander and sensor-boat for the strike group, allowing them to function independently from the fleet. It also carries enough fuel for the group to stay out of the Tempest for a few weeks.
I haven't played Aurora for very long, so advice and help would be greatly appreciated!
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My first thought is that the fighters and missiles are very SLOW for ion technology. You should aim for fighters that can go 8000 km/s at least, and missiles that travel well over 10,000 km/s. Also, given that your enemies appear to have lots of energy weapons and very good ones, maybe short-range and slow energy fighters are a bad idea. It would probably be better to design missile fighters that can bombard them with anti-ship missiles from millions of km away.
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My first thought is that the fighters and missiles are very SLOW for ion technology. You should aim for fighters that can go 8000 km/s at least, and missiles that travel well over 10,000 km/s.
Indeed.
@Rolepgeek:
Judging from the fuel use of fighters you appear to not have put any focus on the max engine power tech at all. Having this tech at a high level and ramped up to the max in your smaller engine designs is crucial for fast fighters and missiles.
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Not an in-depth analysis this time :)
Most of your ships have different max. speeds. This is not a problem, if they all operate independantly. If put into a single task group (TG) the TG moves at the speed of the slowest ship. It is therefore reccomended to match the speed of ships that will operate together as much as possible.
Another thing that looks strange is, that your fleet train (tanker and collier) moves faster than your combat ships (except for your frigate)
Another thing where standardization can be good is ship size. You have war ships of 4, 7, 8, 9 and 10000 tons.
As the frigates are probably meant to operate on their own (or in small frigate squadrons) this is ok.
The others, I assume, will work more or less together.
Homogenizing the size of the DD, DE, CVE and CJ would give you some advantages.
Every yard able to build one class is large enough to build any class.
Your jump engine is not overly large, as all ships it has to transport through a jump point is of the same size
Re-tooling from one class to the other will probably be somewhat cheaper.
Don“t forget to set up a standard ammo-layout for your collier (click the checkbox on the design screen to mark it as collier)
As others have said: Your missiles are horribly slow, a grumpy granpa with a sawed off shotgun could shoot them down :) :)
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My designs have changed, after looking at the advice you guys gave me, and my first real encounter with the Confederation of Neuvo Laredo(the NPR). I had built a small fleet with which I planned to test the waters and probe their defenses, as well as try to get a feel for the combat in-game, since it was my first battle in the game, ever. It consisted of four Maglev Jump Cruisers, three Serendipity class Destroyers, and one Osprey class Recon Frigate. The numbers are like that primarily because the Maglevs are currently what my four-slipway shipyard is tooled for. So, they split into three groups, and jump into the adjoining system, and then to the one after that. After a few more days of travel, I notice their ships approaching. A Vincedora class Beam Warship(I believe that's what it is; 8500 tons or so and armed with eight particle beams) is approaching, and their four Medas-class Scout Cruisers(also about 8500 tons, but two and half times as fast as the Vincedora) are watching me. So I launch two salvos of AS missiles at the Vincedora, which I had foolishly allowed to get within 50 million km. It dies after one additional volley. In the meantime, two of their Castilla class Missile Cruisers are approaching. At the time, I didn't know what they were, so I simply told my task group to approach them. Then I see the two salvos of seven Invincible Anti-Ship Missiles(size 4, Warhead 3, speed 7700 km/s) each coming my way. I quickly spend ten minutes trying to figure out point defense, and start shooting at them. My missiles can handily take care of the salvos, while their point defense is shoddy at best(it killed maybe a dozen of my missiles, and only in final fire mode, from what the events appear to be). Nine Halberds for each of my Destroyer Volleys and four of the faster Ballista Darts with each Cruiser volley mean that I fire maybe five volleys, then wait to see how they'll take it. Turns out they have only 2 armor, meaning my Warhead 9 Halberds blast straight through, and my Darts rip chunks out. I soon realize they aren't dead, more missile volleys are still coming my way, and I'm out of Watcher missiles. So I start heading home, and take a look at their magazine stores. Not much left, so I have them empty their magazines at the bastards, and when I find that one Maglev still has Watchers, he tries his best at PD. Those last few missiles cripple then kill the Castillas, and the enemy volleys wreak havoc on my armor, but none of them actually damages any systems. If I had been less lucky, or if even one more Castilla had been present, there would have been heavy casualties. As it was, I had to play around with their fuel just to get them back through the jump gate(unfortunately, there's a Jump Gate on the other side of the jump point that leads to sol, though not one between Ross(their system) and the intervening one). This taught me several things. One, that I wanted thicker armor. Two, that almost all of their ships are size 160 or more. And three, that I needed more point defense missiles. The following designs are a result of taking your guys' advice and learning from my battle.
M1D 9T Mythos class Destroyer 9,000 tons 248 Crew 1353.85 BP TCS 180 TH 480 EM 0
2666 km/s Armour 6-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 17 PPV 32
Maint Life 3.61 Years MSP 658 AFR 92% IFR 1.3% 1YR 78 5YR 1171 Max Repair 240 MSP
Intended Deployment Time: 18 months Spare Berths 0
Magazine 352
Mk2 S40E480 Ion Induction Engine (1) Power 480 Fuel Use 48% Signature 480 Exp 10%
Fuel Capacity 500,000 Litres Range 20.8 billion km (90 days at full power)
G7,8 V1b Wasp CIWS (1x4) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
L6 V1a Polearm Missile Launcher (4) Missile Size 6 Rate of Fire 60
L1 V1a Hornet Missile Launcher (8) Missile Size 1 Rate of Fire 10
V1S5 MR61-R10 Missile Guidance Computer (1) Range 60.7m km Resolution 10
V1S7 MR208-R60 Missile Guidance Computer (1) Range 208.2m km Resolution 60
V1S5 S6:2M Missile Guidance Computer (1) Range 19.2m km Resolution 1
M4 W9-173M Halberd AS Missile (32) Speed: 21,000 km/s End: 137.4m Range: 173.1m km WH: 9 Size: 6 TH: 70/42/21
M4 5:92-10:46 Watcher AM Missile (160) Speed: 21,000 km/s End: 1.1m Range: 1.4m km WH: 1 Size: 1 TH: 154/92/46
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 Mythos is my main battle craft. Armed with the much faster and longer range M4 Halberds, it can be armed with the M4 Pike AF Missile as well.
M4 W4 10:50 Pike AF Missile (1) Speed: 21,000 km/s End: 55m Range: 69.3m km WH: 4 Size: 6 TH: 168/100/50
I'd also considered mounting some of my very new shield technology on it, but the amount I could mount versus the effectiveness wasn't worth it, since it was still Alpha Shields with no special regeneration.
M1D-J 9T Arma class Jump Cruiser 9,000 tons 278 Crew 1250.4 BP TCS 180 TH 480 EM 0
2666 km/s JR 4-50 Armour 4-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 17 PPV 27
Maint Life 2.6 Years MSP 608 AFR 92% IFR 1.3% 1YR 126 5YR 1897 Max Repair 240 MSP
Intended Deployment Time: 18 months Spare Berths 0
Magazine 155
Mk2 S40-9K:4 Warp Drive Max Ship Size 9000 tons Distance 50k km Squadron Size 4
Mk2 S40E480 Ion Induction Engine (1) Power 480 Fuel Use 48% Signature 480 Exp 10%
Fuel Capacity 500,000 Litres Range 20.8 billion km (90 days at full power)
L1 V1a Hornet Missile Launcher (3) Missile Size 1 Rate of Fire 10
L24 V1a Siege Engine Missile Launcher (1) Missile Size 24 Rate of Fire 240
V1S5 S6:2M Missile Guidance Computer (1) Range 19.2m km Resolution 1
V1S4,5 MR219-R160 Missile Guidance Computer (1) Range 218.6m km Resolution 160
M4 5:92-10:46 Watcher AM Missile (59) Speed: 21,000 km/s End: 1.1m Range: 1.4m km WH: 1 Size: 1 TH: 154/92/46
M2 D3-176M Onager AS Multi-Stage Missile (4) Speed: 17,500 km/s End: 167.5m Range: 176.1m km WH: 0 Size: 24 TH: 58/35/17
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 Arma is the Jump ship for the group, using my new Jump Engine which can carry four vessels, rather than three. The Siege Engine Missile Launcher can use the Onager AS Multi-Stage Missile, which splits into three Boulder AS Warheads at 150,000 km, the Ballista AF Multi-Stage Missile, which splits into four Dart AF Warheads at the same range, or the Catapult AS Missile, which has the largest range and the most punch.
M2 D4-85M Ballista AF Multi-Stage Missile (1) Speed: 17,500 km/s End: 81m Range: 85.2m km WH: 0 Size: 24 TH: 58/35/17
M4 S3W1 10:58 Dart AF Warhead (1) Speed: 30,800 km/s End: 0.2m Range: 0.5m km WH: 1 Size: 3 TH: 195/117/58
M4 S4W9 Boulder AS Warhead (1) Speed: 12,600 km/s End: 2.2m Range: 1.7m km WH: 9 Size: 4 TH: 67/40/20
M3 W36-205M Catapult AS Missile (1) Speed: 17,500 km/s End: 194.8m Range: 204.5m km WH: 36 Size: 24 TH: 87/52/26
M1D-P 9T Aegis class Area Defence Cruiser 9,000 tons 249 Crew 1123.65 BP TCS 180 TH 480 EM 0
2666 km/s Armour 3-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 17 PPV 45.2
Maint Life 3.38 Years MSP 546 AFR 92% IFR 1.3% 1YR 73 5YR 1090 Max Repair 240 MSP
Intended Deployment Time: 18 months Spare Berths 0
Magazine 250
Mk2 S40E480 Ion Induction Engine (1) Power 480 Fuel Use 48% Signature 480 Exp 10%
Fuel Capacity 500,000 Litres Range 20.8 billion km (90 days at full power)
LT1-2 Dual 120mm Laser Turret (2x2) Range 80,000km TS: 15000 km/s Power 8-4 RM 2 ROF 10 4 4 2 2 1 1 1 1 0 0
GT2-4 R20K Quad Flak Cannon (2x8) Range 20,000km TS: 15000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
G7,8 V1b Wasp CIWS (1x4) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
V2S16 AC50-64K Missile Destruction System (1) Max Range: 128,000 km TS: 8000 km/s 92 84 77 69 61 53 45 37 30 22
M1 P3-0,5 Miniature Fusion Reactor (4) Total Power Output 12 Armour 0 Exp 5%
L1 V1a Hornet Missile Launcher (10) Missile Size 1 Rate of Fire 10
V1S5 S6:2M Missile Guidance Computer (1) Range 19.2m km Resolution 1
M4 5:92-10:46 Watcher AM Missile (250) Speed: 21,000 km/s End: 1.1m Range: 1.4m km WH: 1 Size: 1 TH: 154/92/46
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 Aegis works just as it's modern counterpart. It kills missiles. It would be terrible against an enemy of similar tech level. . . but my enemy's missiles are slow enough that I can track them.
M1D-S 9T Aetos class Command Ship 9,000 tons 242 Crew 1682.05 BP TCS 180 TH 480 EM 0
2666 km/s Armour 4-38 Shields 0-0 Sensors 60/80/0/0 Damage Control Rating 19 PPV 0
Maint Life 4.29 Years MSP 1051 AFR 72% IFR 1% 1YR 92 5YR 1375 Max Repair 240 MSP
Intended Deployment Time: 18 months Spare Berths 0
Mk2 S40E480 Ion Induction Engine (1) Power 480 Fuel Use 48% Signature 480 Exp 10%
Fuel Capacity 1,000,000 Litres Range 41.7 billion km (180 days at full power)
G7,8 V1b Wasp CIWS (1x4) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
V1S10 MR40-R10 'Reach' GRADAR (1) GPS 1600 Range 40.5m km Resolution 10
V2S15 S6:2M 'Wave' GRADAR (1) GPS 240 Range 19.2m km Resolution 1
V1S12 MR119-R60 'Telescope' GRADAR (1) GPS 11520 Range 119.0m km Resolution 60
V1S10 MR162-R160 'Crow's Nest' GRADAR (1) GPS 25600 Range 161.9m km Resolution 160
V1S10 S60 Radiation Analyser (1) Sensitivity 60 Detect Sig Strength 1000: 60m km
V2S10 S80 Electronics Detection Array (1) Sensitivity 80 Detect Sig Strength 1000: 80m km
This design is classed as a Military Vessel for maintenance purposes
Equipped with a variety of powerful sensors, each weighing at least 500 tons, the Aetos will be equipped with a Flag Bridge as well, if it turns out to be necessary, simply be stripping some of it's fuel.
M1D-F 9T Thyella class Carrier 9,000 tons 127 Crew 1007.8 BP TCS 180 TH 480 EM 0
2666 km/s Armour 3-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 0
Maint Life 4.7 Years MSP 1280 AFR 162% IFR 2.2% 1YR 95 5YR 1422 Max Repair 240 MSP
Intended Deployment Time: 18 months Flight Crew Berths 0
Hangar Deck Capacity 4000 tons
Mk2 S40E480 Ion Induction Engine (1) Power 480 Fuel Use 48% Signature 480 Exp 10%
Fuel Capacity 1,000,000 Litres Range 41.7 billion km (180 days at full power)
Strike Group
1x M2F-S Rattlesnake Fighter-Scout Speed: 8400 km/s Size: 10
2x M2F-I Viper Interceptor Speed: 8400 km/s Size: 10
5x M2F Boa Fighter Speed: 8400 km/s Size: 10
This design is classed as a Military Vessel for maintenance purposes
The Thyella is my adjusted carrier, the same size, with a smaller hold, a smaller strike group, and the ability to keep up with the rest of the group. The new fighter designs will be shown after the remaining few vessels.
M1D-O 9T Elia class Tanker 9,000 tons 43 Crew 887.65 BP TCS 180 TH 300 EM 0
1666 km/s Armour 3-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 62 Max Repair 75 MSP
Intended Deployment Time: 3 months Spare Berths 2
Semblance Motors 300 EP Ion Repulsor Drive (1) Power 300 Fuel Use 7.07% Signature 300 Exp 5%
Fuel Capacity 5,200,000 Litres Range 1470.4 billion km (10215 days at full power)
G7,8 V1b Wasp CIWS (1x4) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes
The Tanker for the group, the Elia has an incredible fuel capacity, and can completely refill up to five vessels if necessary, while it's fuel-efficient engine means there will be plenty left for itself.
M1D-C 9T Oplis class Collier 9,000 tons 178 Crew 1056.65 BP TCS 180 TH 480 EM 0
2666 km/s Armour 3-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 15 PPV 0
Maint Life 2.55 Years MSP 367 AFR 129% IFR 1.8% 1YR 79 5YR 1185 Max Repair 240 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 1440
Mk2 S40E480 Ion Induction Engine (1) Power 480 Fuel Use 48% Signature 480 Exp 10%
Fuel Capacity 500,000 Litres Range 20.8 billion km (90 days at full power)
G7,8 V1b Wasp CIWS (1x4) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
M4 W9-173M Halberd AS Missile (100) Speed: 21,000 km/s End: 137.4m Range: 173.1m km WH: 9 Size: 6 TH: 70/42/21
M4 5:92-10:46 Watcher AM Missile (480) Speed: 21,000 km/s End: 1.1m Range: 1.4m km WH: 1 Size: 1 TH: 154/92/46
M2 D3-176M Onager AS Multi-Stage Missile (15) Speed: 17,500 km/s End: 167.5m Range: 176.1m km WH: 0 Size: 24 TH: 58/35/17
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 able to hold any of the other missile designs, to rearm for different targets if necessary, and there will likely be at least one extra with the secondary armaments.
M1D-T 9T Phalanx class Troop Transport 9,000 tons 183 Crew 619.3 BP TCS 180 TH 300 EM 0
1666 km/s Armour 3-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 43 Max Repair 75 MSP
Intended Deployment Time: 36 months Spare Berths 0
Troop Capacity: 1 Battalion Cargo Handling Multiplier 60
Semblance Motors 300 EP Ion Repulsor Drive (1) Power 300 Fuel Use 7.07% Signature 300 Exp 5%
Fuel Capacity 500,000 Litres Range 141.4 billion km (982 days at full power)
G7,8 V1b Wasp CIWS (2x4) Range 1000 km TS: 8000 km/s ROF 5 Base 50% To Hit
V1S1-H MR11-R80 Fighter GRADAR (1) GPS 1280 Range 11.4m km Resolution 80
This design is classed as a Commercial Vessel for maintenance purposes
Not truly part of the battle fleet, but useful for a number of things, it has the Fighter Sensor purely because I could not think of anything else to fill the last 50 tons, and it was still commercial.
M2F Boa class Fighter 500 tons 4 Crew 78.6 BP TCS 10 TH 84 EM 0
8400 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 14.76 Years MSP 29 AFR 6% IFR 0.1% 1YR 0 5YR 4 Max Repair 10.5 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
Mk4 S1E21 Fighter Ion Injection Engine (4) Power 21 Fuel Use 320.86% Signature 21 Exp 17%
Fuel Capacity 25,000 Litres Range 2.8 billion km (3 days at full power)
Mk. 2 C2 100mm Visible Laser (1) Range 60,000km TS: 8400 km/s Power 3-2 RM 2 ROF 10 3 3 2 1 1 1 0 0 0 0
V2S1 AC50-32K Fighter Trajectory Analyser (1) Max Range: 64,000 km TS: 4000 km/s 84 69 53 37 22 6 0 0 0 0
P1S0,2 Fighter Reactor Core (2) Total Power Output 1.8 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
My main fighter design, the Boa is meant to attack enemy ships, not fighters.
M2F-I Viper class Interceptor 500 tons 4 Crew 78.6 BP TCS 10 TH 84 EM 0
8400 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 14.76 Years MSP 29 AFR 6% IFR 0.1% 1YR 0 5YR 4 Max Repair 10.5 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
Mk4 S1E21 Fighter Ion Injection Engine (4) Power 21 Fuel Use 320.86% Signature 21 Exp 17%
Fuel Capacity 25,000 Litres Range 2.8 billion km (3 days at full power)
Mk2 Fighter 100mm Linear Accelerator (1x4) Range 20,000km TS: 8400 km/s Power 3-2 RM 2 ROF 10 1 1 0 0 0 0 0 0 0 0
V1S1 AC50-16K Fighter Trajectory Analyser (1) Max Range: 32,000 km TS: 8000 km/s 69 37 6 0 0 0 0 0 0 0
P1S0,2 Fighter Reactor Core (2) Total Power Output 1.8 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
The new interceptor design, it isn't actually faster than the other fighters, but it's fire control system can adequately support it's speed.
M2F-S Rattlesnake class Fighter-Scout 500 tons 3 Crew 124.6 BP TCS 10 TH 84 EM 0
8400 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 5.93 Years MSP 31 AFR 10% IFR 0.1% 1YR 2 5YR 23 Max Repair 32 MSP
Intended Deployment Time: 0.1 months Spare Berths 7
Mk4 S1E21 Fighter Ion Injection Engine (4) Power 21 Fuel Use 320.86% Signature 21 Exp 17%
Fuel Capacity 50,000 Litres Range 5.6 billion km (7 days at full power)
V1S2 MR23-R80 'Horizon' GRADAR (1) GPS 2560 Range 22.9m km Resolution 80
V1S2 S6:279K Fighter Missile GRADAR (1) GPS 32 Range 2.6m km Resolution 1
This design is classed as a Fighter for production, combat and maintenance purposes
Both flight leader and able to operate on it's own as a scout, the Rattlesnake provides sensor coverage for extended pushes into enemy territory.
I've also designed a group of 3500 ton Frigates meant to use . 25 size launchers for massive volleys at long range before retreating and reloading out of range, staying for only a few days and flanking before returning to the main group to truly refuel/rearm, or simply head home with their target defeated.
I recently researched Box Launchers, so will try to design a fighter based around it, though the difficulty lies in my carrier now needing a magazine.
On another note; has anyone considered sandblaster Missiles? Using Warhead 3, 7, or 13 in large volleys to blast away the upper layers of a target's armor before your beam warships close in range and are now able to penetrate the weakened armor?