Aurora 4x

VB6 Aurora => Bureau of Ship Design => Topic started by: sublight on July 11, 2013, 07:19:19 PM

Title: Alpha Centauri Fleet Challenge
Post by: sublight on July 11, 2013, 07:19:19 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on July 11, 2013, 11:19:16 PM
Cool. A few clarifications on rules:



I'll take a shot at tank at least.
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on July 12, 2013, 06:21:11 AM
Good points.

Title: Re: Alpha Centauri Fleet Challenge
Post by: Charlie Beeler on July 12, 2013, 07:38:38 AM
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
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on July 12, 2013, 07:52:55 AM
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.

Quote
How do you define theoretical vs applied?
To clarify, 200k RP total is available for all research, including component design.

Quote
By Power, do you mean weapons damage potential?
Power a combination of defensive survivability, offensive force projection, and magazine depth.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Charlie Beeler on July 12, 2013, 08:19:09 AM
Quote
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? 
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on July 12, 2013, 01:50:51 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on July 13, 2013, 10:56:56 AM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Bremen on July 13, 2013, 02:51:16 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Charlie Beeler on July 15, 2013, 07:45:30 AM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on July 15, 2013, 03:26:35 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on July 16, 2013, 06:17:44 AM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on July 16, 2013, 12:47:24 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on July 16, 2013, 05:53:38 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on July 16, 2013, 07:40:55 PM
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.'
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on July 16, 2013, 07:58:31 PM
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)
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on July 16, 2013, 08:43:47 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on July 16, 2013, 11:17:49 PM
So I was making a few quick designs to test against....

x6 Cannon
x1 Eye

Code: [Select]
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
Code: [Select]
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on July 16, 2013, 11:57:07 PM
Unless someone puts decoys out. Also, your missile stage is size 6, but you don't have a second stage.
Title: Re: Alpha Centauri Fleet Challenge
Post by: chrislocke2000 on July 17, 2013, 09:08:44 AM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on July 17, 2013, 11:27:25 AM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Charlie Beeler on July 17, 2013, 12:27:42 PM
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. 
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on July 17, 2013, 06:53:22 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Bremen on July 17, 2013, 08:27:32 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on July 17, 2013, 09:43:07 PM
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...
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on July 20, 2013, 11:16:54 AM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on July 20, 2013, 12:16:38 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Bremen on July 20, 2013, 01:15:26 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Elouda on July 20, 2013, 02:45:01 PM
Would like to enter this pair of designs, for a fleet based around long-range AMMs that will also fill the anti-ship role;


Code: [Select]
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

Code: [Select]
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on July 20, 2013, 05:35:58 PM
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.
Code: [Select]
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Erik L on July 20, 2013, 05:42:57 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on July 20, 2013, 07:47:24 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on July 21, 2013, 02:15:35 AM
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
Title: Re: Alpha Centauri Fleet Challenge
Post by: Charlie Beeler on July 21, 2013, 11:39:07 AM
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. 
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on July 28, 2013, 08:48:39 AM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on July 30, 2013, 10:29:15 PM
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?
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on July 31, 2013, 07:54:15 AM
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.'
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on July 31, 2013, 10:47:51 AM
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)
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on August 03, 2013, 09:55:17 AM
Ok, everyone have their fleets read?

Here's my first:
Code: [Select]
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on August 03, 2013, 10:30:26 AM
Fleet: Beam Rush by sublight

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on August 03, 2013, 11:39:27 AM
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.

Code: [Select]
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
Code: [Select]
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on August 03, 2013, 05:48:46 PM
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.

Code: [Select]
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


Code: [Select]
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

Code: [Select]
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

Code: [Select]
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
------------------
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on August 04, 2013, 08:04:11 AM
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:
Code: [Select]
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:

Code: [Select]
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
Code: [Select]
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
Code: [Select]
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
Code: [Select]
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
Code: [Select]
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
Code: [Select]
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
Code: [Select]
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 05, 2013, 09:34:03 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 07, 2013, 05:07:15 PM
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.

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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.
Code: [Select]
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:
Code: [Select]
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on August 08, 2013, 07:51:54 PM
Carried ships are exempt from the range restrictions. Even if said carried ship is 9 kton and could take several fleets by itself.

Artillery:

Code: [Select]
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
Code: [Select]
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
Code: [Select]
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
Code: [Select]
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
Code: [Select]
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
Code: [Select]
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
Code: [Select]
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.  :)
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on August 08, 2013, 10:49:04 PM
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.

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on August 08, 2013, 11:17:30 PM
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
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 09, 2013, 02:09:21 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on August 10, 2013, 07:17:22 AM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 10, 2013, 11:39:20 AM
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.

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on August 10, 2013, 04:41:06 PM
Fun fact: You're missing mining rate 16 on both of your fleets. Welcome back to the RP crunch.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 10, 2013, 05:25:21 PM
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
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on August 10, 2013, 05:42:57 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on August 10, 2013, 06:09:33 PM
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...
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 10, 2013, 06:12:51 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 10, 2013, 06:24:52 PM
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.)
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 10, 2013, 07:33:38 PM
Code: [Select]
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

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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.
Code: [Select]
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:
Code: [Select]
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
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 11, 2013, 06:03:06 PM
HURRAH

Finally done!

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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?
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 11, 2013, 06:03:48 PM
For a pentuple post, mostly to make sure this is visible, do we PM you our standard operating procedures?
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on August 11, 2013, 09:43:41 PM
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
Code: [Select]
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
Code: [Select]
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
Code: [Select]
   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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 11, 2013, 09:52:57 PM
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?
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on August 11, 2013, 10:15:39 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 11, 2013, 10:31:57 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on August 15, 2013, 07:14:09 AM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on August 15, 2013, 12:09:34 PM
About what I figured. Got most of it planned.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Nightstar on August 15, 2013, 03:06:32 PM
Theoretical tech is pretty significant, but sure. Shouldn't be a problem.
Title: Re: Alpha Centauri Fleet Challenge
Post by: Rolepgeek on November 30, 2014, 08:00:13 PM
Code: [Select]
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

Code: [Select]
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

Code: [Select]
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

Code: [Select]
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:
Title: Re: Alpha Centauri Fleet Challenge
Post by: 83athom on November 30, 2014, 10:24:11 PM
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.
Title: Re: Alpha Centauri Fleet Challenge
Post by: iceball3 on January 25, 2015, 12:26:01 PM
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. .
Title: Re: Alpha Centauri Fleet Challenge
Post by: 83athom on January 25, 2015, 01:46:08 PM
If the last post was almost 2 months ago, it's most likely dead.
Title: Re: Alpha Centauri Fleet Challenge
Post by: sublight on January 26, 2015, 06:24:17 PM
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.