Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: sublight on July 11, 2013, 07:19:19 PM
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I've had enough fun playing through the Alpha Centauri Battles (http://aurora2.pentarch.org/index.php/topic,5885.0.html) that I'm planning on running a sequel. Rather than design everything myself I'm challenging my fellow admirals to enter their designs. Anyone will be welcome to challenge an outcome and rerun a battle themselves on the condition that they post their own ARR of the resulting clash. If results differ I or someone else will run the battle a third time to settle the matter with best 2 out of 3.
Rules used for fleet creation:
Build Point Budget
• Fleets start with 7,500 BP worth of ships, fighters, fuel, and ordinance. Reinforcement waves worth 2,500 BP arrive every month until one side is victorious.
• Fuel costs 1BP/5,000 L.
• Any Fighter/Ordinance/Construction/Fuel production techs purchased gives a proportional discount on associated fleet costs up to a maximum of the mining rate tech level. The Construction tech applies toward Ship Building by virtue of component pre-building.
Technology Budget
• 200k RP for both theoretical and applied technologies.
• Jump theory, grav-scanners, gate construction, the first level of each jump drive tech, and fuel harvesters are free.
Ship Design Restrictions
• Ships not carried in hangers must have 6 month deployment times.
• Ships not carried in hangers must have fuel for a 30b km range. Up to 2/3 of this fuel may be carried by oilers.
• Ships not carried in hangers must have at least a 2 year maintenance life. Ships carried in hangers must have at least a 6 month maintenance life, or have an annual failure rate less than 50%.
• Ships not carried in hangers slower than 1,500 km/s must have proportionally greater deployment/maintenance times with a minimum speed no less than 500 km/s.
Terrane, Logistics, Objectives, and other Rules
• The starting fleets and arriving reinforcements are teleported directly to their jump point on the 1st day each month.
• The two entry jump points are 1b km ±5% apart.
• The jump points have gates leading into the system, but no gates leading out.
• Fleets with jump drives may retreat through their jump point to regroup/rearm.
• Fleets with jump drives may not advance through their opponents jump point except to pursue a fleeing combatant and must return once all enemy contacts are lost.
• The home world is 4b km behind the jump points. Fleets may purchase and stockpile extra missiles/fighters to rearm retreating ships on the condition that sufficient fuel is also stockpiled to refuel them.
Fleet Design Theory
Range. Speed. Power. The General consensus is that in any fight the side that is better in two of the three areas will win. With the option of Missiles or Beams as the primary weapon we have eight archetypes.
• Artillery: Missiles, Power, Range.
• Tank: Beams, Power, Range.
• Sniper: Missiles, Speed, Range.
• Kiting: Beams, Speed, Range.
• Missile Rush: Missiles, Speed, Power.
• Beam Rush: Beam, Speed, Power.
• Balanced Missile: Tries to do all three adequately with missiles.
• Balanced Beam: Tries to do all three adequately with beams.
So, Anyone up for the challenge?
I'm looking for 6 fleet submissions to go against two winning concepts from Alpha Centauri One. Anyone planning to submit a fleet should post here and list the design theory they are using, but are free to keep designs to themselves until I finish my fleets sometime next month. For versatility, I'm accepting no more than 2 challenge submissions using the same archetype.
To start out,
Entry #1: Beam Rush by Sublight
Entry #2: Tank by NightStar
Entry #3: Beam, Other by Rolepgeek
Entry #4: Missile Rush by Elouda
Entry #5: Artillery by NightStar
Entry #6: Sniper, by Rolepgeek
EDIT: This challenge is on indefinent hiatus on account of everyone, including myself, fizzling out. I think Rolepgeek is the only person who got all the way to the end and submitted a battle plan.
If/When a second person sends in their battle plan I'll see about reviving the challenge.
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Cool. A few clarifications on rules:
- Ships arrive on the JP leading into the system, not the one in the system itself, correct?
- If you're tracking fuel costs, what about MSP? (MSP actually cost 0.25 each)
- Is use of small ASMs/MIRVs allowed?
- Reloads of fighters in hangers: These fighters are not allowed to travel under their own power to the JP? (Gets around the minimum range restriction)
- Are instant reloads from colliers allowed? It's a real pain to run, and bypasses fleet training.
- Is fire control hot-swapping allowed? Again, it's a bit of a pain to run.
- Are single ship fleets allowed? Reinforcements completely different from the first fleet? Different reinforcements the first month vs. later months?
I'll take a shot at tank at least.
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Good points.
- Yes. At the JP leading into Alpha Centauri. This is a simplification to ensure the fleets and reinforcements arrive at the same time with minimum SM work.
- I think ships start with 'free' MSP loaded as part of their engineering cost, where as new ships draw fuel from the planetary reserves. So the starting MSP is free, and extra stockpiled MSP can be purchased.
- Speaking of fuel, the starting fleet may spend extra fuel on up to 1-year of TF training under a Crew-Train-100 task force commander. Assume each ship not carried in a hanger moves independently.
- ... yes, small ASM/MWM are legal this time since the missile discount was eliminated.
- No ship designated as hanger carried may travel to the entry point under it's own power.
- Good point. Instant collier reloads banned. Lets say the process takes 30 minutes to match box-launcher hanger reload times.
- Hot swapping is at the discretion of whoever runs the battle. Technically it shouldn't be allowed, but the effort of clearing a target, waiting 5 seconds, makes weapon assignment change, and retargeting only imposes a 10-20 second cost for even more SM managing
- Let's set the maximum shipyard size to... 12,000 tons for military designs.
- All reinforcement waves are identical, but may be completely different from the first fleet.
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I've had enough fun playing through the Alpha Centauri Battles (http://aurora2.pentarch.org/index.php/topic,5885.0.html) that I'm planning on running a sequel. Rather than design everything myself I'm challenging my fellow admirals to enter their designs. Anyone will be welcome to challenge an outcome and rerun a battle themselves on the condition that they post their own ARR of the resulting clash. If results differ I or someone else will run the battle a third time to settle the matter with best 2 out of 3.
Rules used for fleet creation:
Build Point Budget
• Fleets start with 7,500 BP worth of ships, fighters, fuel, and ordinance. Reinforcement waves worth 2,500 BP arrive every month until one side is victorious.
• Fuel costs 1BP/5,000 L.
• Any Fighter/Ordinance/Construction/Fuel production techs purchased gives a proportional discount on associated fleet costs up to a maximum of the mining rate tech level. The Construction tech applies toward Ship Building by virtue of component pre-building.
I would suggest not allowing these discounts. There are a few reasons. First being that the techs influence production rates not cost. Second being with some ‘creative’ application (assuming all construction/production techs are available for research) this is wide open to abuse.
Technology Budget
• 200k RP for both theoretical and applied technologies.
How do you define theoretical vs applied? Specifically, is component research applied?
• Jump theory, grav-scanners, gate construction, the first level of each jump drive tech, and fuel harvesters are free.
I presume that grav-sensor and gate-construction modules are limited to first generation techs. (ie “Gravitational Survey Sensors”, “Jump Gate Construction Module 180”)
Ship Design Restrictions
• Ships not carried in hangers must have 6 month deployment times.
• Ships not carried in hangers must have fuel for a 30b km range. Up to 2/3 of this fuel may be carried by oilers.
• Ships not carried in hangers must have at least a 2 year maintenance life. Ships carried in hangers must have at least a 6 month maintenance life, or have an annual failure rate less than 50%.
• Ships not carried in hangers slower than 1,500 km/s must have proportionally greater deployment/maintenance times with a minimum speed no less than 500 km/s.
Terrane, Logistics, Objectives, and other Rules
• The starting fleets and arriving reinforcements are teleported directly to their jump point on the 1st day each month.
• The two entry jump points are 1b km ±5% apart.
• The jump points have gates leading into the system, but no gates leading out.
• Fleets with jump drives may retreat through their jump point to regroup/rearm.
• Fleets with jump drives may not advance through their opponents jump point except to pursue a fleeing combatant and must return once all enemy contacts are lost.
• The home world is 4b km behind the jump points. Fleets may purchase and stockpile extra missiles/fighters to rearm retreating ships on the condition that sufficient fuel is also stockpiled to refuel them.
Fleet Design Theory
Range. Speed. Power. The General consensus is that in any fight the side that is better in two of the three areas will win. With the option of Missiles or Beams as the primary weapon we have eight archetypes.
• Artillery: Missiles, Power, Range.
• Tank: Beams, Power, Range.
• Sniper: Missiles, Speed, Range.
• Kiting: Beams, Speed, Range.
• Missile Rush: Missiles, Speed, Power.
• Beam Rush: Beam, Speed, Power.
• Balanced Missile: Tries to do all three adequately with missiles.
• Balanced Beam: Tries to do all three adequately with beams.
By Power, do you mean weapons damage potential?
So, Anyone up for the challenge?
I'm looking for 6 fleet submissions to go against two winning concepts from Alpha Centauri One. Anyone planning to submit a fleet should post here and list the design theory they are using, but are free to keep designs to themselves until I finish my fleets sometime next month. For versatility, I'm accepting no more than 2 challenge submissions using the same archetype.
To start out,
Entry #1: Beam Rush by Sublight
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I would suggest not allowing these discounts. There are a few reasons. First being that the techs influence production rates not cost.
Time is money, and if we neglect wealth cost for a rushed war effort minerals and production are all that matter.
How do you define theoretical vs applied?
To clarify, 200k RP total is available for all research, including component design.
By Power, do you mean weapons damage potential?
Power a combination of defensive survivability, offensive force projection, and magazine depth.
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Any Fighter/Ordinance/Construction/Fuel production techs
Are these the only allowed techs that influence production? I'm inferring that all are available since mining is also referenced.
As an example of "creative" application, a small investment in construction, research, and ship building could net a segnificant increase in available BP's. Provided that the rate increase percentages are applied 1:1.
How do you want formula's for multiple techs handled?
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If I can read (and I think I can), those four and mining are allowed. We're ignoring research (everyone would get it, no difference), ship construction (excessive discount), and civ econ (working on stockpiled wealth).
That seems less creative, and more of a basic investment strategy. It allows for a trade of RP for effective BP. I should think everyone's going to get at least 14 construction/mining. An interesting bit is that it disadvantages missiles, fighters, and fast ships a little.
Seems pretty simple to me.
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I figure most fleets will either grab at least the first of each production upgrade for +20% build points (or a 16.7% discount depending on accounting style). Ship building is banned in this challenge for being twice as generous as all other equivalent techs. Construction was designated the ship-building replacement. For now I'm ignoring the ways Construction might benefit Fighter production and saying that none of the production techs stack with anything else.
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Interesting. I'd been considering trying to organize some sort of multiplayer arena challenge with similar rules, but never had the time for it. I'm glad to see someone else is giving it a shot :)
I'll try to put a fleet together as soon as I can. I had an idea for a new fleet doctrine recently that I've been meaning to give a shot.
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I figure most fleets will either grab at least the first of each production upgrade for +20% build points (or a 16.7% discount depending on accounting style). Ship building is banned in this challenge for being twice as generous as all other equivalent techs. Construction was designated the ship-building replacement. For now I'm ignoring the ways Construction might benefit Fighter production and saying that none of the production techs stack with anything else.
Just to be clear. Research is also banned from use too to increase available RP's. Mining is only being used as the limited of the four approved construction techs and is not used a multiplier in anyway.
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I'd like to create a fleet but before I do I must ask. How will ground troops and combat drop modules be handled? My fleet design is based around boarding parties and engine-killers, after all.
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Just to be clear. Research is also banned from use too to increase available RP's. Mining is only being used as the limited of the four approved construction techs and is not used a multiplier in anyway.
Correct
I'd like to create a fleet but before I do I must ask. How will ground troops and combat drop modules be handled? My fleet design is based around boarding parties and engine-killers, after all.
There is no planetary ground combat. Boarding is as normal? Just write a brief standard operating procedure so the SM knows how to use the fleet.
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Can I assume 1 BP is equal to 4 Training Points then, to be on par with the fuel? Especially since there's no technology to cut the costs down.
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Well, I finished the designs, though I need to decide on my fleet makeup and what each reinforcement wave will consist of. Because I'm new though, and the other fleets will have more than me to worry about, I'll probably put them up in this subforum to see if anyone can give feedback.
Archetype is none of the above. I have defense, close range offense, and assault shuttles. All of the assault shuttles. But I'm slow, for most of my fleet.
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Can I assume 1 BP is equal to 4 Training Points then, to be on par with the fuel? Especially since there's no technology to cut the costs down.
No. First, task force training in the challenge is being build as training time, and second the fuel costs for that training time is likely different for every ship. This challenge is already complicated enough without crew grade points, so for now those aren't available for fleet purchase. Edit: See next page.
I will admit that assault shuttles have broken the archetype mold and will register your fleet as 'unique.'
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I believe the question was about the cost of ground units, which is in 'training points' instead of build points for some reason. I would also guess that 1 BP = 1 TP for the purposes of this challenge.
(http://aurorawiki.pentarch.org/index.php?title=Ground_Units see table)
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I believe the question was about the cost of ground units, which is in 'training points' instead of build points for some reason. I would also guess that 1 BP = 1 TP for the purposes of this challenge.
(http://aurorawiki.pentarch.org/index.php?title=Ground_Units see table)
Oh! Thats logical. Yah, 1 BP = 1 TP sounds fair. Arguably TP should be more expensive when comparing the 100 training points from a 2400 bp training center to the 10bp production from a 120 bp factory, but I'll call it at 1:1.
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So I was making a few quick designs to test against....
x6 Cannon
x1 Eye
Cannon class Cruiser 9,100 tons 185 Crew 901 BP TCS 182 TH 320 EM 0
1758 km/s Armour 1-38 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 60
Maint Life 2.55 Years MSP 248 AFR 165% IFR 2.3% 1YR 53 5YR 800 Max Repair 160 MSP
Intended Deployment Time: 6 months Spare Berths 2
Magazine 720
320 EP Commercial Magneto-plasma Drive (1) Power 320 Fuel Use 3.54% Signature 320 Exp 4%
Fuel Capacity 100,000 Litres Range 55.9 billion km (367 days at full power)
Size 6 Missile Launcher (50% Reduction) (20) Missile Size 6 Rate of Fire 450
Missile Fire Control FC212-R10 (1) Range 212.5m km Resolution 10
Size 6 Missile Stage (120) Speed: 8,000 km/s End: 600m Range: 291m km WH: 0 Size: 6 TH: 26/16/8
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
Eye class Fleet Scout 4,750 tons 105 Crew 669 BP TCS 95 TH 320 EM 0
3368 km/s Armour 1-25 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 0
Maint Life 2.33 Years MSP 352 AFR 45% IFR 0.6% 1YR 88 5YR 1324 Max Repair 480 MSP
Intended Deployment Time: 6 months Spare Berths 5
320 EP Commercial Magneto-plasma Drive (1) Power 320 Fuel Use 3.54% Signature 320 Exp 4%
Fuel Capacity 50,000 Litres Range 53.5 billion km (183 days at full power)
Active Search Sensor MR212-R10 (1) GPS 4800 Range 212.5m km Resolution 10
This design is classed as a Military Vessel for maintenance purposes
(http://i.imgur.com/86QyBYW.png)
Artillery's going to win this. No contest. That's >5k damage total, limited autotargeting capability, and waves of 480 missiles. I didn't even optimize.
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Unless someone puts decoys out. Also, your missile stage is size 6, but you don't have a second stage.
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Each size 6 missile has four size 1 second stage missiles per the summary at the very bottom. Have been testing this a bit myself, its very succcessful. I've been using 25% size 16 launchers to seriously good effect.
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Didn't notice those, sorry.
I'm doing the assault shuttle design not because I think it'll be incredibly effective, but because I want to see how well it will work. A box launcher size 40 missile design is what I would use otherwise.
As for your design, it has very good offense, but it will die to any sort of fire that can survive it's attacks, or has a longer range. I've made a fleet of 25% size 12 launcher frigates with a 6000 km/s speed meant to dance in and out of their 250 million km range to keep from being targeted, and they'd slaughter you. No offense. You can easily fit in some defensive measures after all, since they're not too expensive.
Just that I noticed that at most, you can kill 36 ships if you expend all of your ammunition and don't have collies, and the remaining assault shuttles will be able to reach you(if I use like fifty of them in a wave) and if they board the sensor ship, you're doomed. If anything kills the sensor ship, you're doomed. Me too, in a way, but most of my small craft have sensors too that I can deploy.
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First, I'm guessing that Sublight would like to keep the trash talk to a minimum.
Second, Nightstar stated that the ships are intended to test against.
Third, I'm presuming that Sublight would prefer fleets be privately submitted. Complete with supporting data on researched tech and components. ie itemized expenditures or RP's and BP's to validate complance with the challenge rules.
Nightstar a query about this benchmark fleet...
How is the research broken out? My reverse engineering shows about 201k for systems leaving nothing for component development.
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RPG>
Obviously it's got zero defense. That's rather the point. If it has to use defenses, it's probably out of missiles, and the ships are just dead weight anyway. There are a number of ways to beat mass MIRV tactics, but they generally require expensive components or research, meaning such fleets will likely lose more than they win. You're not quite right about the 36 ship limit by the way. It is possible to fire less than a full volley at a time, and even if it weren't, that's what the sensors on the missiles are for.
CB>
Critical techs:
24k -- Const/Ordnance/Mining 14
29k -- 6x MSP warhead
56k -- MP drive
30k -- Max engine power x2.5
29k -- EM 14
168k total
Less critical:
1k -- Min engine power x0.4
7k -- Fuel consumption 0.7
3k -- half size launchers
2k -- launcher reload 2
6k -- Grav 16
19k total
About 8k in components (mostly the sensor and MFC)
A bit less than 5k left unused.
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Obviously it's got zero defense. That's rather the point. If it has to use defenses, it's probably out of missiles, and the ships are just dead weight anyway. There are a number of ways to beat mass MIRV tactics, but they generally require expensive components or research, meaning such fleets will likely lose more than they win. You're not quite right about the 36 ship limit by the way. It is possible to fire less than a full volley at a time, and even if it weren't, that's what the sensors on the missiles are for.
Unless it goes up against something with longer range missiles, or have more armor than your design has missiles, or has AMMs with a range greater than 4.3m km. In any of these cases your design would be completely massacred. What you've created is a super-specialized design; it works great against targets its specialized against and is completely helpless against others.
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Unless it goes up against something with longer range missiles, or have more armor than your design has missiles, or has AMMs with a range greater than 4.3m km. In any of these cases your design would be completely massacred. What you've created is a super-specialized design; it works great against targets its specialized against and is completely helpless against others.
What makes it work is that it's targets happen to be most designs...
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So far Rolepgeek, Nightstar, and myself have pledged fleets. I'm assuming Bremen and Charlie Beeler will also be sending in a fleet, but I still need to know their themes to avoid repetition if I design filler fleets. That leaves us in need of 2 more fleets.
Nightstar, I think you have been challenged. Do you have time to whip up a somewhat optimized Artillery fleet to submit along side your planned Tank fleet?
Rolepgeek, congratulations. I think you were the first person to finish their challenge fleet. If you want to submit a 2nd more traditional fleet using one of the archtypes go ahead. If not we'll leave that fleet slot open for any late arriving challengers, and if it is still unclaimed August 1st I'll fill it with whatever archtype is least represented.
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If no one else joins, I think I will make another fleet. It would be a Sniper fleet. I am redesigning my assault fleet though, and have gone through some eleven games making it; I make a new one whenever I screw up badly enough. My latest mistake was forgetting to design a high powered microwave until I had a mere 100 RP left.
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I think I'll have to back out. Things have been busy, and I wasn't able to make my planned concept work well for this set of rules.
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Would like to enter this pair of designs, for a fleet based around long-range AMMs that will also fill the anti-ship role;
Invincible class Frigate Leader 3,000 tons 91 Crew 878.1 BP TCS 60 TH 204 EM 0
3400 km/s Armour 1-18 Shields 0-0 Sensors 1/11/0/0 Damage Control Rating 2 PPV 0
Maint Life 2.27 Years MSP 366 AFR 36% IFR 0.5% 1YR 96 5YR 1436 Max Repair 630 MSP
Intended Deployment Time: 12 months Spare Berths 0
204 EP Magneto-plasma Drive (1) Power 204 Fuel Use 39.63% Signature 204 Exp 8%
Fuel Capacity 200,000 Litres Range 30.3 billion km (103 days at full power)
S30 Area Search (1) GPS 630 Range 69.3m km Resolution 1
EM Detection Sensor EM1-11 (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
This design is classed as a Military Vessel for maintenance purposes
Illustrious class Frigate 3,000 tons 87 Crew 587.1 BP TCS 60 TH 204 EM 0
3400 km/s Armour 1-18 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 10
Maint Life 2.18 Years MSP 122 AFR 72% IFR 1% 1YR 34 5YR 517 Max Repair 210 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 190
204 EP Magneto-plasma Drive (1) Power 204 Fuel Use 39.63% Signature 204 Exp 8%
Fuel Capacity 200,000 Litres Range 30.3 billion km (103 days at full power)
Size 1 Missile Launcher (10) Missile Size 1 Rate of Fire 10
S2 FCS (1) Range 13.9m km Resolution 1
S10 FCS (1) Range 69.3m km Resolution 1
S1 Dagger (155) Speed: 48,000 km/s End: 7.5m Range: 21.6m km WH: 1 Size: 1 TH: 240/144/72
S1 Hammer (25) Speed: 40,000 km/s End: 7.9m Range: 19.1m km WH: 2 Size: 1 TH: 133/80/40
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 initial setup is 2xInvincible and 9xIllustrious, with reinforcements either 1xInvincible and 2xIllustrious or 4xIllustrious with a reduced ammunition load.
Still a little sketchy on how I want the 'heavy' missile to look like - 6.3's option for 0.01 size increments for missile engines would really help.
I have a detailed RP and BP breakdown, I can send it if desired.
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Whelp, making the traditional fleet is a hell of a lot easier, partially because instead of some dozen ship classes, I only have to deal with four. Sneak peek for ya at the command ship.
Speaking of which, I really wish that there was a mechanic so that having a flag bridge mattered.
EDIT: By the way, this is preliminary. I ignored the RP limit for this game beccause I needed to research and test different designs. Gonna make a new game with proper allocation and naming things.
Victory class Cruiser 4,000 tons 120 Crew 1016.4 BP TCS 80 TH 480 EM 0
6000 km/s Armour 1-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Maint Life 2.63 Years MSP 476 AFR 42% IFR 0.6% 1YR 97 5YR 1459 Max Repair 420 MSP
Intended Deployment Time: 6 months Spare Berths 1
Lorentz Plasma Drive (1) Power 480 Fuel Use 56% Signature 480 Exp 10%
Fuel Capacity 250,000 Litres Range 20.1 billion km (38 days at full power)
Low-Res Gravity Flux Scanner (1) GPS 2100 Range 73.0m km Resolution 10
Long Range Gravity Flux Scanner (1) GPS 21000 Range 326.7m km Resolution 50
ECM 10
This design is classed as a Military Vessel for maintenance purposes
Snipering at it's finest.
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Speaking of which, I really wish that there was a mechanic so that having a flag bridge mattered.
There is. If you have your staff command structure assigned to a ship with a flag bridge, they provide their benefits to the fleet. Normally they only provide the benefits if they are in the same system.
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There is. If you have your staff command structure assigned to a ship with a flag bridge, they provide their benefits to the fleet. Normally they only provide the benefits if they are in the same system.
I know that part, I meant in this specific challenge. Since we probably can't use officers.
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Nightstar, I think you have been challenged. Do you have time to whip up a somewhat optimized Artillery fleet to submit along side your planned Tank fleet?
Yeah, sure. I'll probably give you a choice
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So far Rolepgeek, Nightstar, and myself have pledged fleets. I'm assuming Bremen and Charlie Beeler will also be sending in a fleet, but I still need to know their themes to avoid repetition if I design filler fleets. That leaves us in need of 2 more fleets.
Nightstar, I think you have been challenged. Do you have time to whip up a somewhat optimized Artillery fleet to submit along side your planned Tank fleet?
Rolepgeek, congratulations. I think you were the first person to finish their challenge fleet. If you want to submit a 2nd more traditional fleet using one of the archtypes go ahead. If not we'll leave that fleet slot open for any late arriving challengers, and if it is still unclaimed August 1st I'll fill it with whatever archtype is least represented.
I don't think I will be submitting one. I've played around with an artillery fleet, but don't really have the time to validated the components. Tinkering don't take much time with a spreadsheet that only deals with everything but component cost.
Most of my time is being taken up with working weanling fillies up for a couple of big shows.
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Well, I guess I'm building three fleets then.
Sublight, submitting Beam Rush, Beam Kiting, Balanced Missiles
NightStar, submitting Beam Tank, Missile Artillery
Rolepgeek, submitting Missile Sniper, Ship Capture
Elouda, submitting Missile Rush
I'll need a few days to make my 3rd fleet and validate my others, so lets plan on everyone posting final fleet designs and RP/BP breakdowns next Saturday. Also start thinking about standard operating procedure instructions.
I know that part, I meant in this specific challenge. Since we probably can't use officers.
Sadly this is true. If I knew how to customize officers so everyone had an identical roster officers could be used, but I don't so we can't.
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You could just grab all officers with the right percentages. Run up a huge number of them for an ample pool.
Anyway, I will be gone until the sixth, or so, and I'm not too sure how to submit my fleet. Go on without me, or wait? Perhaps put my fleets in when I come back?
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Well, that might work. But, what flag-bridge combat-bonuses are worth the effort? The flag benefits I know of are the survey bonus and remote task-force training gain, but none of that helps direct combat.
Submitting the fleet on the 6th would be fine, as would sending everything in a PM titled 'don't read until Aug 3.'
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Well, there's Operations bonus, Fighter Operations Bonus, Communications, Intelligence(sort-of; only if you're interested in RPing it to an extent and going off what previous encounters have been)
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Ok, everyone have their fleets read?
Here's my first:
Dahak class Heavy Battlecruiser 436,100 tons 3092 Crew 9710.5 BP TCS 8722 TH 13200 EM 9000
1513 km/s Armour 3-512 Shields 300-500 Sensors 25/30/0/0 Damage Control Rating 180 PPV 285
Maint Life 2.23 Years MSP 10505 AFR 8452% IFR 117.4% 1YR 2838 5YR 42566 Max Repair 72 MSP
Intended Deployment Time: 6 months Spare Berths 0
Habitation Capacity 50,000
240 EP Commercial Magneto-plasma Drive (55) Power 240 Fuel Use 1.73% Signature 240 Exp 3%
Fuel Capacity 2,500,000 Litres Range 59.6 billion km (456 days at full power)
Delta R500/420 Shields (120) Total Fuel Cost 2,100 Litres per hour (50,400 per day)
20cm C3 Near Ultraviolet Laser (25) Range 300,000km TS: 4000 km/s Power 10-3 RM 3 ROF 20 10 10 10 7 5 5 4 3 3 3
10cm Railgun V1/C1 (45x4) Range 10,000km TS: 4000 km/s Power 3-1 RM 1 ROF 15 1 0 0 0 0 0 0 0 0 0
Cheep BFC (9) Max Range: 40,000 km TS: 3000 km/s 75 50 25 0 0 0 0 0 0 0
Doom-Lance (5) Max Range: 320,000 km TS: 3000 km/s 97 94 91 88 84 81 78 75 72 69
Pebble Bed Reactor Technology PB-1 (40) Total Power Output 120 Armour 0 Exp 5%
Missile Watch (2) GPS 39 Range 2.3m km Resolution 1
Thermal Sensor TH5-25 (1) Sensitivity 25 Detect Sig Strength 1000: 25m km
EM Detection Sensor EM5-30 (1) Sensitivity 30 Detect Sig Strength 1000: 30m km
This design is classed as a Military Vessel for maintenance purposes
Utilizing an orbital habitat module to sidestep the ship yard size restruction, the Dahak fleet consists of the single largest ship possible that fits in under 7500 bp limit, adjusted upward for construction/mining 14. Shield regeneration comes out to 3 points every 5 seconds thwarting long range laser sniping while the laser batteries will shred any close range beam fleet. The railgun banks will destroy conventional missile bombardment, while the bulk of 300 shield points provides a healthy passive buffer against reduced-size artillery launchers. I am confident that the Dahak will be undefeated. Especially since this is, to the relief of the other contestants, an elaborate joke that fudged the RP budget a little and will not be entering the arena. My real first entry coming soon in my next post.
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Fleet: Beam Rush by sublight
Shianzpla class Cruiser 5,400 tons 157 Crew 1066.6 BP TCS 108 TH 828 EM 0
7666 km/s Armour 4-27 Shields 0-0 Sensors 1/21/0/0 Damage Control Rating 2 PPV 23
Maint Life 2.71 Years MSP 247 AFR 116% IFR 1.6% 1YR 48 5YR 721 Max Repair 138 MSP
Intended Deployment Time: 6 months Spare Berths 2
276 EP Internal Fusion Drive (3) Power 276 Fuel Use 112.32% Signature 276 Exp 11%
Fuel Capacity 510,000 Litres Range 15.1 billion km (22 days at full power)
15cm C3 Near Ultraviolet Laser (2) Range 144,000km TS: 7666 km/s Power 6-3 RM 3 ROF 10 6 6 6 4 3 3 2 2 2 1
10cm Railgun V2/C3 (5x4) Range 20,000km TS: 7666 km/s Power 3-3 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
BirdShot-BFC (2) Max Range: 48,000 km TS: 8000 km/s 79 58 38 17 0 0 0 0 0 0
BuckShot-BFC (1) Max Range: 144,000 km TS: 4000 km/s 93 86 79 72 65 58 51 44 37 31
Stellarator PB-1 (4) Total Power Output 24 Armour 0 Exp 5%
BackUpScan (1) GPS 420 Range 4.6m km Resolution 30
EarlyWarning (1) Sensitivity 21 Detect Sig Strength 1000: 21m km
This design is classed as a Military Vessel for maintenance purposes
Effective fully fueled cost with technology discounts: 846.9 BP
Dredlezhdr class Cruiser 5,400 tons 148 Crew 1086.8 BP TCS 108 TH 828 EM 0
7666 km/s Armour 5-27 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 20
Maint Life 2.64 Years MSP 252 AFR 116% IFR 1.6% 1YR 51 5YR 768 Max Repair 138 MSP
Intended Deployment Time: 6 months Spare Berths 0
276 EP Internal Fusion Drive (3) Power 276 Fuel Use 112.32% Signature 276 Exp 11%
Fuel Capacity 510,000 Litres Range 15.1 billion km (22 days at full power)
15cm C3 Near Ultraviolet Laser (2) Range 144,000km TS: 7666 km/s Power 6-3 RM 3 ROF 10 6 6 6 4 3 3 2 2 2 1
10cm Railgun V2/C3 (4x4) Range 20,000km TS: 7666 km/s Power 3-3 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
BirdShot-BFC (2) Max Range: 48,000 km TS: 8000 km/s 79 58 38 17 0 0 0 0 0 0
BuckShot-BFC (1) Max Range: 144,000 km TS: 4000 km/s 93 86 79 72 65 58 51 44 37 31
Stellarator PB-1 (3) Total Power Output 18 Armour 0 Exp 5%
Missile-Alert (1) GPS 60 Range 3.6m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
Effective fully fueled cost with technology discounts: 861.3 BP
Jderveledr class Oiler 5,400 tons 101 Crew 629.4 BP TCS 108 TH 320 EM 0
2962 km/s JR 3-50 Armour 3-27 Shields 0-0 Sensors 1/21/0/0 Damage Control Rating 2 PPV 0
Maint Life 9.9 Years MSP 2182 AFR 93% IFR 1.3% 1YR 40 5YR 607 Max Repair 94 MSP
Intended Deployment Time: 6 months Spare Berths 0
Assault-JumpC Max Ship Size 5400 tons Distance 50k km Squadron Size 3
160 EP Internal Fusion Drive (2) Power 160 Fuel Use 46.36% Signature 160 Exp 8%
Fuel Capacity 1,490,000 Litres Range 107.1 billion km (418 days at full power)
EarlyWarning (1) Sensitivity 21 Detect Sig Strength 1000: 21m km
This design is classed as a Military Vessel for maintenance purposes
Effective fully fueled cost with technology discounts: 697.9 BP
Idlev class Oiler 2,050 tons 22 Crew 261.4 BP TCS 41 TH 160 EM 0
3902 km/s Armour 1-14 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 0
Maint Life 8 Years MSP 120 AFR 22% IFR 0.3% 1YR 3 5YR 50 Max Repair 64 MSP
Intended Deployment Time: 6 months Spare Berths 0
160 EP Internal Fusion Drive (1) Power 160 Fuel Use 46.36% Signature 160 Exp 8%
Fuel Capacity 1,250,000 Litres Range 236.7 billion km (702 days at full power)
This design is classed as a Military Vessel for maintenance purposes
Effective fully fueled cost with technology discounts: 395.0 BP
Nianemiev class Interceptor 2,500 tons 58 Crew 399.2 BP TCS 50 TH 384 EM 0
7680 km/s Armour 3-16 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 7
Maint Life 3.62 Years MSP 100 AFR 50% IFR 0.7% 1YR 12 5YR 177 Max Repair 51.2 MSP
Intended Deployment Time: 6 months Spare Berths 2
128 EP Internal Fusion Drive (3) Power 128 Fuel Use 47.39% Signature 128 Exp 8%
Fuel Capacity 200,000 Litres Range 30.4 billion km (45 days at full power)
15cm C3 Near Ultraviolet Laser (1) Range 72,000km TS: 7680 km/s Power 6-3 RM 3 ROF 10 6 6 6 4 3 3 2 0 0 0
10cm Railgun V2/C3 (1x4) Range 20,000km TS: 7680 km/s Power 3-3 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Hybrid (1) Max Range: 72,000 km TS: 6000 km/s 86 72 58 44 31 17 3 0 0 0
Stellarator PB-1 (1) Total Power Output 6 Armour 0 Exp 5%
ScoutScanner (1) GPS 12 Range 720k km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
318.5 BP
Design Notes:
The Three 7000+ km/s attack designs use only small fuel storage units to run up the HTK totals. The Oiler designs use large fuel storage when possible to reduce cost. All designs use only small engineering spaces. Each oiler has the extra fuel needed for 2 Cruisers.
Theoretical Tech List: Construction 14 (8k), Mining 14 (8k), Fuel 24k (3k), Composite Armor (7.5k), 15 cm Laser (6k), Near UV Laser (6k), Large Fuel (1k), Small Engineering (2k), Rail Velocity 2 (2k), Tolkammak Fusion (45k), Internal Fusion Dive (75k), Capacitor 3 (6k), Max Power 1.25 (1k) Fuel consumption 0.9 (1k), Fire Control 24k km (6k), Fire Control 4k km/s (14k), EM 6 (2k)
Total Theoretical Tech Value: 193,500 RP
Component List: 15cm C3 UV Laser (220), 10cm C3/V2 Railgun (330), 160 EP IF Drive (10x80%) (640), 128 EP IF Drive (8x80%) (512), 276 EP IF Drive (12x115%) (1380), MillJump-5400 (940), S1 Stellarator (180), BackupScan (140), Early Warning EM (210), BirdShot FC(296), BuckShot FC(430), Missile Alert (600), Scout Scanner (120), Hybrid FC(320)
Total Component Tech Value: 6,332 RP
Unspent: 168RP
Starting Force: 3x D, 3x S, 1x J, 2x I, 2x N, 1,100,000L extra fuel + 269 extra MSP
Task Force Training: 1 year, Nianemiev only. (1,100,000 L fuel)
Reinforcements: 1xD, 1xS, 1xI, 1xN, 300,000L extra fuel + 113 extra MSP
I'll wait until one or two other fleets get posted before showing off my 2nd entry.
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Righty then. Tank fleet:
The really annoying thing is that the 'Balanced beam' slot turned out to be purpose built to beat tanks -- and nothing else.
Initial fleet: 9x Ogre.
Reinforcements: 2x Ogre, 1x Leapfrog.
Ogre class Cruiser 11,400 tons 259 Crew 1587.2 BP TCS 228 TH 300 EM 540
1315 km/s Armour 17-45 Shields 18-450 Sensors 1/1/0/0 Damage Control Rating 4 PPV 40
Maint Life 2.53 Years MSP 348 AFR 259% IFR 3.6% 1YR 76 5YR 1141 Max Repair 77 MSP
Intended Deployment Time: 7 months Spare Berths 2
300 EP Commercial Ion Drive (1) Power 300 Fuel Use 7.96% Signature 300 Exp 5%
Fuel Capacity 160,000 Litres Range 31.7 billion km (279 days at full power)
Beta R450/324 Shields (12) Total Fuel Cost 162 Litres per hour (3,888 per day)
15cm C3 Ultraviolet Laser (8) Range 240,000km TS: 4000 km/s Power 6-3 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
R12/C3 High Power Microwave (2) Range 120,000km TS: 4000 km/s Power 6-3 RM 12 ROF 10 1 1 1 1 1 1 1 1 1 1
Fire Control S04 128-4000 (1) Max Range: 256,000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
Gas-Cooled Fast Reactor Technology PB-1 (67) Total Power Output 30.15 Armour 0 Exp 5%
Active Search Sensor MR1-R10 (1) GPS 100 Range 1.6m km Resolution 10
This design is classed as a Military Vessel for maintenance purposes
Total cost with modifiers: 825.6
Leapfrog III class Jump Ship 11,400 tons 167 Crew 1478.6 BP TCS 228 TH 300 EM 0
1315 km/s JR 3-250 Armour 16-45 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 81 Max Repair 471 MSP
Intended Deployment Time: 20 months Spare Berths 0
J12000(3-250) Military Jump Drive Max Ship Size 12000 tons Distance 250k km Squadron Size 3
300 EP Commercial Ion Drive (1) Power 300 Fuel Use 7.96% Signature 300 Exp 5%
Fuel Capacity 500,000 Litres Range 99.1 billion km (872 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Total cost with modifiers: 839.3
Subtlety is for punier fleets.
Tech list:
Mining Production 20: 38k
Construction Rate 20: 38k
Beta Shields: 2k
Composite Armour: 7.5k
15 cm Laser: 6k
15 cm Microwave: 6k
Ultraviolet Laser: 14k
Microwave Focusing 4: 14k
Capacitor Recharge 3: 6k
Fuel consumption 0.9: 1k
Gas reactor + Ion drive: 24k
Squad Jump Radius 250k: 6k
Beam FC range 32k km: 14k
Beam FC Speed 4k km/s: 14k
Components:
Beta R450/324 Shields: 500
15cm C3 Ultraviolet Laser: 290
R12/C3 HPM (15cm R4 C3): 1600
300 EP Commercial Ion Drive (50x0.5): 750
Gas-Cooled Fast Reactor PB-1: 10
J12000(3-250) Military Jump Drive: 4710
Active Search Sensor MR1-10 (size 1, res 10): 100
Fire Control S04 128-4000 (R4 S1): 770
Left over: 770 RP.
There should be enough BP left over for 8 months of TFT for the initial fleet.
I have some comments -- I went through a bunch of iterations to get to this fleet -- but those can wait for now.
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Nightstar, that is a nasty fleet. My Beam Kite entry has the same 20cm lasers as the Dahak so they'll win, eventually, but that looks like it will defeat most anything else.
Here is my 2nd entry: Balanced Missiles, inspired by the relative success of the Shielded Missile fleet in the first Alpha Centauri arena.
Tamoch class Cruiser 11,700 tons 298 Crew 1525.88 BP TCS 234 TH 544 EM 1800
2324 km/s Armour 3-45 Shields 60-500 Sensors 1/1/0/0 Damage Control Rating 4 PPV 47.04
Maint Life 2.15 Years MSP 326 AFR 273% IFR 3.8% 1YR 94 5YR 1415 Max Repair 84 MSP
Intended Deployment Time: 6 months Spare Berths 4
Magazine 288
272 EP Commercial Magneto-plasma Drive (2) Power 272 Fuel Use 8.17% Signature 272 Exp 5%
Fuel Capacity 610,000 Litres Range 114.8 billion km (571 days at full power)
Delta R500/420 Shields (24) Total Fuel Cost 420 Litres per hour (10,080 per day)
Twin 10cm C0.75 Near UV Turret 16K (2x2) Range 90,000km TS: 16000 km/s Power 6-2 RM 3 ROF 15 3 3 3 2 1 1 1 1 1 0
MissileBlock 24-16000 (1) Max Range: 48,000 km TS: 16000 km/s 79 58 38 17 0 0 0 0 0 0
Fighter Block (1) Max Range: 144,000 km TS: 2000 km/s 93 86 79 72 65 58 51 44 37 31
Gas-Cooled Fast Reactor Technology PB-1 (1) Total Power Output 4.5 Armour 0 Exp 5%
Size 4 Missile Launcher (9) Missile Size 4 Rate of Fire 40
Missile Fire Control FC83-R110 (9) Range 83.0m km Resolution 110
S4-104M (59) Speed: 30,800 km/s End: 56.3m Range: 104.1m km WH: 4 Size: 4 TH: 123/74/37
S4-404M (13) Speed: 22,000 km/s End: 306.5m Range: 404.6m km WH: 4 Size: 4 TH: 80/48/24
Active Search Sensor MR96-R110 (1) GPS 9240 Range 96.9m km Resolution 110
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
Cost including fuel (excluding missiles) after tech discounts: 1393.6 BP
Tobac class Collier 4,250 tons 70 Crew 414.96 BP TCS 85 TH 272 EM 0
3200 km/s Armour 2-23 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 0
Maint Life 3.02 Years MSP 122 AFR 72% IFR 1% 1YR 20 5YR 302 Max Repair 68 MSP
Intended Deployment Time: 6 months Spare Berths 1
Magazine 504
272 EP Commercial Magneto-plasma Drive (1) Power 272 Fuel Use 8.17% Signature 272 Exp 5%
Fuel Capacity 150,000 Litres Range 77.8 billion km (281 days at full power)
S4-104M (102) Speed: 30,800 km/s End: 56.3m Range: 104.1m km WH: 4 Size: 4 TH: 123/74/37
S4-404M (24) Speed: 22,000 km/s End: 306.5m Range: 404.6m km WH: 4 Size: 4 TH: 80/48/24
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
Cost: 375.9 BP
Foscadh class Cruiser 11,700 tons 297 Crew 1517.88 BP TCS 234 TH 544 EM 1800
2324 km/s Armour 3-45 Shields 60-500 Sensors 1/36/0/0 Damage Control Rating 4 PPV 47.04
Maint Life 2.22 Years MSP 324 AFR 273% IFR 3.8% 1YR 88 5YR 1325 Max Repair 68 MSP
Intended Deployment Time: 6 months Spare Berths 0
Magazine 288
272 EP Commercial Magneto-plasma Drive (2) Power 272 Fuel Use 8.17% Signature 272 Exp 5%
Fuel Capacity 610,000 Litres Range 114.8 billion km (571 days at full power)
Delta R500/420 Shields (24) Total Fuel Cost 420 Litres per hour (10,080 per day)
Twin 10cm C0.75 Near UV Turret 16K (2x2) Range 90,000km TS: 16000 km/s Power 6-2 RM 3 ROF 15 3 3 3 2 1 1 1 1 1 0
MissileBlock 24-16000 (1) Max Range: 48,000 km TS: 16000 km/s 79 58 38 17 0 0 0 0 0 0
Fighter Block (1) Max Range: 144,000 km TS: 2000 km/s 93 86 79 72 65 58 51 44 37 31
Gas-Cooled Fast Reactor Technology PB-1 (1) Total Power Output 4.5 Armour 0 Exp 5%
Size 4 Missile Launcher (9) Missile Size 4 Rate of Fire 40
Missile Fire Control FC83-R110 (9) Range 83.0m km Resolution 110
S4-104M (59) Speed: 30,800 km/s End: 56.3m Range: 104.1m km WH: 4 Size: 4 TH: 123/74/37
S4-404M (13) Speed: 22,000 km/s End: 306.5m Range: 404.6m km WH: 4 Size: 4 TH: 80/48/24
Missile Watch (1) GPS 42 Range 4.6m km Resolution 1
EM3.25-35.75 (1) Sensitivity 35.75 Detect Sig Strength 1000: 35.75m 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
Cost: 1387 BP
Leathphingin class Jump Tender 11,950 tons 75 Crew 349.8 BP TCS 239 TH 544 EM 0
2276 km/s JR 2-25(C) Armour 2-46 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 18 Max Repair 68 MSP
Intended Deployment Time: 6 months Spare Berths 2
JC22K Commercial Jump Drive Max Ship Size 22500 tons Distance 25k km Squadron Size 2
272 EP Commercial Magneto-plasma Drive (2) Power 272 Fuel Use 8.17% Signature 272 Exp 5%
Fuel Capacity 200,000 Litres Range 36.9 billion km (187 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
BP: 331.5 BP
S4-104M: 2.50 BP each after tech reduction plus fuel cost. Has Armor rating 1 to improve AMM penetration.
S4-404M: 2.39 BP each after tech reduction plus fuel costs. A self-guided surprise just in case.
Tech List:
Construction 12: 3k
Mining 12: 3k
Delta Shields: 14 k
Shield Regen 1.5: 2k
Composite Armor: 7.5k
Near UV Laser: 6k
Reduced 0.75 Laser: 5k
Turret Speed 4k km/s: 7k
Small Engineering: 2k
Fusion WH (5): 14k
80% ejection: 1k
80% efficiency: 2k
Agility 48: 6k
Missile launch rate 3: 6k
Ordinance Production 12: 3k
Stellarator Fusion: 21k
Magneto Plasma: 35k
Fuel Consumption 0.7: 7k
Capacitor 3: 6k
Engine Power 1.75x: 7k
Active Scanner 12: 2k
BFC Range 24k km: 6k
BFC Speed 4k km/s: 14k
---------------------------
Total: 193.5k
Components:
Delta R500/420 Shield - 800
10cm C0.75 N-UV laser - 110
Twin Turret [16k/s] - 300
C14 HTK3 Magazine - 60
6.16EP M-Drive - 308
S4-104M - 280
4.4EP M-Drive - 220
S4-404M - 243
S4-Launcher - 240
JC22K Commercial Jump - 330
Gas Reactor - 140
272EP C. Mag-plasma drive - 680
Active Scanner MR 96-R110 - 840
Missile Watch - 420
Missile Fire Control - 240
Fighter Block - 220
Missile Block - 580
EM3.25 - 360
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Component Total:6391
Unspent RP: 109 RP
Starting Force: 2x Tamoch, 2x Foscadh, 1x Tobac, 1x Leathphingin, and a full load of missiles. The remaining 203 BP goes first toward the 529,000L fuel needed for 1 year task force training and then to stockpiling 196 MSP, 15,000L fuel and 18x 104M missiles for later retrieval.
Reinforcements: 1x Tamoch, 1x Tobac, their missiles (37x 404M, 161 104M). Also, 100,000L fuel and an additional 27x 404M and 58x 104M missiles are stockpiled on the home world for later retrieval.
24 hours ago this fleet used military engines to be leaner, meaner, and faster. It also came out 3200 RP over-budget when I typed out the final component listing.
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Yeah, there's a lot to be said for simple brute force. I was really worried about microwaves, and spent a fair bit of RP defending against that possibility. I kinda thought your beam rush would have some. I also just figured kites would be a loss, and ignored them. In retrospect, I could have used this variation:
Ogre class Cruiser 11,200 tons 245 Crew 1619.2 BP TCS 224 TH 300 EM 0
1339 km/s Armour 19-44 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 40
Maint Life 2.53 Years MSP 361 AFR 250% IFR 3.5% 1YR 79 5YR 1183 Max Repair 96 MSP
Intended Deployment Time: 7 months Spare Berths 0
300 EP Commercial Ion Drive (1) Power 300 Fuel Use 7.96% Signature 300 Exp 5%
Fuel Capacity 150,000 Litres Range 30.3 billion km (261 days at full power)
15cm C3 Far Ultraviolet Laser (10) Range 300,000km TS: 4000 km/s Power 6-3 RM 5 ROF 10 6 6 6 6 6 5 4 3 3 3
Fire Control S04 160-4000 (1) Max Range: 320,000 km TS: 4000 km/s 97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (67) Total Power Output 30.15 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
x9 initial
x3 reinforcements
Drops the frills for the range to take on kites. On the other hand, it only takes about 12 microwave shots to cripple, and can't assault JPs. I can't say I'm really upset.
The Dahak is hilarious, shame it didn't quite work. Also, I don't think you can actually build military orbital habs from the ground anymore.
I'm also intrigued by the amount of shielding in our fleets. For reference, here's the kiting fleet I made:
Shell class Carrier 12,000 tons 167 Crew 1163.5 BP TCS 240 TH 200 EM 0
833 km/s Armour 1-46 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Maint Life 3.72 Years MSP 182 AFR 384% IFR 5.3% 1YR 21 5YR 308 Max Repair 50 MSP
Intended Deployment Time: 11 months Flight Crew Berths 51
Hangar Deck Capacity 9000 tons
200 EP Commercial Magneto-plasma Drive (1) Power 200 Fuel Use 13.26% Signature 200 Exp 5%
Fuel Capacity 150,000 Litres Range 17.0 billion km (235 days at full power)
This design is classed as a Military Vessel for maintenance purposes
Subtlety class Strike Cruiser 9,000 tons 47 Crew 2647.5 BP TCS 180 TH 3000 EM 9000
16666 km/s Armour 1-38 Shields 300-600 Sensors 1/1/0/0 Damage Control Rating 1 PPV 10
Maint Life 1.31 Years MSP 184 AFR 648% IFR 9% 1YR 114 5YR 1703 Max Repair 58 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
40 EP Magneto-plasma Drive (75) Power 40 Fuel Use 978.33% Signature 40 Exp 25%
Fuel Capacity 200,000 Litres Range 0.4 billion km (6 hours at full power)
Theta R600/960 Shields (75) Total Fuel Cost 3,000 Litres per hour (72,000 per day)
Particle Beam-2 (2) Range 200,000km TS: 16666 km/s Power 5-3 ROF 10 2 2 2 2 2 2 2 2 2 2
Fire Control S04 128-3000 (1) Max Range: 256,000 km TS: 3000 km/s 96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor Technology PB-1 (1) Total Power Output 6 Armour 0 Exp 5%
Active Search Sensor MR1-R10 (1) GPS 80 Range 1.3m km Resolution 10
This design is classed as a Military Vessel for maintenance purposes
Tanky II class Tanker 3,700 tons 37 Crew 408.5 BP TCS 74 TH 200 EM 0
2702 km/s Armour 1-21 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Life 2.23 Years MSP 69 AFR 109% IFR 1.5% 1YR 19 5YR 281 Max Repair 50 MSP
Intended Deployment Time: 6 months Flight Crew Berths 9
Hangar Deck Capacity 1000 tons
200 EP Commercial Magneto-plasma Drive (1) Power 200 Fuel Use 13.26% Signature 200 Exp 5%
Fuel Capacity 1,000,000 Litres Range 366.8 billion km (1571 days at full power)
Strike Group
4x Booster II Fighter Speed: 16666 km/s Size: 4.8
This design is classed as a Military Vessel for maintenance purposes
Booster II class Fighter 240 tons 4 Crew 64.5 BP TCS 4.8 TH 80 EM 0
16666 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 48% IFR 0.7% 1YR 4 5YR 58 Max Repair 20 MSP
Intended Deployment Time: 1 months Spare Berths 1
40 EP Magneto-plasma Drive (2) Power 40 Fuel Use 978.33% Signature 40 Exp 25%
Fuel Capacity 100,000 Litres Range 7.7 billion km (5 days at full power)
This design is classed as a Fighter for production, combat and maintenance purposes
Sacrifice class Cruiser 11,950 tons 96 Crew 1186.5 BP TCS 239 TH 400 EM 0
1673 km/s Armour 17-46 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 10
Maint Life 2.21 Years MSP 310 AFR 228% IFR 3.2% 1YR 85 5YR 1278 Max Repair 58 MSP
Intended Deployment Time: 6 months Spare Berths 0
200 EP Commercial Magneto-plasma Drive (2) Power 200 Fuel Use 13.26% Signature 200 Exp 5%
Fuel Capacity 270,000 Litres Range 30.7 billion km (212 days at full power)
Particle Beam-2 (2) Range 200,000km TS: 3000 km/s Power 5-3 ROF 10 2 2 2 2 2 2 2 2 2 2
Fire Control S04 128-3000 (1) Max Range: 256,000 km TS: 3000 km/s 96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor Technology PB-1 (1) Total Power Output 6 Armour 0 Exp 5%
Active Search Sensor MR1-R10 (1) GPS 80 Range 1.3m km Resolution 10
This design is classed as a Military Vessel for maintenance purposes
Spy class Fast Scout 2,150 tons 42 Crew 161 BP TCS 43 TH 200 EM 0
4651 km/s Armour 1-14 Shields 0-0 Sensors 1/50/0/0 Damage Control Rating 1 PPV 0
Maint Life 2.02 Years MSP 47 AFR 36% IFR 0.5% 1YR 15 5YR 231 Max Repair 50 MSP
Intended Deployment Time: 6 months Spare Berths 2
200 EP Commercial Magneto-plasma Drive (1) Power 200 Fuel Use 13.26% Signature 200 Exp 5%
Fuel Capacity 50,000 Litres Range 31.6 billion km (78 days at full power)
EM Detection Sensor EM10-50 (1) Sensitivity 50 Detect Sig Strength 1000: 50m km
This design is classed as a Military Vessel for maintenance purposes
Tanky III class Tanker 2,850 tons 22 Crew 346 BP TCS 57 TH 200 EM 0
3508 km/s Armour 1-17 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 76 Max Repair 50 MSP
Intended Deployment Time: 6 months Spare Berths 0
200 EP Commercial Magneto-plasma Drive (1) Power 200 Fuel Use 13.26% Signature 200 Exp 5%
Fuel Capacity 1,250,000 Litres Range 595.2 billion km (1963 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
1x Shell
with 1x Subtlety
1x Tanky II
with 4x Booster II
2x Sacrifice
1x Spy
Reinforcements:
3x Tanky III 1x Sacrifice
Breakdown:
Theta Shields: 59k RP
Shield Regen 2: 6k RP
Particle Beam Range 200k: 14k RP
Hanger Deck: 5k
Capacitor Recharge 3: 6k
MP Drive + Stellarator Fusion: 56k
MEPM 2.5: 30k
BFC Range 32k km: 14k
BFC Speed 3k km/s: 6k
Theta R600/960 Shields: 1200 RP
Particle Beam 2: 700 RP
200 EP Commercial MP Drive (25x0.5): 500 RP
40 EP MP Drive (1x2.5): 200 RP
SF reactor PB-1 (1 HS): 180 RP
Active Search Sensor MR1-R10(0.8 HS, 10 res): 80 RP
EM Detection Sensor EM10-50 (10 HS): 500 RP
Fire Control 128-3000: 580 RP
Left over: 60 RP
This also happens to be built on shields. Either we're way too fond of shields, or they're better than I thought. I didn't submit it because playing it requires shooting every 10s for potentially hours at a time, but I think it'd perform decently.
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I cannot currently submit my designs, but tomorrow or the day after I should be able to. My Boarding fleet still needs some work, but my Sniper fleet should be more or less done, though I'm considering boosting the size of the sensors to squeeze out a bit more range.
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The kiting fleet wouldn't have worked; minimum of 10 bil kilometer range, the rest can be in tankers.
Anyway, here's my sniper fleet.
Archer class Missile Frigate 4,000 tons 99 Crew 665.2 BP TCS 80 TH 480 EM 0
6000 km/s Armour 1-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 32
Maint Life 2.09 Years MSP 208 AFR 64% IFR 0.9% 1YR 64 5YR 956 Max Repair 240 MSP
Intended Deployment Time: 6 months Spare Berths 0
Magazine 128
Reverse Plasma Induction Drive (1) Power 480 Fuel Use 82.81% Signature 480 Exp 12%
Fuel Capacity 250,000 Litres Range 13.6 billion km (26 days at full power)
'Siege' M4S16-ML Torpedo Bay (8) Missile Size 16 Rate of Fire 24000
Likursh Missile Guidance System (1) Range 375.8m km Resolution 60
'Ballista' AS MIRV (8) Speed: 10,000 km/s End: 1420.5m Range: 874.8m km WH: 0 Size: 16 TH: 33/20/10
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
Cost after fuel and missiles(including discounts): 527.8 BP
Fletcher class Collier 4,000 tons 65 Crew 546.2 BP TCS 80 TH 480 EM 0
6000 km/s Armour 1-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 0
Maint Life 2.14 Years MSP 171 AFR 64% IFR 0.9% 1YR 50 5YR 748 Max Repair 240 MSP
Intended Deployment Time: 6 months Spare Berths 1
Magazine 640
Reverse Plasma Induction Drive (1) Power 480 Fuel Use 82.81% Signature 480 Exp 12%
Fuel Capacity 250,000 Litres Range 13.6 billion km (26 days at full power)
'Ballista' AS MIRV (40) Speed: 10,000 km/s End: 1420.5m Range: 874.8m km WH: 0 Size: 16 TH: 33/20/10
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
Cost after fuel and missiles(including discounts): 735.1 BP
Knight class Command Ship 4,000 tons 124 Crew 856.2 BP TCS 80 TH 480 EM 0
6000 km/s JR 3-50 Armour 1-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Maint Life 2.54 Years MSP 401 AFR 42% IFR 0.6% 1YR 87 5YR 1301 Max Repair 441 MSP
Intended Deployment Time: 6 months Spare Berths 2
Phlebotinum Jump Drive Max Ship Size 4000 tons Distance 50k km Squadron Size 3
Reverse Plasma Induction Drive (1) Power 480 Fuel Use 82.81% Signature 480 Exp 12%
Fuel Capacity 250,000 Litres Range 13.6 billion km (26 days at full power)
'Spyglass' GRADAR System (1) GPS 26460 Range 375.8m km Resolution 60
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel(including discounts): 576.8 BP
Wench class Oiler 4,000 tons 45 Crew 489.2 BP TCS 80 TH 480 EM 0
6000 km/s Armour 1-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 0
Maint Life 2.05 Years MSP 153 AFR 64% IFR 0.9% 1YR 49 5YR 729 Max Repair 240 MSP
Intended Deployment Time: 6 months Spare Berths 1
Reverse Plasma Induction Drive (1) Power 480 Fuel Use 82.81% Signature 480 Exp 12%
Fuel Capacity 2,300,000 Litres Range 125.0 billion km (241 days at full power)
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel(including discounts): 689.1 BP
"Ballista' AS MIRV: 12.325 after fuel, but not after discounts.
Missile Size: 16 MSP (0.8 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10
Speed: 10000 km/s Engine Endurance: 23.7 hours Range: 852.3m km
Cost Per Missile: 11.7
Second Stage: 'Dart' AS Warhead x5
Second Stage Separation Range: 20,00,000 km
Overall Endurance: 24 hours Overall Range: 879.1m km
Chance to Hit: 1k km/s 100% 3k km/s 30% 5k km/s 20% 10k km/s 10%
Materials Required: 2.5x Tritanium 9.2x Gallicite Fuel x3750
Dart AS Warhead:
Missile Size: 2 MSP (0.1 HS) Warhead: 2 Armour: 0 Manoeuvre Rating: 26
Speed: 32000 km/s Engine Endurance: 14 minutes Range: 26.8m km
Cost Per Missile: 1.94
Chance to Hit: 1k km/s 832% 3k km/s 260% 5k km/s 166.4% 10k km/s 83.2%
Materials Required: 0.5x Tritanium 1.44x Gallicite Fuel x250
Initial:
7x Archer
1x Knight
2x Fletcher
2x Wench
2,281,200 Litres of Fuel at Homeworld
Reinforcements:
1st Wave:
3x Archer
80 'Ballista' AS MIRVs at Homeworld
1,273,885 Litres of Fuel at Homeworld
2nd Wave:
1x Fletcher
1x Wench
1x Knight
40 'Ballista' AS MIRVs at Homeworld
881,142 Litres of Fuel at Homeworld
3rd Wave:
3x Archer
106 'Ballista' AS MIRVs at Homeworld
4th Wave and on:
2x Archer
1x Fletcher
1x Wench
Research:
Construction Rate 16 BP: 18k
Fuel Production 24,000 Litres: 3k
High Density Duranium Armor: 2.5k
Fuel Storage - Very Large: 3.5k
Fusion-boosted Fission Warhead: Strength 5x MSP: 14k
Magazine Feed System Efficiency 80%: 2k
Missile Agility 64 per MSP: 14k
Missile Reload Rate 2: 2k
Ordnance Production 14 BP: 8k
Reduced Size Launcer 0.25 Size/100x Reload: 12k
Fuel Consumption 0.7 Litres per Engine Power Hour: 7k
Jump Drive Efficiency 5: 4k
Maximum Engine Power Modifier x2: 15k
Magneto-plasma Drive Technology: 56k
Active Grav Sensor Strength 21: 14k
EM Sensor Sensitivity 11: 14k
Total:189k
Components:
'Ballista' AS MIRV: 1170
C32 Unarmored Torpedo Rack: 100
'Dart' As Warhead: 194
'Siege' M4S16-ML Torpedo Bay: 200
Phlebotinum Jump Drive: 370
Pulsed Plasma Repulsion Rocket: 160
Reverse Plasma Induction Drive: 2400
Sequencing Plasma Repulsion Rocket: 400
Likursh Missile Guidance System: 1470
'Spyglass' GRADAR System: 4410
Total: 10,874
Grand Total: 199,874 RP Spent
126 left over
Assault fleet needs a lot of tweaking, still.
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Carried ships are exempt from the range restrictions. Even if said carried ship is 9 kton and could take several fleets by itself.
Artillery:
Hive class Carrier 9,850 tons 130 Crew 859.8 BP TCS 197 TH 320 EM 0
1624 km/s Armour 1-40 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Maint Life 2.27 Years MSP 164 AFR 258% IFR 3.6% 1YR 43 5YR 644 Max Repair 64 MSP
Intended Deployment Time: 6 months Flight Crew Berths 150
Hangar Deck Capacity 6000 tons
320 EP Commercial Magneto-plasma Drive (1) Power 320 Fuel Use 3.54% Signature 320 Exp 4%
Fuel Capacity 60,000 Litres Range 31.0 billion km (220 days at full power)
Strike Group
25x Wasp Fighter-bomber Speed: 5833 km/s Size: 4.8
This design is classed as a Military Vessel for maintenance purposes
Total cost after modifiers, incl. fuel, fighters and their fuel, and the fighters missiles and their fuel: 1830.17
Wasp class Fighter-bomber 240 tons 6 Crew 48.2 BP TCS 4.8 TH 28 EM 0
5833 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1
Maint Life 0 Years MSP 0 AFR 48% IFR 0.7% 1YR 3 5YR 52 Max Repair 16 MSP
Intended Deployment Time: 4.6 months Spare Berths 0
Magazine 17
28 EP Magneto-plasma Drive (1) Power 28 Fuel Use 280.76% Signature 28 Exp 17%
Fuel Capacity 10,000 Litres Range 2.7 billion km (5 days at full power)
Size 1 Missile Launcher (50% Reduction) (2) Missile Size 1 Rate of Fire 75
Missile Fire Control FC30-R20 (1) Range 30.0m km Resolution 20
Size 1 Stinger (17) Speed: 33,600 km/s End: 17.3m Range: 34.8m km WH: 2 Size: 1 TH: 112/67/33
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 Fighter for production, combat and maintenance purposes
Total cost after mods, fuel, and missiles: 48.161
Stingers:
Missile Size: 1 MSP (0.05 HS) Warhead: 2 Armour: 0 Manoeuvre Rating: 10
Speed: 33600 km/s Engine Endurance: 17 minutes Range: 34.8m km
Cost Per Missile: 0.92
Chance to Hit: 1k km/s 336% 3k km/s 110% 5k km/s 67.2% 10k km/s 33.6%
Materials Required: 0.5x Tritanium 0.42x Gallicite Fuel x165
(0.334 warhead, 0.066 fuel, 0.6 MSP 3.5 EPM drive)
Cost after mods and fuel: 0.6901429
Nest class Collier 7,450 tons 125 Crew 618.6 BP TCS 149 TH 320 EM 0
2147 km/s Armour 1-33 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Maint Life 2.61 Years MSP 156 AFR 148% IFR 2.1% 1YR 32 5YR 483 Max Repair 64 MSP
Intended Deployment Time: 6 months Spare Berths 1
Magazine 1275
320 EP Commercial Magneto-plasma Drive (1) Power 320 Fuel Use 3.54% Signature 320 Exp 4%
Fuel Capacity 50,000 Litres Range 34.1 billion km (183 days at full power)
Size 1 Stinger (1275) Speed: 33,600 km/s End: 17.3m Range: 34.8m km WH: 2 Size: 1 TH: 112/67/33
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
Cost after missiles and fuel: 1331.8
Beacon class Surveillance Cruiser 8,400 tons 195 Crew 1463.8 BP TCS 168 TH 320 EM 0
1904 km/s Armour 6-36 Shields 0-0 Sensors 1/140/0/0 Damage Control Rating 8 PPV 0
Maint Life 2.32 Years MSP 871 AFR 70% IFR 1% 1YR 220 5YR 3301 Max Repair 800 MSP
Intended Deployment Time: 6 months Flight Crew Berths 14
Hangar Deck Capacity 500 tons
320 EP Commercial Magneto-plasma Drive (1) Power 320 Fuel Use 3.54% Signature 320 Exp 4%
Fuel Capacity 60,000 Litres Range 36.3 billion km (220 days at full power)
Active Search Sensor MR500-R20 (1) GPS 16000 Range 500.9m km Resolution 20
EM Detection Sensor EM10-140 (1) Sensitivity 140 Detect Sig Strength 1000: 140m km
Strike Group
1x Fly - EM Scout Fighter Speed: 5833 km/s Size: 4.8
1x Fly Scout Fighter Speed: 5833 km/s Size: 4.8
This design is classed as a Military Vessel for maintenance purposes
Cost blah blah: 1157.6
Fly class Scout Fighter 240 tons 7 Crew 70.2 BP TCS 4.8 TH 28 EM 0
5833 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 48% IFR 0.7% 1YR 13 5YR 190 Max Repair 48 MSP
Intended Deployment Time: 2.9 months Spare Berths 0
28 EP Magneto-plasma Drive (1) Power 28 Fuel Use 280.76% Signature 28 Exp 17%
Fuel Capacity 10,000 Litres Range 2.7 billion km (5 days at full power)
Active Search Sensor MR30-R20 (1) GPS 960 Range 30.1m km Resolution 20
This design is classed as a Fighter for production, combat and maintenance purposes
Fly - EM class Scout Fighter 240 tons 7 Crew 64.2 BP TCS 4.8 TH 28 EM 0
5833 km/s Armour 1-3 Shields 0-0 Sensors 1/42/0/0 Damage Control Rating 0 PPV 0
Maint Life 0 Years MSP 0 AFR 48% IFR 0.7% 1YR 11 5YR 168 Max Repair 42 MSP
Intended Deployment Time: 2.9 months Spare Berths 0
28 EP Magneto-plasma Drive (1) Power 28 Fuel Use 280.76% Signature 28 Exp 17%
Fuel Capacity 10,000 Litres Range 2.7 billion km (5 days at full power)
EM Detection Sensor EM3-42 (1) Sensitivity 42 Detect Sig Strength 1000: 42m km
This design is classed as a Fighter for production, combat and maintenance purposes
Modified cost for pair of scout fighters incl fuel: 100
Initial Fleet: 2x Hive, 2x Nest, 1x Beacon, and associated fighters, missiles, and fuel. The remainder would buy a bit of TF training, but what's the point.
Reinforcements: 2x Nest. One nest full, the other with only 1k Stingers.
Tech:
Constr 14: 8k
Mining 14: 8k
Fighter 14: 8k
Ordnance 14: 8k
Composite Armor: 7.5k
Hangar deck: 5k
6x MSP warhead: 29k
Half size launchers: 3k
Launcher reload 2: 2k
Fuel Consumption 0.7: 7k
MP drive: 56k
1.75x MaxEPM: 7k
0.4x MinEPM: 1k
Grav 16: 6k
EM 14: 29k
Capacity 15 mag, EXP 30% HTK1: 50
Size 1 Missile Launcher (reload 2): 25
Size 1 Stinger: 92
28 EP MP drive (1 HS 1.75 EPM): 140
320 EP Commercial MP drive (50 HS 0.4 EPM): 640
1.68 EP missile drive (0.6 MSP 3.5 EPM): 84
Active search sensor MR30-R20 (size 3, res 20): 480
Missile Fire Control FC30-R20 (size 1, res 20): 160
EM detection sensor EM3-42 (size 3): 420
Active search sensor MR500-R20 (size 50, res 20): 8000
4k? left over. Meant to buy a jump drive, but decided against it, and couldn't really find another good use.
Build notes: I was running into range problems with the old fleet, and self guided missiles with decent relative sensor range are pretty much impractical. EM based ones CAN work, but if the enemy drops sensors, they end up useless. So I made a switch to fighters instead of booster missile stages. I got similar results either way, but this a a lot more flexible, though it has a couple of weaknesses.
Comments on doctrine: Missile fleets should generally fire a single salvo and see what happens before emptying their magazines. After missiles have hit, turning off sensors and moving to a side is a good way to avoid retaliation. Approach should be done a bit to the side of the line between JPs in a zigzag. This helps avoid blind-fired missiles. Ships should also stay most of their range away from the JP. Letting beam ships or shorter ranged missile ships jump on top of you is a BAD idea.
This specific fleet should have three TGs. One group with all the fighters, to stay with the Beacon until enemies are spotted. The active sensor fighter should stay off unless the Beacon is compromised. The Nests+Hives should head to semi-deep space off to the side. Far enough to have no fear of detection anyway. The Beacon approaches normally, NOT luring stuff to the Nests.
Didn't really want to post this before the other missile fleets were done and cause anti-fighter sensors, so sorry for the delay. I will point out that my old artillery fleet used res 10 sensors for a reason.
Next up I'll try to optimize the basic designs you lot are using. If anything should come first, let me know. :)
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Dang. Looks like my beam kites aren't quite fast enough to catch Rolepgeek's snipers. I was hoping those would only be 4500 km/s or so.
This fleet uses beams for the final kill, and missiles to soften up an opponent and/or drain AMM stock.
Alpha class Corvette 3,000 tons 79 Crew 566 BP TCS 60 TH 324 EM 0
5400 km/s Armour 8-18 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 6
Maint Life 2.87 Years MSP 118 AFR 72% IFR 1% 1YR 21 5YR 316 Max Repair 90 MSP
Intended Deployment Time: 2 months Spare Berths 0
108 EP Ion 6x150 (3) Power 108 Fuel Use 181.33% Signature 108 Exp 15%
Fuel Capacity 200,000 Litres Range 6.6 billion km (14 days at full power)
20cm C4 Near Ultraviolet Laser (1) Range 300,000km TS: 5400 km/s Power 10-4 RM 3 ROF 15 10 10 10 7 5 5 4 3 3 3
LongLance BFC (1) Max Range: 320,000 km TS: 3750 km/s 97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (1) Total Power Output 4.5 Armour 0 Exp 5%
MicroScan (1) GPS 100 Range 1.3m km Resolution 20
ECM 10
This design is classed as a Military Vessel for maintenance purposes
Cost including fuel after tech discount: 387.1 bp
Bravo class Replenishment Ship 11,600 tons 168 Crew 1201.96 BP TCS 232 TH 614 EM 0
2646 km/s Armour 2-45 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 0
Maint Life 4.28 Years MSP 1227 AFR 307% IFR 4.3% 1YR 107 5YR 1612 Max Repair 122.88 MSP
Intended Deployment Time: 6 months Flight Crew Berths 140
Hangar Deck Capacity 6000 tons
307.2 EP Ion 32x80 (2) Power 307.2 Fuel Use 23.35% Signature 307.2 Exp 8%
Fuel Capacity 460,000 Litres Range 30.6 billion km (133 days at full power)
This design is classed as a Military Vessel for maintenance purposes
Cost including fuel after discount: 828 bp
Charlie class Corvette 3,000 tons 65 Crew 504.68 BP TCS 60 TH 324 EM 0
5400 km/s Armour 8-18 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 6
Maint Life 3.53 Years MSP 105 AFR 72% IFR 1% 1YR 13 5YR 194 Max Repair 54 MSP
Intended Deployment Time: 2 months Spare Berths 2
Magazine 60
108 EP Ion 6x150 (3) Power 108 Fuel Use 181.33% Signature 108 Exp 15%
Fuel Capacity 200,000 Litres Range 6.6 billion km (14 days at full power)
S3 Launcher (4) Missile Size 3 Rate of Fire 225
Missile Fire Control FC40-R55 (1) Range 40.0m km Resolution 55
S3-Anvil-B (10) Speed: 25,200 km/s End: 36.9m Range: 55.8m km WH: 2 Size: 3 TH: 84/50/25
S3-Hammer-B (10) Speed: 25,200 km/s End: 36.9m Range: 55.8m km WH: 4 Size: 3 TH: 92/55/27
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
Cost including fuel and missile load after discount: 385.7 bp
Delta class Corvette 3,000 tons 68 Crew 544.4 BP TCS 60 TH 324 EM 0
5400 km/s Armour 9-18 Shields 0-0 Sensors 1/12/0/0 Damage Control Rating 1 PPV 0
Maint Life 2.72 Years MSP 113 AFR 72% IFR 1% 1YR 22 5YR 328 Max Repair 96 MSP
Intended Deployment Time: 2 months Spare Berths 3
108 EP Ion 6x150 (3) Power 108 Fuel Use 181.33% Signature 108 Exp 15%
Fuel Capacity 200,000 Litres Range 6.6 billion km (14 days at full power)
Active Search Sensor MR42-R55 (1) GPS 5280 Range 42.7m km Resolution 55
EM Detection Sensor EM2-12 (1) Sensitivity 12 Detect Sig Strength 1000: 12m km
ECM 10
This design is classed as a Military Vessel for maintenance purposes
Cost including fuel after discount: 373.6 bp
Echo class Replenishment Ship 3,000 tons 83 Crew 376 BP TCS 60 TH 90 EM 0
1500 km/s JR 3-100 Armour 1-18 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 0
Maint Life 5.51 Years MSP 118 AFR 48% IFR 0.7% 1YR 7 5YR 98 Max Repair 45 MSP
Intended Deployment Time: 5 months Spare Berths 4
Magazine 360
J3000(3-100) Military Jump Drive Max Ship Size 3000 tons Distance 100k km Squadron Size 3
90 EP Ion 5x150 (1) Power 90 Fuel Use 183.25% Signature 90 Exp 15%
Fuel Capacity 60,000 Litres Range 2.0 billion km (15 days at full power)
S3-Anvil-B (60) Speed: 25,200 km/s End: 36.9m Range: 55.8m km WH: 2 Size: 3 TH: 84/50/25
S3-Hammer-B (60) Speed: 25,200 km/s End: 36.9m Range: 55.8m km WH: 4 Size: 3 TH: 92/55/27
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
Cost including fuel and missiles after discount: 466.4
S3-Hammer-B 2.04 bp including full each.
S3-Anvil-B 1.65 bp including fuel. The Anvils are basically armored decoys with a token warhead.
Everything is hanger carried, except the Beta. Trying to design the Beta was painful. Strategically, all reinforcements for this fleet are hanger carried ships stockpiled on the homeworld, so the Beta had to be both fast enough to make the round-trip pickup in a reasonable time and economical enough to leave a half reasonable starting force.
Starting Force: 4x Beta, 4x Charlie (1 stockpiled), 3x Alpha, 2x Delta (1 stockpiled), 1x Echo, standard missile loads, 1,620,000L stockpiled fuel. The stockpiled fuel is enough for 1 year task force training, excluding stockpiled parasite corvettes.
Reinforcements: 3x Alpha, 1x Charlie, 1x Deta, 1x Echo, 678,000L fuel, and standard missile loads all stockpiled on the homeword for retrieval.
Technology List:
Construction 16 - 18K RP
Mining 16 - 18K RP
Fuel Production 24,000 - 3K RP
Composite Armor - 7.5K RP
20 cm laser - 14K RP
Near UV laser - 6K RP
Hanger - 5K RP
Engineering, small - 2K RP
Levitate Warhead4 - 6K RP
80% mag ejection - 1K RP
80% mag efficent - 2K RP
Agility 32 - 2K RP
Missile launch 2 - 2K RP
Reduced size 50% - 3K RP
Capacitor 4 - 14K RP
Fuel 0.7 - 7K RP
Gas Reactor - 9K RP
Ion Engine - 15K RP
Max Power x1.75 7K RP
Max Jump Range 100k - 2K RP
Active Scan 12 - 2K RP
EM 6 - 2K RP
BFC Range 40k km - 30K RP
BFC Speed 3km/s - 6K RP
E-Warfare - 5K RP
E-Countermeasures 1 - 5K RP
Total Base Tech: 193.5K RP
Components:
20cm C4 Near UV laser - 370
C12 Armored Mag - 69
S3 Launcher - 75
S3-Anvil-B - 158
S3-Hammer-B 198
3.78 EP drive - 189
90 EP ion - 450
108 EP ion - 540
J3000 - 370
307.2 EP Ion - 1229
Active Scanner - 960
Micro Scanner - 50
Lance BFC - 900
Missile FC - 300
EM 2-12 - 120
Component total: 5978
Unspent Tech: 522 RP
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I guess I should post my missile specks.
S4-404M: 0.8 warhead (4), 0.738 fuel (1845), 0.042 agility (maneuver 11), 1x 2msp 4.4 EP engine
0.3 active scanner (res 32, 110,000 km), base cost: 2.4283
S4-104M: 0.8 warhead (4), 0.325 fuel (812.5), 0.125 agility (maneuver 12), 1x 2.2msp 6.16 EP engine
0.55 armor, base cost: 2.7975
S3-Hammer-B: 1.0 warhead (4), 0.15 fuel (375), 0.05 agility (maneuver 11), 1x 1.8msp 3.78 EP engine
base cost: 1.977
S3-Anville-B: 0.5 warhead (2), 0.15 fuel (375), 0 agility (maneuver 10), 1x 1.8msp 3.78 EP engine
0.55 armor, base cost: 1.5825
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Sorry for the delay. A huge issue with my Boarding Fleet is the RP tax caused by it, and so I've been brainstorming ways to get myself more RP. I think I've found a good way, and am in the process of designing a hopefully final fleet.
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The time for redesign has really come and gone. Now that final designs have been posted any tweaking should be limited to the minimum needed to cut a fleet down to size if you overspent on BP or RP.
Go ahead and post whatever you had this time last week adjusted as necessary to fit the rules.
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I didn't have anything a week ago, since I had gone camping. Otherwise, everything would have been done a lot sooner.
Now for the post I would have made last night except my internet hates me. I would spend a few more hours using up the last 7000 RP, but I'm already the last one posting.
FINISHED!
HAHA
I made the mini-Dahak, basically. Dahak-lite, if you will.
Imperial class Mothership 100,400 tons 1907 Crew 7396 BP TCS 2008 TH 3360 EM 12000
1673 km/s Armour 10-192 Shields 400-600 Sensors 1/80/0/0 Damage Control Rating 18 PPV 240
Maint Life 2 Years MSP 4829 AFR 4480% IFR 62.2% 1YR 1608 5YR 24115 Max Repair 80 MSP
Intended Deployment Time: 6 months Flight Crew Berths 173
Hangar Deck Capacity 18000 tons Troop Capacity: 2 Battalions Cargo Handling Multiplier 40
'Big Bay' Ion Induction Drive (14) Power 240 Fuel Use 3.54% Signature 240 Exp 4%
Fuel Capacity 1,000,000 Litres Range 50.6 billion km (350 days at full power)
'Aegis' S2-2 Shield Projector (200) Total Fuel Cost 2,800 Litres per hour (67,200 per day)
10cm R1V Linear Accelerator Cannon (80x4) Range 10,000km TS: 4000 km/s Power 3-1 RM 1 ROF 15 1 0 0 0 0 0 0 0 0 0
'Glass Eye' Defensive Fire Control (8) Max Range: 64,000 km TS: 4000 km/s 84 69 53 37 22 6 0 0 0 0
Gas-Cooling Minature Reactor core (177) Total Power Output 79.65 Armour 0 Exp 5%
'Net' Missile Defense Sensor (1) GPS 25 Range 2.0m km Resolution 1
High-Powered EM Sensor (1) Sensitivity 80 Detect Sig Strength 1000: 80m km
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel, marines, and discounts: 5094.8
Euphemism class Assault Shuttle 600 tons 4 Crew 159 BP TCS 12 TH 240 EM 0
20000 km/s Armour 1-6 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 17.04 Years MSP 83 AFR 5% IFR 0.1% 1YR 1 5YR 8 Max Repair 15 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
Drop Capacity: 1 Company
'Valkyrie' Polarizing Ion Engine (8) Power 30 Fuel Use 684.83% Signature 30 Exp 25%
Fuel Capacity 40,000 Litres Range 1.8 billion km (24 hours at full power)
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel, marines, and discount: 142
Merchant class Heavy Fighter 500 tons 5 Crew 98 BP TCS 10 TH 90 EM 0
9000 km/s Armour 3-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 24.06 Years MSP 61 AFR 4% IFR 0.1% 1YR 0 5YR 3 Max Repair 15 MSP
Intended Deployment Time: 0.1 months Spare Berths 5
'Valkyrie' Polarizing Ion Engine (3) Power 30 Fuel Use 684.83% Signature 30 Exp 25%
Fuel Capacity 30,000 Litres Range 1.6 billion km (48 hours at full power)
Continual Fire Focused 10cm Microwave (1) Range 15,000km TS: 9000 km/s Power 3-3 RM 1.5 ROF 5 1 0 0 0 0 0 0 0 0 0
Fighter Targeting System Mk3 (1) Max Range: 32,000 km TS: 8000 km/s 69 37 6 0 0 0 0 0 0 0
Gas-Cooling Minature Reactor core (6) Total Power Output 2.7 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
Cost after fuel and discounts: 66.3
Research:
Construction Rate 16 BP: 18k
Fighter Production Rape 16 BP: 18k
Fuel Production 24,000 Litres: 3k
Gamma Shields: 6k
Ceramic Composite Armor: 17.5k
Marine Company: 20k
Hangar Deck: 5k
Ground Unit Strength 14: 3k
Troop Transport Bay: 2k
Engineering Section - Small: 2k
Fuel Storage - Large: 1k
Capacitor Recharge Rate 3: 6k
Fuel Consumption: 0.7 per Engine Power Hour: 7k
Ion Drive Technology: 24k
Maximum Engine Power Modifier x2.5: 30k
Minimum Engine Power Modifier x0.4: 1k
Beam Fire Control Range 16k: 2k
EM Sensor Sensitivity 8: 6k
Fire Control Speed Rating 4000 km/s: 14k
Max Tracking Time Bonus vs Missiles 20%: 4k
Components:
'Aegis' S2-2 Shield Projector: 600
Continual Fire Focused 10cm Microwave: 600
10cm R1V Linear Accerlator Cannon: 150
'Big Bay' Ion Induction Drive: 480
Gas-Cooling Miniature Reactor Core: 10
'Valkyrie' Polarizing Ion Engine: 150
Fighter Targeting System Mk3: 50
'Net' Missile Defense Sensor: 250
High-Powered EM Sensor: 800
'Glass Eye' Defensive Fire Control: 190
Total Spent: 192780
Left over: 7220 RP
Initial:
1x Imperial (Imperial)
5x Euphemism (Euphemism, Sex Joke, Penetration, Quick-Shot, Forced Entry
30x Merchant
Every third wave, another Imperial with fighters shows up. Or not, if that's not how I'm allowed to do it.
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Fun fact: You're missing mining rate 16 on both of your fleets. Welcome back to the RP crunch.
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What?
I don't get it. The Mining rate tech level thing is about the maximum you can research the Production techs up to right? You can research the production techs only up to the maximum that the mining rate can be researched to, right?
Do I have to redo all my smeg because I misunderstood something?
GODDAMNIT
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You can research the production techs only up to the mining rate tech you HAVE, not what it can possibly be. Notice how all of our fleets include mining rate tech. So, yeah. Just dropping to construction rate 14 and shrinking your fleets may be simpler than redoing everything. There was some discussion about this some pages back.
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What happened to the stuff based on your Assault on Alpha Centauri thread?
The other problem with the MotherShip is that this challenge assumes a maximum military shipyard of 12,000 tons...
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GAAAAH
Also I just realized your artillery fleet forgot to take the size ten EM sensor into account for RP.
For my Boarding fleet, it means I have to redo most of it. For my sniper fleet, it means I have to cut some staff back. GARRR
Shipyardsizerestriction
GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH
Actually that's more or less fine. It's large enough that I can split it into distinct sections of six or so ships each with three hangar decks and still achieve a very similar result.
EDIT: The stuff in the Assault on Alpha Centauri was poor. I realized a better tactic was to have microwave fighters strip the enemy sensors and then waltz in and board without danger.
Only bad part about the size restriction is that it makes the giant shields less effective. *Sigh* Oh well.
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Sorry for double post, but...
Sublight, Compensating the mining rate on my sniper fleet leaves me with 2k left over. Do you want me to just leave it as that, or can I make some change to my RP totals(For example, I just realized a higher reload rate equals more expensive missile launchers for no gain whatsoever at that slow rate of fire.)
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Archer class Missile Frigate 4,000 tons 99 Crew 665.2 BP TCS 80 TH 480 EM 0
6000 km/s Armour 1-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 32
Maint Life 2.09 Years MSP 208 AFR 64% IFR 0.9% 1YR 64 5YR 956 Max Repair 240 MSP
Intended Deployment Time: 6 months Spare Berths 0
Magazine 128
Reverse Plasma Induction Drive (1) Power 480 Fuel Use 82.81% Signature 480 Exp 12%
Fuel Capacity 250,000 Litres Range 13.6 billion km (26 days at full power)
'Siege' M4S16-ML Torpedo Bay (8) Missile Size 16 Rate of Fire 24000
Likursh Missile Guidance System (1) Range 375.8m km Resolution 60
'Ballista' AS MIRV (8) Speed: 10,000 km/s End: 1420.5m Range: 874.8m km WH: 0 Size: 16 TH: 33/20/10
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
Cost after fuel and missiles(including discounts): 587.2 BP
Fletcher class Collier 4,000 tons 65 Crew 546.2 BP TCS 80 TH 480 EM 0
6000 km/s Armour 1-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 0
Maint Life 2.14 Years MSP 171 AFR 64% IFR 0.9% 1YR 50 5YR 748 Max Repair 240 MSP
Intended Deployment Time: 6 months Spare Berths 1
Magazine 640
Reverse Plasma Induction Drive (1) Power 480 Fuel Use 82.81% Signature 480 Exp 12%
Fuel Capacity 250,000 Litres Range 13.6 billion km (26 days at full power)
'Ballista' AS MIRV (40) Speed: 10,000 km/s End: 1420.5m Range: 874.8m km WH: 0 Size: 16 TH: 33/20/10
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
Cost after fuel and missiles(including discounts): 784 BP
Knight class Command Ship 4,000 tons 124 Crew 856.2 BP TCS 80 TH 480 EM 0
6000 km/s JR 3-50 Armour 1-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 0
Maint Life 2.54 Years MSP 401 AFR 42% IFR 0.6% 1YR 87 5YR 1301 Max Repair 441 MSP
Intended Deployment Time: 6 months Spare Berths 2
Phlebotinum Jump Drive Max Ship Size 4000 tons Distance 50k km Squadron Size 3
Reverse Plasma Induction Drive (1) Power 480 Fuel Use 82.81% Signature 480 Exp 12%
Fuel Capacity 250,000 Litres Range 13.6 billion km (26 days at full power)
'Spyglass' GRADAR System (1) GPS 26460 Range 375.8m km Resolution 60
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel(including discounts): 653.2 BP
Wench class Oiler 4,000 tons 45 Crew 489.2 BP TCS 80 TH 480 EM 0
6000 km/s Armour 1-22 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 0
Maint Life 2.05 Years MSP 153 AFR 64% IFR 0.9% 1YR 49 5YR 729 Max Repair 240 MSP
Intended Deployment Time: 6 months Spare Berths 1
Reverse Plasma Induction Drive (1) Power 480 Fuel Use 82.81% Signature 480 Exp 12%
Fuel Capacity 2,300,000 Litres Range 125.0 billion km (241 days at full power)
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel(including discounts): 732.8 BP
"Ballista' AS MIRV: 12.325 after fuel, but not after discounts.
Missile Size: 16 MSP (0.8 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10
Speed: 10000 km/s Engine Endurance: 23.7 hours Range: 852.3m km
Cost Per Missile: 11.7
Second Stage: 'Dart' AS Warhead x5
Second Stage Separation Range: 20,00,000 km
Overall Endurance: 24 hours Overall Range: 879.1m km
Chance to Hit: 1k km/s 100% 3k km/s 30% 5k km/s 20% 10k km/s 10%
Materials Required: 2.5x Tritanium 9.2x Gallicite Fuel x3750
Dart AS Warhead:
Missile Size: 2 MSP (0.1 HS) Warhead: 2 Armour: 0 Manoeuvre Rating: 26
Speed: 32000 km/s Engine Endurance: 14 minutes Range: 26.8m km
Cost Per Missile: 1.94
Chance to Hit: 1k km/s 832% 3k km/s 260% 5k km/s 166.4% 10k km/s 83.2%
Materials Required: 0.5x Tritanium 1.44x Gallicite Fuel x250
Initial:
5x Archer
1x Knight
2x Fletcher
2x Wench
80 'Ballista' AS MIRVs at Homeworld
1,000,000 Litres of Fuel at Homeworld
Reinforcements:
1st Wave
2x Archer
112 'Ballista' AS MIRVs at Homeworld
2,000,000 Litres of Fuel at Homeworld
2nd Wave:
2x Archer
144 'Ballista' AS MIRVs at Homeworld
345,000 Litres of Fuel at Homeworld
Third Wave:
1x Archer
160 'Ballista' AS MIRVs at Homeworld
3,000,000 Litres of Fuel at Homeworld
Fourth Wave:
1x Fletcher
1x Knight
1x Wench
1,950,000 Litres of Fuel at Homeworld
Fifth Wave and Beyond:
240 'Ballista' AS MIRVs at Homeworld
2,300,000 Litres of Fuel at Homeworld.
Research:
Construction Rate 14 BP: 8k
Mining Rate 14 BP: 8k
Fuel Production 24,000 Litres: 3k
High Density Duranium Armor: 2.5k
Fuel Storage - Very Large: 3.5k
Fusion-boosted Fission Warhead: Strength 5x MSP: 14k
Magazine Feed System Efficiency 80%: 2k
Missile Agility 64 per MSP: 14k
Missile Reload Rate 2: 2k
Ordnance Production 14 BP: 8k
Reduced Size Launcer 0.25 Size/100x Reload: 12k
Fuel Consumption 0.7 Litres per Engine Power Hour: 7k
Jump Drive Efficiency 5: 4k
Maximum Engine Power Modifier x2: 15k
Magneto-plasma Drive Technology: 56k
Active Grav Sensor Strength 21: 14k
EM Sensor Sensitivity 11: 14k
Total:189k
Components:
'Ballista' AS MIRV: 1170
C32 Unarmored Torpedo Rack: 100
'Dart' As Warhead: 194
'Siege' M4S16-ML Torpedo Bay: 200
Phlebotinum Jump Drive: 370
Pulsed Plasma Repulsion Rocket: 160
Reverse Plasma Induction Drive: 2400
Sequencing Plasma Repulsion Rocket: 400
Likursh Missile Guidance System: 1470
'Spyglass' GRADAR System: 4410
Total: 10,874
Grand Total: 199,874 RP Spent
2126 left over
THERE WE GO
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HURRAH
Finally done!
Thunder class Assault Carrier 10,500 tons 180 Crew 747 BP TCS 210 TH 320 EM 0
1523 km/s Armour 1-42 Shields 0-0 Sensors 1/112/0/0 Damage Control Rating 2 PPV 0
Maint Life 2.22 Years MSP 1089 AFR 441% IFR 6.1% 1YR 298 5YR 4472 Max Repair 112 MSP
Intended Deployment Time: 6 months Flight Crew Berths 20
Hangar Deck Capacity 3000 tons Troop Capacity: 1 Battalion Cargo Handling Multiplier 30
LFA-320 Plasma Drive (1) Power 320 Fuel Use 3.54% Signature 320 Exp 4%
Fuel Capacity 50,000 Litres Range 24.2 billion km (183 days at full power)
Juritz Type-D EM Detection Sensor (1) Sensitivity 112 Detect Sig Strength 1000: 112m km
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel, marines, and discount: 721.9
Cost including strike group of five Lightnings: 1645.9
Lightning class Assault Shuttle 600 tons 4 Crew 199 BP TCS 12 TH 320 EM 0
26666 km/s Armour 1-6 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 16.94 Years MSP 104 AFR 5% IFR 0.1% 1YR 1 5YR 10 Max Repair 20 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
Drop Capacity: 1 Company
LFA-40 Plasma Rocket (8) Power 40 Fuel Use 684.83% Signature 40 Exp 25%
Fuel Capacity 40,000 Litres Range 1.8 billion km (18 hours at full power)
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel, marines, and discount: 184.8
Imperial class Carrier 9,850 tons 122 Crew 830 BP TCS 197 TH 320 EM 0
1624 km/s Armour 1-40 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Life 3.54 Years MSP 1053 AFR 776% IFR 10.8% 1YR 129 5YR 1940 Max Repair 64 MSP
Intended Deployment Time: 6 months Flight Crew Berths 98
Hangar Deck Capacity 6000 tons
LFA-320 Plasma Drive (1) Power 320 Fuel Use 3.54% Signature 320 Exp 4%
Fuel Capacity 50,000 Litres Range 25.8 billion km (183 days at full power)
Strike Group
12x Merchant Heavy Fighter Speed: 12121 km/s Size: 9.9
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel and discount: 601.2
Cost including Strike Group: 1646.4
Merchant class Heavy Fighter 495 tons 4 Crew 115 BP TCS 9.9 TH 120 EM 0
12121 km/s Armour 3-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 20.29 Years MSP 73 AFR 3% IFR 0.1% 1YR 0 5YR 5 Max Repair 20 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
LFA-40 Plasma Rocket (3) Power 40 Fuel Use 684.83% Signature 40 Exp 25%
Fuel Capacity 30,000 Litres Range 1.6 billion km (36 hours at full power)
R-3 Focused Microwave (1) Range 15,000km TS: 12121 km/s Power 3-3 RM 1.5 ROF 5 1 0 0 0 0 0 0 0 0 0
A6-2 Fighter Targeting System (1) Max Range: 32,000 km TS: 6000 km/s 69 37 6 0 0 0 0 0 0 0
P-3 Helios Reactor Core (1) Total Power Output 3 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
Cost after fuel and discount: 87.1
Black Lion class Troop Transport 11,050 tons 105 Crew 349 BP TCS 221 TH 320 EM 0
1447 km/s Armour 1-44 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 0
MSP 39 Max Repair 64 MSP
Intended Deployment Time: 7 months Spare Berths 2
Troop Capacity: 3 Battalions Cargo Handling Multiplier 20
LFA-320 Plasma Drive (1) Power 320 Fuel Use 3.54% Signature 320 Exp 4%
Fuel Capacity 50,000 Litres Range 23.0 billion km (183 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Cost after fuel, marines, and discount: 797.6
Rose class Tanker 4,800 tons 30 Crew 260 BP TCS 96 TH 320 EM 0
3333 km/s Armour 1-25 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 34 Max Repair 64 MSP
Intended Deployment Time: 6 months Spare Berths 0
LFA-320 Plasma Drive (1) Power 320 Fuel Use 3.54% Signature 320 Exp 4%
Fuel Capacity 2,000,000 Litres Range 2118.4 billion km (7356 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
Cost after fuel and discount: 519
Construction Rate 14 BP: 8k
Fighter Production Rate 14 BP: 8k
Fuel Production Rate 24,000 Litres: 3k
Mining Rate 14 tons: 8k
Ceramic Composite Armor: 17.5k
Marine Company: 20k
Hangar Deck: 5k
Combat Drop Module - Company: 6k
Engineering Section - Small: 2k
Fuel Storage - Very Large: 3.5k
Troop Transport Bay: 2k
Capacitor Recharge Rate 3: 6k
Fuel Consumption: 0.7 Litres per Engine Power Hour: 7k
Magneto-Plasma Drive Technology: 56k
Maximum Engine Power Modifier x2.5: 30k
Minimum Engine Power Modifier x0.4: 1k
Beam Fire Control Range 16,000: 2k
EM Sensor Sensitivity 8: 6k
Fire Control Speed Rating 3000 km/s: 6k
Total: 197k
Components:
R-3 Focused Microwave: 600
LFA-320 Plasma Drive: 640
LFA-40 Plasma Rocket: 200
R-3 Helios Reactor Core: 90
A6-2 Fighter Targeting System: 40
Juritz Type-D EM Detection Sensor: 1120
Total:2990
Left Over: 10 RP
Initial:
1x Thunder with associated Lightnings
3x Imperials with associated Merchants
1x Rose
Rest goes to TF training for Merchants(2,375,400 Litres worth of Fuel)
Reinforcements(Every even-numbered Wave):
1x Black Lion
1x Imperial with associated Merchants
Rest goes to TF training for Merchants(336,000 Litres worth of Fuel)
Reinforcements(Every odd-numbered Wave):
1x Rose
1x Imperial with associated Merchants
Rest goes to TF training for Merchants(2,007,600 Litres worth of Fuel)
Reinforcements(Every fifth wave):
1x Rose
1x Thunder with associated Lightnings
Rest is wasted. :(
HURRAY
I don't think there are any problems, right?
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For a pentuple post, mostly to make sure this is visible, do we PM you our standard operating procedures?
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Huh. Well, I don't see any problems with submitting that. However, I'm not sure you can actually shoot anything without an active sensor.
Anyways, I decided to work on this (http://aurora2.pentarch.org/index.php/topic,6292.msg64355.html#msg64355) pair of designs. Some obvious problems stand out: One, a 10 HS FC in a 60 HS ship can't be a good idea. Two, at that speed it should be using low power drives (cheaper!). Three, AMMs are leaky; it needs at least a little armor. Four, those AMMs have a lousy hitrate. Five, it should be able to use that giant range against fighters and the like, but 20mkm range on all AMMs is overkill. I'm not fond of the 12 month deployment time either.
So! Personal redesign #1.
4x Massacre
1x Spotter
Massacre class Cruiser 10,850 tons 217 Crew 1003.5 BP TCS 217 TH 800 EM 0
3686 km/s Armour 2-43 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 6 PPV 20
Maint Life 2.23 Years MSP 347 AFR 156% IFR 2.2% 1YR 94 5YR 1415 Max Repair 160 MSP
Intended Deployment Time: 6 months Spare Berths 3
Magazine 800
400 EP Commercial Magneto-plasma Drive (2) Power 400 Fuel Use 6.19% Signature 400 Exp 5%
Fuel Capacity 120,000 Litres Range 32.2 billion km (100 days at full power)
Size 1 Missile Launcher (20) Missile Size 1 Rate of Fire 10
Missile Fire Control FC67-R1 (1) Range 67.2m km Resolution 1
Size 1 Anti-missile Missile (700) Speed: 40,000 km/s End: 3.2m Range: 7.6m km WH: 1 Size: 1 TH: 413/248/124
Size 1 LR Anti-missile Missile (100) Speed: 28,000 km/s End: 27.7m Range: 46.6m km WH: 1 Size: 1 TH: 242/145/72
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
Spotter class Cruiser 9,250 tons 150 Crew 1031.5 BP TCS 185 TH 800 EM 0
4324 km/s Armour 5-39 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 7 PPV 0
Maint Life 2.01 Years MSP 488 AFR 97% IFR 1.4% 1YR 161 5YR 2418 Max Repair 480 MSP
Intended Deployment Time: 6 months Spare Berths 1
400 EP Commercial Magneto-plasma Drive (2) Power 400 Fuel Use 6.19% Signature 400 Exp 5%
Fuel Capacity 100,000 Litres Range 31.4 billion km (84 days at full power)
Active Search Sensor MR67-R1 (1) GPS 480 Range 67.2m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
It's a quick build, could probably get another 10% out of it, but this is roughly how I'd have made that fleet, if not how I'd have made that archtype. Next up: Beam rush.
Oh yeah, predictions:
Artillery: Ar
Tank: Tk
Sniper: Sn
Kiting: Kt
Missile Rush: MR
Beam Rush: BR
Balanced Missile: BM
Balanced Beam: BB
Ar Tk Sn Kt MR BR BM BB
Ar . O X X X X X X
Tk X . X O X X X O
Sn O O . ? X X X O
Kt O X ? . ? O ? O
MR O O O X . X ? X
BR O O O ? ? . * O
BM O O O ? ? X . O
BB O X X X O X X .
Comments: I have trouble figuring out exactly what's going to happen when it depends on TFT, and with the BB fleet. For example, BB vs. BM can probably wipe and capture a bunch of the fleet, but then the merchants' deployment time runs out, and BM starts repairing sensors. At that point, BB could get into trouble. Most of what I called as wins for BB could have the same problem.
MR vs. BM: Looks like both sides run out of missiles, heh. Didn't check the reinforcements.
BM vs. BR: Does BM really have a MFC for each launcher? I missed that on my first look. I think it wins if it does, loses if it doesn't.
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Xs are wins, then?
And Balanced Beam is the Boarding Fleet?
Also, I know that's a problem, but the ships they capture will start repairing stuff too.
For example, against the Tanks, it's going to be extra effective. Because you won't get more than one volley off on the Lightning, maybe a second while they're retreating, but beyond that...(and the volleys almost certainly won't hit/do much. They'll be at extreme range, and the Lightnings are almost seven times faster than the fire control)
The Merchants would have some issues, though. Take quite a few volleys before they reached, the Tanks are meant to defend against microwaves, and they'd basically be shredded. Good distractions, though, while the Lightnings board, then everyone retreats, and waits the few minutes until the marines get inside(over 20x as fast as the ogres, so automatic no casualties), and the few more until the marines win, and then the Ogres, since they each have their own sensors, can fight the other ogres. Which will result in 5 vs 4 at point blank range. The five may lose, but heavy casualties will be inflicted on both sides, and then the Lightnings are back up.
The artillery, will probably stalemate, in all honesty. I'll detect them before they detect me, and if/when I see missiles, the fighters will go out in the direction the missiles came from(or once they're within engagement range, whichever comes first), and head straight for the beacon. One volley of missiles is all the fighters can be reasonably expected to get off before the microwave fighter catch up(and that volley of missiles will do very little to 36 Microwave fighters; at most, you can destroy four to five, due to the speed of the microwave fighters and the armor they have, and that's from focusing 20 or more missiles on each fighter), and turn their fire controls into crisps(detection by thermal signature at extremely close range), followed by the Beacon becoming a Torch. Carriers will probably be near here, and I can capture it/the Beacon to destroy capability. However, I have no offensive weapons beyond microwaves, and not enough marines to board and capture everything. So; stalemate. Though, with reinforcements, it may be different. Of course, the other possibility is that I can't quite reach your units, and you can annihilate me at will.
Oh, and if I may, I want to make a quick change to the Boarding fleet, because I can easily accomodate it and Nightstar pointed out a minor issue. Just changing the 0.1 Deployment time to 0.5. Just makes them 500 Tons, a tiny bit more expensive, and the Imperial a little bit more expensive for the extra crew quarters, but not actually larger.
Would this be acceptable?
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Depends which way you look at it, but I believe that would be a yes.
Yeah, though I'm not sure you can call it either a boarding fleet or balanced beam rightly. It's a great deal more like what I expected beam rush to be, only with a few boarding ships tacked on. Really, railgun fighters would be about as effective as the drop shuttles, and much less costly in RP.
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Not really. The boarding shuttles are practically an auto-death for any ship they catch. If I had gone for rail fighters, the fleet would also be obliterated by your Tank Fleet.
If I had gone with Mesons rather than microwaves, or had mesons in addition to microwaves, then it would be decent against everything in the way you suggest. And be Beam Rush. But as is, since my boarders are my only offensive option against non-sensor users? I'd call it a boarding fleet.
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If you pretend 'Beam Balanced' is actually 'Beam, Other' then the Beam Boarder classification makes sense.
Of course, by the same logic I probably would have called Nightstar's Artillery fighters 'Missile, Other' and slotted that into the Missile Balanced slot.
As far as Standard Operating Procedure we first should agree on what starting knowledge of enemy fleets is available.
I'm thinking:
1) Admirals do NOT know in advance which opponent they will be fighting you, so the SOP will need to be written to apply to all fights.
2) Admirals DO know the design philosophy and theoretical technology of each potential opponent.
3) Admirals do NOT know component specifics or exact ship designs.
4) Admirals do NOT know enemy fleet composition in advance.
If these guidelines are acceptable then everyone, please PM me your SOP sometime next week. (I'll need the weekend to write my own.)
EDIT: This challenge is on indefinent hiatus on account of everyone, including myself, fizzling out. I think Rolepgeek is the only person who got all the way to the end and submitted a battle plan.
If/When a second person sends in their battle plan I'll see about reviving this challenge.
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About what I figured. Got most of it planned.
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Theoretical tech is pretty significant, but sure. Shouldn't be a problem.
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Imperial class Assault Carrier 12,000 tons 146 Crew 1000.4 BP TCS 240 TH 240 EM 1200
1000 km/s Armour 4-46 Shields 40-375 Sensors 1/120/0/0 Damage Control Rating 4 PPV 0
Maint Life 2.88 Years MSP 1182 AFR 329% IFR 4.6% 1YR 209 5YR 3142 Max Repair 120 MSP
Intended Deployment Time: 8 months Flight Crew Berths 21
Hangar Deck Capacity 3000 tons Troop Capacity: 1 Battalion Cryogenic Berths 200
R240-T Ion Induction Drive (1) Power 240 Fuel Use 3.54% Signature 240 Exp 4%
Fuel Capacity 250,000 Litres Range 105.9 billion km (1226 days at full power)
'Aegis' B2-D Shield Projector (16) Total Fuel Cost 280 Litres per hour (6,720 per day)
Renault Type J EM Detection Sensor (1) Sensitivity 120 Detect Sig Strength 1000: 120m km
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel, marines, and discount: 756.2
Breakthrough class Assault Shuttle 600 tons 4 Crew 156.4 BP TCS 12 TH 240 EM 0
20000 km/s Armour 1-6 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 16.27 Years MSP 81 AFR 5% IFR 0.1% 1YR 1 5YR 9 Max Repair 15 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
Drop Capacity: 1 Company
R30-F Ion Booster Jet (8) Power 30 Fuel Use 684.83% Signature 30 Exp 25%
Fuel Capacity 30,000 Litres Range 1.3 billion km (18 hours at full power)
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel, marines, and discount: 152.7
Honor class Carrier 12,000 tons 310 Crew 1062.4 BP TCS 240 TH 240 EM 1500
1000 km/s Armour 4-46 Shields 50-375 Sensors 1/1/0/0 Damage Control Rating 5 PPV 48
Maint Life 3.02 Years MSP 277 AFR 230% IFR 3.2% 1YR 45 5YR 681 Max Repair 48 MSP
Intended Deployment Time: 8 months Flight Crew Berths 12
Hangar Deck Capacity 3000 tons
R240-T Ion Induction Drive (1) Power 240 Fuel Use 3.54% Signature 240 Exp 4%
Fuel Capacity 250,000 Litres Range 105.9 billion km (1226 days at full power)
'Aegis' B2-D Shield Projector (20) Total Fuel Cost 350 Litres per hour (8,400 per day)
10cm R1V Railgun (16x4) Range 10,000km TS: 4000 km/s Power 3-1 RM 1 ROF 15 1 0 0 0 0 0 0 0 0 0
'Ricochet' Defensive Fire Control (2) Max Range: 96,000 km TS: 4000 km/s 90 79 69 58 48 38 27 17 6 0
M1 Gas-Cooling Reaction Chamber (35) Total Power Output 15.75 Armour 0 Exp 5%
'Net' Missile Defense Sensor (1) GPS 20 Range 1.6m km Resolution 1
Strike Group
6x Merchant Heavy Fighter Speed: 9000 km/s Size: 10
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel and discount: 980.5
Merchant class Heavy Fighter 500 tons 5 Crew 94.2 BP TCS 10 TH 90 EM 0
9000 km/s Armour 2-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 22.66 Years MSP 59 AFR 4% IFR 0.1% 1YR 0 5YR 3 Max Repair 15 MSP
Intended Deployment Time: 0.1 months Spare Berths 5
R30-F Ion Booster Jet (3) Power 30 Fuel Use 684.83% Signature 30 Exp 25%
Fuel Capacity 20,000 Litres Range 1.1 billion km (32 hours at full power)
10cm R3H Focused Microwave (1) Range 15,000km TS: 9000 km/s Power 3-3 RM 1.5 ROF 5 1 0 0 0 0 0 0 0 0 0
T8 Fighter Targeting System (1) Max Range: 32,000 km TS: 8000 km/s 69 37 6 0 0 0 0 0 0 0
M1 Gas-Cooling Reaction Chamber (6) Total Power Output 2.7 Armour 0 Exp 5%
G-5 Fighter Sensor (1) GPS 5 Range 400k km Resolution 1
This design is classed as a Fighter for production, combat and maintenance purposes
Cost after fuel and discount: 70.6
Research:
Construction Rate 14 BP: 8k
Fighter Production Rape 14 BP: 8k
Mining Rate 14 tons: 8k
Fuel Production 24,000 Litres: 3k
Delta Shields: 14k
Composite Armor: 7.5k
Shield Regeneration Rate 2: 6k
Marine Company: 20k
Hangar Deck: 5k
Troop Transport Bay: 2k
Engineering Section - Small: 2k
Fuel Storage - Large: 1k
Capacitor Recharge Rate 3: 6k
Fuel Consumption: 0.7 per Engine Power Hour: 7k
Ion Drive Technology: 24k
Maximum Engine Power Modifier x2.5: 30k
Minimum Engine Power Modifier x0.4: 1k
Beam Fire Control Range 16k: 2k
EM Sensor Sensitivity 8: 6k
Fire Control Speed Rating 4000 km/s: 14k
Max Tracking Time Bonus vs Missiles 20%: 4k
Total: 178.5k
Components:
'Aegis' B2-D Shield Projector: 900
10cm R3H Focused Microwave: 600
10cm R1V Railgun: 150
M1 Gas-Cooling Reaction Chamber: 10
R240-T Ion Induction Drive 480
R30-F Ion Booster Jet: 150
G-5 Fighter Sensor: 50
'Net' Missile Defense Sensor: 200
Renault Type J EM Detection Sensor: 1200
Ricochet Defensive Fire Control: 290
T8 Fighter Targeting System: 50
Total: 4080
Left over:
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Both your carrier designs sucks. Add an additional engine to both, reduce the fuel by 50k or 100k. On the Honor class, change the railguns to turreted gauss cannons, and more flight crew births as they cant support your strike groups. On the Merchant, change the sensor to 50+ resolution or get rid of it, don't add a fighter engineering space, use an engine twice the size and use it instead of the 3 small ones, use a larger reactor or reactors as if one gets taken out your whole fighter will probably go, and possibly make a railgun version as well. On the Breakthrough, basically the same in regards to the engine and engineering, and try to get it at or under 500 tons to free up a shipyard.
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Is this thread dead? I considered applying for a fleet if possible, but if the curator of this event is AWOL then its not worth even attempting. .
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If the last post was almost 2 months ago, it's most likely dead.
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Yes, this challenge is dead. The last PM I ever received for it was sent on August 26, 2013... a year and half ago. About a month later this challenge was formally placed on hiatus.
EDIT: This challenge is on indefinent hiatus on account of everyone, including myself, fizzling out. I think Rolepgeek is the only person who got all the way to the end and submitted a battle plan.
If/When a second person sends in their battle plan I'll see about reviving this challenge.
« Last Edit: September 21, 2013, 08:52:54 PM by sublight »
That said, if there is interest we can revive it. Or better yet take the lessons learned from this failed attempt to make a leaner, meaner, better challenge that doesn't require multiple people to craft multiple fleets at the same time.
So, just as a quick check, is anyone beside iceball3 interested in creating a new fleet challenge thread? I don't have as much time as I used to, but I could probably still make a fleet and run the occasional match if we had one or two other people willing to both make fleets and run battles.