Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Niladen on August 23, 2013, 02:47:25 PM
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So, I've lurked these forums for awhile but never posted yet. Love this game, absolutely amazing, although I'm terrible at it. I still can't get a grip on half the stuff in this game, I'll be a newb for a long time. As I often do when the mood takes me I'll load up a game I have where I used the Spacemaster to max out all my research and design ridiculous warships. This time I thought, "Hey, why not make a four and a half million ton monstrosity? I wonder. . . " And so I did. So without further ado, here is the most powerful warship I have yet to see posted on these forums. What do you people think? Other than how impractical it is, I'm aware of that point. Any design philosophies I'm violating? Any way this could potentially be improved? Other than the impracticality, I'm aware of that point. . . :P
Illustrious class Cruiser 4,663,850 tons 107980 Crew 8605841. 0012 BP TCS 466. 385 TH 25000 EM 225000
26801 km/s Armour 100-2486 Shields 7500-300 Sensors 3750/3750/0/0 Damage Control Rating 6600 PPV 17160
Maint Life 2. 5 Years MSP 6920104 AFR 28999% IFR 402. 8% 1YR 1541371 5YR 23120561 Max Repair 31500 MSP
Intended Deployment Time: 36 months Spare Berths 2
Flag Bridge Magazine 120000
5000 EP Photonic Drive (500) Power 5000 Fuel Use 5% Signature 50 Exp 10%
Fuel Capacity 1,000,000,000 Litres Range 771. 9 billion km (333 days at full power)
Omega R300/360 Shields (500) Total Fuel Cost 7,500 Litres per hour (180,000 per day)
Quad 30cm C25 Far Gamma Ray Laser Turret (100x4) Range 1,400,000km TS: 100000 km/s Power 96-100 RM 12 ROF 5 24 24 24 24 24 24 24 24 24 24
80cm C25 Far Gamma Ray Laser (100) Range 1,400,000km TS: 26801 km/s Power 168-25 RM 12 ROF 35 168 168 168 168 168 168 168 168 168 168
Quad Gauss Cannon R6-100 Turret (100x32) Range 60,000km TS: 100000 km/s Power 0-0 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
CIWS-1000 (500x16) Range 1000 km TS: 100000 km/s ROF 5 Base 50% To Hit
50cm Railgun V9/C25 (100x4) Range 1,400,000km TS: 26801 km/s Power 60-25 RM 9 ROF 15 20 20 20 20 20 20 20 20 20 18
Fire Control S16 700-100000 H10 (40) Max Range: 1,400,000 km TS: 100000 km/s 99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-1. 5 (30) Total Power Output 18000 Armour 0 Exp 35%
Size 6 Missile Launcher (500) Missile Size 6 Rate of Fire 15
Size 2 Missile Launcher (1000) Missile Size 2 Rate of Fire 5
Missile Fire Control FC20250-R1 (10%) (10) Range 20,250. 0m km Resolution 1
Size 6 Anti-ship Missile (10000) Speed: 200,000 km/s End: 6. 1m Range: 72. 8m km WH: 81 Size: 6 TH: 1133/680/340
Size 2 Anti-ship Missile (30000) Speed: 299,000 km/s End: 3. 8m Range: 67. 9m km WH: 24 Size: 2 TH: 2990/1794/897
Active Search Sensor MR6750-R1 (10%) (2) GPS 9000 Range 6,750. 0m km Resolution 1
Active Search Sensor MR67500-R100 (10%) (2) GPS 900000 Range 67,500. 0m km Resolution 100
Thermal Sensor TH50-3750 (10%) (2) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
EM Detection Sensor EM50-3750 (10%) (2) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
Cloaking Device: Class cross-section reduced to 0. 5% of normal
Compact ECCM-10 (40) ECM 100
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Missile Size: 2 MSP (0. 1 HS) Warhead: 24 Armour: 0 Manoeuvre Rating: 30
Speed: 299000 km/s Engine Endurance: 4 minutes Range: 67. 9m km
Cost Per Missile: 14. 3
Chance to Hit: 1k km/s 8970% 3k km/s 2970% 5k km/s 1794% 10k km/s 897%
Materials Required: 6x Tritanium 8. 3x Gallicite Fuel x250
Development Cost for Project: 1430RP
Missile Size: 6 MSP (0. 3 HS) Warhead: 81 Armour: 0 Manoeuvre Rating: 17
Speed: 200000 km/s Engine Endurance: 6 minutes Range: 72. 8m km
ECM Level: 10
Cost Per Missile: 41. 05
Chance to Hit: 1k km/s 3400% 3k km/s 1122% 5k km/s 680% 10k km/s 340%
Materials Required: 20. 25x Tritanium 5x Uridium 15. 8x Gallicite Fuel x500
Development Cost for Project: 4105RP
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It's not jump capable. And a number of years ago this thread http://aurora2.pentarch.org/index.php/topic,1135.0.html was born. I initially dealt only in jump capable ships, but it's still an interesting read I think.
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Maintenance life does not sync with fuel capacity does not sync with intended deployment.
Also, if you're going to go that big on everything else, why not go with some big missile launchers? Like a whopping size 20 anti-ship MIRV with half a dozen warheads.
Finally, if you're going to build a ship that "titanic", better add a lifeboat with 100k cryogenic berths in case you need to abandon ship and want to get your people home.
I would love to see a battle between this ship and a fleet of endgame-tech microwave and meson FACs.
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That sounds like it could be fun, BRB,
Edit:
Hmm, so the SDF-1 Macross was 18 million tons? ....
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Okay, so I tried matching up the fuel/deployment/maintenance times but there's nothing I can do about he jump engine as it is far too large. It's my understanding that jump gates can transport any size ship though, so it shouldn't be too much of an issue but maybe I'm wrong. I redid it with some improvements, check it out.
Apocalypse class Superdreadnought 17,533,100 tons 475050 Crew 38939495. 0092 BP TCS 1753. 31 TH 50000 EM 450000
14258 km/s Armour 100-6011 Shields 15000-300 Sensors 3750/3750/0/0 Damage Control Rating 15000 PPV 132600
Maint Life 1. 08 Years MSP 16656470 AFR 204944% IFR 2846. 5% 1YR 14348363 5YR 215225448 Max Repair 31500 MSP
Intended Deployment Time: 12 months Flight Crew Berths 2
Flag Bridge Hangar Deck Capacity 500000 tons Magazine 890500
5000 EP Photonic Drive (1000) Power 5000 Fuel Use 5% Signature 50 Exp 10%
Fuel Capacity 2,000,000,000 Litres Range 410. 6 billion km (333 days at full power)
Omega R300/360 Shields (1000) Total Fuel Cost 15,000 Litres per hour (360,000 per day)
Quad 30cm C25 Far Gamma Ray Laser Turret (1000x4) Range 1,400,000km TS: 100000 km/s Power 96-100 RM 12 ROF 5 24 24 24 24 24 24 24 24 24 24
80cm C25 Far Gamma Ray Laser (1000) Range 1,400,000km TS: 25000 km/s Power 168-25 RM 12 ROF 35 168 168 168 168 168 168 168 168 168 168
Quad Gauss Cannon R6-100 Turret (1000x32) Range 60,000km TS: 100000 km/s Power 0-0 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
50cm Railgun V9/C25 (1000x4) Range 1,400,000km TS: 25000 km/s Power 60-25 RM 9 ROF 15 20 20 20 20 20 20 20 20 20 18
Fire Control S16 700-100000 H10 (200) Max Range: 1,400,000 km TS: 100000 km/s 99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-1. 5 (300) Total Power Output 180000 Armour 0 Exp 35%
Size 100 Box Launcher (200) Missile Size 100 Hangar Reload 750 minutes MF Reload 125 hours
Size 6 Missile Launcher (1000) Missile Size 6 Rate of Fire 15
Size 2 Missile Launcher (1000) Missile Size 2 Rate of Fire 5
Missile Fire Control FC20250-R1 (10%) (250) Range 20,250. 0m km Resolution 1
Size 6 Anti-ship Missile (48000) Speed: 200,000 km/s End: 6. 1m Range: 72. 8m km WH: 81 Size: 6 TH: 1133/680/340
Size 2 Anti-ship Missile (101250) Speed: 299,000 km/s End: 3. 8m Range: 67. 9m km WH: 24 Size: 2 TH: 2990/1794/897
Size 100 Missile Stage (2000) Speed: 160,000 km/s End: 30. 5m Range: 293m km WH: 0 Size: 100 TH: 533/320/160
Size 100 Anti-ship Missile (2000) Speed: 100,000 km/s End: 37. 5m Range: 225m km WH: 1600 Size: 100 TH: 833/500/250
Active Search Sensor MR6750-R1 (10%) (20) GPS 9000 Range 6,750. 0m km Resolution 1
Active Search Sensor MR67500-R100 (10%) (20) GPS 900000 Range 67,500. 0m km Resolution 100
Thermal Sensor TH50-3750 (10%) (20) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
EM Detection Sensor EM50-3750 (10%) (20) Sensitivity 3750 Detect Sig Strength 1000: 3750m km
Cloaking Device: Class cross-section reduced to 0. 5% of normal
Compact ECCM-10 (200) ECM 100
Strike Group
250x Badger Fighter-bomber Speed: 30000 km/s Size: 10
250x Mongoose Fighter-bomber Speed: 30000 km/s Size: 10
500x Viper Fighter Speed: 30303 km/s Size: 9. 9
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
Badger class Fighter-bomber 500 tons 6 Crew 962. 5 BP TCS 10 TH 3 EM 450
30000 km/s Armour 5-5 Shields 15-300 Sensors 1/1/0/0 Damage Control Rating 0 PPV 6. 3
Maint Life 3. 79 Years MSP 120 AFR 20% IFR 0. 3% 1YR 13 5YR 197 Max Repair 600 MSP
Intended Deployment Time: 1 months Spare Berths 4
Magazine 42
300 EP Photonic Drive (1) Power 300 Fuel Use 154. 33% Signature 3 Exp 30%
Fuel Capacity 10,000 Litres Range 2. 3 billion km (21 hours at full power)
Omega R300/360 Shields (1) Total Fuel Cost 15 Litres per hour (360 per day)
Size 6 Box Launcher (7) Missile Size 6 Hangar Reload 45 minutes MF Reload 7. 5 hours
Missile Fire Control FC40-R1 (10%) 0. 1 HS (FTR) (1) Range 40. 5m km Resolution 1
Size 6 Anti-ship Missile (7) Speed: 200,000 km/s End: 6. 1m Range: 72. 8m km WH: 81 Size: 6 TH: 1133/680/340
ECM 50
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
Mongoose class Fighter-bomber 500 tons 20 Crew 953. 5 BP TCS 10 TH 3 EM 450
30000 km/s Armour 6-5 Shields 15-300 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 3. 39 Years MSP 119 AFR 20% IFR 0. 3% 1YR 16 5YR 236 Max Repair 600 MSP
Intended Deployment Time: 1 months Spare Berths 0
Magazine 38
300 EP Photonic Drive (1) Power 300 Fuel Use 154. 33% Signature 3 Exp 30%
Fuel Capacity 10,000 Litres Range 2. 3 billion km (21 hours at full power)
Omega R300/360 Shields (1) Total Fuel Cost 15 Litres per hour (360 per day)
Size 2 Missile Launcher (2) Missile Size 2 Rate of Fire 5
Missile Fire Control FC40-R1 (10%) 0. 1 HS (FTR) (1) Range 40. 5m km Resolution 1
Size 2 Anti-ship Missile (19) Speed: 299,000 km/s End: 3. 8m Range: 67. 9m km WH: 24 Size: 2 TH: 2990/1794/897
ECM 50
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
Viper class Fighter 495 tons 19 Crew 2967 BP TCS 9. 9 TH 3 EM 450
30303 km/s Armour 2-5 Shields 15-300 Sensors 1/1/0/0 Damage Control Rating 0 PPV 5
Maint Life 3. 93 Years MSP 375 AFR 19% IFR 0. 3% 1YR 39 5YR 578 Max Repair 1969 MSP
Intended Deployment Time: 1 months Spare Berths 1
300 EP Photonic Drive (1) Power 300 Fuel Use 154. 33% Signature 3 Exp 30%
Fuel Capacity 10,000 Litres Range 2. 4 billion km (21 hours at full power)
Omega R300/360 Shields (1) Total Fuel Cost 15 Litres per hour (360 per day)
Gauss Cannon R6-17 (5x8) Range 60,000km TS: 30303 km/s Accuracy Modifier 17% RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Fire Control S01 175-25000 H10 (FTR) (1) Max Range: 350,000 km TS: 100000 km/s 97 94 91 89 86 83 80 77 74 71
Small Craft ECCM-5 (1) ECM 50
This design is classed as a Fighter for production, combat and maintenance purposes
Missile Size: 100 MSP (5 HS) Warhead: 1600 Armour: 15 Manoeuvre Rating: 25
Speed: 100000 km/s Engine Endurance: 38 minutes Range: 225. 0m km
ECM Level: 10
Cost Per Missile: 563. 03
Chance to Hit: 1k km/s 2500% 3k km/s 825% 5k km/s 500% 10k km/s 250%
Materials Required: 403. 75x Tritanium 5x Uridium 154. 28x Gallicite Fuel x5000
Development Cost for Project: 56303RP
Missile Size: 100 MSP (5 HS) Warhead: 0 Armour: 10 Manoeuvre Rating: 10
Speed: 160000 km/s Engine Endurance: 30 minutes Range: 292. 5m km
ECM Level: 10
Cost Per Missile: 535. 9
Second Stage: Size 6 Anti-ship Missile x8
Second Stage Separation Range: 150,000 km
Overall Endurance: 37 minutes Overall Range: 365. 3m km
Chance to Hit: 1k km/s 1600% 3k km/s 530% 5k km/s 320% 10k km/s 160%
Materials Required: 164. 5x Tritanium 45x Uridium 326. 4x Gallicite Fuel x6500
Development Cost for Project: 53590RP
Missile Size: 6 MSP (0. 3 HS) Warhead: 81 Armour: 0 Manoeuvre Rating: 17
Speed: 200000 km/s Engine Endurance: 6 minutes Range: 72. 8m km
ECM Level: 10
Cost Per Missile: 41. 05
Chance to Hit: 1k km/s 3400% 3k km/s 1122% 5k km/s 680% 10k km/s 340%
Materials Required: 20. 25x Tritanium 5x Uridium 15. 8x Gallicite Fuel x500
Development Cost for Project: 4105RP
Missile Size: 2 MSP (0. 1 HS) Warhead: 24 Armour: 0 Manoeuvre Rating: 30
Speed: 299000 km/s Engine Endurance: 4 minutes Range: 67. 9m km
Cost Per Missile: 14. 3
Chance to Hit: 1k km/s 8970% 3k km/s 2970% 5k km/s 1794% 10k km/s 897%
Materials Required: 6x Tritanium 8. 3x Gallicite Fuel x250
Development Cost for Project: 1430RP
I may have (probably) overdone it as the design is now over seventeen million tons. But I'd like to see anything short of the Death Star go up against this. XD
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I think the same argument against yours as was used against mine would work.
You have 1 17 million ton ship. 200 fire controls.
Give me 17 million tons of shipping. Say... 17,000x 1000 ton FACs. The swarm wins.
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I only put two hundred on as I figured it might be difficult to micro so many fire controls, but you're right. Perhaps I should just throw on four thousand fire controls or something.
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I like it now. However, if you're gonna have half a million crew, maybe you should throw in a casino or something (i.e. recreation module).
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I did think about throwing an orbital habitat on it for RP reasons. Flying city in space. XD
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Having trouble replicating your missiles, they don't exactly seem speed optimised, larger missile engines could get you longer range and higher speeds.
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For the size two missile I use a single size one engine with a power multiplier of six. For the size six missile I use a single size two engine with a power multiplier of six. For the size one hundred ASM I used five size five missiles with a power multiplier of four, and the size one hundred missile stage uses eight size five engine with a power multiplier of four. All technology in this game has been maxed for testing purposes/the hell of it.
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One thing I noticed is that your size 6 submissiles have a good range of 72m km, but you are not using that range with the separation range. As you currently have it the bus will need to get into very close range before it releases it's warheads. If on the approach the bus is hit and destroyed then you loose all of the warheads as well. At the tech level you are working at I would recommend setting the release range to about 50m km. This will leave plenty of fuel for catching up to a fast moving target while leaving you plenty of margin for error.
I realize you have 10 points of armor on the main missile, that is probably not going to be enough to keep your missile alive. It will only take a three hits from anti-missiles of comparable tech to statistically get a kill. Here is a sample size 1 anti-missile.
Missile Size: 1 MSP (0.05 HS) Warhead: 8 Armour: 0 Manoeuvre Rating: 94
Speed: 299000 km/s Engine Endurance: 1 minutes Range: 17.0m km
Cost Per Missile: 7.43
Chance to Hit: 1k km/s 28106% 3k km/s 9306% 5k km/s 5621.2% 10k km/s 2810.6%
Materials Required: 2x Tritanium 5.43x Gallicite Fuel x50
Development Cost for Project: 743RP
Please note that this size 1 missile is guaranteed to hit any of the missiles you have. Against the heavy ASM it has a 32% kill chance due to the massive armor. Against the Mirv missile it is a 44% chance. With the range of this amm it will have lots of firing chances against any incoming missile attack (approx. 10-12 depending on geometry) The missile ecm will help a lot against a lower tech enemy, but against one of similar tech it won't do much. The difference in ecm vs eccm levels is applied as a percentage penalty to the range of the missile fire control shooting at the missile. Let's say that the defender was cheap and only put on compact eccm 5 for his point defense. This would result in a 50% range reduction that the point defense missile fire control could actually fire on the incoming missiles. A .5hs fire control has a range of just over 22m km against size 6 missiles, against these monsters it is over 200m km. Net result is against the size 6 missile they would start firing at 11m km. Against these monsters it would be at 17m km, the maximum range of the amm.
In general the ecm/eccm involved with missiles rarely makes much difference once the two sides know what is going on. This is because it is to easy to refit a ship with a little larger missile fire control to get around an enemy having better ecm than you can counter. If your missile gets into energy range the ecm on board may end up making a big difference as there the difference is applied as a penalty to the base to hit chance. So even couple of points difference can end up resulting in a major difference to the hit rates. Unfortunately most races use a combination of amm and point defense beam weapons. Your huge missiles are just to easy to destroy at long range with amm.
For the mirv missile I would recommend ditching all the armor and ecm to add a larger engine, more fuel and 1 extra warhead. This will give you significantly more range and complicate matters for your enemy. If you know what the enemies missile range is for amm I would recommend setting the release range just inside of that. This will make them waste a salvo or two on the busses that will dispear as soon as the warheads are released.
Brian
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Man, you guys are really smart when it comes to this game. I should post here more often. XD. I designed two new missiles, check them out.
Missile Size: 100 MSP (5 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10
Speed: 150000 km/s Engine Endurance: 46 minutes Range: 416. 4m km
ECM Level: 10
Cost Per Missile: 644. 05
Second Stage: Size 6 Anti-ship Missile x11
Second Stage Separation Range: 60,000,000 km
Overall Endurance: 52 minutes Overall Range: 489. 2m km
Chance to Hit: 1k km/s 1500% 3k km/s 500% 5k km/s 300% 10k km/s 150%
Materials Required: 222. 75x Tritanium 60x Uridium 361. 3x Gallicite Fuel x25500
Development Cost for Project: 64405RP
And one MIRV with my size two missiles.
Missile Size: 100 MSP (5 HS) Warhead: 0 Armour: 0 Manoeuvre Rating: 10
Speed: 150000 km/s Engine Endurance: 60 minutes Range: 538. 8m km
ECM Level: 10
Cost Per Missile: 650. 1
Second Stage: Size 2 Anti-ship Missile x32
Second Stage Separation Range: 60,000,000 km
Overall Endurance: 1 hours Overall Range: 606. 7m km
Chance to Hit: 1k km/s 1500% 3k km/s 500% 5k km/s 300% 10k km/s 150%
Materials Required: 192x Tritanium 5x Uridium 453. 1x Gallicite Fuel x33000
Development Cost for Project: 65010RP
I kept the ECM on both as it only takes up one percent of the total size of the missile which seems too good a deal to pass up for racial max ECM. One point more fuel would only give me about forty million kilometers longer range. Plus, you never know when the enemy will screw up and not have ECCM. XD
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The cloak is kinda pointless, so you can free up some tonnage there.