Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Theodidactus on January 19, 2014, 02:39:50 PM
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I'm calling on the entire community to help me with this next fleet. I need to get it right because once construction begins the fleet will likely consume the bulk of my resources.
the election of 2123 (http://aurora2.pentarch.org/index.php/topic,6650.0.html) has been decided and a new era has begun. Every offworld colony has been liberated from oppressive national control to grow and develop as they choose...order will be maintained by a single, overwhelmingly powerful spacefleet, controlled by one man (The "Concordant").
I am going to start designing ships tonight, this is simply a way to plan out what I need (since I'm not at a computer that runs aurora and I really want to get started on this).
Doctrine
"The Starfleet" shall be the only military-hulled spacecraft of more than 2,000 tons in terran space. Spacecraft of the starfleet must be able to move in excess of 5,000 kps, must have a range of 90 days at maximum speed, and must be no more than 30,000 tons*.
The starfleet will employ all of the following design philosophies:
- single large broadside tactics: the primary offensive weapons of the starfleet will be numerous but slow-firing, with the aim of crippling or destroying the enemy with a single devastating broadside. The primary weapons of the fleet will be the "Eakins Turbolaser", a half-sized 30cm soft x-ray laser with a very long firing time, and the "cobalt torpoedo", a size 6 missile with a range of not more than 2.5 million kilometers fired from a scaled-down slow-reloading launcher. Ships may run dozens of banks of both.
- Advanced Intercept: with the exception of colonial defense frigates, ships will be designed for very long deployment*, to better serve the needs of distant colonies and intercept threats well beyond the reach of terran space.
- Zero Tolerance: Any non-starfleet military craft of more than 2,000 tons operating inside terran space is operating in direct violation of the Articles of the First Concordance and the Treaty of Achird. A kill order will be issued for any such ship within 24 hours of its detection by a tracking station or scout ship.
Colonial Defense ships
- Alceste Class Patrol Frigate: These will comprise the backbone of the Concordance's power in Terran space. The Alceste will be one of the few ships of the fleet that are cheap and easy to manufacture, as the concordance plans to station enough of these frigates around every colony to effectively control each population center. There will be perhaps fifty Alceste's in all. The Alceste will essentially be an interceptor, built for speed, and be relatively short-ranged, designed to operate with support from a planetary tracking system. Preliminary plans include 2 banks of 4 turbolasers and 2 10cm laser turrets, as well as to CIWS systems at the fore and aft of the ship, all of which should fit inside one 7,000 ton hull driven by cowled "low signature" fusion engines. The Alceste is designed to be able to provide a supporting role for offensive fleets as well, primarily by running jump gates with support from larger destroyers and battle-cruisers.
- Concordance Class Light Carrier: 1 light carrier will be stationed in every system. The Concordance class will likely be quite slow, designed primarily as a launching platform for Luchador class interceptors and various AWACs and gunships. Brazil can currently manufacture interceptor craft so advanced that they pose a threat to even mid-sized cruisers and destroyers. The concordance will likely need to manufacture 10 of these carriers.
- Pride of Bangalore class light cruiser: the design actually predates (http://aurora2.pentarch.org/index.php/topic,6517.15.html) the Concordance but these ships have such a successful military record that they will be kept in reserve, in orbit. This class is quite versatile, able to fill a variety of defensive roles and even fight in offensive campaigns if necessary. There are currently 8 of these cruisers in operation.
Battlegroups
- Ranikot Class Destroyer-Escort: starfleet battlegroups will consist of one or two capitol ships with a pair of destroyer escorts. These 10,000 ton escort craft will be armed with a battery of 10 10cm astrocannons and 6 cobalt torpedo tubes. their primary roll will be missile defense and the long-ranged destruction of small craft. They will also mount a powerful "tactical scanner" which should be able to detect 1 hs craft out to a radius of 15-20 million kilometers. The concordance will manufacture 20 of these destroyers.
- Ranger Class Light Cruiser: rangers will be fast ships designed for independent operation, and will primarily serve noncombat roles. They will be equipped with powerful thermal and electromagnetic sensors and, quite possibly, even a geological and gravitational scanning suite. They will have some light armaments, likely a pair of fast-firing cobalt torpedo tubes and/or a fast-moving doubled-barreled laser turret. The concordance expects to manufacture 7-10 of these cruisers
- Statesman Class Missile Cruiser: the statesman will be a 20,000 ton, long-ranged missile cruiser designed to detect and shoot down enemy capital ships at range. It will run 10 size 10 missile launchers and a sophisticated antimissile defense system, and contain ample storage space for its own missiles as well as cobalt torpedoes for the fleet it supports. As a capital ship, it will also have a jump engine capable of jumping a 20,000 ton craft. The statesman will also be one of two classes that support the powerful SCEPTRA systemwide scanning suite, an extremely long-ranged low resolution targeting system. The concordance will manufacture 7 of these cruisers
- Monticello class Battlecruiser: the monticello will be a 20,000 ton beam cruiser designed for "battle line" combat through jump gates. It will run 3 banks of 5 turbolasers, 5 25 cm astrocannons, and 5 10 cm astrocannons as well as a yet-undetermined number of cobalt torpedo tubes. The monticello will also have a 20,000 ton jump system. The concordance will manufacture 7 of these cruisers.
- Alexandre class Strike Carrier: the alexandre will be one of the largest and most sophisticated military ships in known space, and the primary weapon of the concordance. Initial design space calls for 12,000 tons of hull space assigned for fighters and gunboats, and 3 launching systems for fighter-sized missile drones. The Alexandre will also mount the SCEPTRA scanning suite and an advanced antimissile system. The hull will be approximately 30,000 tons and require a jump system capable of moving that. The concordance will manufacture 3 of these carriers. The Alexandre will be the primary "flagship" of an advance fleet and will carry reserves of fuel, supplies, and missiles
- Raphael class dreadnought/command cruiser: The concordance will not be based on a single world, as its commander should ideally be beholden to a council of all worlds...in practice, the concordant himself aims to control all worlds from space, by the power of a spacefleet alone. For these reasons, the Concordance will base most of its military governance out of a single powerful starship. Named for the patron saint of the first concordant, the Raphael will be armed like a battlecruiser with additional torpedo tubes and possibly more turrets for shooting down fighters and short ranged craft...it will also support a luxury cabin capable of housing 500 bureaucrats and civilian guests. It will likely be the permanent home of the Concordant, and an enduring symbol of his power.
* historian's note: both these provisions are also likely included to allow the fleet to easily deploy to non-compliant worlds without ready access to friendly maintenance bays.
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I am probably too much of a newbie to be able to help with the designs, but I will be sure to read them carefully :) I love how much RP you put in your designs.
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I am probably too much of a newbie to be able to help with the designs, but I will be sure to read them carefully :) I love how much RP you put in your designs.
I put an impractical amount of RP into my designs. I have no idea how tactically relevant a size-6 extremely fast, extremely short ranged torpedo would be, but I just want something called a "Cobalt Torpedo" that is fired into a maw of enemy warships to blow them apart just before they close into laser range.
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Minor typo - Pride of Bangalore class is a cruiser, not a carrier, unless it was changed.
Looking forward to the designs for these.
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The Alceste Class Frigate. The Alceste class is the only class the Concordance will mass-produce. It is designed to be (relatively) cheap and easy to build, such that whole fleets can be put into orbit around every world the concordance controls. The Alceste will likely become an enduring symbol of the Concordance assuming it's built right:
You'll notice I had to compromise on some design plans: the turbolaser is 25 cm, but I can put more on that way. There is only one CIWS. I'm not entirely happy with the fuel capacity either.
Alceste class Frigate 7 000 tons 228 Crew 1560.2 BP TCS 140 TH 750 EM 0
5357 km/s Armour 5-32 Shields 0-0 Sensors 14/1/0/0 Damage Control Rating 13 PPV 46.96
Maint Life 2.34 Years MSP 418 AFR 130% IFR 1.8% 1YR 104 5YR 1562 Max Repair 187.5 MSP
Intended Deployment Time: 3 months Spare Berths 0
Concordance Council Standard Fusion Drive (2) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 1 000 000 Litres Range 34.6 billion km (74 days at full power)
Single Tyler Labs 10cm Laser Turret (2x1) Range 180 000km TS: 10000 km/s Power 3-4 RM 6 ROF 5 3 3 3 3 3 3 2 2 2 1
Thiel Turbolaser (10) Range 256 000km TS: 5357 km/s Power 16-0.2 RM 6 ROF 400 16 16 16 16 16 16 13 12 10 9
Anjo Antimissile Weapons System (1x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Norman Long-Ranged Laser Fire Control (1) Max Range: 256 000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
Thiel Laboratories Fusion Coil (1) Total Power Output 12 Armour 0 Exp 5%
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Concordance Thermal Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
This design is classed as a Military Vessel for maintenance purposes
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The fuel capacity is pretty good. Assuming it will be used mainly for going out and then coming back, its range would effectively be 17.3 billion km which would be ~115.6 AU. To put that into context that is enough to go from the Sun to Neptune and back and then back out to Neptune and then 85% of the way back to the Sun again and that is just half of its fuel tanks. For most of the engagements I doubt the Alceste will use more than 5% of its fuel unless it changes from an interceptor with help from planet sensors.
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Each system will have one Concordance Class carrier to help the Alcestes and other defensive starships. The Concordance class will be mostly equipped with EWCs and Luchador interceptors
Concordance class Light Carrier 15 000 tons 259 Crew 2290.94 BP TCS 300 TH 1500 EM 0
5000 km/s Armour 7-54 Shields 0-0 Sensors 14/1/0/0 Damage Control Rating 31 PPV 0
Maint Life 2.43 Years MSP 1050 AFR 163% IFR 2.3% 1YR 244 5YR 3660 Max Repair 187.5 MSP
Intended Deployment Time: 6 months Flight Crew Berths 2
Hangar Deck Capacity 5000 tons Magazine 120
Concordance Council Standard Fusion Drive (4) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 2 150 000 Litres Range 34.8 billion km (80 days at full power)
Anjo Antimissile Weapons System (3x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Concordance Thermal Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
ECM 20
This design is classed as a Military Vessel for maintenance purposes
*note*: The color scheme for the laminar composite armor on all these ships is teal, hunter green, and cyan. Just, you know, so you can imagine that.
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Take out the CIWS and use the HS to:
- increase the deployment time
- increase the 10cm turret's tracking speed (~1HS)
- add a cheap final fire beam FC (4x speed, little range) (~2HS)
- might be room left over for ECCM
It looks as if this vessel will be the backbone of your fleet. The combined PD of all ships will be more helpful than a single CIWS on each ship.
If you really want to keep the CIWS, maybe drop a bit of fuel and MSP.
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Last one this evening:
The Ranikot destroyer-escort will protect battlegroups lead by capitol ships. It's designed to fill a variety of roles: primarily, torpedo and antimissile support for larger ships. It is equipped with a medium-ranged scanner to detect missiles and small craft. I'm particularly interested to see what people think of the cobalt torpedoes because they're going to be a staple of my cruisers and battlecruisers.
Ranikot class Destroyer Escort 11 000 tons 259 Crew 2146.46 BP TCS 220 TH 1125 EM 0
5113 km/s Armour 7-44 Shields 0-0 Sensors 55/1/0/0 Damage Control Rating 28 PPV 39
Maint Life 3.53 Years MSP 976 AFR 121% IFR 1.7% 1YR 120 5YR 1800 Max Repair 187.5 MSP
Intended Deployment Time: 9 months Spare Berths 0
Magazine 276
Concordance Council Standard Fusion Drive (3) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 2 500 000 Litres Range 55.1 billion km (124 days at full power)
Patel-Brusilov 10cm Astrocannon (7x4) Range 50 000km TS: 5113 km/s Power 3-4 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Ecker Railgun Fire Control System (1) Max Range: 96 000 km TS: 5000 km/s 90 79 69 58 48 38 27 17 6 0
Thiel Laboratories Fusion Coil (3) Total Power Output 36 Armour 0 Exp 5%
Cobalt Torpedo Tube (6) Missile Size 6 Rate of Fire 180
Gavilon H.U.D. (1) Range 5.0m km Resolution 1
Cobalt Torpedo (46) Speed: 40 000 km/s End: 2.1m Range: 5.1m km WH: 19 Size: 6 TH: 133/80/40
GRID Tactical Scanner (1) GPS 84 Range 9.2m km Resolution 1
Parekh-Mihos Thermal Observatory (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
ECCM-2 (1) ECM 20
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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I like the idea of very powerful, but short-ranged torpedoes. Played with with it myself to some extent - to say the least: it's not awfully practical. The amount of fuel in a size 6 missile compared to warhead and engine is neglible. Even with 6x modifier and pathetic fuel efficiency you can easily get to ~50mkm.
That said, with your current doctrine, you need to close to beam weapon range anyway to get anything done - so the torpedo design actually looks fine as it is, albeit a tad slow and not that agile. They will help to thin out the numbers before the beam fight begins. . . if it ever does because:
I still think your vessels are too slow altogether. You carry quite a lot fuel, why not increase the engine power a tad - at least for the vessels that actually have to close the 200mkm or so to the enemy.
In my games, a beam warship with ion drive is way faster than your ships. For me, a 12000 ton ship with a 2x modifier isn't unusual. Sure, the pitiful range of <10bkm takes some time getting used to, but I need at least one ship class that is totally unfit for anything else but pure combat.
You probably won't want to re-research your techs, but just let me ramble about the Ranikot for a bit:
Judging by the numbers, you are using a 15HS ICF engine with a 1. 25 power and a 0. 5 fuel modifier? Total engine size: 45. If you instead use 2 30HS engines with 1. 5x you will achieve rougly 7600km/s (extra engine mass included) at a +20% fuel use. 7500km/s is 1. 5 times 5000km/s - your current tracking speed tech so that adds up nicely.
50% faster in exchange for 25-ish% more fuel used? Yes, please. Or just slap on another engine to get to about 6300km/s (1. 25 your tracking speed). Add yet one more engine and you end up at 7500km/s again.
For my taste and for ICF tech, still too slow, but you said you didn't necessarily want the perfect design.
Carriers and other support ships can stay as slow as they are, they shouldn't come into the hot zone anyway.
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The fuel capacity is pretty good. Assuming it will be used mainly for going out and then coming back, its range would effectively be 17.3 billion km which would be ~115.6 AU. To put that into context that is enough to go from the Sun to Neptune and back and then back out to Neptune and then 85% of the way back to the Sun again and that is just half of its fuel tanks. For most of the engagements I doubt the Alceste will use more than 5% of its fuel unless it changes from an interceptor with help from planet sensors.
Fuel capacity is important for actually reaching its destination too. Shipbuilding is pretty centralized and thanks to the election of 2123 it will remain that way, likely for centuries. This means that ships built on Earth have to be able to make the flight to the outer reaches of terran space, and space-based infrastructure is so sparse that currently, there aren't reliable places to refuel...this will likely change pretty quickly, now that national control of offworld colonies has ended. However, you are correct, these ships seem to have more than enough fuel to get where they need to go.
Take out the CIWS and use the HS to:
- increase the deployment time
- increase the 10cm turret's tracking speed (~1HS)
- add a cheap final fire beam FC (4x speed, little range) (~2HS)
- might be room left over for ECCM
It looks as if this vessel will be the backbone of your fleet. The combined PD of all ships will be more helpful than a single CIWS on each ship.
If you really want to keep the CIWS, maybe drop a bit of fuel and MSP.
Good suggestions. You're right that a single CIWS isn't going to do very much, however, as these frigates are built pretty heavily around interception, I felt like they needed some missile defense. Invalid?
I like the idea of very powerful, but short-ranged torpedoes. Played with with it myself to some extent - to say the least: it's not awfully practical. The amount of fuel in a size 6 missile compared to warhead and engine is neglible. Even with 6x modifier and pathetic fuel efficiency you can easily get to ~50mkm.
Yeah....I realized that myself. In previous games my strategy was always "take 'em out at range" but that seemed impractical for a nascient high-sci-fi dictatorship, so now I'm only using one ship with a range greater than 5mkm.
For my taste and for ICF tech, still too slow, but you said you didn't necessarily want the perfect design.
Well actually I do, the whole idea with these guys is supposed to be military dominance through a complete monopoly on advanced military technology. The ships need to be absolutely terrifying because the bureaucracy has been dissolved, and fear will be necessary to keep the local systems in line.
however you are correct in your assessment that I'm a pretty slothful man and I don't want to redesign my engine. I experimented with size 30 engines and it was too hard to balance across multiple ships (IE, 1 was too little for midrange ships, 2 was WAY too much). Obviously the thing to do then is research different engine models but frankly I didn't have the time ;D
Obviously if I was working for the Concordance I'd be shot, or disappear or whatever they do. Fransa is a nice guy but I don't think he'd suffer fools who would rather watch "lillyhammer" than design a bunch of different engines.
n my games, a beam warship with ion drive is way faster than your ships. For me, a 12000 ton ship with a 2x modifier isn't unusual. Sure, the pitiful range of <10bkm takes some time getting used to, but I need at least one ship class that is totally unfit for anything else but pure combat.
I AM a little worried about speed, so it's good you brought this up. The entire point of this fleet is supposed to be having the captain strike a mighty pose on the foredeck and cry out "full broadside" while a line of frigates and battlecrusiers unleashes solar death radiance barrage on those who dare defy the will of the Concordant...but I'm a bit worried that it's just going to turn into upstarts pelting my ships at range with missiles. i guess that's what the coronado is for...I just have to make extra-good long-ranged bombers.
Carriers and other support ships can stay as slow as they are, they shouldn't come into the hot zone anyway.
Well actually the Ranikot is supposed to go into the hot zone, as it were. Each battlegroup of the larger ships is going to be flanked by two of these, and I imagine my primary "beam battlegroup" is going to be two Monticello class Battlecruisers and two Ranikot destroyer-escorts. I figure with a battle line with that as the lead formation will be able to straight-up devour any missiles before they hit the rest of the fleet behind them.
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First off, I'm amazed about the level of RP you can bring to something as pragmatic as ship design. Whenever I try to add a bit of 'spice' to my games, I just end up doing the same thing I always did eventually.
Good suggestions. You're right that a single CIWS isn't going to do very much, however, as these frigates are built pretty heavily around interception, I felt like they needed some missile defense. Invalid?
I'd say a 10cm laser isn't probably the best missile defense weapon - but it certainly is the most flexible and customizable one.
Unlike a CIWS, a 10cm dual turret helps other ships in the fleet, both offensively and defensively. It is HIGHLY unlikely that every one of your frigates gets targeted by missiles at the same time. Let's assume you have 5 frigates, and one of them is the target of a decent size salvo with ordinary speed. 4 CIWS in the fleet will just be a waste of space, while the other one is hopelessly overcharged. Now replace those CIWS with another dual turret (which is about the same HS), max out the turret speed matching your max tracking speed. You now have 10(!!) shots going off trying to protect the targeted vessel. And believe me, if something REALLY nasty comes into your systems with WH30 speed 60000+ km/s missiles, you'll want every bit of firepower to protect your precious battlecruisers.
When the enemy comes up to you to give you a hug, a barrage of 10cm lasers will do a hefty amount of damage. The 10cm laser, along with the 10cm railgun, is the most versatile beam weapon there is.
In short: in my humble opinion, CIWS isn't designed for frigates like yours that work in packs - it is for the lonely carrier away from the battlegroup awaiting the return of its fighters.
however you are correct in your assessment that I'm a pretty slothful man and I don't want to redesign my engine. I experimented with size 30 engines and it was too hard to balance across multiple ships (IE, 1 was too little for midrange ships, 2 was WAY too much). Obviously the thing to do then is research different engine models but frankly I didn't have the time ;D
I AM a little worried about speed, so it's good you brought this up. The entire point of this fleet is supposed to be having the captain strike a mighty pose on the foredeck and cry out "full broadside" while a line of frigates and battlecrusiers unleashes solar death radiance on those who dare defy the will of the Concordant. . . but I'm a bit worried that it's just going to turn into upstarts pelting my ships at range with missiles.
Yeah 30HS was a bad example. I usually go for 20 or 25 - I just noticed you value range so highly that I didn't want to confront you with the fuel guzzler engines I usually design.
Here's a design of a PD frigate, with about the same tech level as yours:
Valiant II class Frigate 5,000 tons 157 Crew 1403 BP TCS 100 TH 750 EM 630
7500 km/s Armour 4-26 Shields 21-300 Sensors 1/1/0/0 Damage Control Rating 22 PPV 23.34
Maint Life 2.06 Years MSP 395 AFR 88% IFR 1.2% 1YR 124 5YR 1855 Max Repair 375 MSP
Intended Deployment Time: 12 months Spare Berths 0
MIL Capital Ship ICF Drive 750-1.5x (1) Power 750 Fuel Use 82.67% Signature 750 Exp 15%
Fuel Capacity 500,000 Litres Range 21.8 billion km (33 days at full power)
Epsilon R300/288 Shields (7) Total Fuel Cost 84 Litres per hour (2,016 per day)
PD Dual Laser Turret 25000 (3x2) Range 144,000km TS: 25000 km/s Power 6-6 RM 6 ROF 5 3 3 3 3 3 3 2 2 2 1
Hybrid Fire Control R72/S25000 (1) Max Range: 144,000 km TS: 25000 km/s 93 86 79 72 65 58 51 44 37 31
Tokamak Fusion Reactor P8 (2) Total Power Output 16 Armour 0 Exp 5%
Tokamak Fusion Reactor Mini (2) Total Power Output 1.6 Armour 0 Exp 5%
MSS 7840k (1) GPS 56 Range 7.8m km MCR 854k km Resolution 1
Compact ECCM-1 (1) ECM 20
Engine is 25HS. One for frigates (5000t), 2 for destroyers, 3 for cruisers, etc. . .
Having only one engine isn't a good thing at all, the bigger the engine is, the more MSP it costs to repair it in battle (f. ex. this frigate couldn't). But I find anything below 20HS both too weak and fuel ineffecient.
I almost feel like 7500km/s is the holy grail of speed for the ICF era. Very few ships will be able to outrun you - and for those that do, well, you should be running away from them. Oh wait, yours is a dictatorship. Tactical advance in the enemy's opposite direction, yes. Not running. No.
And as the polar opposite of an 'economic' design:Gorgon II class Cruiser 11,500 tons 391 Crew 4070.8 BP TCS 230 TH 3344 EM 2880
14539 km/s Armour 5-45 Shields 96-300 Sensors 1/1/0/0 Damage Control Rating 24 PPV 33
Maint Life 1.13 Years MSP 996 AFR 235% IFR 3.3% 1YR 795 5YR 11920 Max Repair 836 MSP
Intended Deployment Time: 12 months Spare Berths 2
MIL Infernal ICF Drive 1672-2.2x (2) Power 1672 Fuel Use 178.04% Signature 1672 Exp 22%
Fuel Capacity 1,000,000 Litres Range 8.8 billion km (6 days at full power)
Epsilon R300/288 Shields (32) Total Fuel Cost 384 Litres per hour (9,216 per day)
Heavy Mount Laser 30cm/R20 (1) Range 384,000km TS: 14539 km/s Power 24-6 RM 6 ROF 20 24 24 24 24 24 24 20 18 16 14
20cm C6 Soft X-ray Laser (4) Range 384,000km TS: 14539 km/s Power 10-6 RM 6 ROF 10 10 10 10 10 10 10 8 7 6 5
CIWS-500 (1x12) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Anti-Ship BFC R192k/S12500 (1) Max Range: 384,000 km TS: 12500 km/s 97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor P8 (4) Total Power Output 32 Armour 0 Exp 5%
MSS 7840k (1) GPS 56 Range 7.8m km MCR 854k km Resolution 1
ECCM-7 (1) ECM 20
Only 3 prototypes were built (Medusa, Stheno, Euryale. . . you get it) since I only managed to salvage 3 ECCM 7. Designed to take out invader ships. The group destroyed 2 invader ships - which is 2 more than my missile fleet could take out (seriously though, I spent a years-worth of missile production pummeling a couple of invader ships, but they are like space-volvos. Indestructable. ) before succumbing to the enemy's 65 damage lasers.
And yes, I used stolen CIWS - this ship is too fast to be accompanied by PD escorts.
In your scenario, this ship's role will probably be filled by fighters, but I wanted to give you some pointers as to what I consider a real beam warship. Maybe keep a similar design as a top secret prototype only to be used when things go REALLY south.
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I've usually used CIWS as a last-ditch defense. Put a couple on any ship, and they get a last couple of shots to take out missiles. CIWS are not meant to replace a normal AM umbrella. They are just the smallest, inner-most ring. :)
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I'd say a 10cm laser isn't probably the best missile defense weapon - but it certainly is the most flexible and customizable one.
Unlike a CIWS, a 10cm dual turret helps other ships in the fleet
Why dual? I long ago gave up trying to understand the mathematics on whether or not a dual laser turret can hit two missiles...can provide double the chance of hitting a single missile, ect...but maybe I shouldn't have. Currently the Alceste has 2 single-barreled turrets. Should they be double-barreled? I think it makes more sense to up the gear so these things can REALLY hit missiles (as opposed to just fighters and FAC which was sorta their original purpose) and strap a third one on there. I'm probably going to do that.
The 10cm laser, along with the 10cm railgun, is the most versatile beam weapon there is.
Yeah I really like having a nice solid line of 10cm railguns in every fleet I run. Both the Ranikot and the Monticello are going to have 7 10cm railguns.
I almost feel like 7500km/s is the holy grail of speed for the ICF era. Very few ships will be able to outrun you - and for those that do, well, you should be running away from them. Oh wait, yours is a dictatorship. Tactical advance in the enemy's opposite direction, yes. Not running. No.
I don't know what direction the concordance is going to go yet, in fact that's the main reason I'm so anxious to get design out of the way, cause I want to know. However, they do not strike me as the type of guys who would include a lot of honesty in their after-action reports.
Gorgon II class Cruiser 11,500 tons 391 Crew 4070.8 BP TCS 230 TH 3344 EM 2880
14539 km/s Armour 5-45 Shields 96-300 Sensors 1/1/0/0 Damage Control Rating 24 PPV 33
Maint Life 1.13 Years MSP 996 AFR 235% IFR 3.3% 1YR 795 5YR 11920 Max Repair 836 MSP
Intended Deployment Time: 12 months Spare Berths 2
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So you built a 11,000 thousand ton cruiser that moves faster than the fighters and bombers I'm planning to make? That is horrifying.
In your scenario, this ship's role will probably be filled by fighters, but I wanted to give you some pointers as to what I consider a real beam warship. Maybe keep a similar design as a top secret prototype only to be used when things go REALLY south.
This is really the second generation of "unified terran" spacecraft, due to replace the UNOE fleet sometime around 2131-2132. I'm hoping that this fleet will remain viable in our sector of space until 2160 or so, giving me a good long time to build a heritage and tradition around them, before they are slowly replaced. Scientific progress isn't going to be THAT much more dramatic than it is now, because there's not nearly as much incentive to mass produce laboratories left and right.
The Raphael will probably never be replaced because it's going to be an enduring symbol of the concordance's military might and all that jazz. I'm starting to get a bit concerned about its size. 30,000 tons is well in excess of any military spacecraft I've built, but it's not that big, it's like the size of a light aircraft carrier...I'm not sure you can run a government out of it...but since it's an autocracy, I guess things are a bit more streamlined.
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Okay updates:
#1: Changed the design of the Cobalt Torpedo by retooling its engine. Same size, but more terrifying in pretty much every way:
Cobalt Torpedo (46) Speed: 50 000 km/s End: 1.7m Range: 5.2m km WH: 20 Size: 6 TH: 250/150/75
#2: Alceste is rebuilt along a sorta compromise trajectory:
Alceste class Frigate 7 000 tons 249 Crew 1665.2 BP TCS 140 TH 750 EM 0
5357 km/s Armour 5-32 Shields 0-0 Sensors 14/1/0/0 Damage Control Rating 15 PPV 50.44
Maint Life 4.35 Years MSP 743 AFR 78% IFR 1.1% 1YR 63 5YR 947 Max Repair 187.5 MSP
Intended Deployment Time: 3 months Spare Berths 0
Concordance Council Standard Fusion Drive (2) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 850 000 Litres Range 29.4 billion km (63 days at full power)
Single Tyler Labs 10cm Laser Turret (3x1) Range 180 000km TS: 10000 km/s Power 3-4 RM 6 ROF 5 3 3 3 3 3 3 2 2 2 1
Thiel Turbolaser (10) Range 256 000km TS: 5357 km/s Power 16-0.2 RM 6 ROF 400 16 16 16 16 16 16 13 12 10 9
Roar Starworks Turret Guide Center (1) Max Range: 128 000 km TS: 8000 km/s 92 84 77 69 61 53 45 37 30 22
Norman Long-Ranged Laser Fire Control (1) Max Range: 256 000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
HuoDian Protonic Power Pack (2) Total Power Output 2.64 Armour 0 Exp 10%
Thiel Laboratories Fusion Coil (1) Total Power Output 12 Armour 0 Exp 5%
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Concordance Thermal Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
This design is classed as a Military Vessel for maintenance purposes
It is now less fuel efficient, and has 3 10cm turrets instead of 2 and a CIWS. I also added a secondary turret fire control and dramatically increased its maintenance life, which allows it to play guard duty for much, much longer.
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And now, the craft I will be using to seek out new life and new civilizations:
Ranger class Survey Cruiser 15 000 tons 315 Crew 2716.2 BP TCS 300 TH 1500 EM 0
5000 km/s JR 3-50 Armour 5-54 Shields 0-0 Sensors 55/1/6/2 Damage Control Rating 31 PPV 19.44
Maint Life 3.22 Years MSP 1245 AFR 163% IFR 2.3% 1YR 181 5YR 2715 Max Repair 187.5 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 60
Macquerie-Adelson Jump Drive Max Ship Size 15000 tons Distance 50k km Squadron Size 3
Concordance Council Standard Fusion Drive (4) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 5 050 000 Litres Range 81.6 billion km (188 days at full power)
Single Tyler Labs 10cm Laser Turret (3x1) Range 128 000km TS: 10000 km/s Power 3-4 RM 6 ROF 5 3 3 3 3 3 3 2 2 2 1
Roar Starworks Turret Guide Center (1) Max Range: 128 000 km TS: 8000 km/s 92 84 77 69 61 53 45 37 30 22
Thiel Laboratories Fusion Coil (1) Total Power Output 12 Armour 0 Exp 5%
Torpedo Hardpoint (10) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Gavilon H.U.D. (1) Range 5.0m km Resolution 1
Cobalt Torpedo (8) Speed: 50 000 km/s End: 1.7m Range: 5.2m km WH: 20 Size: 6 TH: 250/150/75
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Parekh-Mihos Thermal Observatory (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
Improved Gravitational Sensors (3) 6 Survey Points Per Hour
Improved Geological Sensors (1) 2 Survey Points Per Hour
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
I am not entirely happy with this design. I understand that a small amount of impracticality is built into the bones of a "space heroics" vessel like this...but this is the closest I could come to making something that could do all of the following:
- act as a scout in support of a larger fleet
- independently explore vast territories on long-term scounting missions
- hold its own against space pirates and primitive aliens
- have cobalt torpedoes
- last a decent amount of time in deep space
I don't like it's speed, not one bit,
Coming up in about an hour: the capital ships!
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Why dual? I long ago gave up trying to understand the mathematics on whether or not a dual laser turret can hit two missiles. . . can provide double the chance of hitting a single missile, ect. . . but maybe I shouldn't have. Currently the Alceste has 2 single-barreled turrets. Should they be double-barreled? I think it makes more sense to up the gear so these things can REALLY hit missiles (as opposed to just fighters and FAC which was sorta their original purpose) and strap a third one on there. I'm probably going to do that.
Honestly, I never thought about why dual. It actually doesn't really matter - you save a bit of HS in turret tracking gear by using one dual instead of two single lasers, but that's it.
I just figured dual sounds more imposing than pew-pew-single laser turret.
About the bold part: Oh, I see. It was never meant to be a fully functional PD frigate. Should have read your introduction more carefully. In that case, 10000km/s speed is sufficient.
About your new Alceste design and its new Roar Starworks Turret Guide Center: !Warning nitpicking! I'd still rather have one FC that makes full use of your turret's tracking speed than one that is neither long range nor high speed.
Increasing the turret's speed to 16k and making a 1x or 0. 5x range / 4x speed FC will give you a decent chance at fending off missiles while you close the distance. Other than that, it should prove to be a very good design - the kind that actually does the bulk of the work while your huge battleships falsely get all the glory.
So you built a 11,000 thousand ton cruiser that moves faster than the fighters and bombers I'm planning to make? That is horrifying.
It's a niche design. Totally over-engineered for dealing with adversaries you'd normally encounter. Oddly, the bigger you make the ship, the easier it is to bring it to high speeds. I find it troublesome to achieve a good balance of speed, armament and defense on FACs or fighters - more tonnage gives you more room to play with. Just keep the concept of an oddball warship like this in your mind, maybe you will get a chance to include a similar design in your RP.
The Raphael will probably never be replaced because it's going to be an enduring symbol of the concordance's military might and all that jazz. I'm starting to get a bit concerned about its size. 30,000 tons is well in excess of any military spacecraft I've built, but it's not that big, it's like the size of a light aircraft carrier. . . I'm not sure you can run a government out of it. . . but since it's an autocracy, I guess things are a bit more streamlined.
30 000 tons is an excellent size for a command ship. Just make sure it's well defended or your nation will weep many tears should it go down.
The new Cobalt torpedo is brilliant work. Doesn't get much better.
Ranger class:
This is about as much as you can fit into a 15000 survey hybrid. Strange you aren't okay with its speed - considering it isn't actually a warship. Oddly enough, this ship could use a CIWS. It has the same beam-firepower as your patrol frigate, but not the defensive capability that the pack of frigates would have. Considering you aren't using big long ranger scanners and instead rely entirely on your thermals to find hostile ships at longer ranges, it is highly likely that this survey vessel will be spotted and shot upon (talking missile attacks here). Your thermal signature is huge; by the time you spot the enemy's signature you may already be being targeted and in their firing range. You don't have any EM sensors either - if the enemy has a lower thermal signature, you might not even notice that you are being targeted until your actives pick up the inbound missiles.
My suggestions:
- make the turrets and FC anti-missile capable. 10000km/s isn't going to cut it. Either 16000 to match up with your current tech or even 20000 for the next generation FC. If I was part of this ship's crew, I'd feel much safer knowing this ship had at least some means to defend against missiles.
- how about some AMM's? Drop one grav-sensor and add a dozen of boxed size 1 launchers and a cheap FC
- design a new engine designed for long range; you may be able to cut the amount of fuel in half and still retain the same speed. Reduce its thermal signature as much as possible!
- add an EM sensor, even if it's just a crappy one
The way I see it, despite of your hopes it being a 'hero' ship, if contact happens, this ship most likely will have to retreat to let the big boys deal with the problem. Against a solitary hostile ship, yes, it will probably whoop its ass. After all, you have a lot of armament on this for a science vessel. But against a group of ships? Let's just say 'hopefull' would be the word to describe this ship's chances to prevail.
I hope you don't take offense in me including my designs into your thread, but words at times fail to explain what I really mean:
New Class class Cruiser 14,400 tons 355 Crew 2997.5 BP TCS 288 TH 720 EM 0
5000 km/s JR 3-50 Armour 5-52 Shields 0-0 Sensors 55/14/2/1 Damage Control Rating 32 PPV 24.56
Maint Life 3.45 Years MSP 1561 AFR 138% IFR 1.9% 1YR 200 5YR 3002 Max Repair 286 MSP
Intended Deployment Time: 18 months Spare Berths 1
Magazine 60
Military JD20k Jumbo Max Ship Size 20000 tons Distance 50k km Squadron Size 3 <--- merely a placeholder, didnt have any 15k jump drives
MIL Long Range ICF Drive 360-0.9x (4) Power 360 Fuel Use 24.59% Signature 180 Exp 9% <--- 20HS with 0.9 power, my fuel eff tech is one step ahead of yours so add a bit more to the fuel use.
Also: 50% thermal reduction, IMPORTANT for a recon vessel. Especially one like yours that relies primarily on thermals itself.
Fuel Capacity 2,000,000 Litres Range 101.7 billion km (235 days at full power)
PD Dual Laser Turret 25000 (2x2) Range 144,000km TS: 25000 km/s Power 6-6 RM 6 ROF 5 3 3 3 3 3 3 2 2 2 1
CIWS-50 (1x2) Range 1000 km TS: 5000 km/s ROF 5 Base 50% To Hit <--- yes, horrible. Just a placeholder for your own CIWS
Hybrid Fire Control R72/S25000 (1) Max Range: 144,000 km TS: 25000 km/s 93 86 79 72 65 58 51 44 37 31 <-- 4x speed, 1.5 range; again, my tech is a bit ahead of yours, but you should be able to devise a similar FC
Tokamak Fusion Reactor P4 (1) Total Power Output 4 Armour 0 Exp 5%
Tokamak Fusion Reactor P8 (1) Total Power Output 8 Armour 0 Exp 5%
Starfire Launch Rack (10) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Starfire FC OC Mk II R60 (1) Range 127.5m km Resolution 60
MSS 7840k (1) GPS 56 Range 7.8m km MCR 854k km Resolution 1
TH5-55 (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
EM1-14 (1) Sensitivity 14 Detect Sig Strength 1000: 14m km <--- 'OH GOD WE HAVE BEEN SPOTTED!'
Gravitational Survey Sensors (2) 2 Survey Points Per Hour
Geological Survey Sensors (1) 1 Survey Points Per Hour
I left a lot of space open, including the oversized JD, considering I'm not quite at your tech level, so you may be able to adapt a few concepts to your design.
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I do not have a lot of experience, but as far as I understand dual turret = 2 chances to hit one target, and it uses less space than two single turrets.
So, true, you can target just one contact instead of 2 for the single turrets, but for each of these contacts you can shoot twice. I see it as rather efficient, considering that you often WANT to shoot at things at least twice. Better chances of a hit. I would not shoot at a missile just once. And you save some space too....
And you save even more space if you do armor your turrets, compared to 2 single turrets
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I do not have a lot of experience, but as far as I understand dual turret = 2 chances to hit one target, and it uses less space than two single turrets.
So, true, you can target just one contact instead of 2 for the single turrets, but for each of these contacts you can shoot twice. I see it as rather efficient, considering that you often WANT to shoot at things at least twice. Better chances of a hit. I would not shoot at a missile just once. And you save some space too....
And you save even more space if you do armor your turrets, compared to 2 single turrets
In regards to missile point defense I am pretty sure that each missile salvo counts as a separate target. So normally there are plenty of missiles to hit and even a quad barrel turret is not limited to only being able to hit a single missile.
The missile salvo launch/flies together so say you have a salvo with 8 missiles incoming getting targeted by PD fire hits will be distributed until all 8 are killed.
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I'm taking DTF's advice and giving the Ranger shrouded, larger engines. I struggled with whether or not to put an EM sensor on this thing and eventually decided against it, opting instead for more grav sensors.
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I'm taking DTF's advice and giving the Ranger shrouded, larger engines. I struggled with whether or not to put an EM sensor on this thing and eventually decided against it, opting instead for more grav sensors.
I hope at least one ship in your fleet has an EM sensor, however small it might be. Knowing the exact range and resolution of the enemies sensors is invaluable information. Even a 1HS sensor might be enough to detect a lower tech active sensor outside of the active's actual range.
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I like to put my passive sensors on different classes of ships, initially my offensive destroyers all have a 2hs thermal, my AMM escorts all have 2hs EM sensors, then later as I make larger dedicated squadron leaders or sensor ships I'll alternate using very large thermal or EM on each class. On my Current game I might make a pair of light cruisers with slightly different specs, one with a good capital resolution active and high thermal, then retool the yard to produce the same ship but with a big fac sensor and EM passive. Then obviously I can't really break the fleet into 2 without losing capabilities, but I have no colonies ATM so really the fleet is going to stay together for the time being.
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I hope at least one ship in your fleet has an EM sensor, however small it might be. Knowing the exact range and resolution of the enemies sensors is invaluable information. Even a 1HS sensor might be enough to detect a lower tech active sensor outside of the active's actual range.
I have plans for an EM scout fighter, hopefully you'll see that today
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Okay, I FINALLY found time to sit down and design a lot of these guys. I'm going to post this one first in a void because it's the big dog, the hot felafel,whatever. This is, in terms of raw firepower, both the most powerful ship in my armada and the most powerful ship I have ever built for "Aurora". The Monticello class battlecruiser. There will be bigger ships, but they will have a larger support capacity...this thing doesn't even have jump engines, it's literally just a death machine
[s]Monticello class Battlecruiser 25 000 tons 578 Crew 4393.76 BP TCS 500 TH 3000 EM 0
6000 km/s Armour 9-76 Shields 0-0 Sensors 14/1/0/0 Damage Control Rating 34 PPV 126
Maint Life 2.18 Years MSP 1538 AFR 357% IFR 5% 1YR 435 5YR 6525 Max Repair 187.5 MSP
Intended Deployment Time: 3 months Spare Berths 0
Magazine 276
Concordance Council Standard Fusion Drive (8) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 6 250 000 Litres Range 60.6 billion km (116 days at full power)
Thiel Turbolaser (12) Range 256 000km TS: 6000 km/s Power 16-0.2 RM 6 ROF 400 16 16 16 16 16 16 13 12 10 9
Anjo Antimissile Weapons System (1x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Patel-Brusilov 10cm Astrocannon (5x4) Range 50 000km TS: 6000 km/s Power 3-4 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Concordance Council 30cm Neon Cannon (5) Range 240 000km TS: 6000 km/s Power 24-4 RM 1 ROF 30 24 12 8 6 4 4 3 3 2 2
Astrocannon Fire Control (1) Max Range: 48 000 km TS: 4000 km/s 79 58 38 17 0 0 0 0 0 0
Norman Long-Ranged Laser Fire Control (1) Max Range: 256 000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
Tokamak Fusion Reactor (1) Total Power Output 40 Armour 0 Exp 5%
Zenith Spaceworks Fusion Core (1) Total Power Output 16 Armour 0 Exp 5%
Cobalt Torpedo Tube (6) Missile Size 6 Rate of Fire 180
Gavilon H.U.D. (1) Range 5.0m km Resolution 1
Cobalt Torpedo (46) Speed: 50 000 km/s End: 1.7m Range: 5.2m km WH: 20 Size: 6 TH: 250/150/75
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Concordance Thermal Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m 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[/s]
I realize that the multiplicity of weapons is impractical, but it was sorta the idea here so I'm not changing that.
Things I am not happy with
- relatively thin armor. I was hoping to break into the teens given that (ideally) these guys would take all the beating in a fight.
- relatively short fuel time. This thing will never get very far from an armada, as it's entire job is just to BE the battle line, but I still don't like it
- relatively short maintenance life
- lack of antimissile defense systems. These things will fight in fleets composed of a pair of these guys and a pair of Ranikot destroyer/escorts. I would like to believe that between them, with 24 10cm cannons affording almost 100 shots every 5 seconds, they will be able to stop a lot of missile fire with astrocannons alone...but I'm thinking there may be some problems
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I went through the forums and got a serious case of battlecruiser envy, so I went for broke and DRAMATICALLY decreased both the range and the maintainence life to increase its damage, defensive capabilities, and awesomeness
m Neon Cannon (5) Range 240 000km TS: 6000 km/s Power 24-4 RM 1 ROF 30 24 12 8 6 4 4 3 3 2 2
Astrocannon Fire Control (1) Max Range: 48 000 km TS: 4000 km/s 79 58 38 17 0 0 0 0 0 0
Norman Long-Ranged Laser Fire Control (1) Max Range: 256 000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
Zenith Spaceworks Fusion Core (1) Total Power Output 16 Armour 0 Exp 5%
Tokamak Fusion Reactor (1) Total Power Output 40 Armour 0 Exp 5%
Cobalt Torpedo Tube (6) Missile Size 6 Rate of Fire 180
Gavilon H.U.D. (1) Range 5.0m km Resolution 1
Cobalt Torpedo (46) Speed: 50 000 km/s End: 1.7m Range: 5.2m km WH: 20 Size: 6 TH: 250/150/75
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Concordance Thermal Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
ECCM-2 (1) ECM 20
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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There's been a bit of a sea change in our strategy. Fuel and Maintenance life have dramatically dropped in order to get ships that actually fill their roles. Here's my full starfleet.
Alceste
Now with laser turrets that are better at Antimissile defense, allowing it to serve in an escort capacity.
Alceste class Frigate 7 000 tons 244 Crew 1688.2 BP TCS 140 TH 750 EM 0
5357 km/s Armour 5-32 Shields 0-0 Sensors 14/1/0/0 Damage Control Rating 24 PPV 51.88
Maint Life 3.38 Years MSP 603 AFR 98% IFR 1.4% 1YR 80 5YR 1203 Max Repair 187.5 MSP
Intended Deployment Time: 3 months Spare Berths 2
Concordance Council Standard Fusion Drive (2) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 850 000 Litres Range 29.4 billion km (63 days at full power)
Tyler Labs Narrowbeam Laser Turret (3x1) Range 180 000km TS: 20000 km/s Power 3-4 RM 6 ROF 5 3 3 3 3 3 3 2 2 2 1
Thiel Turbolaser (10) Range 256 000km TS: 5357 km/s Power 16-0.2 RM 6 ROF 400 16 16 16 16 16 16 13 12 10 9
Roar Starworks Turret Control System (1) Max Range: 64 000 km TS: 16000 km/s 84 69 53 37 22 6 0 0 0 0
Norman Long-Ranged Laser Fire Control (1) Max Range: 256 000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
HuoDian Protonic Power Pack (2) Total Power Output 2.64 Armour 0 Exp 10%
Thiel Laboratories Fusion Coil (1) Total Power Output 12 Armour 0 Exp 5%
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Concordance Thermal Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
This design is classed as a Military Vessel for maintenance purposes
Ranicot
now with laser turrets
Ranikot class Destroyer Escort 11 000 tons 282 Crew 2238.46 BP TCS 220 TH 1125 EM 0
5113 km/s Armour 7-44 Shields 0-0 Sensors 14/1/0/0 Damage Control Rating 29 PPV 46.92
Maint Life 4.13 Years MSP 1145 AFR 107% IFR 1.5% 1YR 108 5YR 1614 Max Repair 187.5 MSP
Intended Deployment Time: 9 months Spare Berths 1
Magazine 276
Concordance Council Standard Fusion Drive (3) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 2 000 000 Litres Range 44.1 billion km (99 days at full power)
Tyler Labs Narrowbeam Laser Turret (2x1) Range 96 000km TS: 20000 km/s Power 3-4 RM 6 ROF 5 3 3 3 3 3 3 2 2 2 0
Patel-Brusilov 10cm Astrocannon (7x4) Range 50 000km TS: 5113 km/s Power 3-4 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Roar Starworks Turret Control System (1) Max Range: 64 000 km TS: 16000 km/s 84 69 53 37 22 6 0 0 0 0
Ecker Railgun Fire Control System (1) Max Range: 96 000 km TS: 5000 km/s 90 79 69 58 48 38 27 17 6 0
Thiel Laboratories Fusion Coil (3) Total Power Output 36 Armour 0 Exp 5%
Cobalt Torpedo Tube (6) Missile Size 6 Rate of Fire 180
Gavilon H.U.D. (1) Range 5.0m km Resolution 1
Cobalt Torpedo (40) Speed: 50 000 km/s End: 1.7m Range: 5.2m km WH: 20 Size: 6 TH: 250/150/75
GRID Tactical Scanner (1) GPS 84 Range 9.2m km Resolution 1
Concordance Thermal Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
ECCM-2 (1) ECM 20
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
Monticello
Nothing changed
Monticello class Battlecruiser 25 000 tons 627 Crew 4896.96 BP TCS 500 TH 3000 EM 0
6000 km/s Armour 12-76 Shields 0-0 Sensors 14/1/0/0 Damage Control Rating 31 PPV 138
Maint Life 1.88 Years MSP 1347 AFR 454% IFR 6.3% 1YR 488 5YR 7327 Max Repair 187.5 MSP
Intended Deployment Time: 6 months Spare Berths 0
Magazine 276
Concordance Council Standard Fusion Drive (8) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 3 850 000 Litres Range 37.3 billion km (72 days at full power)
Thiel Turbolaser (15) Range 256 000km TS: 6000 km/s Power 16-0.2 RM 6 ROF 400 16 16 16 16 16 16 13 12 10 9
Anjo Antimissile Weapons System (2x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Patel-Brusilov 10cm Astrocannon (5x4) Range 50 000km TS: 6000 km/s Power 3-4 RM 5 ROF 5 1 1 1 1 1 0 0 0 0 0
Concordance Council 30cm Neon Cannon (5) Range 240 000km TS: 6000 km/s Power 24-4 RM 1 ROF 30 24 12 8 6 4 4 3 3 2 2
Astrocannon Fire Control (1) Max Range: 48 000 km TS: 4000 km/s 79 58 38 17 0 0 0 0 0 0
Norman Long-Ranged Laser Fire Control (1) Max Range: 256 000 km TS: 4000 km/s 96 92 88 84 80 77 73 69 65 61
Zenith Spaceworks Fusion Core (1) Total Power Output 16 Armour 0 Exp 5%
Tokamak Fusion Reactor (1) Total Power Output 40 Armour 0 Exp 5%
Cobalt Torpedo Tube (6) Missile Size 6 Rate of Fire 180
Gavilon H.U.D. (1) Range 5.0m km Resolution 1
Cobalt Torpedo (46) Speed: 50 000 km/s End: 1.7m Range: 5.2m km WH: 20 Size: 6 TH: 250/150/75
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Concordance Thermal Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
ECCM-2 (1) ECM 20
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
Statesman:
My missile cruiser.It's sorta a combination "missile/support" cruiser. If you can't tell, I'm going for the short ranged strategy so this is my only ranged weapon.
Statesman class Missile Cruiser 25 000 tons 525 Crew 4653.54 BP TCS 500 TH 2625 EM 0
5250 km/s Armour 7-76 Shields 0-0 Sensors 14/55/0/0 Damage Control Rating 20 PPV 55
Maint Life 2.03 Years MSP 2327 AFR 250% IFR 3.5% 1YR 753 5YR 11295 Max Repair 840 MSP
Intended Deployment Time: 6 months Spare Berths 0
Flag Bridge Magazine 1545
Concordance Council Standard Fusion Drive (7) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 5 250 000 Litres Range 50.9 billion km (112 days at full power)
Anjo Antimissile Weapons System (2x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Patel-Brusilov Polaris Launcher (10) Missile Size 10 Rate of Fire 300
Cruzada Missile Launcher (5) Missile Size 1 Rate of Fire 10
Bloomberg-Gavilon Anitmissile Scanning System (1) Range 9.2m km Resolution 1
Concordance Council Missile Launch Center (1) Range 101.2m km Resolution 30
Polaris Missile (142) Speed: 45 000 km/s End: 36.7m Range: 99m km WH: 20 Size: 10 TH: 150/90/45
Crusader Antimissile Missile (125) Speed: 80 000 km/s End: 4.8m Range: 23m km WH: 1 Size: 1 TH: 266/160/80
SCEPTRA Systemwide Scanning Suite (1) GPS 84000 Range 924.0m km Resolution 100
Concordance Thermal Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
E.Y.E. Mk. II Electromagnetic Sensing Suite (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
ECCM-2 (1) ECM 20
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
Ranger:
now even slower! but with extremely high fuel efficiency, a smaller heat signature, better sensing capabilities, better weapons, and photon bombs
Ranger class Survey Cruiser 15 000 tons 320 Crew 3149.95 BP TCS 300 TH 437.5 EM 0
4166 km/s JR 3-50 Armour 5-54 Shields 0-0 Sensors 55/55/6/2 Damage Control Rating 32 PPV 23.88
Maint Life 3.06 Years MSP 1575 AFR 150% IFR 2.1% 1YR 252 5YR 3782 Max Repair 546.875 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 80
Macquerie-Adelson Jump Drive Max Ship Size 15000 tons Distance 50k km Squadron Size 3
Zenith Spaceworks Channeled Fusion Drive (2) Power 625 Fuel Use 65.51% Signature 218.75 Exp 12%
Fuel Capacity 5 000 000 Litres Range 91.6 billion km (254 days at full power)
Tyler Labs Narrowbeam Laser Turret (3x1) Range 64 000km TS: 20000 km/s Power 3-4 RM 6 ROF 5 3 3 3 3 3 3 0 0 0 0
Roar Starworks Turret Control System (1) Max Range: 64 000 km TS: 16000 km/s 84 69 53 37 22 6 0 0 0 0
Thiel Laboratories Fusion Coil (1) Total Power Output 12 Armour 0 Exp 5%
Torpedo Hardpoint (10) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Photon Bomb Hardpoint (2) Missile Size 10 Hangar Reload 75 minutes MF Reload 12.5 hours
Gavilon H.U.D. (1) Range 5.0m km Resolution 1
Cobalt Torpedo (12) Speed: 50 000 km/s End: 1.7m Range: 5.2m km WH: 20 Size: 6 TH: 250/150/75
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Parekh-Mihos Thermal Observatory (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
E.Y.E. Mk. II Electromagnetic Sensing Suite (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
Improved Gravitational Sensors (3) 6 Survey Points Per Hour
Improved Geological Sensors (1) 2 Survey Points Per Hour
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
Alexandre Carrier
ponderous, but mighty
Alexandre class Carrier 30 000 tons 673 Crew 6603.9 BP TCS 600 TH 875 EM 0
4166 km/s JR 5-500 Armour 7-86 Shields 0-0 Sensors 140/1/0/0 Damage Control Rating 37 PPV 29
Maint Life 1.41 Years MSP 2339 AFR 423% IFR 5.9% 1YR 1292 5YR 19377 Max Repair 840 MSP
Intended Deployment Time: 6 months Flight Crew Berths 1
Flag Bridge Hangar Deck Capacity 7000 tons Magazine 257 Tractor Beam
Starwake Drive Max Ship Size 30000 tons Distance 500k km Squadron Size 5
Zenith Spaceworks Channeled Fusion Drive (4) Power 625 Fuel Use 65.51% Signature 218.75 Exp 12%
Fuel Capacity 3 750 000 Litres Range 34.3 billion km (95 days at full power)
Drone Bay (2) Missile Size 24 Rate of Fire 720
Cruzada Missile Launcher (5) Missile Size 1 Rate of Fire 10
Probe Command Module (1) Range 117.1m km Resolution 240
Bloomberg-Gavilon Anitmissile Scanning System (1) Range 9.2m km Resolution 1
Vanguard Torpedo Drone (6) Speed: 12 500 km/s End: 144.9m Range: 112.7m km WH: 0 Size: 24 TH: 41/25/12
Sentinel Drone (2) Speed: 5 000 km/s End: 1239.4m Range: 371.8m km WH: 0 Size: 24 TH: 16/10/5
Crusader Antimissile Missile (65) Speed: 80 000 km/s End: 4.8m Range: 23m km WH: 1 Size: 1 TH: 266/160/80
SCEPTRA Systemwide Scanning Suite (1) GPS 84000 Range 924.0m km Resolution 100
Dragão Thermal Sensing Suite (1) Sensitivity 140 Detect Sig Strength 1000: 140m km
Strike Group
10x Luchador Interceptor Speed: 14181 km/s Size: 5.5
2x Nicodemus Scout Fighter Speed: 9570 km/s Size: 8.15
1x Ojo de dios Recon Fighter Speed: 9570 km/s Size: 8.15
3x Mentor Early Warning Craft Speed: 12061 km/s Size: 9.7
4x Voodoo Fighter-bomber Speed: 10384 km/s Size: 7.8
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
"what?" you say, "no spare missiles? and why does it have a tractor beam?"
allow me to present my new strategy:
Mandarin Support Vessel
The design of both the Alexandre and the Raphael have a curved part that can accommodate a 17,000 ton, sphere shaped support craft:
Mandarin class Support Vessel 17 000 tons 82 Crew 1589.8 BP TCS 340 TH 0 EM 0
1 km/s Armour 12-58 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 25 PPV 0
Maint Life 2.96 Years MSP 1292 AFR 462% IFR 6.4% 1YR 219 5YR 3287 Max Repair 50 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 1020
Fuel Capacity 10 000 000 Litres Range N/A
Cobalt Torpedo (100) Speed: 50 000 km/s End: 1.7m Range: 5.2m km WH: 20 Size: 6 TH: 250/150/75
Neon Rocket (20) Speed: 50 000 km/s End: 0.3m Range: 0.9m km WH: 10 Size: 3 TH: 250/150/75
Largo-Lanza Antiship Missile (20) Speed: 50 000 km/s End: 1.6m Range: 4.9m km WH: 14 Size: 3 TH: 183/110/55
Vanguard Torpedo Drone (4) Speed: 12 500 km/s End: 144.9m Range: 112.7m km WH: 0 Size: 24 TH: 41/25/12
Sentinel Drone (2) Speed: 5 000 km/s End: 1239.4m Range: 371.8m km WH: 0 Size: 24 TH: 16/10/5
Photon Bomb (8) Speed: 45 000 km/s End: 2m Range: 5.4m km WH: 50 Size: 10 TH: 165/99/49
Crusader Antimissile Missile (76) Speed: 80 000 km/s End: 4.8m Range: 23m km WH: 1 Size: 1 TH: 266/160/80
ECM 20
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
This lets them act more like long-term bases if necessary, but they can detach in a moment's notice to fight if the situation calls for it. This also saves fuel space.
and finally, the Raphael, the mightiest ship in space.
Raphael Command Ship
not finished: lacks a highly classified defensive system known as the "ECM 3". The Raphael has pretty much exactly enough fuel to move the Concordant to any planet in the Concordance, but it will need to tug along a mandarin to go any farther than that.
Raphael class Command Ship 29 850 tons 791 Crew 7252.21 BP TCS 597 TH 1312.5 EM 0
6281 km/s JR 5-500 Armour 12-85 Shields 0-0 Sensors 140/1/0/0 Damage Control Rating 37 PPV 64.88
Maint Life 1.36 Years MSP 2581 AFR 419% IFR 5.8% 1YR 1496 5YR 22441 Max Repair 712 MSP
Intended Deployment Time: 12 months Spare Berths 1
Flag Bridge Magazine 300 Passengers 250 Tractor Beam
Starwake Drive Max Ship Size 30000 tons Distance 500k km Squadron Size 5
Zenith Spaceworks Channeled Fusion Drive (6) Power 625 Fuel Use 65.51% Signature 218.75 Exp 12%
Fuel Capacity 1 500 000 Litres Range 13.8 billion km (25 days at full power)
Twin 12 Cm. Tyler Labs Ultraviolet Laser Turret (2x2) Range 64 000km TS: 10000 km/s Power 8-6 RM 4 ROF 10 4 4 4 4 3 2 0 0 0 0
Tyler Labs Narrowbeam Laser Turret (4x1) Range 64 000km TS: 20000 km/s Power 3-4 RM 6 ROF 5 3 3 3 3 3 3 0 0 0 0
Anjo Antimissile Weapons System (3x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Roar Starworks Turret Control System (1) Max Range: 64 000 km TS: 16000 km/s 84 69 53 37 22 6 0 0 0 0
Zenith Spaceworks Fusion Core (2) Total Power Output 32 Armour 0 Exp 5%
Cobalt Torpedo Tube (10) Missile Size 6 Rate of Fire 180
Gavilon H.U.D. (1) Range 5.0m km Resolution 1
Cobalt Torpedo (50) Speed: 50 000 km/s End: 1.7m Range: 5.2m km WH: 20 Size: 6 TH: 250/150/75
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Dragão Thermal Sensing Suite (1) Sensitivity 140 Detect Sig Strength 1000: 140m km
ECCM-2 (1) Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
I'll show you the fighters tomorrow.
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I like these designs much better than before. RP all the way! And not bad, considering their concept (we're not minmaxing anything here. It's boring to minmax :) )
Good idea on the fuel and maintenance drop, realistically military ships are not active all the time, but need to be GOOD when they are.
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and now fighters
Luchador class Interceptor 275 tons 1 Crew 72.5 BP TCS 5.5 TH 78 EM 0
14181 km/s Armour 1-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2.7
Maint Life 9.39 Years MSP 16 AFR 6% IFR 0.1% 1YR 0 5YR 5 Max Repair 19.5 MSP
Intended Deployment Time: 0.1 months Spare Berths 9
Magazine 18
Rio-Branco Starfighter Fusion Drive (2) Power 39 Fuel Use 262.84% Signature 39 Exp 19%
Fuel Capacity 5 000 Litres Range 1.2 billion km (24 hours at full power)
Rocket Hardpoint (6) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Concordance Targeting Computer (1) Range 5.8m km Resolution 10
Neon Rocket (3) Speed: 50 000 km/s End: 0.3m Range: 0.9m km WH: 10 Size: 3 TH: 250/150/75
Largo-Lanza Antiship Missile (3) Speed: 50 000 km/s End: 1.6m Range: 4.9m km WH: 14 Size: 3 TH: 183/110/55
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
Voodoo class Fighter-bomber 390 tons 1 Crew 116.975 BP TCS 7.8 TH 28.35 EM 0
10384 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3.9
Maint Life 5.06 Years MSP 19 AFR 12% IFR 0.2% 1YR 1 5YR 19 Max Repair 23.625 MSP
Intended Deployment Time: 0.1 months Spare Berths 9
Magazine 26
Kaleni Shrouded Fusion Thruster (3) Power 27 Fuel Use 104.82% Signature 9.45 Exp 13%
Fuel Capacity 5 000 Litres Range 2.2 billion km (58 hours at full power)
Rocket Hardpoint (2) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Photon Bomb Hardpoint (2) Missile Size 10 Hangar Reload 75 minutes MF Reload 12.5 hours
Concordance Targeting Computer (1) Range 5.8m km Resolution 10
Neon Rocket (2) Speed: 50 000 km/s End: 0.3m Range: 0.9m km WH: 10 Size: 3 TH: 250/150/75
Photon Bomb (2) Speed: 45 000 km/s End: 2m Range: 5.4m km WH: 50 Size: 10 TH: 165/99/49
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
Mentor class Early Warning Craft 485 tons 7 Crew 251.5 BP TCS 9.7 TH 117 EM 0
12061 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 1.48 Years MSP 32 AFR 18% IFR 0.3% 1YR 16 5YR 245 Max Repair 175 MSP
Intended Deployment Time: 0.21 months Spare Berths 1
Rio-Branco Starfighter Fusion Drive (3) Power 39 Fuel Use 262.84% Signature 39 Exp 19%
Fuel Capacity 50 000 Litres Range 7.1 billion km (6 days at full power)
Brasil SWAC Search Sensor (1) GPS 700 Range 34.4m km Resolution 5
This design is classed as a Fighter for production, combat and maintenance purposes
Ojo de dios class Recon Fighter 408 tons 7 Crew 108.3 BP TCS 8.15 TH 78 EM 0
9570 km/s Armour 1-4 Shields 0-0 Sensors 1/55/0/0 Damage Control Rating 0 PPV 0
Maint Life 6.96 Years MSP 42 AFR 5% IFR 0.1% 1YR 2 5YR 23 Max Repair 55 MSP
Intended Deployment Time: 0.2 months Spare Berths 1
Rio-Branco Starfighter Fusion Drive (2) Power 39 Fuel Use 262.84% Signature 39 Exp 19%
Fuel Capacity 20 000 Litres Range 3.4 billion km (4 days at full power)
E.Y.E. Mk. II Electromagnetic Sensing Suite (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
This design is classed as a Fighter for production, combat and maintenance purposes
Nicodemus class Scout Fighter 408 tons 7 Crew 108.3 BP TCS 8.15 TH 78 EM 0
9570 km/s Armour 1-4 Shields 0-0 Sensors 55/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 6.96 Years MSP 42 AFR 5% IFR 0.1% 1YR 2 5YR 23 Max Repair 55 MSP
Intended Deployment Time: 0.2 months Spare Berths 1
Rio-Branco Starfighter Fusion Drive (2) Power 39 Fuel Use 262.84% Signature 39 Exp 19%
Fuel Capacity 20 000 Litres Range 3.4 billion km (4 days at full power)
Parekh-Mihos Thermal Observatory (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
This design is classed as a Fighter for production, combat and maintenance purposes
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I notice all of your fighters have engineering spaces, even though they have a max deploy time of 6 days or less and an IFR of 0.3% or less. The MSP carried is not adequate for an engine repair on any of the fighters so if you did have a failure your likely still dead in the water. I would recommend removing even the fighter engineering space as it is a waste of resources.
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Finally got some time to play again. These ships will soon be staring in a fiction thread near you
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I must say that all your designs are pretty awesome with the amount of RP you put into them. I really like your short to mid range combat ability.
One thing that I deem very important in my heavily role-play inspired setting is how the design fit into the bigger picture of logistics and long term costs. I weigh things such as overall cost of ships versus the long term development of new components and upgrade of my designs. That is also why I even go as low as x0.75 on the engine efficiency on bigger ships since that means the engines are almost twice as cheap and fuel efficiency is very high and research cost is also very low.
I make sure that no (upgradable) component on any ship above 10000tons has a total cost above 20% preferably as evenly spread among components as possible. This might sometimes produce ships that are not always optimal from a military perspective but I can usually afford more military ships, less logistics and maintenance cost and a cheaper long term strategy. I also like your use of tractor beams. I often equip my largest military and support ships with tractor beams. Good for towing damaged ships and maintenance facilities or other stations in larger operations.
These are my main concerns from a RP perspective. Although, most of my campaigns revolve around a democratic regime where the military is just a necessary evil and drain on the overall economy. ;)
I must also say that speed is certainly not everything, especially when you fight over resources and jump-points. The thing that I prioritize is intelligence gathering (know where my enemy forces is), concentrated firepower and strategic maneuvering. All these things beat individual ship speed at almost every turn. So investment into good scouting and ships capable of taking and holding planets/jump points is essential. Big ships with fast engines is expensive, logistical nightmare and long term even more expensive resource wise. I reserve that strategy to smaller short range gunboats that can be stationed at planets or in ship hangars. Larger ships should perhaps stay within x0.75 to 1.25 power efficiency depending on type and role.
In regard to ships range my doctrine are that most capital warships (destroyers and above) must carry enough fuel to reach the next system, conduct combat operation and get back again. That means about 15-20 billion km or so. Smaller ships can generally get by in a slightly less amount of fuel and larger ship on more. If I really need to the smaller ships can get some fuel from the larger ships.
I would only bring support ships into a combat zone if I really feel it is safe to do so, or if I'm desperate.
Anyway, I don't think that your ships has any direct flaws, it certainly will depend on what enemies you will face. There can always be improvements here and there, but every time you change one thing you need to sacrifice something else.
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Currently, our enemy is ourselves. This fleet is a tactfully disguised occupation fleet whose main role is to enforce a military monopoly on known space. We have made contact with another alien race but we have absolutely no idea about their military capabilities...the concordant himself is taking steps to remedy this.
the high cost was somewhat deliberate. These guys were supposed to be extremely expensive, quality-over-quantity ships. There will only be maybe 30 offensive ships in the fleet, and about as many alceste's
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Definitely the advent of the age of exploration. The "science corps" branch of the concordance is set to begin producing a run of 7 of these gravitational sensor craft
Etoile class Science Vessel 5 000 tons 122 Crew 1366.275 BP TCS 100 TH 218.75 EM 0
6250 km/s JR 3-50 Armour 1-26 Shields 0-0 Sensors 70/1/6/0 Damage Control Rating 4 PPV 0
Maint Life 3.38 Years MSP 683 AFR 50% IFR 0.7% 1YR 91 5YR 1362 Max Repair 546.875 MSP
Intended Deployment Time: 7 months Spare Berths 0
House Hanggai Mark II Jump Core Max Ship Size 5000 tons Distance 50k km Squadron Size 3
Zenith Spaceworks Channeled Fusion Drive (1) Power 625 Fuel Use 65.51% Signature 218.75 Exp 12%
Fuel Capacity 1 500 000 Litres Range 82.4 billion km (152 days at full power)
Science Corps Thermal Scanner (1) Sensitivity 70 Detect Sig Strength 1000: 70m km
Improved Gravitational Sensors (3) 6 Survey Points Per Hour
ECM 30
This design is classed as a Military Vessel for maintenance purposes
and 14 of these geological survey craft
Comet class Science Vessel 5 000 tons 113 Crew 1394.475 BP TCS 100 TH 218.75 EM 0
6250 km/s Armour 3-26 Shields 0-0 Sensors 70/1/0/4 Damage Control Rating 3 PPV 7.8
Maint Life 2.26 Years MSP 523 AFR 66% IFR 0.9% 1YR 139 5YR 2079 Max Repair 546.875 MSP
Intended Deployment Time: 7 months Spare Berths 2
Magazine 12
Zenith Spaceworks Channeled Fusion Drive (1) Power 625 Fuel Use 65.51% Signature 218.75 Exp 12%
Fuel Capacity 1 500 000 Litres Range 82.4 billion km (152 days at full power)
Patel-Brusilov 10cm Astrocannon (2x4) Range 48 000km TS: 6250 km/s Power 3-4 RM 5 ROF 5 1 1 1 1 0 0 0 0 0 0
Astrocannon Fire Control (1) Max Range: 48 000 km TS: 4000 km/s 79 58 38 17 0 0 0 0 0 0
Thiel Laboratories Fusion Coil (1) Total Power Output 12 Armour 0 Exp 5%
Torpedo Hardpoint (2) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Gavilon H.U.D. (1) Range 5.0m km Resolution 1
Science Corps Thermal Scanner (1) Sensitivity 70 Detect Sig Strength 1000: 70m km
Improved Geological Sensors (2) 4 Survey Points Per Hour
ECM 30
This design is classed as a Military Vessel for maintenance purposes
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After 2 years playing aurora, and 150+ years in this current game, I finally, FINALLY have a practical "starfighter," which I define as
A) Long mission range
B) Able to survive some missile damage or significant beam damage
C) At least twice as fast as a "ship"
D) Doesn't have absurdly high mass or crew count
E) entirely self sufficient
F) does not suck
and most importantly
G: has an awesome fast-firing long ranged laser system
Kingbird class Strikefighter 485 tons 4 Crew 150.8 BP TCS 9.7 TH 80 EM 0
8247 km/s Armour 3-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 0 Years MSP 0 AFR 97% IFR 1.3% 1YR 25 5YR 377 Max Repair 48 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
Concordance Hyperfighter Fusion Drive (1) Power 80 Fuel Use 277.19% Signature 80 Exp 20%
Fuel Capacity 20 000 Litres Range 2.7 billion km (3 days at full power)
Gemini X-Ray Laser (1) Range 128 000km TS: 8247 km/s Power 4-4 RM 6 ROF 5 4 4 4 4 4 4 3 3 2 2
Norman Starworks Beam H.U.D. (1) Max Range: 128 000 km TS: 8000 km/s 92 84 77 69 61 53 45 37 30 22
House Hanggai microtokamok (1) Total Power Output 4 Armour 0 Exp 5%
Lamplighter Fighter Scanning System (1) GPS 9 Range 1.2m km Resolution 1
This design is classed as a Fighter for production, combat and maintenance purposes
This design was put together expressly for countering the growing threat posed by the Elders, a semisentient race also known as the Star Swarm, hence kingbird, as it likes to eat swarms, and defending long ranged fighter scouting missions into Ophiuchian space. The "Enlightened lords" of ophiuchi like to throw slow, big missiles at my fighters.
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Not bad, I still have yet to actually play a game long enough to get that tech level :p
I can only imagine what it would look like for a swarm of these to descend upon an Elder Patriarch, but I'm, sure it would be bloody Or t would be if they had blood
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Not bad, I still have yet to actually play a game long enough to get that tech level :p
I can only imagine what it would look like for a swarm of these to descend upon an Elder Patriarch, but I'm, sure it would be bloody Or t would be if they had blood
It hasn't happened yet but we're cautiously optimistic.
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Military reforms of the second concordant have been put into effect, and new ships have been designed for a new era of nearly constant space warfare against the Enlightened Lords of Ophiuchi and the mysterious Elders.
Most crucially, the Monticello class battlecruiser has been taken off the "main battle line", and outfitted with a variety of new features to aid in independent operation as a "shipkiller", forward harasser, or escort.
Monticello mk. II class Battlecruiser 25 000 tons 570 Crew 5237.56 BP TCS 500 TH 3000 EM 1080
6000 km/s Armour 10-76 Shields 36-200 Sensors 14/1/0/0 Damage Control Rating 31 PPV 112.95
Maint Life 1.62 Years MSP 1440 AFR 454% IFR 6.3% 1YR 641 5YR 9617 Max Repair 206 MSP
Intended Deployment Time: 6 months Spare Berths 2
Magazine 276
Concordance Council Standard Fusion Drive (8) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 5 000 000 Litres Range 48.5 billion km (93 days at full power)
Gamma Shield Generator (18) Total Fuel Cost 180 Litres per hour (4 320 per day)
Twin Skykeeper Laser Turret (3x2) Range 384 000km TS: 20000 km/s Power 20-10 RM 6 ROF 10 10 10 10 10 10 10 8 7 6 5
Thiel Mk. II Turbolaser (12) Range 384 000km TS: 6000 km/s Power 16-0.25 RM 6 ROF 320 16 16 16 16 16 16 13 12 10 9
Anjo Antimissile Weapons System (2x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Concordance Council Fire Control Deck (1) Max Range: 384 000 km TS: 6000 km/s 97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (1) Total Power Output 40 Armour 0 Exp 5%
Cobalt Torpedo Tube (6) Missile Size 6 Rate of Fire 180
Gavilon H.U.D. (1) Range 5.0m km Resolution 1
Cobalt Torpedo (46) Speed: 50 000 km/s End: 1.7m Range: 5.2m km WH: 20 Size: 6 TH: 250/150/75
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Concordance Thermal Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
ECCM-3 (1) ECM 30
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
Its firepower has been somewhat diminished, but made significantly more versatile, with the removal of cumbersome neon carronades and astrocannons to accomodate a battery of 3 powerful, long ranged, fast firing laser turrets. Its turbolasers have been replaced with a newer, slightly faster model. 2 layers of armor have been stripped off and replaced with shield generators, the first non-experimental models in human history.
Replacing it on the "primary battle line" is the Polaris class battleship, the first ship to bear such a designation, these simpler and cheaper warships will mount nothing but heavy energy weapons, making them ideal for the primary battle line of the two largest starfleets in the concordance, which will run 2 or 3 of these battleships, supported by Alceste class frigates
Polaris class Battleship 25 000 tons 655 Crew 4792.1 BP TCS 500 TH 2625 EM 0
5250 km/s Armour 11-76 Shields 0-0 Sensors 14/1/0/0 Damage Control Rating 32 PPV 168
Maint Life 2.07 Years MSP 1438 AFR 416% IFR 5.8% 1YR 447 5YR 6699 Max Repair 187.5 MSP
Intended Deployment Time: 6 months Spare Berths 5
Concordance Council Standard Fusion Drive (7) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 4 000 000 Litres Range 38.8 billion km (85 days at full power)
Thiel Mk. II Turbolaser (15) Range 384 000km TS: 5250 km/s Power 16-0.25 RM 6 ROF 320 16 16 16 16 16 16 13 12 10 9
Anjo Antimissile Weapons System (2x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Concordance Council 30cm Neon Cannon (12) Range 240 000km TS: 5250 km/s Power 24-4 RM 1 ROF 30 24 12 8 6 4 4 3 3 2 2
Concordance Council Fire Control Deck (1) Max Range: 384 000 km TS: 6000 km/s 97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (2) Total Power Output 80 Armour 0 Exp 5%
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Concordance Thermal Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
ECM 30
This design is classed as a Military Vessel for maintenance purposes
Finally, after nearly a century of service in nearly every battle in explored space, the tired hulls of the Pride of Bangalore class light carriers have been ordered scrapped, to be replaced by a newer model. These multi-role cruisers will carry on the scouting and support functions of their predecessors
Magicienne class Scout Cruiser 15 000 tons 350 Crew 3428.48 BP TCS 300 TH 1500 EM 840
5000 km/s Armour 5-54 Shields 28-200 Sensors 140/55/2/2 Damage Control Rating 27 PPV 55.95
Maint Life 1.82 Years MSP 1000 AFR 257% IFR 3.6% 1YR 379 5YR 5689 Max Repair 206 MSP
Intended Deployment Time: 6 months Spare Berths 2
Magazine 138
Concordance Council Standard Fusion Drive (4) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 3 500 000 Litres Range 56.6 billion km (130 days at full power)
Gamma Shield Generator (14) Total Fuel Cost 140 Litres per hour (3 360 per day)
Twin Skykeeper Laser Turret (3x2) Range 384 000km TS: 20000 km/s Power 20-10 RM 6 ROF 10 10 10 10 10 10 10 8 7 6 5
Concordance Council Fire Control Deck (1) Max Range: 384 000 km TS: 6000 km/s 97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (1) Total Power Output 40 Armour 0 Exp 5%
Cobalt Torpedo Tube (3) Missile Size 6 Rate of Fire 180
Gavilon H.U.D. (1) Range 5.0m km Resolution 1
GRID Tactical Scanner (1) GPS 84 Range 9.2m km Resolution 1
Dragão Thermal Sensing Suite (1) Sensitivity 140 Detect Sig Strength 1000: 140m km
E.Y.E. Mk. II Electromagnetic Sensing Suite (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
Improved Gravitational Sensors (1) 2 Survey Points Per Hour
Improved Geological Sensors (1) 2 Survey Points Per Hour
ECCM-3 (1) ECM 30
This design is classed as a Military Vessel for maintenance purposes
coming soon, the aurora (http://aurora2.pentarch.org/index.php/topic,5897.0.html) is reborn
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These are some really cool ships. Only problem I see is that some of the turrets have a 20000 km/s tracking speed, but no fire control to properly use them.
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ah, I just caught that. That's a consequence of standardizing the fire control systems, some of my previous models had a turret fire control and a normal fire control, or in some cases multiple normal fire controls for each weapon. I decided to make one giant one that combined the best of all worlds...but now I see the problem with that. I will need a turret fire control system...which means I will need something to take off to fit that on there...
EDIT: Also, I am not sure tactically whether the shielding is ideal. The Monticello has 36 shields and the Magicienne has 28. I ran into a problem during my last epic battles when my occupation fleet was slowly worn down by small clusters of size 4 missile packages fired from every ship in a large fleet. Multiple battles quickly depleted my antimissile ships and outmatched my escort ships' mass driver fire, and then my fleets armor was sloooowly worn down to the point where many of my formerly invincible capital ships were taking heavy damage. I figured this was the best way to overcome that, at least in part. Also, I wanted shields. This is my first game playing with them.
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The shielding is ok for dealing with anything that leaks through your missile defences or defending against something that will destroyed quickly, but if you want anything else from them, you'll probably want to upgrade them another couple of levels. Epsilon shielding (two levels after your current one) is about when they start getting useful at defeating serious attacks.
Also, can't wait to see the Polaris in action.
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Also, can't wait to see the Polaris in action.
We made the decision to return to the EZ Aquarii system to face the Elders on their home turf. Its been almost 20 years since they destroyed a small science fleet after making first contact. One of the only survivors was a minor officer that is now in command of the whole navy, so it's rather poetic.
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Alceste class Frigate 7 000 tons 249 Crew 1665.2 BP TCS 140 TH 750 EM 0
5357 km/s Armour 5-32 Shields 0-0 Sensors 14/1/0/0 Damage Control Rating 15 PPV 50.44
Maint Life 4.35 Years MSP 743 AFR 78% IFR 1.1% 1YR 63 5YR 947 Max Repair 187.5 MSP
Intended Deployment Time: 3 months Spare Berths 0
Remember high msp is half the battle, you also need to increase deployment time for reaching those outer colonies that wont bow to your supreme ruler. Down with the rebel scum!
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We made the decision to return to the EZ Aquarii system to face the Elders on their home turf. Its been almost 20 years since they destroyed a small science fleet after making first contact. One of the only survivors was a minor officer that is now in command of the whole navy, so it's rather poetic.
I just destroyed the Elder's most powerful hive ship with short ranged beam weapons alone, and without the ship firing so much as a shot. It was absolutely nerve wracking timing the distances perfectly, but it worked. I disabled most of its critical weapon and fire control systems with a single blistering volly of 34 30 cm plasma cannons at point blank range, supported by scores of 10cm astrocannons and small laser turrets. This after I reduced its powerful shields to nothing with a single turbolaser salvo...this is the kind of thing this fleet was built for and it performed perfectly.
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Space planners anticipating a violent next few decades have called for the construction of 2 50,000 ton supercarriers which will be the largest and most sophisticated spacecraft I have ever designed in Aurora. They will carry compliments of tried and tested 3rd generation fighters and scouts, but also two new spacecraft:
Tain bo class Attack Craft 750 tons 10 Crew 258.625 BP TCS 15 TH 47.25 EM 0
9000 km/s Armour 12-7 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 2.1 Years MSP 22 AFR 45% IFR 0.6% 1YR 7 5YR 100 Max Repair 30 MSP
Intended Deployment Time: 3 months Spare Berths 0
Drop Capacity: 1 Company
Kaleni Shrouded Fusion Thruster (5) Power 27 Fuel Use 104.82% Signature 9.45 Exp 13%
Fuel Capacity 10 000 Litres Range 2.3 billion km (70 hours at full power)
ECM 20
This design is classed as a Military Vessel for maintenance purposes
Estilete class Missile Boat 950 tons 13 Crew 312.375 BP TCS 19 TH 47.25 EM 0
7105 km/s Armour 2-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 8.25
Maint Life 1.36 Years MSP 21 AFR 72% IFR 1% 1YR 12 5YR 183 Max Repair 70 MSP
Intended Deployment Time: 1 months Spare Berths 2
Magazine 55
Kaleni Shrouded Fusion Thruster (5) Power 27 Fuel Use 104.82% Signature 9.45 Exp 13%
Fuel Capacity 50 000 Litres Range 9.0 billion km (14 days at full power)
Rocket Hardpoint (5) Missile Size 3 Hangar Reload 22.5 minutes MF Reload 3.7 hours
Polaris Hardpoint (4) Missile Size 10 Hangar Reload 75 minutes MF Reload 12.5 hours
Concordance Council Missile Launch Center (1) Range 101.2m km Resolution 30
Largo-Lanza Antiship Missile (5) Speed: 50 000 km/s End: 1.6m Range: 4.9m km WH: 14 Size: 3 TH: 183/110/55
Polaris (4) Speed: 45 000 km/s End: 36.7m Range: 99m km WH: 20 Size: 10 TH: 150/90/45
ECM 20
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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Initial blueprints of the Shamash "Starfortress"
the largest and most advanced military spacecraft I've ever designed. This will eat up about half of all my empire's resources, so I gotta get this right.
Shamash class Command Ship 50 000 tons 917 Crew 8163.5 BP TCS 1000 TH 4125 EM 1500
4125 km/s JR 3-50 Armour 7-120 Shields 50-200 Sensors 11/1/0/0 Damage Control Rating 61 PPV 20.86
Maint Life 1.54 Years MSP 4184 AFR 487% IFR 6.8% 1YR 2015 5YR 30224 Max Repair 1080 MSP
Intended Deployment Time: 12 months Flight Crew Berths 0
Flag Bridge Hangar Deck Capacity 8000 tons Troop Capacity: 1 Company Magazine 408
Hyper-Starwake Drive Mk.II Max Ship Size 51000 tons Distance 50k km Squadron Size 3
Concordance Council Standard Fusion Drive (11) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 15 000 000 Litres Range 72.7 billion km (204 days at full power)
Gamma Shield Generator (25) Total Fuel Cost 250 Litres per hour (6 000 per day)
Twin Gemini X-Ray Laser Turret (2x2) Range 192 000km TS: 20000 km/s Power 8-8 RM 6 ROF 5 4 4 4 4 4 4 3 3 2 2
Anjo Antimissile Weapons System (1x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Concordance Council Fast Fire Control Deck (1) Max Range: 192 000 km TS: 16000 km/s 95 90 84 79 74 69 64 58 53 48
Zenith Spaceworks Fusion Core (1) Total Power Output 16 Armour 0 Exp 5%
Neon Rocket (20) Speed: 50 000 km/s End: 0.3m Range: 0.9m km WH: 10 Size: 3 TH: 250/150/75
Largo-Lanza Antiship Missile (20) Speed: 50 000 km/s End: 1.6m Range: 4.9m km WH: 14 Size: 3 TH: 183/110/55
Photon Bomb (6) Speed: 45 000 km/s End: 2m Range: 5.4m km WH: 50 Size: 10 TH: 165/99/49
Oracle Systemwide Scanner (1) GPS 54000 Range 1 069.1m km Resolution 50
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
U.N. Standard Naval Sensor (1) Sensitivity 11 Detect Sig Strength 1000: 11m km
ECM 30
Strike Group
3x Voodoo Fighter-bomber Speed: 10384 km/s Size: 7.8
10x Luchador Interceptor Speed: 14181 km/s Size: 5.5
4x Kingbird Strikefighter Speed: 8247 km/s Size: 9.7
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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Looks like you need some flight crew berths.
edit: I just remembered you wanted to stash ships in a large hangar. This design would be fine as long as the fighters don't exceed their deployment time by a large percentage.
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It just looks very squishy for a command ship, even at that tech level. Bump the armor layers to 7-10, add a few more shields, reduce the number of hangars slightly (to about 4k-5k), more damage control (in the form of damage control modules or engineering spaces [defiantly more engineering spaces as even though people say ballence it so the deployment time/fuel/maintenance are the same, it will come in handy]), and as a command ship it could use a little less anti ship capability and a little more self defense against missiles capability (AMMs, small turrets, CIWSs). Since it is a command ship, add redundancy to the basic systems (ie. have an extra bridge [I always have at least 2 bridges on my ships 40k tons+], MSP storage, an extra passive sensor of each type, ect. ), have the fuel usage a little less (your command ship doesn't need to be as fast since it's staying near the back [unless your using it as a frontline ship, which is a really bad idea]). But hay, that's just my opinion.
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edit: I just remembered you wanted to stash ships in a large hangar. This design would be fine as long as the fighters don't exceed their deployment time by a large percentage.
This ship isn't sitting in a larger hanger. This ship is going on great expeditions and stuff.
It just looks very squishy for a command ship, even at that tech level.
Whutchoo sayin about my tech level? :P
reduce the number of hangars slightly (to about 4k-5k)
I agree with most of what you're saying in principle but this thing already feels light on aircraft. I'm seeing designs here that cram 40+ fighters onto a carrier and I'm not sure how they're accomplishing that. It's probably those 485 ton kingbirds.
as a command ship it could use a little less anti ship capability and a little more self defense against missiles capability (AMMs, small turrets, CIWSs)
I was thinking this as well. if i take out the turrets and the generator I might have room for two more CIWSs
have the fuel usage a little less (your command ship doesn't need to be as fast since it's staying near the back [unless your using it as a frontline ship, which is a really bad idea]).
Any slower and it'd take a million years to get anywhere. This ship moves as fast as my carriers, and it's designed to take over as the carrier of my largest fleet. It definitely won't be on the main battle line or anything, but it's gonna be moving from system to system as crises emerge.
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My sustained intergalactic warfare calls for more jumpships and for more ships capable of breaching jump points.
I also am badly in need of an upgrade, given that it's been about 20 years since I built many new ships, but military advisors have suggested I create at least two of the following model, and an additional four of an upgraded model that has magnetic confinement engines, more armor, and an improved turbolaser model.
Cochrane class Dreadnought 50,000 tons 1368 Crew 11341.8 BP TCS 1000 TH 5250 EM 1800
5250 km/s JR 3-50 Armour 12-120 Shields 60-200 Sensors 14/1/0/0 Damage Control Rating 21 PPV 278.22
Maint Life 1.27 Years MSP 2977 AFR 952% IFR 13.2% 1YR 1934 5YR 29004 Max Repair 743 MSP
Intended Deployment Time: 3 months Spare Berths 1
Hyper-Starwake Drive Mk.II Max Ship Size 51000 tons Distance 50k km Squadron Size 3
Concordance Council Standard Fusion Drive (14) Power 375 Fuel Use 74.24% Signature 375 Exp 12%
Fuel Capacity 8,500,000 Litres Range 41.2 billion km (90 days at full power)
Gamma Shield Generator (30) Total Fuel Cost 300 Litres per hour (7,200 per day)
Twin Gemini X-Ray Laser Turret (4x2) Range 240,000km TS: 20000 km/s Power 8-8 RM 6 ROF 5 4 4 4 4 4 4 3 3 2 2
Twin Skykeeper Laser Turret (10x2) Range 384,000km TS: 20000 km/s Power 20-10 RM 6 ROF 10 10 10 10 10 10 10 8 7 6 5
Thiel Mk. II Turbolaser (20) Range 384,000km TS: 5250 km/s Power 16-0.25 RM 6 ROF 320 16 16 16 16 16 16 13 12 10 9
Anjo Antimissile Weapons System (5x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Concordance Council Fast Fire Control Deck (1) Max Range: 192,000 km TS: 16000 km/s 95 90 84 79 74 69 64 58 53 48
Concordance Council Fire Control Deck (1) Max Range: 384,000 km TS: 6000 km/s 97 95 92 90 87 84 82 79 77 74
To[kamak Fusion Reactor (4) Total Power Output 160 Armour 0 Exp 5%
GRID Tactical Scanner (1) GPS 84 Range 9.2m km Resolution 1
Clarion EM-5 Naval Scanner (1) GPS 28 Range 3.1m km Resolution 1
Concordance Thermal Sensor (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
ECCM-3 (1) ECM 30
This design is classed as a Military Vessel for maintenance purposes
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Nice, another one of those "broadside"/ high-alpha beam attack ships, and respectable size too. :)
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How much larger would a pair of 384,000km range 20,000 km/s fire controls be?
Y0u should find significantly increased AMM capabilities.
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How much larger would a pair of 384,000km range 20,000 km/s fire controls be?
Y0u should find significantly increased AMM capabilities.
we definitely lag in fire control tech, I'm trying to improve it but it's certainly going to take a while
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I was just thinking that with such a large ship you could easily afford the space for bigger fire controls.
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I was just thinking that with such a large ship you could easily afford the space for bigger fire controls.
I think he means he has the largest FC possible (4x size/4x speed, 4x size/4x range) for his tech level.
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I think he means he has the largest FC possible (4x size/4x speed, 4x size/4x range) for his tech level.
It's a mix.
I don't THINK I can knock off enough stuff and still have this thing do what I want it to do.
Sometime next game year I'm going to design another 50,000 ton dreadnaught class, with magnetic confinement engines and particle beams instead of turbolasers. I'll see what kind of fire control I can fit on it.
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Also, just a small thing my OCD is kind of forcing me to say (don't ask, I just have too). To be classed as a Dreadnought, a ship must only wield anti ship armaments, no anti-fighter or anti-missile. That is why there are no dreadnoughts in service today, because most fleets now are centered around fighter/bomber/missile use. Just a small thing, it doesn't mean change your design, just a thing my head keeps saying "Tell him, tell him, tell him".
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Not entirely true. I did some digging around on wikipedia, and for example, the USS Texas (http://en.m.wikipedia.org/wiki/USS_Texas_(BB-35)), a dreadnought-classed battleship was already outfitted with AA guns from its initial armament. Later refits vastly increased the number of AA guns she carried as air warfare advanced.
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Technically a dreadnaught is a practically obsolete last generation battleship with mixed guns rather than all large guns and new high power engines.... so... Call whatever you want a dreadnaught.
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Technically a dreadnaught is a practically obsolete last generation battleship with mixed guns rather than all large guns and new high power engines.... so... Call whatever you want a dreadnaught.
Er no, Dreadnought was the first of the "all big gun" battleships, what made her radical was her Uniform Main Battery, unheard of in 1906, though she still had a secondary battery of 12 pounders, pretty much all Battleships continued with secondary batteries, and later ones had AA batteries as well, so "All Big-Gun" only refers to the main battery, not overall.
Interestingly the last Royal Navy pre-Dreadnoughts (the Lord Nelson-class) were actually completed and commissioned after Dreadnought
http://en.wikipedia.org/wiki/HMS_Dreadnought_(1906)
and actually the latest Dreadnought was a Nuclear Submarine ;D
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ship designations have changed a lot over the years. Technically most of the destroyers I see on this forum are not destroyers and most of the cruisers are not by any means cruisers.
For the record I've had several classes on naval warfare specifically, which I only bring up because they've been flatly useless in my life thus far but I wanted them to be, so I relish any moment where they matter a little. :P
Unlike most people on the forum, I don't classify my ships by size distinction but rather role. They are more-or-less in line with naval terminology used in the age of the sail, or very early steamships*
The concordance uses the following class designations:
- Frigates: Small, Fast shiphunters with "mixed armament", designed to kill larger ships and usually requiring larger support ships. The concordance's fleet doctrine derives a lot of power from "large gun" frigates that wield laser batteries far in excess of what would be expected for their size (I call these "Turbolasers" and most of my ships run them).
- Destroyers: larger, fast shiphunters, usually designed for a hunter killer role. My destroyers sport powerful sensors and run torpedoes instead of guns. Like most of my ships, they are short ranged but powerful. Currently my only destroyers in service are technically "destroyer escorts" but that matches modern terminology. My destroyers often perform a significant antimissile role.
- Cruisers: versatile ships designed for independent operation. My cruisers usually act as scouts, raiders, or harassers. I have many many models of cruiser, all of which can stand in for one another in a pinch. My cruisers usually sacrifice speed for range, but this is not a hard and fast rule. My missile cruiser model currently can act as a fleet command flagship, and is really the only ship I make that can fire missiles in excess of 10 million kilometers.
- Battlecruisers: like cruisers, but designed specifically for combat support. My battlecruisers are currently my most successful and effective ship, being fast yet deadly. I've only ever made one model but am about to make a new model. usually my battlecruisers do not operate on the main battle line (though they're capable of doing so) and instead act as advance scouts or in long-ranged torpedo support.
- Battleships: currently, I think, my most "powerful" ships in terms of the damage they can dish out, but they operate over close ranges indeed. These were designed off the old Man-o-war models and simply contain a huge array of very big guns. My main starfleet battle lines are 2 battleships supported by 2 destroyer escorts and 3 frigates, sometimes with 1 or 2 battlecruisers in support.
- Dreadnaughts: I'm experimenting with a new model here. One big problem I'm encountering is that I don't have enough jump ships, a consequence of my starfleet being primarily defensive. I'm also encountering significant hostile jump points, and finding that I need more powerful breachers. So, I wanted a new model of ship that was very very large and ran many many guns. I don't feel comfortable calling it a "battleship" because I plan to make many battleships or lineships and few of these ships, which differ substantially in their jump capability. I also wanted it to run faster-firing turrets because I'm running into jump point defenders in huge numbers (so, no slow-firing neon cannon batteries of enormous size, instead many turrets) and I wanted something longer-ranged than my normal ships. You are correct in your assessment that dreadnoughts were "all big gun" ships which were scary because they could easily destroy other large ships, however, I picked the name simply because it's intimidating and portentious. If I wanted to rationalize it i"d say that "dreadnoughts " were also revolutionary for their propulsion (the HMS dreadnought herself running a novel steam propulsion system which became common) and that's primarily what distinguishes this ship from a "very big battleship"
* one of my complaints with a lot of sci-fi is it degenerates into "world war II in space" which is cool sure but not ad infinitem. I've drawn the primary inspiration for my ships off of 18th and 19th century naval warfare, and you can see that in the emphasis on large slowfiring broadsides.
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Er no, Dreadnought was the first of the "all big gun" battleships, what made her radical was her Uniform Main Battery, unheard of in 1906, though she still had a secondary battery of 12 pounders, pretty much all Battleships continued with secondary batteries, and later ones had AA batteries as well, so "All Big-Gun" only refers to the main battery, not overall.
Interestingly the last Royal Navy pre-Dreadnoughts (the Lord Nelson-class) were actually completed and commissioned after Dreadnought
http://en.wikipedia.org/wiki/HMS_Dreadnought_(1906)
and actually the latest Dreadnought was a Nuclear Submarine ;D
Sorry, I meant pre-Dreadnaught, haha. I need more sleep.
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* one of my complaints with a lot of sci-fi is it degenerates into "world war II in space" which is cool sure but not ad infinitem. I've drawn the primary inspiration for my ships off of 18th and 19th century naval warfare, and you can see that in the emphasis on large slowfiring broadsides.
I tend to classify through function, though of late I don't use wet warship types very often, I have Scouts (SC) Patrol vessels (PV), Escort Vessels (EV), Missile Combatants (MC), Laser Combatants (LC), Kinetic Combatants (KC) (which are gauss/railgun jobbies) I still call fighters fighters, carriers I usually call Motherships (MS), I also have Jump and Leader versions of a lot of those (J in front of designator for Jump, and L following the designator for Leaders), as well as Light and Heavy variants (L or H at the end of the designator) with nothing for the usual sized ones, so for example a line of battle Jump drive and sensor/flagbridge equipped laser armed ship, of a large size (what would be a Beam Battleship ordinarily) would be a Heavy Jump, Laser Combatant Leader (JLCLH), an Escort Frigate equivalent would be a Light Escort Vessel (EVL) and the equivalent for a Missile Cruiser would be a Missile Combatant (MC)
Matt
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I've decided on a naming convention based on role, with the main strength of the fleet coming from the venerable destroyer which shall be built as large as I can field slipways en-masse, only a few significantly larger slipways will exist and they'll be reserved for specialised sensor ships, carriers, jump point defence breeching dreadnaughts etc.
Destroyer: Large missile armed ships designed as self sufficient with average speed, range, armour, and minimal active defences.
Destroyer escort: Similar but specialised for anti missile and anti fighter operations.
Cruiser: Beam armed offensive oriented ship designed with significantly more speed than the rest of the wall of battle. Should be optimised for greatest possible beam range to allow kiting enemy beam formations, less armour and significantly less range than a destroyer is likely.
Cruiser Escort: Is to cruiser what destroyer escort is to destroyer: Cruiser specialised for anti missile/fighter work, lower resolution sensors with longer range, faster firing but less damage beam weapons.
Battleship: Beam armed offensive ships designed to crush opposition wherever they travel, should be armed with the heaviest available beam weapons and be more greatly armoured than destroyers, can be slower than a destroyer, have less fuel and minimal sensors. Saved weight allows significantly more tonnage to be devoted to weapons, must be escorted at all times due to it's sensor blindness.
Dreadnaught: Even more specialised for offence than a battleship. Ponderous, heavily armoured, range measured in days but equipped with a crippling broadside of plasma carronades to wipe out any stationary opponent unlucky enough to be caught.
Also:
FAC: a small cheap platform designed to deliver a certain weapon to bear quickly onto a target, has no sensors and minimal defences, very short range but extreme speed .
Corvette: Large FAC, should have some armour, less speed and greater range.
Frigate: Long range Corvette designed with similar attributes as a destroyer but able to operate as a group independently without the rest of the fleet, speed like a Cruiser. Frigates should be my ship of choice for scouting at the beginning of the game. Designed to run away from overwhelming force if nessicary.