Aurora 4x

VB6 Aurora => Advanced Tactical Command Academy => Topic started by: Steve Walmsley on August 27, 2007, 05:07:50 PM

Title: Useful Tactic
Post by: Steve Walmsley on August 27, 2007, 05:07:50 PM
I just had a situation in my current campaign that I thought I would share. One race has found a population of another and sent in a couple of small scout ships. One scout ship headed directly for the population on the third planet while the other headed for the fourth planet, which was on the far side of the star. The first ship got detected and had to retreat but the other scout entered orbit of the fourth planet and deactivated its engines. It now has a passive signature of 0.03, making it virtually undetectable on a passive scan. While it lies low, the third and fourth planets move closer together, giving it a close look at the enemy population, while the population does not suspect its presence.

Steve
Title: Re: Useful Tactic
Post by: waresky on May 01, 2008, 09:37:16 AM
Very cool.

Ty for useful "Scouting" info,Steve..am lost in ur big program,..:PP

(SA was very simple compare...)
Title: A Classic (Megatraveller NDR:D) Squadroon
Post by: waresky on February 15, 2009, 05:43:50 AM
Mine Terran Empire year 2077
TAG:"1° CRURON" (Cruiser Squadroon) 2 fully Active

1 Jump Tender 28000t
4-5 Cruiser Guided Missile (e.g. Sharnhost-Class)
8-10 CLE CruiserEscort (PointDef Duty)
1-2 SupportVessel
1 Fuel Harvester
1-2 AEW (EarlyWarningCraft) Class
2 Tk (Tanker Class)
1 SquadCollier
1 Courier (JumpCapable) for fast communications-Commander deliver-Trasfer
____________________________________________________________________
TAG:"1° CARRION" (Carrier Squadroon) 3 fully active

1 Jump Tender 28000t
3-4 CVL "Terra-Class"
35 FighterBomber
1 FighterScout
1 Tug
4-5 Cruiser Escort
1 Support Vessel
1 Tanker (2 better)
1 Fuel Harvester (too slow but good for backrefuel 1 system before Patrol Duty)
1 AEW (EarlyWarningCraft)
Title: CVL Terra Class (IonEngineTech)
Post by: waresky on February 15, 2009, 05:47:36 AM
Terra class Light Carrier    26150 tons     2079 Crew     3723 BP      TCS 523  TH 392  EM 240
749 km/s     Armour 8-78     Shields 8-400     Sensors 30/30/0/0     Damage Control Rating 88     PPV 10
Annual Failure Rate: 94%    IFR: 1.3%    Maintenance Capacity 8161 MSP    Max Repair 200 MSP
Flag Bridge    Hangar Deck Capacity 4500 tons     Magazine 1080    
Fuel Harvester: 1 modules producing 60000 litres per annum
Maintenance Modules: 2 module(s) capable of supporting ships of 400 tons

GE Ion Engine  H2 E4.75 (7)    Power 56    Efficiency 0.48    Signature 56    Armour 0    Exp 4%    Hyper Capable
Fuel Capacity 1,020,000 Litres    Range 147.7 billion km   (2282 days at full power)
Gamma R400/18 Shields (4)   Total Fuel Cost  72 Litres per day

12cm Railgun V2/C2 (2x4)    Range 40,000km     TS: 5000 km/s     Power 6-2     RM 2    ROF 15        2 2 1 1 0 0 0 0 0 0
Fire Control S05 64-3000 H40 (1)    Max Range: 128,000 km   TS: 3000 km/s     92 84 77 69 61 53 45 37 30 22
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 6    Armour 0    Exp 5%

Arbalest II 1 (1080)  Speed: 18200 km/s   End: 3.3 minutes    Range: 3.6m km   Warhead: 3    MR: 19    Size: 1

Arbalest Active Sensor S60-R1/100 (1)     GPS 60     Range 600k km    Resolution 1
Thermal Sensor TH5-30/40 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM5-30/100 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

Strike Group
11x F-Arbalest Mk2 Fighter-bomber   Speed: 4615 km/s    Size: 7.15
1x F-Elephant x Fighter-Scout   Speed: 4125 km/s    Size: 8

Note to ARBALEST II missile: Fighter use them
Title: Fighter Class-Arbalest MK2 (2077)
Post by: waresky on February 15, 2009, 05:48:55 AM
F-Arbalest Mk2 class Fighter-bomber    357.5 tons     48 Crew     60.8 BP      TCS 7.15  TH 24.75  EM 0
4615 km/s     Armour 1-4     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 0     PPV 2
Annual Failure Rate: 4%    IFR: 0.1%    Maintenance Capacity 27 MSP    Max Repair 10 MSP
Magazine 14    

FTR Ion Engine E570 (1)    Power 33    Efficiency 57.00    Signature 24.75    Armour 0    Exp 20%
Fuel Capacity 10,000 Litres    Range 0.9 billion km   (53 hours at full power)

Arbalest  Launcher 01-030 (2)    Missile Size 1    Rate of Fire 30
Arbalest Anti-Missile 300k FC10-R1/100 (1)     Range 300k km    Resolution 1
Arbalest II 1 (14)  Speed: 18200 km/s   End: 3.3 minutes    Range: 3.6m km   Warhead: 3    MR: 19    Size: 1

Thermal Sensor TH1-6/40 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a fighter for production and combat purposes
Title: Re: CVL Terra Class (IonEngineTech)
Post by: MWadwell on February 15, 2009, 12:10:50 PM
Quote from: "waresky"
Terra class Light Carrier    26150 tons     2079 Crew     3723 BP      TCS 523  TH 392  EM 240

I gotta admit, when I saw the name (specifically the "Light Carrier" bit), and then saw the mass of the ship, I had a good chuckle - 26K tons is classed as "light"..... :D
Title: Re: Useful Tactic
Post by: waresky on February 15, 2009, 01:40:09 PM
Yeah..but an "Carrier" Light under 20k tons r very ridicolous..ive been test some design..and "for me" a good Fighter Screen for an Light Carrier are MINIMAL 10 Fighters..
So ive an Heavy carrier on Duty 180.000 tons class..:D..and 40+ Fighters on-board.
Maintenance,fuel,services,hangars,magazines ecc.ecc..26k r very low all that:)
Title: Re: Useful Tactic
Post by: Erik L on February 15, 2009, 03:04:20 PM
I'd like to counter your fleet with mine. I'll limit it to 100k tons, the approximate tonnage of your carriers. I've not included a collier, tanker or jump ship as those I'd place into a support group assigned to the combat group.

1st Heavy Carrier Squadron
5x Spruance -class Carrier
5x Enterprise-class Escort
2x Fletcher-class Destroyer

Strikegroup
50x Essex Heavy Fighters
5x Lexington Recon Fighters

Code: [Select]
Spruance class Carrier    10000 tons     645 Crew     1647 BP      TCS 200  TH 57.6  EM 300
1200 km/s     Armour 2-41     Shields 10-600     Sensors 11/11/0/0     Damage Control Rating 1     PPV 6
Annual Failure Rate: 800%    IFR: 11.1%    Maintenance Capacity 103 MSP    Max Repair 210 MSP
Hangar Deck Capacity 5000 tons     Magazine 106    

Ion Engine E6 (4)    Power 60    Efficiency 0.60    Signature 14.4    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 150.0 billion km   (1446 days at full power)
Gamma R600/20 Shields (5)   Total Fuel Cost  100 Litres per day

AM Launcher (6)    Missile Size 1    Rate of Fire 15
AM Missile Fire Control FC84-R1/100 (1)     Range 2.5m km    Resolution 1
AM-1 Archer (106)  Speed: 28800 km/s   End: 34.7 minutes    Range: 60m km   Warhead: 1    MR: 10    Size: 1

Active Search Sensor S210-R40/100 (1)     GPS 8400     Range 84.0m km    Resolution 40
Active Search Sensor S210-R1/100 (1)     GPS 210     Range 2.1m km    Resolution 1
Thermal Sensor TH1-11/40 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11/100 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECM 20

Strike Group
10x Essex Heavy Fighter   Speed: 3789 km/s    Size: 9.5
1x Lexington Recon Fighter   Speed: 8372 km/s    Size: 4.3
AM launchers and missiles are for self/fleet defense only.
Code: [Select]
Enterprise class Escort    8000 tons     669 Crew     1925 BP      TCS 160  TH 72  EM 300
1875 km/s     Armour 3-35     Shields 10-600     Sensors 11/11/0/0     Damage Control Rating 1     PPV 42
Annual Failure Rate: 512%    IFR: 7.1%    Maintenance Capacity 150 MSP    Max Repair 430 MSP
Magazine 370    

Ion Engine E6 (5)    Power 60    Efficiency 0.60    Signature 14.4    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 18.8 billion km   (115 days at full power)
Gamma R600/20 Shields (5)   Total Fuel Cost  100 Litres per day

Quad Gauss Cannon R3-100 Turret (1x12)    Range 30,000km     TS: 12800 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S16 128-12800 H40 (1)    Max Range: 256,000 km   TS: 12800 km/s     96 92 88 84 80 77 73 69 65 61

Missile Launcher 01-010 (10)    Missile Size 1    Rate of Fire 10
AM Missile Fire Control FC84-R1/100 (1)     Range 2.5m km    Resolution 1
AM-1 Archer (370)  Speed: 28800 km/s   End: 34.7 minutes    Range: 60m km   Warhead: 1    MR: 10    Size: 1

Active Search Sensor S210-R40/100 (1)     GPS 8400     Range 84.0m km    Resolution 40
Active Search Sensor S210-R1/100 (1)     GPS 210     Range 2.1m km    Resolution 1
Thermal Sensor TH1-11/40 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11/100 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECCM-2 (2)         ECM 20
AM missiles are for self/fleet defense only.
Code: [Select]
Essex class Heavy Fighter    475 tons     39 Crew     88.5 BP      TCS 9.5  TH 8.64  EM 0
3789 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 6
Annual Failure Rate: 95%    IFR: 1.3%    Maintenance Capacity 0 MSP    Max Repair 36 MSP

FTR Ion Engine E600 (1)    Power 36    Efficiency 60.00    Signature 8.639999    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 0.6 billion km   (46 hours at full power)

Gauss Cannon R3-100 (1x3)    Range 30,000km     TS: 3789 km/s     Accuracy Modifier 100%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S01 32-3200 (FTR) (1)    Max Range: 64,000 km   TS: 12800 km/s     84 69 53 37 22 6 0 0 0 0

Active Search Sensor S10-R10/100 (FTR) (1)     GPS 100     Range 1,000k km    Resolution 10

This design is classed as a fighter for production and combat purposes

Code: [Select]
Lexington class Recon Fighter    215 tons     20 Crew     65.5 BP      TCS 4.3  TH 8.64  EM 0
8372 km/s     Armour 1-3     Shields 0-0     Sensors 11/11/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 43%    IFR: 0.6%    Maintenance Capacity 0 MSP    Max Repair 19 MSP

FTR Ion Engine E600 (1)    Power 36    Efficiency 60.00    Signature 8.639999    Armour 0    Exp 25%
Fuel Capacity 10,000 Litres    Range 1.4 billion km   (46 hours at full power)

Active Search Sensor S10-R10/100 (FTR) (1)     GPS 100     Range 1,000k km    Resolution 10
Thermal Sensor TH1-11/40 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11/100 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

This design is classed as a non-combatant for maintenance purposes
This design is classed as a fighter for production and combat purposes
Code: [Select]
Fletcher class Destroyer    8600 tons     869 Crew     1480 BP      TCS 172  TH 72  EM 300
1744 km/s     Armour 3-37     Shields 10-600     Sensors 11/11/0/0     Damage Control Rating 1     PPV 48
Annual Failure Rate: 591%    IFR: 8.2%    Maintenance Capacity 108 MSP    Max Repair 210 MSP
Magazine 948    

Ion Engine E6 (5)    Power 60    Efficiency 0.60    Signature 14.4    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 52.3 billion km   (347 days at full power)
Gamma R600/20 Shields (5)   Total Fuel Cost  100 Litres per day

Missile Launcher 06-045 (8)    Missile Size 6    Rate of Fire 45
Missile Fire Control FC21-R40/100 (2)     Range 25.2m km    Resolution 40
ASM-1 Barracuda (158)  Speed: 16000 km/s   End: 52.1 minutes    Range: 50m km   Warhead: 15    MR: 10    Size: 6

Active Search Sensor S210-R40/100 (1)     GPS 8400     Range 84.0m km    Resolution 40
Thermal Sensor TH1-11/40 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km
EM Detection Sensor EM1-11/100 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECCM-2 (2)         ECM 20

Please note that these designs are all untested and built with maximum tech of 15k RP. My general philosophy is that a carrier's offensive armaments are the fighters, so the only weapons they should mount are defensive.

For support purposes, this fleet would require minimum 1 jump ship capable of 10k ton transit, 1 tanker and 1 collier.
I've combined the jump ship with fuel and magazine space for a secondary collier/tanker. The main collier/tanker is a combined design.

1st Heavy Carrier Support Squadron
2x Enterprise-class Escort
2x Coontz-class Jump Ship
4x North Carolina-class Collier

The attached Enterprise ships are for defensive purposes only.
Missile resupply totals -
ASM-1 Barracuda: 1132
AM-1 Archer: 4008

Code: [Select]
Coontz class Jump Ship    10000 tons     595 Crew     1534 BP      TCS 200  TH 72  EM 120
1500 km/s    JR 3-50     Armour 1-41     Shields 4-600     Sensors 5/11/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 800%    IFR: 11.1%    Maintenance Capacity 96 MSP    Max Repair 400 MSP
Magazine 1800    

J10000(3-50) Jump Drive     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 3
Ion Engine E6 (5)    Power 60    Efficiency 0.60    Signature 14.4    Armour 0    Exp 5%
Fuel Capacity 900,000 Litres    Range 270.0 billion km   (2083 days at full power)
Gamma R600/20 Shields (2)   Total Fuel Cost  40 Litres per day

ASM-1 Barracuda (300)  Speed: 16000 km/s   End: 52.1 minutes    Range: 50m km   Warhead: 15    MR: 10    Size: 6

Thermal Sensor TH1-5/100 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
EM Detection Sensor EM1-11/100 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

ECM 20

Code: [Select]
North Carolina class Collier    10000 tons     498 Crew     1551 BP      TCS 200  TH 72  EM 0
1500 km/s     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 800%    IFR: 11.1%    Maintenance Capacity 97 MSP    Max Repair 60 MSP
Magazine 1800    

Ion Engine E6 (5)    Power 60    Efficiency 0.60    Signature 14.4    Armour 0    Exp 5%
Fuel Capacity 3,300,000 Litres    Range 990.0 billion km   (7638 days at full power)

AM-1 Archer (1002)  Speed: 28800 km/s   End: 34.7 minutes    Range: 60m km   Warhead: 1    MR: 10    Size: 1
ASM-1 Barracuda (133)  Speed: 16000 km/s   End: 52.1 minutes    Range: 50m km   Warhead: 15    MR: 10    Size: 6

This design is classed as a non-combatant for maintenance purposes
Title: Re: Useful Tactic
Post by: waresky on February 15, 2009, 11:58:16 PM
err..Erik..
CARRIERS
level armor=1
Maint failure 800%??

BUT..Escort 8000t-class have them:)..so an ESCORT 8000t and Carrier 10000 only?srry..

Obviously ur ships lack on Armor and maintenance.
And this 2 voice count HEAVILY on building mass:D..
U prob play without maintenance?
And armor-shields are a BIG part on ships design in REAL life:)
Ty for useful design,but am love hardest situation.

There ARENT in a Sea..we r in a huge Space.We need more and more logistical...when u r far from nearest Base 100-200-300 days.
Title: Battle Squadroon and Support Squadroon
Post by: waresky on February 16, 2009, 12:05:19 AM
In various campaign ive separated twos..but ive found in our Real Naval doctrine a good mix.
And in fact the next step r the difficult to protect both..:D..so am unite them in one.
A single Squadroon MUST r little independence,otherwise for support squadroon am need ANOTHER escort squadroon and so on..
Eventually in a single Cruiser or Battle or Carrier Squadroon am raise up the level and type of ecort Class,for point defend duty,and for escort to Support vessel duty.
Jump advance with Combat vessels,then followd by logistical and escort.
A Fleets (normally 3 to 10 Squadroons) become more elastic and better check maintenance-refueled.

Srry for my bad english mate:)
Title: Escort Squadroon
Post by: waresky on February 16, 2009, 12:12:09 AM
So u think,WHY build up another Escort Squadroon if an single squadroon r semi-indepent?
ES (Escort Squadroon) can have some light duty,patrol,escort future civilians,support a battle Squadroon in control a ENTIRE solar system (duty for a entire fleet i think)

5-8 Missile Frigates
4 Destroyer Escort
1 Tanker
1 Support vessel
1 AEW /Early Warn Craft)
1 MineLayer
1 Collier
1 Scout-Courier
Title: Re: Useful Tactic
Post by: Erik L on February 16, 2009, 11:03:30 AM
Quote from: "waresky"
err..Erik..
CARRIERS
level armor=1
Maint failure 800%??

BUT..Escort 8000t-class have them:)..so an ESCORT 8000t and Carrier 10000 only?srry..

Obviously ur ships lack on Armor and maintenance.
And this 2 voice count HEAVILY on building mass:D..
U prob play without maintenance?
And armor-shields are a BIG part on ships design in REAL life:)
Ty for useful design,but am love hardest situation.

There ARENT in a Sea..we r in a huge Space.We need more and more logistical...when u r far from nearest Base 100-200-300 days.

Carriers are not meant to be in the thick of battle. They are meant to hang back and let their fighters do the work.

And yes, I usually play without maintenance.
Title: Re: Useful Tactic
Post by: waresky on February 16, 2009, 12:08:07 PM
Srry Erik,my english r bad so pls dont think am critic ur design,srry if u understand this.

But my Naval Design Bureau think another : Battleships Armor can easily reach 100level..a Cruiser Armored i think 8 to 15..and am think an Carrier can reach so a 8 to 15 levels..
1 are = Eggshell no? in Space debris,roids etc make them easy to breach..i think on RolePlaying Mode..so maintenance and Armor in REAL situation has been setup..no?
Title: 2 Doctrine: Jump Tender or Every ship can Jump
Post by: waresky on February 16, 2009, 12:36:46 PM
In Megatravller,and Steve know very good where r the best RPG Sci-Fi game and awesome rules,are two Naval Doctrine.
In Aurora r same.And same are the trouble who pose this..

Jump Fleet Tender: 1 single ship can jump and all ships in Squadroon cant jmp without them.
Good: more space for weapons and subsystem in every single ship.
Bad : if a Jump Tender r lost ALL ships are in very trouble,cut off from possibility to flee,very high possibility to LOST all Squadroon.

Single Ship Can Jump:
Good:Every Ship are capable to flee without help
Bad : Big mass for JumpDrive onboard,so every ship grow on mass,less space for weapons (same Class) and subsystems.

I think the "JumpTenderSquadroon" are good for first years of Empire's Life..but when resources come high,and are hundreds strategical Systems to defend,better build up an strongh Fleet who had JumpCapable every single ships.
So a TAG "Imperial Squadroon" are last and better Tech Ships,Colonials Squadroon r only JumpTender,reserve and backward patrol Duty.
Title: Re: Useful Tactic
Post by: Erik L on February 16, 2009, 12:38:52 PM
Quote from: "waresky"
Srry Erik,my english r bad so pls dont think am critic ur design,srry if u understand this.

But my Naval Design Bureau think another : Battleships Armor can easily reach 100level..a Cruiser Armored i think 8 to 15..and am think an Carrier can reach so a 8 to 15 levels..
1 are = Eggshell no? in Space debris,roids etc make them easy to breach..i think on RolePlaying Mode..so maintenance and Armor in REAL situation has been setup..no?


Go ahead and critique :)

I hope you were able to understand all of that. My Italian is limited to "farfalle" ;)
Title: Re: 2 Doctrine: Jump Tender or Every ship can Jump
Post by: Erik L on February 16, 2009, 12:41:13 PM
Quote from: "waresky"
In Megatravller,and Steve know very good where r the best RPG Sci-Fi game and awesome rules,are two Naval Doctrine.
In Aurora r same.And same are the trouble who pose this..

Jump Fleet Tender: 1 single ship can jump and all ships in Squadroon cant jmp without them.
Good: more space for weapons and subsystem in every single ship.
Bad : if a Jump Tender r lost ALL ships are in very trouble,cut off from possibility to flee,very high possibility to LOST all Squadroon.

Single Ship Can Jump:
Good:Every Ship are capable to flee without help
Bad : Big mass for JumpDrive onboard,so every ship grow on mass,less space for weapons (same Class) and subsystems.

I think the "JumpTenderSquadroon" are good for first years of Empire's Life..but when resources come high,and are hundreds strategical Systems to defend,better build up an strongh Fleet who had JumpCapable every single ships.
So a TAG "Imperial Squadroon" are last and better Tech Ships,Colonials Squadroon r only JumpTender,reserve and backward patrol Duty.

Until the size ratio for a Jump Engine is decent, I tend to run battle units with a tender. Survey units get dedicated jump drives. And with jump gates, one can build up large ships that would normally be limited to one system for internal defense.
Title: Re: Useful Tactic
Post by: waresky on February 16, 2009, 12:54:55 PM
Erik,every "useful Critique" are welcome!
In fact,my Sky Marshal read ur post carefully..and mumble mumble:))..
"..speed...(hmm..damn my neval engineer r very dumb?all think we must have elephant Ships..but a GAZELLE ships are the best no??hmmm...damned engineer..)..toward armor.."

Yes damn,this example of ur and mine are same in 2300 AD game: an alien race have a damned Heavy armored battleships,very hard to stop..but very easy to ambush and "hit and run" them..at long,with little lucky,a good Cruiser captains can destroy in a long run..obviously IF can continuing to flee and return..

Am near to learn Magneto..and (Oh-My-God!) we (me and my Sky marshal) become sure CRAZY,we have 9 Squadroon active,3 on duty very far (more than 200day away from our home bases..)and 6 are to have completely upgrade drive...(oh-My-God)
Probably my Sky Marshal,after read ur doctrine,tell my engineer to project a very newly Classes of ships..from Escrot to Cruiser to Carriers..BUT..ever with decent Armor..:D

a hard work awaitn me in some "game" months..
And yes,ive understand well ur article from Earth:)
Title: Re: Useful Tactic
Post by: waresky on February 16, 2009, 04:15:13 PM
Very strange Erik.
But u think one: only for maintenance (and ARE real game,make maintenance in game) ive put onboard 50 Eng,total 2500 tons ONLY for maintenance,plus damage control,crew for manage them ecc.ecc...

So an Carrier 10k tons for ME are impossible..
show that:

Terra Mk2 class Light Carrier    23900 tons     1917 Crew     3594.6 BP      TCS 478  TH 392  EM 120
820 km/s     Armour 5-73     Shields 4-400     Sensors 30/30/0/0     Damage Control Rating 80     PPV 10
Annual Failure Rate: 91%    IFR: 1.3%    Maintenance Capacity 7700 MSP    Max Repair 392 MSP
Flag Bridge    Hangar Deck Capacity 4500 tons     Magazine 1080    
Maintenance Modules: 2 module(s) capable of supporting ships of 400 tons

GE Ion Engine  H2 E4.75 (7)    Power 56    Efficiency 0.48    Signature 56    Armour 0    Exp 4%    Hyper Capable
Fuel Capacity 700,000 Litres    Range 111.0 billion km   (1566 days at full power)
Gamma R400/18 Shields (2)   Total Fuel Cost  36 Litres per day

12cm Railgun V2/C2 (2x4)    Range 40,000km     TS: 5000 km/s     Power 6-2     RM 2    ROF 15        2 2 1 1 0 0 0 0 0 0
Railgun AM FC  48kkm-12800 (1)    Max Range: 96,000 km   TS: 12800 km/s     90 79 69 58 48 38 27 17 6 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 6    Armour 0    Exp 5%

Arbalest II 1 (1080)  Speed: 18200 km/s   End: 3.3 minutes    Range: 3.6m km   Warhead: 3    MR: 19    Size: 1

Borneo 2 Active Sensor S224-R16/40 (1)     GPS 3584     Range 35.8m km    Resolution 16
Arbalest Active Sensor S60-R1/100 (1)     GPS 60     Range 600k km    Resolution 1
Thermal Sensor TH5-30/40 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM5-30/100 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km


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arent FULL of weapons or others..some good passive and active sensors,little armor (5),shield,magazine,Point def,correlated FireControl,missile for fighters,hangar for 12 fighters,maintenance bay for them (other 2500tons + 2500 maintenance =5000 tons ONLY for maint ship AND fighters..THIS is a REAL game Erick srry...).-.
Ive put inside another Active,more powerful and set for anti-ship,the Arbalest r for Anti-Missile purpouse (serve to Railgun weapons)

So FOR serious player an Carrier cant fall under 20k tons..check them,are IMPOSSIBLE.
:D
Title: Sharnhost III (old ion Tech)
Post by: waresky on February 16, 2009, 04:17:17 PM
Sharnhost III class Missile Cruiser    15000 tons     1236 Crew     2214.4 BP      TCS 300  TH 420  EM 120
1400 km/s     Armour 12-54     Shields 4-400     Sensors 30/30/0/0     Damage Control Rating 58     PPV 26
Annual Failure Rate: 64%    IFR: 0.9%    Maintenance Capacity 2583 MSP    Max Repair 140 MSP
Magazine 560    

GE Ion Engine H2  E5 HighPower (7)    Power 60    Efficiency 0.50    Signature 60    Armour 0    Exp 5%    Hyper Capable
Fuel Capacity 330,000 Litres    Range 79.2 billion km   (654 days at full power)
Gamma R400/10 Shields (2)   Total Fuel Cost  20 Litres per day

Gauss Cannon R2-100 (1x2)    Range 20,000km     TS: 5000 km/s     Accuracy Modifier 100%     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
Fire Control S05 64-3000 H40 (1)    Max Range: 128,000 km   TS: 3000 km/s     92 84 77 69 61 53 45 37 30 22

Borneo 3 Launcher 02-020 (10)    Missile Size 2    Rate of Fire 20
Borneo Anti-Ship  FC60-R14/100 (2)     Range 25.2m km    Resolution 14
Borneo 2 (280)  Speed: 8400 km/s   End: 41.7 minutes    Range: 21m km   Warhead: 4    MR: 12    Size: 2

Borneo Active Sensor S140-R16/100 (1)     GPS 2240     Range 22.4m km    Resolution 16
Thermal Sensor TH5-30/40 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
EM Detection Sensor EM5-30/100 (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
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and this r pre-magneto CruiserGuidedMissile Class-Sharnhost..not awesome,decent am think..(hope:))))):D
Title: Nebula limit>>>>Armour+speed
Post by: waresky on February 16, 2009, 04:25:27 PM
Erik,another consideration,last.Nebula Warfare
Hope u do not encounter any strategical enemy on a nebula (up to level 3)..otherwise ur ships r same as a sittind duck.
This one,sometime had remember me who am better raise armor level:)
Title: Re: Useful Tactic
Post by: Charlie Beeler on February 16, 2009, 04:32:17 PM
Not at all.  It's all dependent on what you not willing to relegate to a dedicated escort vs what has to remain on the carrier.  

For a tactically sound carrier it needs some vary basic things.  The hanger space for it's strike group, enough organic logistic support for said strike group, and enough leg to stay out of direct engagement range of the enemy fleet.  All else can be handled by other ships in the fleet.  Dedicated escort ships for point defense, stike ships to keep opposing strike ships at bey, an good CSP (combat space patrol) to keep opposing strike fighters off of the carrier(s), dedicated scouts to be the fleets eyes and ears.  

This folds into operational and strategic levels as well.  The logistics train handles the long term beans and bullets as well and parts and repair.

It's all part of the long term planning.
Title: Re: Useful Tactic
Post by: Erik L on February 16, 2009, 05:39:19 PM
I would move the maintenance shops out of the carrier and into a dedicated ship (and increase their number).

I did notice on both ships (Scharnhorst and Terra Mk2) the fire control is over engineered to the weapon(s) it is controlling. You've got much higher tracking speed and range on the FC than the weapons are capable of. For me personally, the ROF on the railguns is too high for decent PD work. Fifteen seconds is a long time when you have missiles closing at 13000 km/s.

I'd also redesign the engines to drop the hyper capability. You'll get better speeds with the same engine mass.
Title: Re: Useful Tactic
Post by: waresky on February 16, 2009, 11:58:12 PM
About the speed-ROF and range r very useful critique..hmm.
When design FC am must take a weapons range and speed note in my mind and design a specifically FC-.
Ty.
And same for maintenance and Hyper.
:D my eng r too newbee am fear:))
Title: Re: Useful Tactic
Post by: Erik L on February 17, 2009, 01:57:00 AM
One thing I like to do is design the missiles and weapons first. Then I know how far my fire control needs to work.
Title: Re: Useful Tactic
Post by: waresky on February 17, 2009, 10:29:17 AM
Agree for that,am copy and print from now my weapons,then design FC.
See ya into space..:)
Title: Re: Useful Tactic
Post by: Brian Neumann on February 17, 2009, 11:56:00 AM
I actually like it when my missiles have a little bit more reach than the fire-control.  This way I can get several salvo's to arrive at the same time.  I usually find a 10% of extra endurance is a good thing.  It also means that firing at ships running away can be done from much closer to your fire control maximum range as well.

Brian
Title: Re: Useful Tactic
Post by: Charlie Beeler on February 17, 2009, 02:59:28 PM
Quote from: "Brian"
I actually like it when my missiles have a little bit more reach than the fire-control.  This way I can get several salvo's to arrive at the same time.  I usually find a 10% of extra endurance is a good thing.  It also means that firing at ships running away can be done from much closer to your fire control maximum range as well.

Brian

And I tend to prefer the missile fire control to have greater reach that the missiles actual range.  Ship to ship systems having at least 50% more FC range than the missile to facilitate meeting engagements.  For missile defense systems the FC range should be close to twice the range of the anti-missile so that when possible the first salvos can be intercepted at near max range.

It's really subjective based on how you plan to use the systems.
Title: Re: Useful Tactic
Post by: jfelten on February 18, 2009, 07:19:39 AM
I wish I could watch you two pit your carrier fleets against each other.  That would be both entertaining and educational.  Especially if it could be done double blind.