Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: drmzsz7 on January 12, 2014, 07:09:45 PM
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Hello! My names Jon, I just started a game, been spending alot of time tinkering with ship editor, think I found a feasible function RP setup for this approach. Every Fighter is built with an emphasis on fine tuning to fill the 250/500 x2x1 Ratio's in a 250/500/100 Bay. Ie Redundent scanners, lavish fuel, as well as specialized carriers, fighter attachment sleds, and an effort of corporations to seed slow moving mobile fuel/supply/repair sacks capable of ferrying and acting as a stopover point as colonies are established and patrol routes assigned in a in solar system network! Currently we have no concept of jump points/ jump ships as we have only taken the very first steps towards exploring our solar system.
This is my first time playing ever, no idea if this approach is going to work, love the concept of the game, amazingly done! Lets gooo!
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Meet the Aeon Harness. Its selling catch phrase was, "It may not get you there quickly but it will get you there. " Holds true, with its 326 billion range, it can literally sling any fighter sized ship within anything in the solar system, no risk of fuel, enough fuel to refuel fighter craft a billion times over It serves as a Repair Galley, a Tanker, and there are even talks of slapping on some Magazines and cargo loaders to serve as a collier! All loaded in a slightly chubby corvette frame! Brilliant!! Both of the vessels were designed with efficiency and sustainability in a very wild frontier of unknown certainties and untold riches!
Aeon - Harness class Tug 4,150 tons 52 Crew 378. 625 BP TCS 83 TH 62 EM 0
746 km/s Armour 1-23 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 0
Maint Life 19. 83 Years MSP 285 AFR 27% IFR 0. 4% 1YR 1 5YR 21 Max Repair 15. 625 MSP
Intended Deployment Time: 300 months Flight Crew Berths 60
Hangar Deck Capacity 500 tons
62. 5 EP Commercial Explorer Thermal Engine (1) Power 62. 5 Fuel Use 13. 26% Signature 62. 5 Exp 5%
Fuel Capacity 1,000,000 Litres Range 326. 7 billion km (5068 days at full power)
This design is classed as a Military Vessel for maintenance purposes
Everything revolves around this sled, or sleds equipped like it. Sled in fighters, sled in sensors, sled in supplies, fuel, litter the stars with these sleds to act as mobile repair/refuel/rearm stations.
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This is the Nimbus class, it will be the backbone of the Geological Survey Confederation in the pursuit of analyzing all the planets in a cheap inexpensive package. It has a bridge to act seperately of host sleds, yet interact an piggy back along with those sleds. Not sure about the game mechanics, but any good naval commander knows a fighter has a cockpilt, an exploration vessel has a bridge. .
Nimbus - Recon class Geosurvey Ship 500 tons 15 Crew 131. 5 BP TCS 10 TH 10 EM 0
1000 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/1 Damage Control Rating 0 PPV 0
Maint Life 9. 32 Years MSP 82 AFR 4% IFR 0. 1% 1YR 2 5YR 26 Max Repair 100 MSP
Intended Deployment Time: 23 months Spare Berths 6
10 EP Military Thermal Engine (1) Power 10 Fuel Use 98% Signature 10 Exp 10%
Fuel Capacity 10,000 Litres Range 3. 7 billion km (42 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Fighter for production, combat and maintenance purposes
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The Lasher was conceived by a joint panel of the worlds nations to lead in the defense of the soon to be foreseable future of humanity.
It packs an impressive amount of missiles for diverse platform of ranges, under a small frame. Though it has the capability for extended missions away from a fleet it lacks the necessary scanning software on its own. It is strictly meant to work in conjunction with advanced sensor ships, having only a backup Fighter Scanner.
Lasher - Missile Gunboat class Fighter 245 tons 3 Crew 32. 7 BP TCS 4. 9 TH 5 EM 0
1020 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1. 8
Maint Life 0 Years MSP 0 AFR 49% IFR 0. 7% 1YR 2 5YR 24 Max Repair 12 MSP
Intended Deployment Time: 3 months Spare Berths 0
Magazine 12
5/1 Thermal Fighter Engine (1) Power 5 Fuel Use 99% Signature 5 Exp 10%
Fuel Capacity 5,000 Litres Range 3. 7 billion km (42 days at full power)
Size 4 Gunboat Pod (3) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
Missile Control FC2-R1 (1) Range 2. 9m km Resolution 1
Size 4 ASM Ballista (1) Speed: 7,500 km/s End: 62. 1m Range: 28m km WH: 1 Size: 4 TH: 30/18/9
Size 2 Anti-ship Missile (2) Speed: 6,200 km/s End: 6. 6m Range: 2. 4m km WH: 1 Size: 2 TH: 24/14/7
Size 1 ASM Sparrow (4) Speed: 3,000 km/s End: 5. 2m Range: 0. 9m km WH: 1 Size: 1 TH: 14/8/4
Fighter Search Sensor 190/0 (1) GPS 3 Range 190k km MCR 21k km Resolution 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and maintenance purposes
With its highly efficient drive, and superior fuel capacity, ease of repair, diverse multi role options, this fighter bomber has already turned admirals heads. Who cares that it can't hit for smeg, theirs no one else to hit at this point in time! It just looks impressive on paper! haha
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When the Sentinel Frame was conceived Earth Engineers saw the brilliance behind the Aeon Harness. They said, good god, that sir is a bloated whale of everything space expansion needs! So they then thought well, the only thing we have right now are these small dinky fighters, so lets put the largest scanner our tech allows to find small ships like us that may be sneaking in from the depths of space!
Carriers in this world are designed to be faster then the craft they carry for the sole sake of commanders being afraid there pilots might chase them one day.
This is the Sentinel, its designed to see stuff, it does a swell job seeing the small stuff! Its light too, 8k tons, 4 fighters for offensive/defensive punch, thats all it does.
It goes far enough but not to far, but it needs a fleet tenders huggin love every now an then.
Sentinel - Command Carrier class Light Carrier 8,000 tons 181 Crew 1123 BP TCS 160 TH 245 EM 0
1531 km/s Armour 1-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 0
Maint Life 1. 47 Years MSP 1175 AFR 256% IFR 3. 6% 1YR 606 5YR 9094 Max Repair 600 MSP
Intended Deployment Time: 144 months Flight Crew Berths 0
Hangar Deck Capacity 1000 tons
245 EP Thermal Carrier Engine (1) Power 245 Fuel Use 51% Signature 245 Exp 10%
Fuel Capacity 250,000 Litres Range 11. 0 billion km (83 days at full power)
Carrier Search Sensor 48m/50 (1) GPS 600 Range 48. 0m km MCR 5. 2m km Resolution 1
Strike Group
4x Lasher - Missile Gunboat Fighter Speed: 1020 km/s Size: 4. 9
This design is classed as a Military Vessel for maintenance purposes
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The Sentinel frame was a huge success, this version's sensor suite was ripped out in favor of a huge amount of missiles, and launchers, to feed surrounding Carrier swarms.
Sentinel - Scout Carrier class Light Carrier 8,000 tons 148 Crew 834 BP TCS 160 TH 245 EM 0
1531 km/s Armour 1-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 7 PPV 12
Maint Life 9. 86 Years MSP 1489 AFR 68% IFR 0. 9% 1YR 28 5YR 417 Max Repair 122. 5 MSP
Intended Deployment Time: 144 months Flight Crew Berths 6
Hangar Deck Capacity 1000 tons Magazine 404 Cargo Handling Multiplier 10
245 EP Thermal Carrier Engine (1) Power 245 Fuel Use 51% Signature 245 Exp 10%
Fuel Capacity 250,000 Litres Range 11. 0 billion km (83 days at full power)
Size 4 Gunboat Pod (20) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
Missile Control FC2-R1 (2) Range 2. 9m km Resolution 1
Size 2 Anti-ship Missile (50) Speed: 6,200 km/s End: 6. 6m Range: 2. 4m km WH: 1 Size: 2 TH: 24/14/7
Size 4 ASM Ballista (47) Speed: 7,500 km/s End: 62. 1m Range: 28m km WH: 1 Size: 4 TH: 30/18/9
Size 2 Anti-ship Missile (17) Speed: 6,200 km/s End: 6. 6m Range: 2. 4m km WH: 1 Size: 2 TH: 24/14/7
Size 1 ASM Sparrow (82) Speed: 3,000 km/s End: 5. 2m Range: 0. 9m km WH: 1 Size: 1 TH: 14/8/4
Strike Group
4x Lasher - Missile Gunboat Fighter Speed: 1020 km/s Size: 4. 9
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A logistic problem with the sleds being slower then the sentinel frame has already been thought up in the creation of the Tanker class Carrier. Its foreseen role will be to support the carrier group in the exploration and safe keeping of shipping lanes from local pirate groups within the solar system.
Sentinel - Tanker class Light Carrier 7,950 tons 95 Crew 659 BP TCS 159 TH 245 EM 0
1540 km/s Armour 1-35 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 8 PPV 0
Maint Life 5. 25 Years MSP 394 AFR 66% IFR 0. 9% 1YR 24 5YR 359 Max Repair 122. 5 MSP
Intended De
ployment Time: 144 months Spare Berths 33
245 EP Thermal Carrier Engine (1) Power 245 Fuel Use 51% Signature 245 Exp 10%
Fuel Capacity 4,000,000 Litres Range 177. 5 billion km (1333 days at full power)
Strike Group
2x Lasher - Missile Gunboat Fighter Speed: 1020 km/s Size: 4. 9
This design is classed as a Military Vessel for maintenance purposes
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The Intel Command Carrier is a Sentinel class Engine strapped to an Aeon Hull. Engineers doubled hangar space, to field the new Aegis. The speed has been doubled at the expense of range.
Fleet command envisions current research into cloaking will help create the ultimate shadow carrier ship, for clandestine monitoring of races we have not encountered yet. As far as we know, we humans rule the universe!!
Hail the Imperium of Man!
Sentinel - Intel Command class Light Carrier 5,050 tons 92 Crew 477 BP TCS 101 TH 150 EM 0
1485 km/s Armour 1-26 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 8 PPV 0
Maint Life 22. 38 Years MSP 1472 AFR 25% IFR 0. 4% 1YR 6 5YR 84 Max Repair 75 MSP
Intended Deployment Time: 144 months Flight Crew Berths 4
Hangar Deck Capacity 1000 tons
150 EP Military Thermal Engine (1) Power 150 Fuel Use 70% Signature 150 Exp 10%
Fuel Capacity 1,000,000 Litres Range 50. 9 billion km (396 days at full power)
Strike Group
1x Nimbus - Recon Geosurvey Ship Speed: 1015 km/s Size: 9. 85
2x Aegis - Recon Early Warning Craft Speed: 1010 km/s Size: 4. 95
This design is classed as a Military Vessel for maintenance purposes
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Interesting designs, I love early game tech myself and would like to hear how these perform against anything you find.
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I hope so to man, from what i've been hearing though people seem to get 8k speed fighters from the door, this has left me utterly baffled as non of my tinkering has yielding anything greater then 5k speed on a 1k ton frame. if thats the case my poor humans gonna get eaten alive!
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I have literally not progressed in any time! I didn't realize how much time I could spend building all the individual ships from scratch.
Awesome game! In 100 years well have games as ridiculously micro oriented as this with graphics like those of star citizen, in a mmo like eve. That would be amazing when all the scales intermesh back into one game.
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On a side note, I had some ideas with micro-nization This RP mode is going have advanced tech in some area's but dumbed down in alot of others. For Instance, the Aeon Sled being a carrier has been renamed the Aeon "Bus". The new Micro Aeon Sled is a true intra-system fighter slingshot. New models will come out for respective fighter class adjustments as Aeon Corp see's fit.
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Aeon Corp Proudly presents the intra-system Fighter Sled. One quarter the size of an Aeon Bus the Sled can go anywhere within the Intra Solar system comfortably. It works great with any 250 frame, and plans are in the works for a 500 frame "Explorer" custom sled for Nimbus support.
Micro Aeon - Fighter Sled class Tug 1,000 tons 25 Crew 123.8 BP TCS 20 TH 20 EM 0
1000 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Life 22.3 Years MSP 70 AFR 8% IFR 0.1% 1YR 0 5YR 4 Max Repair 10 MSP
Intended Deployment Time: 12 months Flight Crew Berths 1
Hangar Deck Capacity 250 tons Magazine 30
20 EP Aeon Thermal Engine (1) Power 20 Fuel Use 48% Signature 20 Exp 10%
Fuel Capacity 50,000 Litres Range 18.8 billion km (217 days at full power)
Strike Group
1x Lasher - Missile Gunboat Fighter Speed: 2400 km/s Size: 5
This design is classed as a Military Vessel for maintenance purposes
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The Micro Aeon Supply sled was manufactured to oversee the restocking of Advanced Aeon Fighter Sleds. Its hangar bay and relevent support tonnage stripped a larger more fuel efficient drive was fit into the 1000 frame. 2 times as fast, carrying a full fuel, rearm, and refuel restock for 1 Advanced Aeon Fighter Sled. It has enough onboard fuel to easily accomodate in-system travel comfortably out to pluto and back with ample leftover reserves.
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Micro Aeon - Supply Sled class Tug 900 tons 24 Crew 102.3 BP TCS 18 TH 40 EM 0
2222 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Life 23.07 Years MSP 64 AFR 7% IFR 0.1% 1YR 0 5YR 3 Max Repair 10 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 30
20 EP Aeon Thermal Engine (2) Power 20 Fuel Use 48% Signature 20 Exp 10%
Fuel Capacity 50,000 Litres Range 20.8 billion km (108 days at full power)
This design is classed as a Military Vessel for maintenance purposes
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Smallest ship size to date.
250 hangar space 1 can be stored, 500 hangar space 3. The -100 ton differential in hangar space will stack after so much tonnage!
Tribal class Navalized Fighter 150 tons 1 Crew 18.9 BP TCS 3 TH 5 EM 0
1666 km/s Armour 1-2 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0.6
Maint Life 0 Years MSP 0 AFR 30% IFR 0.4% 1YR 1 5YR 17 Max Repair 8 MSP
Intended Deployment Time: 0.1 months Spare Berths 9
Magazine 4
Cyclon 5 v1.1.1 (1) Power 5 Fuel Use 99% Signature 5 Exp 10%
Gremlin 4 v0.06 (1) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
Sweeper .8 v1.2 (1) Range 1.4m km Resolution 1
4/1 ASM Ballista v4k.663m (1) Speed: 4,000 km/s End: 1.9d Range: 663.5m km WH: 1 Size: 4 TH: 14/8/4
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
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Just a few tips to do with as you will.
1. A 'fighter', as far as the Aurora engine is concerned, is any craft with a total displacement of 500 tons or less. While you can certainly build larger craft and call them fighters, you'll still have to use regular shipyards to build them as opposed to fighter factories, not to mention they'll need bridges if they displace more than 1000 tons.
2. Fighters, which are often too small to mount appreciable amounts of armor or shields, need to be fast, otherwise they'll die like flies. A good number to aim for is approximately 2 to 5 times faster than fleet speed, as speed is a fighter's armor in a sense. I'd imagine the reason you're having trouble getting your fighters to go a decent speed is because you haven't researched engine power multipliers yet. Fighters become much more useful when you can design engines with 3x the engine power at the cost of reduced fuel efficiency.
3. I'm not really sure what you're intending to use your Micro Aeon or Aeon Harness tugs for. The hangars are far too small to mount much of a fighter wing, and they're very slow to boot. If you're in need of ships that can refuel and resupply your fleets, a commercial design might be better for anything that won't be used as a collier (magazines are considered military equipment).
4. Your Sentinel class Carrier has a fuel capacity of 1M liters and mounts a strike force of only 3 fighters. The entire strike group has total fuel capacity of 15k liters. This means you can refuel your strike group nearly 67 times before you run out of fuel. Your carrier will probably be able to refuel itself much more frequently than that, so you could cut the fuel capacity in half or more and add a bit more hull space for more armor or other components.
5. Everything seems to be a carrier in your fleet. You're probably better off having one large carrier design that can cart a considerably sized strike force around. An individual fighter isn't going to do you much good, fighters generally need to be deployed in swarms to be effective. My advice would be to shift your navy toward 'surface' combatants until you have shipyards capable of building a decent sized carrier (20-25k tons displacement or larger)
6. You need a dedicated sensor platform. Sensors are fairly expensive, and good ones take up a lot of space, so having one ship designated for command and control can be a good idea AS LONG AS you protect your fleets. Big sensors can give your position away from a long distance, and detected carriers will often become dead carriers, especially if their fighters are away on a sortie. The Command class Sentinel will do a decent job finding missiles out to your max range of 5. 2M km, but you need another sensor with a resolution of 16-20 to detect small craft/fighters at long range, and a resolution 100 sensor to find ship sized targets at long range.
7. You need point defense escorts. You don't have any AMMs to speak of, and missiles are probably the most effective means of intercepting enemy ASMs (though the costs will mount over time, not to mention the added logistics) I'm not sure what kind of missiles you can cook up with early tech, but you should aim for something that has a range of about 5. 2Mkm (the max range of your Res 1 sensor against missiles), a WH rating no higher than 1, and with as much agility as you can cram into a size 1 missile. Then, of course, you'll want to design a dedicated missile escort for that part of your point defense umbrella. You might not be able to design a cost effective area defense ship with your tech, so instead, make gauss turrets that track at the highest speed you can design a fire control for. Having your last line of missile defense being about 10k km out might make you and your ship commanders a little nervous, nothing comes close to being as cost effective as gauss turrets in the point defense role.
8. I suspect this is because you also lack the tech for power multipliers on missile engines, but your missiles are slow. The Ballista mounted on the Tribal class is an utter waste of resources. It will be intercepted by anything with a halfway decent tracking speed. When it comes to mounting missiles on fighters, it's all about the alpha strike. Meaning, you want each fighter to be able to launch a big salvo of missiles at the target before heading back to rearm. That way, you might end up with something like 50 salvos of 10+ missiles. A lot of PD setups will have trouble dealing with all those missiles. Again, I'd advise shelving your fighters until you research engine power multipliers. As a general rule, I like my missiles to go AT LEAST twice as fast as the targets they're designed to intercept. This isn't the main issue with the fighter mounted Ballista, its main problem is that it has way too much fuel and not enough warhead. Considering the MFC on your fighter has a max range of 1. 4m km, and the range of the Ballista is 663. 5M km. . . you can stand to significantly reduce the fuel capacity, raise the warhead strength, and end up shrinking the whole system down to a size 2 or 3 missile, which will end up raising the speed.
9. The missiles on your Lasher class (which is a ship you should probably never field. In a combat situation, they're likely to suffer unsustainable losses. ) have much better speed than the missiles on your Tribal class, and the range is more consistent with your fire controls and sensors, but they're all, inexplicably, WH 1. Typically, you're only going to use WH 1 missiles for the anti-missile role, or perhaps for anti-FAC/FTR duty. Anything meant to be used against a ship should have a WH of at least 4. Now, you could certainly sandpaper your enemy to death with thousands of WH 1 missiles, but I don't think you want that to be your fleet doctrine. Anyway, if nothing else, ditch the size 1 missiles, redesign your size 2 and size 4 missiles, and design an AMM.
10. The Sentinel Scout class is actually a pretty good ship for low tech. But the hangar decks are pretty much wasted space. The missiles still need a redesign, but once that's done, you can probably standardize the design to use just one missile size. The box launchers should probably be stripped off as well, unless you plan on designing a much larger ship to dock the Sentinel Scout at so it can reload. Otherwise, a 5 hour reload at a maintenance facility is just far too long.
In summation, as I've stated previously, until you have the tech for engine power multipliers, fighters aren't going to be much use to you, and carriers that can only launch a bare handful of fighters cannot effectively project power. Instead, concentrate on 'surface' ships, design classes to be used as part of a PD umbrella (As far as I'm concerned, if you're going to spend the money and resources to put together a stellar navy, ships designed to protect that investment should comprise as significant percentage of your fleet's total displacement), a dedicated sensor platform with Res 1, 16-20, and 100 sensors. Missiles will likely be your main offensive and defensive weapons as low tech beams don't really have the range to do anything particularly useful. Once you start to advance in tech, however, missile armed fighters will become a much more viable option for the offensive 'punch' of your fleets, while the bulk of fleet tonnage can be used for carriers and defensive ships. Also, it'd be a good idea to try and squeeze some armor onto your ship designs, as it is, none of them can take much punishment before going 'kaboom'.
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Ah, I believe hangers are also considered military components as I'm sure my efforts to make commercial geo survey carriers failed miserably due to this limitation.
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I took a look at the old Aeon Sled an realized that as a commercial ship it serves as a great stopover spot for intra system traffic, but for the sake of designing a literal fighter sled I had to rework the design to compliment the Nimbus.
Using 0rp - basic rp for components this sled is designed to compliment the Tribal. Due to its high efficiency drives it maintains enough fuel to transport itself clear to pluto and back with the nimbus barely using any of its internal reserves.
Though the tribal has far more efficient drives then the Aeon, the Aeon has an expansive fuel capacity, allowing the Tribal to gain more mileage off the sleds tank then the sled itself.
It carries its weight as a Tribal Booster Sled.
Aeon- Survey class Sled 1,600 tons 42 Crew 189.5 BP TCS 32 TH 35 EM 0
1093 km/s Armour 1-12 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 0
Maint Life 51.82 Years MSP 296 AFR 5% IFR 0.1% 1YR 0 5YR 3 Max Repair 17.5 MSP
Intended Deployment Time: 12 months Flight Crew Berths 1
Hangar Deck Capacity 500 tons
35 EP Nuclear Thermal Engine (1) Power 35 Fuel Use 93% Signature 35 Exp 10%
Fuel Capacity 150,000 Litres Range 18.1 billion km (192 days at full power)
Strike Group
1x Tribal - Geo Survey Ship Speed: 500 km/s Size: 10
This design is classed as a Military Vessel for maintenance purposes
Tribal - Geo class Survey Ship 500 tons 20 Crew 142.5 BP TCS 10 TH 5 EM 0
500 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/1 Damage Control Rating 0 PPV 0
Maint Life 12.78 Years MSP 89 AFR 4% IFR 0.1% 1YR 1 5YR 15 Max Repair 100 MSP
Intended Deployment Time: 12 months Spare Berths 4
Cyclon 5 v1.1.1 (1) Power 5 Fuel Use 99% Signature 5 Exp 10%
Fuel Capacity 15,000 Litres Range 5.5 billion km (126 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Fighter for production, combat and maintenance purposes
Aeon Industries was fairly quick to come up with a resupply sled to keep longer range survey sleds operational in the field without the necessity of having to return to port or find a tanker.
It has 2x range, 3x the ammo, 2x the maintenance supplies, it can resupply and hang around active battle zones with spare reduntant parts.
Aeon- Supply class Sled 1,000 tons 23 Crew 130 BP TCS 20 TH 20 EM 0
1000 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 0
Maint Life 54.98 Years MSP 162 AFR 4% IFR 0.1% 1YR 0 5YR 2 Max Repair 5 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 90
Cyclon 10 v2.1.2 (2) Power 10 Fuel Use 98% Signature 10 Exp 10%
Fuel Capacity 200,000 Litres Range 36.7 billion km (425 days at full power)
4/1 ASM Ballista v4k.663m (22) Speed: 4,000 km/s End: 1.9d Range: 663.5m km WH: 1 Size: 4 TH: 14/8/4
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
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Just a few tips to do with as you will.
1. A 'fighter', as far as the Aurora engine is concerned, is any craft with a total displacement of 500 tons or less. While you can certainly build larger craft and call them fighters, you'll still have to use regular shipyards to build them as opposed to fighter factories, not to mention they'll need bridges if they displace more than 1000 tons.
2. Fighters, which are often too small to mount appreciable amounts of armor or shields, need to be fast, otherwise they'll die like flies. A good number to aim for is approximately 2 to 5 times faster than fleet speed, as speed is a fighter's armor in a sense. I'd imagine the reason you're having trouble getting your fighters to go a decent speed is because you haven't researched engine power multipliers yet. Fighters become much more useful when you can design engines with 3x the engine power at the cost of reduced fuel efficiency.
3. I'm not really sure what you're intending to use your Micro Aeon or Aeon Harness tugs for. The hangars are far too small to mount much of a fighter wing, and they're very slow to boot. If you're in need of ships that can refuel and resupply your fleets, a commercial design might be better for anything that won't be used as a collier (magazines are considered military equipment).
4. Your Sentinel class Carrier has a fuel capacity of 1M liters and mounts a strike force of only 3 fighters. The entire strike group has total fuel capacity of 15k liters. This means you can refuel your strike group nearly 67 times before you run out of fuel. Your carrier will probably be able to refuel itself much more frequently than that, so you could cut the fuel capacity in half or more and add a bit more hull space for more armor or other components.
5. Everything seems to be a carrier in your fleet. You're probably better off having one large carrier design that can cart a considerably sized strike force around. An individual fighter isn't going to do you much good, fighters generally need to be deployed in swarms to be effective. My advice would be to shift your navy toward 'surface' combatants until you have shipyards capable of building a decent sized carrier (20-25k tons displacement or larger)
6. You need a dedicated sensor platform. Sensors are fairly expensive, and good ones take up a lot of space, so having one ship designated for command and control can be a good idea AS LONG AS you protect your fleets. Big sensors can give your position away from a long distance, and detected carriers will often become dead carriers, especially if their fighters are away on a sortie. The Command class Sentinel will do a decent job finding missiles out to your max range of 5. 2M km, but you need another sensor with a resolution of 16-20 to detect small craft/fighters at long range, and a resolution 100 sensor to find ship sized targets at long range.
7. You need point defense escorts. You don't have any AMMs to speak of, and missiles are probably the most effective means of intercepting enemy ASMs (though the costs will mount over time, not to mention the added logistics) I'm not sure what kind of missiles you can cook up with early tech, but you should aim for something that has a range of about 5. 2Mkm (the max range of your Res 1 sensor against missiles), a WH rating no higher than 1, and with as much agility as you can cram into a size 1 missile. Then, of course, you'll want to design a dedicated missile escort for that part of your point defense umbrella. You might not be able to design a cost effective area defense ship with your tech, so instead, make gauss turrets that track at the highest speed you can design a fire control for. Having your last line of missile defense being about 10k km out might make you and your ship commanders a little nervous, nothing comes close to being as cost effective as gauss turrets in the point defense role.
8. I suspect this is because you also lack the tech for power multipliers on missile engines, but your missiles are slow. The Ballista mounted on the Tribal class is an utter waste of resources. It will be intercepted by anything with a halfway decent tracking speed. When it comes to mounting missiles on fighters, it's all about the alpha strike. Meaning, you want each fighter to be able to launch a big salvo of missiles at the target before heading back to rearm. That way, you might end up with something like 50 salvos of 10+ missiles. A lot of PD setups will have trouble dealing with all those missiles. Again, I'd advise shelving your fighters until you research engine power multipliers. As a general rule, I like my missiles to go AT LEAST twice as fast as the targets they're designed to intercept. This isn't the main issue with the fighter mounted Ballista, its main problem is that it has way too much fuel and not enough warhead. Considering the MFC on your fighter has a max range of 1. 4m km, and the range of the Ballista is 663. 5M km. . . you can stand to significantly reduce the fuel capacity, raise the warhead strength, and end up shrinking the whole system down to a size 2 or 3 missile, which will end up raising the speed.
9. The missiles on your Lasher class (which is a ship you should probably never field. In a combat situation, they're likely to suffer unsustainable losses. ) have much better speed than the missiles on your Tribal class, and the range is more consistent with your fire controls and sensors, but they're all, inexplicably, WH 1. Typically, you're only going to use WH 1 missiles for the anti-missile role, or perhaps for anti-FAC/FTR duty. Anything meant to be used against a ship should have a WH of at least 4. Now, you could certainly sandpaper your enemy to death with thousands of WH 1 missiles, but I don't think you want that to be your fleet doctrine. Anyway, if nothing else, ditch the size 1 missiles, redesign your size 2 and size 4 missiles, and design an AMM.
10. The Sentinel Scout class is actually a pretty good ship for low tech. But the hangar decks are pretty much wasted space. The missiles still need a redesign, but once that's done, you can probably standardize the design to use just one missile size. The box launchers should probably be stripped off as well, unless you plan on designing a much larger ship to dock the Sentinel Scout at so it can reload. Otherwise, a 5 hour reload at a maintenance facility is just far too long.
In summation, as I've stated previously, until you have the tech for engine power multipliers, fighters aren't going to be much use to you, and carriers that can only launch a bare handful of fighters cannot effectively project power. Instead, concentrate on 'surface' ships, design classes to be used as part of a PD umbrella (As far as I'm concerned, if you're going to spend the money and resources to put together a stellar navy, ships designed to protect that investment should comprise as significant percentage of your fleet's total displacement), a dedicated sensor platform with Res 1, 16-20, and 100 sensors. Missiles will likely be your main offensive and defensive weapons as low tech beams don't really have the range to do anything particularly useful. Once you start to advance in tech, however, missile armed fighters will become a much more viable option for the offensive 'punch' of your fleets, while the bulk of fleet tonnage can be used for carriers and defensive ships. Also, it'd be a good idea to try and squeeze some armor onto your ship designs, as it is, none of them can take much punishment before going 'kaboom'.
Thank you for the tips, redesigns are in order!
1. I am aware of the production rules to aurora, that actually an added benefit in that I can free up shipyards for cargo ships and supply ships to speed up the process of the micro geo ships. Idk if this was a bug or perhaps I couldnt figure out the interface, but when my original geo fighter was built with no bridge, I couldnt assign it to survey task group, yet when i built a version with a bridge it was able to do its mission profile.
2 Your absolutely correct, I have not yet researched into engine multipliers, I believe our head researcher and his immediate family is being executed as we speak. On a side note due to severe limitations in missile tech, we have not been able to design any missile system size 1 due to horribly underpowered missile drives that have antiquated warheads, and steam powered directional nozzles. We cannot design any size 1 warhead of appreciable use so the battle doctrine has been switched over towards, range and spam. Also i have not yet figured out armor, I researched duranium but its not appearing on the list.
If you will notice, and mind you do keep this a secret, our fighters though slow, have in fact an absurd amount of launchers compared to our single launcher single missile 250T 2.5k km/s fighter design. Mind you our missile tech is so absurd that firing 1 smegty missile is just not sufficient, nah we must fire 4 missiles. Our pilots do not know this but we expect massive losses, but at least we will have lots of missiles on the alpha!
3. I am fairly certain the geological survey board would be in absolute outrage right about now. The Harness is designed with a 326bil km range, and a internal fuel reserve of 1mil liters. Its designed to be a Long Range Extended refueling point for geo survey ships, fighters on patrols etc. Our current panel of scientists would counter with an "its abundantly obvious what its meant to do it even does a phenominal job at it" as a retort. Clearly it allows a swarm of geo fighters to survey a system wilst complimenting the geo fighters hyper efficient fighter drive. Where the harness is designed for outer system and even different systems altogether, the micro sled is designed for mostly inner system needs.
Aeon Industries presents!!!
Aeon- Micro Supply class Sled 2,000 tons 38 Crew 212.15 BP TCS 40 TH 49 EM 0
1225 km/s Armour 1-14 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 0
Maint Life 31.88 Years MSP 265 AFR 8% IFR 0.1% 1YR 1 5YR 8 Max Repair 17.15 MSP
Intended Deployment Time: 300 months Spare Berths 0
Magazine 90
49/.7 Military Drive V14.7.9 (1) Power 49 Fuel Use 35.26% Signature 49 Exp 7%
Fuel Capacity 350,000 Litres Range 89.3 billion km (844 days at full power)
4/1 ASM Ballista v4k.663m (22) Speed: 4,000 km/s End: 1.9d Range: 663.5m km WH: 1 Size: 4 TH: 14/8/4
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
Adding 1kT has increased the overall performance of the sled!
4x+ the range
7x the fuel capacity
+200 MSP
Deplo of 300 months
3x the ammo
4. The Sentinel was designed for extended term missions where the carrier would in effect be immobile acting as a forward refueling point for various squadrons of fighters. Hence its massive tanks were a requisite of Naval Commanders. At this current time, we are perhaps 3 or 4 months in. We built 4 geo fighters and assigned them to seperate task groups, an to date they are currently surveying the solar system with Survey Sleds acting as refueling points for outer keplar exploration.
5 your quite right everything is a carrier around this tonnage, our scientists are currently working on a new vessel that can only be explained as a jumbled together assortment of hanger bays strapped to a collection of the largest most efficient engines we can field
Bay Star class Carrier 43,900 tons 475 Crew 3840 BP TCS 878 TH 600 EM 0
683 km/s Armour 1-110 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 10 PPV 0
Maint Life 1.63 Years MSP 547 AFR 1541% IFR 21.4% 1YR 242 5YR 3626 Max Repair 45 MSP
Intended Deployment Time: 300 months Flight Crew Berths 450
Hangar Deck Capacity 20000 tons
150/x.6 Military Drive V50.25.30 (4) Power 150 Fuel Use 13.94% Signature 150 Exp 6%
Fuel Capacity 5,000,000 Litres Range 147.0 billion km (2490 days at full power)
Strike Group
133x Tribal - Light Fighter Speed: 2000 km/s Size: 3
This design is classed as a Military Vessel for maintenance purposes
It is huge, absurdly huge, and It can travel FAAARRR albeit...slowly. If you look at our freighter, its 10kT and only goes 700. Compared to the vast majority of our fleet (tonnage/speed ratio) this thing is actually quite fast. I guess the reason we have so many highly efficient carriers now is, once we begin building dedicated carriers like the Bay Star, we will still have a pre-existing carrier group of bulky supply filled support ships and or /dedicated long range sensor this will be the backbone of the Sol System.
6. Pending the shift towards dedicated Bay ships being supported by stripped down Sentinels, Some will find themselves stripped down and loaded out with top of the line largest sensors we can build for the scan ranges of 5kT 10kT and one of 25kT to compliment the max range of our current Command Carrier. Currently we field the very specialized
Tribal - Scout class Fighter 250 tons 2 Crew 43.5 BP TCS 5 TH 6 EM 0
1200 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 34.36 Years MSP 54 AFR 1% IFR 0% 1YR 0 5YR 1 Max Repair 25 MSP
Intended Deployment Time: 0.1 months Spare Berths 8
6.25x1.25 Fighter Drive V1.1.1 (1) Power 6.25 Fuel Use 172.94% Signature 6.25 Exp 12%
Fuel Capacity 10,000 Litres Range 4.2 billion km (40 days at full power)
Active Search Sensor MR1-R1 125 (1) GPS 25 Range 1.5m km MCR 163k km Resolution 1
This design is classed as a Fighter for production, combat and maintenance purposes
It is literally a redundent cheap close range scanner, we plan on fielding multiple variants of this scanner to match certain ranges of engagement as cheap redundants to compliment the command carriers as range extenders. Talks are in the way of a dedicated 5kT Sensor Suite Frigate with variants for various strike packages. It will act as the 2nd blanket of redundent sensor sweeps.
Command for Max ranges of differing tonnage
Frigate for Medium ranges of differing tonnage
Fighters for Short ranges of differing tonnage
7. We are currently cooking up a PD Frigate: However before finalizing I would ask a question. This turret bonus to tracking based on range detection. Do you only get these turret bonus's from a sensor mounted on the ship the turrets are on, or the presence of 1 long range active renders a fleet wide bonus?
Illustrious class Flyswatter 7,000 tons 169 Crew 565.5 BP TCS 140 TH 250 EM 0
1785 km/s Armour 1-32 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 20.22
Maint Life 2.29 Years MSP 202 AFR 98% IFR 1.4% 1YR 52 5YR 780 Max Repair 125 MSP
Intended Deployment Time: 144 months Spare Berths 0
250/x1 Thermal Engine V50.25.50 (1) Power 250 Fuel Use 50% Signature 250 Exp 10%
Fuel Capacity 1,000,000 Litres Range 51.4 billion km (333 days at full power)
Single Pulse Laser 60/10x2 v3.3.9 Turret (6x1) Range 60,000km TS: 5000 km/s Power 3-2 RM 2 ROF 10 3 3 2 1 1 1 0 0 0 0
Fire Control S16 40-5000 (1) Max Range: 80,000 km TS: 5000 km/s 88 75 62 50 38 25 12 0 0 0
Pebble Bed Reactor Technology PB-1 (8) Total Power Output 12 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
Almost all my designs this early in the game are aimed at fuel longevity, because currently I have 1 supply sled to 4 geo fighters and 2 freighter ratio, its working fairly well. Once dedicated supply lines and fuel routes are established ships will begin seeing most of the range/excess tonnage taken away in favor of fine tuning the killing machines.
.5 = wh 1
.05 = 23hrs 331m km
.25 = Turn rating of 11
I have no multipliers on anything, so yesss this is actually the only missile that works currently. I am forced to have .5 dedicated to the warhead at minimum for a wh 1 rank. this means i have used up .5 of my 4.0 launcher size. The fuel is at .05 because tbh to drop fuel down to .001 and have a 28min burn so I could have a .29999 agility that does diddly squat to overall performance. With my current engine tech building a size 1 wh 1 missile makes the missile even slower then the ballista. the ballista is actually the fastest possible design considering 3.2 of the 4 total space is dedicated to the massive engine that mind you has no multipliers.
Also to address the discrepancies between the Tribal, and the Lasher is, the Lasher design is part of a game where we have some research in multipliers, and the tribal is 0 rp plus just enough for box launchers some basic fighter tech, and modules from the start.
Again thank you for your astute observations. We at fleet command are happy to take into consideration all matters. We hope that as our research progresses our designs will hold up as well!
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Jon, out of curiosity what did you spend your start research points on?
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0 RP start with no pre-assembled/pre designed. Im doing the designing/assembling for my basic starter ships. With SM I stripped out all weapons research tech not related to missiles and lasers, my race though backwoods in many aspects has developed box launchers and micro parts for fighter construction. My initial Earth is kinda crappy, it has low amounts of most minerals, but that falls in line with the RP setting of, mankind's reach into the stars was cheap at first (due to resource restrictions), but as the corporations filled in to supply inner system traffic it saw a rapid explosion in size and speed. The first generation of ships are built to last forever and have enough gas to work independently for extended time frames. Once gas stations are setup around the system at locations deemed worthy of interest, ships will gradually phase efficient drives and expanded fuel pods in favor of effective drives and fine tuned killing capacity.
I SM Mode future tech to see when research into tracking and these engine multipliers, truly pay off, and design some functional larger ships but I rip out all the advanced tech and swap for basic parts before construction. Im tickled at how quickly speeds change with even the smallest multiplier!
I have currently 3 geo fighters scanning the inner system (nearest, moon, asteroid), and a geo fighter scanning planetary bodies. Its out around neptune currently. The fighters are set to individual task groups as I found no way to issue orders to a 4ship task group telling the ships to split up and search differing solar formations. The first survey sled popped out and is en-route to pluto to resupply the geo fighter.
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If this is really the way you wish to play then you'd have been better off using a conventional start and then SM in the starting techs you wanted.
Big suggestion is to do a lot of forum searching and find the relevent formula's for sensor tech and engine tech. Then build a spreadsheet that lets you see how the various tech changes effect performance. Both of these tech subjects have been discuss several times. For the engines look at the the v6 change discussions under the mechanics header.
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hehe trust me I have been skimming pages of forums!! I have not however looked at a sheet containing all combinations of sensor stats. Currently I'm loving the "in the dark approach" minutely altering size to power ratio's trying to find that "perfect" sensor that will fit into the frame.
Albeit im a bit hesitant, I will inevitably look at those forums.
Haha itll help shave down hours of fine tune tinkering on a frame.
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That's similar to how I'm running my RP, transnewtonian start, but stripped out all tech that doesn't mesh with the time period, I'm stuck with conventional engines until I find a plot thread that would explain its introduction, also I'm waiting for the plot to allow access to trans Newtonian technology(I don't consider nuclear thermal as alien technology) rather than merely spending 5000 research points and instantly getting access to all that technical goodness.
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Well I had to sell my old laptop, but I got a cheap rinky dink one in its place, with a fresh copy of Aurora, the first and only game I plan on putting on this machine lol. Lets get back to this crazy fighter world. Not sure how I designed most of my equipment, I guess well RP that mankind got swept back to the stone age minus box launchers. Apparently they found an ancient ruin on earth with a working prototype. How'd your trans Newtonian game work ok marc?
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Alrighty So here we go again, back from the dead. New designs are in order in the realm of geo-surveying the solar system.
1) This is the Amphion, for a FAC it has surprisingly long range at 200+bil km. Its slow but at these ranges it can go the distance required for long range extra-solar exploration. I plan on assigning them to planetary bodies.
Amphion class Geological Survey Vessel 1,000 tons 22 Crew 232 BP TCS 20 TH 10 EM 0
500 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/1 Damage Control Rating 1 PPV 0
Maint Life 15.12 Years MSP 145 AFR 8% IFR 0.1% 1YR 1 5YR 18 Max Repair 100 MSP
Intended Deployment Time: 300 months Spare Berths 0
de la Pissote Manufacturing 5 EP Nuclear Thermal Engine (2) Power 5 Fuel Use 17.33% Signature 5 Exp 5%
Fuel Capacity 210,000 Litres Range 218.1 billion km (5049 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Military Vessel for maintenance purposes
2) This is the Elite Amphion, its just basically an Intra-system Asteriod Belt probe dropper, designed to act in unison with the next ship designs, the Hive-Geo Series and compliment Vidar Geo Drones. Nothing special, not even entirely effective, this will probably be the first ship I phase out.
Elite Amphion class Asteroid Probe Ship 2,100 tons 35 Crew 165 BP TCS 42 TH 50 EM 0
1190 km/s Armour 1-14 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 5
Maint Life 13.55 Years MSP 98 AFR 17% IFR 0.2% 1YR 1 5YR 15 Max Repair 20 MSP
Intended Deployment Time: 300 months Spare Berths 0
Magazine 80
Tabachnik Marine 25 EP Nuclear Thermal Engine (2) Power 25 Fuel Use 15.91% Signature 25 Exp 5%
Fuel Capacity 100,000 Litres Range 53.9 billion km (523 days at full power)
Geo-Probe Launcher Size 20 Missile Launcher (25% Reduction) (1) Missile Size 20 Rate of Fire 60000
Geo-Probe Missile Fire Control FC0-R1 (1) Range 150k km Resolution 1
Geo Probe Size 9.996 Buoy (8) Speed: 0 km/s End: 0m Range: 0m km WH: 0 Size: 9.996 TH: 0/0/0
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
3) Now the Hive series of ships is designed for intra system asteroid exploration, with its small swarm of 8 Vidar Geo-Drones. The Vidar has a range of 20bil km and though it goes only 200 km/s gives the squadron 160bil km + of total exploration range for a miniscule 10x8=80k fuel. The Hive has tanks in the range of 2mil, meaning the Vidars have excellent ranges and can easily overwhelm the Asteroid Belts.
This design is classed as a Military Vessel for maintenance purposes
Hive-Geo class Drone Ship 10,500 tons 179 Crew 1017.75 BP TCS 210 TH 125 EM 0
595 km/s Armour 1-42 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 18 PPV 0
Maint Life 34.89 Years MSP 1090 AFR 49% IFR 0.7% 1YR 2 5YR 26 Max Repair 15.625 MSP
Intended Deployment Time: 300 months Flight Crew Berths 33
Hangar Deck Capacity 4000 tons
Jumgar Civilian 62.5 EP Commercial Nuclear Thermal Engine (2) Power 62.5 Fuel Use 13.26% Signature 62.5 Exp 5%
Fuel Capacity 1,000,000 Litres Range 129.2 billion km (2513 days at full power)
Strike Group
8x Vidar Geo-Survey Drone Speed: 200 km/s Size: 10
This design is classed as a Military Vessel for maintenance purposes
Vidar class Geo-Survey Drone 500 tons 15 Crew 141.5 BP TCS 10 TH 2 EM 0
200 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/1 Damage Control Rating 0 PPV 0
Maint Life 12.3 Years MSP 106 AFR 3% IFR 0% 1YR 1 5YR 19 Max Repair 100 MSP
Intended Deployment Time: 300 months Spare Berths 0
Lumbreras Aerospace Industries 2.5 EP Nuclear Thermal Engine (1) Power 2.5 Fuel Use 17.5% Signature 2.5 Exp 5%
Fuel Capacity 10,000 Litres Range 20.6 billion km (1190 days at full power)
Geological Survey Sensors (1) 1 Survey Points Per Hour
This design is classed as a Fighter for production, combat and maintenance purposes
4) Now the Hive-Assault Variant has had its hangar capacity stripped down, in favor of extra flight crews, and expanded Magazines.
Hive-Assault class Strike Carrier 10,500 tons 172 Crew 1034.25 BP TCS 210 TH 125 EM 0
595 km/s Armour 3-42 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 18 PPV 0
Maint Life 32.14 Years MSP 1108 AFR 49% IFR 0.7% 1YR 2 5YR 31 Max Repair 15.625 MSP
Intended Deployment Time: 300 months Flight Crew Berths 52
Hangar Deck Capacity 2000 tons Magazine 345
Jumgar Civilian 62.5 EP Commercial Nuclear Thermal Engine (2) Power 62.5 Fuel Use 13.26% Signature 62.5 Exp 5%
Fuel Capacity 1,000,000 Litres Range 129.2 billion km (2513 days at full power)
Javalin Size 2 Anti-ship Rocket (172) Speed: 5,400 km/s End: 0.3m Range: 0.1m km WH: 1 Size: 2 TH: 25/15/7
Strike Group
6x Templar Interceptor Speed: 2000 km/s Size: 5
1x Templar - Tanker Interceptor Speed: 2000 km/s Size: 5
1x Raye Airborne Warning and Control Speed: 2000 km/s Size: 5
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
5) The Templar and its tanker cousin are designed for extended patrols. The T-tanker can support a wing of 6 Templars effectively doubling their range or can support a wing of 3 for 3x the range. The T-tanker also doubles with MSP's for potential breakdowns along the patrol route, ie good samaritan duty for wing mates and broken down civilian vessels, etc.
Templar class Interceptor 250 tons 3 Crew 26.8 BP TCS 5 TH 10 EM 0
2000 km/s Armour 2-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1.2
Maint Life 12.82 Years MSP 7 AFR 5% IFR 0.1% 1YR 0 5YR 1 Max Repair 5 MSP
Intended Deployment Time: 2 months Spare Berths 0
Magazine 8
Camara-Balderson Aeronautical 5 EP Nuclear Thermal Engine (2) Power 5 Fuel Use 99% Signature 5 Exp 10%
Fuel Capacity 5,000 Litres Range 3.6 billion km (21 days at full power)
Haltom-Crotts Size 2 Box Launcher (4) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours
Geo-Probe Missile Fire Control FC0-R1 (1) Range 150k km Resolution 1
Javalin Size 2 Anti-ship Rocket (4) Speed: 5,400 km/s End: 0.3m Range: 0.1m km WH: 1 Size: 2 TH: 25/15/7
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
Templar - Tanker class Interceptor 250 tons 7 Crew 41.5 BP TCS 5 TH 10 EM 0
2000 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Life 0 Years MSP 104 AFR 0% IFR 0% 1YR 0 5YR 0 Max Repair 5 MSP
Intended Deployment Time: 2 months Spare Berths 8
Camara-Balderson Aeronautical 5 EP Nuclear Thermal Engine (2) Power 5 Fuel Use 99% Signature 5 Exp 10%
Fuel Capacity 45,000 Litres Range 32.7 billion km (189 days at full power)
This design is classed as a Fighter for production, combat and maintenance purposes
Raye class Airborne Warning and Control 250 tons 7 Crew 31.5 BP TCS 5 TH 10 EM 0
2000 km/s Armour 1-3 Shields 0-0 Sensors 6/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 49.57 Years MSP 39 AFR 1% IFR 0% 1YR 0 5YR 0 Max Repair 6 MSP
Intended Deployment Time: 3 months Spare Berths 3
Camara-Balderson Aeronautical 5 EP Nuclear Thermal Engine (2) Power 5 Fuel Use 99% Signature 5 Exp 10%
Fuel Capacity 5,000 Litres Range 3.6 billion km (21 days at full power)
Hendrickson Research Inc Active Search Sensor MR0-R5 (1) GPS 10 Range 220k km Resolution 5
Hendrickson Research Inc Thermal Sensor TH1.2-6 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
This design is classed as a Fighter for production, combat and maintenance purposes
6) All Fleet Carriers are designed to revolve and be supported by this series Called the Logi. Its basically a stripped down Hive, with 5x the Fuel Capacity. A fleet of 4 Hive Strike Carriers can have their range doubled with the Logi in the ranks. Or a fleet of 2 Hive-Geo Drone Ships can have their range tripled. Logi's will probably travel in pairs, with the second acting towards redundancy measures.
Logi class Fleet Tender 10,700 tons 119 Crew 694.75 BP TCS 214 TH 125 EM 0
584 km/s Armour 1-43 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 18 PPV 0
MSP 730 Max Repair 15.625 MSP
Intended Deployment Time: 300 months Spare Berths 0
Jumgar Civilian 62.5 EP Commercial Nuclear Thermal Engine (2) Power 62.5 Fuel Use 13.26% Signature 62.5 Exp 5%
Fuel Capacity 6,000,000 Litres Range 761.0 billion km (15082 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
6) That concludes the vessels in New Earth's forces. Not much has been designed, still waiting on the first amphions to be built.
Mind you we have no engine multipliers researched yet, so all speeds are "stock" for the moment.
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The Intellect CNC Ship is a stripped down Hive, retrofitted with advanced active/passive sensor suites. Its designed to pickup Fighter Craft and smaller with its active sensors, and larger vessels with its passive thermal/em.
Intellect - Command class Control Ship 10,500 tons 261 Crew 1233.75 BP TCS 210 TH 125 EM 0
595 km/s Armour 2-42 Shields 0-0 Sensors 100/80/0/0 Damage Control Rating 20 PPV 0
Maint Life 8.87 Years MSP 1469 AFR 44% IFR 0.6% 1YR 34 5YR 503 Max Repair 300 MSP
Intended Deployment Time: 300 months Spare Berths 5
Jumgar Civilian 62.5 EP Commercial Nuclear Thermal Engine (2) Power 62.5 Fuel Use 13.26% Signature 62.5 Exp 5%
Fuel Capacity 1,000,000 Litres Range 129.2 billion km (2513 days at full power)
Vernier-Shazar Electronics Active Search Sensor MR33-R5 (1) GPS 1500 Range 33.5m km Resolution 5
Vernier-Shazar Electronics Thermal Sensor TH20-100 (1) Sensitivity 100 Detect Sig Strength 1000: 100m km
Vernier-Shazar Electronics EM Detection Sensor EM16-80 (1) Sensitivity 80 Detect Sig Strength 1000: 80m km
This design is classed as a Military Vessel for maintenance purposes
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Hi Jon,
first of all I'd like to applaud your writing style, it's very refreshing to read some good humor. :)
To further improve reader's experience, I propose wrapping all your ship stats in code tags, i. e. "[ code] SHIP STATS [ /code]" (without the blanks).
Now a disclaimer: As I am a learner myself (and not a native English speaker), please take everything I say with a grain of salt (and apply some good interpreter skills).
With that out of the way, I'd like to point out that:
5) The Templar and its tanker cousin are designed for extended patrols. The T-tanker can support a wing of 6 Templars effectively doubling their range or can support a wing of 3 for 3x the range. The T-tanker also doubles with MSP's for potential breakdowns along the patrol route, ie good samaritan duty for wing mates and broken down civilian vessels, etc.
Templar class Interceptor 250 tons 3 Crew 26.8 BP TCS 5 TH 10 EM 0
2000 km/s Armour 2-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1.2
Maint Life 12.82 Years MSP 7 AFR 5% IFR 0.1% 1YR 0 5YR 1 Max Repair 5 MSP
Intended Deployment Time: 2 months Spare Berths 0
Magazine 8
Camara-Balderson Aeronautical 5 EP Nuclear Thermal Engine (2) Power 5 Fuel Use 99% Signature 5 Exp 10%
Fuel Capacity 5,000 Litres Range 3.6 billion km (21 days at full power)
Haltom-Crotts Size 2 Box Launcher (4) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours
Geo-Probe Missile Fire Control FC0-R1 (1) Range 150k km Resolution 1
Javalin Size 2 Anti-ship Rocket (4) Speed: 5,400 km/s End: 0.3m Range: 0.1m km WH: 1 Size: 2 TH: 25/15/7
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.
Wow this is mighty risky for point defence! A fire control with range 150k km for size 1 ships will mean a much lower range for targeting missiles, which are below size one. While the Fire Control does match the missile range on paper, it's both only 100k km. With typical enemy missiles (for me) travelling at about 20k km/s, that means you only have a window of 5 seconds to intercept them - which is exactly 1 turn. I really hope your fighter pilots are of the fast reaction type. . . ;)
If you intend to deploy these against ships, the 100k km issue will be even worse, as there is almost no weapon not being able to swat your petty fighters before they come that close to an enemy fleet. . .
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My brave fighters know they will either fire their missiles or they will be the wall which the missile explodes upon for the Imperium of Man! Hail! I see what the Navy means now by, "dont worry Presidente where training some real crack shot pilots". I believe a public execution is in order amongst our top ship designers, this is a blunder of epic proportion!
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Hi Jon,
first of all I'd like to applaud your writing style, it's very refreshing to read some good humor. :)
To further improve reader's experience, I propose wrapping all your ship stats in code tags, i. e. "[ code] SHIP STATS [ /code]" (without the blanks).
Now a disclaimer: As I am a learner myself (and not a native English speaker), please take everything I say with a grain of salt (and apply some good interpreter skills).
With that out of the way, I'd like to point out that:
Wow this is mighty risky for point defence! A fire control with range 150k km for size 1 ships will mean a much lower range for targeting missiles, which are below size one. While the Fire Control does match the missile range on paper, it's both only 100k km. With typical enemy missiles (for me) travelling at about 20k km/s, that means you only have a window of 5 seconds to intercept them - which is exactly 1 turn. I really hope your fighter pilots are of the fast reaction type. . . ;)
If you intend to deploy these against ships, the 100k km issue will be even worse, as there is almost no weapon not being able to swat your petty fighters before they come that close to an enemy fleet. . .
" Mjolnir - Bomber class Heavy Fighter 1,000 tons 32 Crew 142.5 BP TCS 20 TH 15 EM 0
750 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 1
Maint Life 18.31 Years MSP 178 AFR 4% IFR 0.1% 1YR 1 5YR 15 Max Repair 70 MSP
Intended Deployment Time: 4 months Spare Berths 2
Magazine 49
Mcminn Marine 15 EP Nuclear Thermal Engine (1) Power 15 Fuel Use 97% Signature 15 Exp 10%
Fuel Capacity 20,000 Litres Range 3.7 billion km (57 days at full power)
Haltom-Crotts Size 2 Missile Launcher (25% Reduction) (2) Missile Size 2 Rate of Fire 6000
Hassen Dynamics Missile Fire Control FC23-R5 (1) Range 23.5m km Resolution 5
Gremlin Size 2 Anti-Fighter Missile (25) Speed: 5,400 km/s End: 69m Range: 22.3m km WH: 1 Size: 2 TH: 25/15/7
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
Mjolnir - Support class Heavy Fighter 1,000 tons 31 Crew 126.5 BP TCS 20 TH 15 EM 0
750 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 0
Maint Life 0 Years MSP 316 AFR 2% IFR 0% 1YR 0 5YR 0 Max Repair 7.5 MSP
Intended Deployment Time: 4 months Spare Berths 0
Magazine 120
Mcminn Marine 15 EP Nuclear Thermal Engine (1) Power 15 Fuel Use 97% Signature 15 Exp 10%
Fuel Capacity 100,000 Litres Range 18.6 billion km (286 days at full power)
Gremlin Size 2 Anti-Fighter Missile (60) Speed: 5,400 km/s End: 69m Range: 22.3m km WH: 1 Size: 2 TH: 25/15/7
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
Hellsong - Heavy Bomber class Frigate 2,000 tons 56 Crew 248 BP TCS 40 TH 30 EM 0
750 km/s Armour 1-14 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 4
Maint Life 16.86 Years MSP 233 AFR 10% IFR 0.1% 1YR 2 5YR 23 Max Repair 70 MSP
Intended Deployment Time: 8 months Spare Berths 1
Magazine 196
Mcminn Marine 15 EP Nuclear Thermal Engine (2) Power 15 Fuel Use 97% Signature 15 Exp 10%
Fuel Capacity 50,000 Litres Range 4.6 billion km (71 days at full power)
Haltom-Crotts Size 4 Missile Launcher (25% Reduction) (4) Missile Size 4 Rate of Fire 12000
Hassen Dynamics Missile Fire Control FC23-R5 (1) Range 23.5m km Resolution 5
Ballista MK2 Size 4 Anti-ship Torpedo (49) Speed: 5,400 km/s End: 69m Range: 22.3m km WH: 3 Size: 4 TH: 21/13/6
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
Hellsong - Bomber class Frigate 2,000 tons 61 Crew 261 BP TCS 40 TH 30 EM 0
750 km/s Armour 1-14 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 3
Maint Life 14.12 Years MSP 245 AFR 10% IFR 0.1% 1YR 2 5YR 34 Max Repair 90 MSP
Intended Deployment Time: 8 months Spare Berths 1
Magazine 177
Mcminn Marine 15 EP Nuclear Thermal Engine (2) Power 15 Fuel Use 97% Signature 15 Exp 10%
Fuel Capacity 50,000 Litres Range 4.6 billion km (71 days at full power)
Haltom-Crotts Size 2 Missile Launcher (25% Reduction) (6) Missile Size 2 Rate of Fire 6000
Hassen Dynamics Missile Fire Control FC135-R100 (1) Range 135.0m km Resolution 100
Ballista Size 2 Anti-ship Torpedo (89) Speed: 5,400 km/s End: 413.8m Range: 134.1m km WH: 1 Size: 2 TH: 23/14/7
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
Hellsong - Support class Frigate 2,000 tons 50 Crew 224 BP TCS 40 TH 30 EM 0
750 km/s Armour 1-14 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 0
Maint Life 55.53 Years MSP 280 AFR 8% IFR 0.1% 1YR 0 5YR 3 Max Repair 7.5 MSP
Intended Deployment Time: 8 months Spare Berths 0
Magazine 285
Mcminn Marine 15 EP Nuclear Thermal Engine (2) Power 15 Fuel Use 97% Signature 15 Exp 10%
Fuel Capacity 250,000 Litres Range 23.2 billion km (357 days at full power)
Ballista Size 2 Anti-ship Torpedo (142) Speed: 5,400 km/s End: 413.8m Range: 134.1m km WH: 1 Size: 2 TH: 23/14/7
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
"
These are hopefully to provide extensive missile spammage in the Heavy Fighter/Frigate tonnage, across the ranges of 20m+ Anti- Fighter, and 130m+ ranges Anti-Ship. We also have developed their counterparts in the
Battlecruiser tonnage, though in comparison to the 1k/2k ton designs these behemoths are rather underwhelming. Might try and work from small shell to larger.
" Purifier - PD class Battlecruiser 10,550 tons 235 Crew 1119.75 BP TCS 211 TH 125 EM 0
592 km/s Armour 2-42 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 19 PPV 12
Maint Life 15.65 Years MSP 1260 AFR 46% IFR 0.7% 1YR 10 5YR 145 Max Repair 70 MSP
Intended Deployment Time: 300 months Spare Berths 0
Magazine 702
Sharpes-Fock 125 EP Commercial Nuclear Thermal Engine (1) Power 125 Fuel Use 8.84% Signature 125 Exp 5%
Fuel Capacity 1,000,000 Litres Range 192.9 billion km (3770 days at full power)
Haltom-Crotts Size 2 Missile Launcher (6) Missile Size 2 Rate of Fire 60
Hassen Dynamics Missile Fire Control FC23-R5 (2) Range 23.5m km Resolution 5
Gremlin Size 2 Anti-Fighter Missile (351) Speed: 5,400 km/s End: 69m Range: 22.3m km WH: 1 Size: 2 TH: 25/15/7
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
Skye - Torpedo class Battlecruiser 10,500 tons 215 Crew 1148.75 BP TCS 210 TH 125 EM 0
595 km/s Armour 1-42 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 14 PPV 8
Maint Life 10.69 Years MSP 957 AFR 63% IFR 0.9% 1YR 15 5YR 230 Max Repair 70 MSP
Intended Deployment Time: 300 months Spare Berths 0
Magazine 797
Sharpes-Fock 125 EP Commercial Nuclear Thermal Engine (1) Power 125 Fuel Use 8.84% Signature 125 Exp 5%
Fuel Capacity 1,000,000 Litres Range 193.8 billion km (3770 days at full power)
Haltom-Crotts Size 4 Missile Launcher (25% Reduction) (8) Missile Size 4 Rate of Fire 12000
Hassen Dynamics Missile Fire Control FC23-R5 (4) Range 23.5m km Resolution 5
Ballista MK2 Size 4 Anti-ship Torpedo (199) Speed: 5,400 km/s End: 69m Range: 22.3m km WH: 3 Size: 4 TH: 21/13/6
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
Ravager - Ballista class Battlecruiser 10,500 tons 236 Crew 1233.75 BP TCS 210 TH 125 EM 0
595 km/s Armour 2-42 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 19 PPV 4
Maint Life 12.78 Years MSP 1395 AFR 46% IFR 0.6% 1YR 16 5YR 237 Max Repair 90 MSP
Intended Deployment Time: 300 months Spare Berths 0
Magazine 481
Sharpes-Fock 125 EP Commercial Nuclear Thermal Engine (1) Power 125 Fuel Use 8.84% Signature 125 Exp 5%
Fuel Capacity 1,000,000 Litres Range 193.8 billion km (3770 days at full power)
Haltom-Crotts Size 2 Missile Launcher (25% Reduction) (8) Missile Size 2 Rate of Fire 6000
Hassen Dynamics Missile Fire Control FC135-R100 (4) Range 135.0m km Resolution 100
Ballista Size 2 Anti-ship Torpedo (240) Speed: 5,400 km/s End: 413.8m Range: 134.1m km WH: 1 Size: 2 TH: 23/14/7
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
"
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Your "extensive missile spammage" will have some problems when you have to wait 10 minutes to fire some very small salvos. I'd suggest less magazine space and more launchers for your frigates/heavy fighters. 2-4 missiles will do almost nothing to enemy ships on their own, especially if they have any point defense at all. The same goes for the battlecruisers.
None of your ships seem to have sensors, so they won't be able detect or target anything unless another ship that does have them is nearby.
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haha yes I have come to this conclusion lately as well : ( seems like the Imperium of Man is going to be in for a rough time
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A bold tech choice! Not many empires invest in advanced missile launcher miniaturization tech while still using tier-1 thermal propulsion.
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We the imperium of man have eschewed all other forms of combat, save for missile tech. Perhaps not the best of choices but one we as a species may regret hah