Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Kytuzian on July 02, 2014, 09:29:49 PM
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This is more or less my first time ever designing a combat ship, so I would like to see if it is good/good enough/bad. Any advice would be appreciated.
Tocale class Fighter Interceptor 460 tons 17 Crew 65.6 BP TCS 9.2 TH 15 EM 0
1630 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 4
Maint Life 45.01 Years MSP 89 AFR 1% IFR 0% 1YR 0 5YR 1 Max Repair 12 MSP
Intended Deployment Time: 5 months Spare Berths 0
Pilum FTR Mk II (2) Power 7.5 Fuel Use 245.53% Signature 7.5 Exp 15%
Fuel Capacity 20,000 Litres Range 3.2 billion km (22 days at full power)
FTR Pilum Mk III (2x3) Range 30,000km TS: 1630 km/s Accuracy Modifier 33% RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
FTR Interceptor Gauss Fire Control (24km) (1) Max Range: 48,000 km TS: 5000 km/s 79 58 38 17 0 0 0 0 0 0
This design is classed as a Fighter for production, combat and maintenance purposes
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Well I can say this is better than the first ships I designed, but there are quite a few issues.
1. What engine tech level are you at, because that is a really slow interceptor.
2. Are you using a mothership with active sensors, because unless you are launching off of a planet you won't be able to lock on to targets no matter how close they are, and i'm not even sure planetary sensors can lock on either.
3. Is the deployment time of 5 months intentional? A significant decrease in needed crew and crew space is given at values less than 0.1 months (3 days).
4. Have you researched miniturization techs for your engineering spaces or your fuel tanks? Because you don't need 45 years of Maint. Life probably, and you can easily meet your max. repair value on smaller engineering space sizes.
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1. I just have Nuclear Thermal Engines, although I'm working on the Pebble-bed reactors for the next level.
2. I am designing a mothership with active sensors.
3. The deployment time of 5 months was because I wanted it to be exactly 500 tons (for some reason), so I increased the deployment time to get there. I got some new tech and whatnot, and it got lowered down to 460.
4. I haven't for either.
EDIT:
Okay, so here is my redesigned fighter:
Tocale class Fighter Interceptor 425 tons 14 Crew 57 BP TCS 8.5 TH 36 EM 0
4235 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 3.87 Years MSP 8 AFR 14% IFR 0.2% 1YR 1 5YR 13 Max Repair 12 MSP
Intended Deployment Time: 1 months Spare Berths 1
FTR Pilum Mk III Engine (3) Power 12 Fuel Use 218.25% Signature 12 Exp 15%
Fuel Capacity 5,000 Litres Range 1.0 billion km (63 hours at full power)
FTR Pilum Mk III (2x3) Range 30,000km TS: 4235 km/s Accuracy Modifier 33% RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
FTR Interceptor Gauss Fire Control (24km) (1) Max Range: 48,000 km TS: 5000 km/s 79 58 38 17 0 0 0 0 0 0
This design is classed as a Fighter for production, combat and maintenance purposes
And the first design for the mothership:
Zenzontle class Cruiser 44,050 tons 1130 Crew 5499 BP TCS 881 TH 900 EM 1500
1021 km/s Armour 6-111 Shields 50-300 Sensors 1/1/0/0 Damage Control Rating 25 PPV 200
Maint Life 3.33 Years MSP 1951 AFR 620% IFR 8.6% 1YR 267 5YR 3998 Max Repair 90 MSP
Intended Deployment Time: 36 months Flight Crew Berths 1
Hangar Deck Capacity 7000 tons Magazine 1700
Gladius Mk II (5) Power 180 Fuel Use 187.39% Signature 180 Exp 15%
Fuel Capacity 3,750,000 Litres Range 8.2 billion km (92 days at full power)
R300/FC432 Testudo Mk II Shields (25) Total Fuel Cost 450 Litres per hour (10,800 per day)
CIWS Scipio (10x6) Range 1000 km TS: 5000 km/s ROF 5 Base 50% To Hit
Pilum Missile Launcher Mk I (20) Missile Size 10 Rate of Fire 300
Pilum MFC Mk II (2) Range 36.0m km Resolution 100
Pilum Mk I (170) Speed: 3,000 km/s End: 184.2m Range: 33.2m km WH: 10 Size: 10 TH: 10/6/3
Publius Search Sensor (1) GPS 7200 Range 36.0m km Resolution 100
Strike Group
11x Tocale Fighter Interceptor Speed: 4235 km/s Size: 8.5
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
And a draft for a smaller, cheaper ship, to operate independently or with a Zenzontle.
Tecotecale class Defense Craft 4,600 tons 141 Crew 604 BP TCS 92 TH 180 EM 0
1956 km/s Armour 3-24 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 3 PPV 20
Maint Life 4.14 Years MSP 246 AFR 56% IFR 0.8% 1YR 23 5YR 344 Max Repair 90 MSP
Intended Deployment Time: 48 months Spare Berths 0
Magazine 170
Gladius Mk II (1) Power 180 Fuel Use 187.39% Signature 180 Exp 15%
Fuel Capacity 50,000 Litres Range 1.0 billion km (6 days at full power)
CIWS Scipio (2x6) Range 1000 km TS: 5000 km/s ROF 5 Base 50% To Hit
Pilum Missile Launcher Mk I (2) Missile Size 10 Rate of Fire 300
Pilum MFC Mk II (1) Range 36.0m km Resolution 100
Pilum Mk I (17) Speed: 3,000 km/s End: 184.2m Range: 33.2m km WH: 10 Size: 10 TH: 10/6/3
Publius Search Sensor (1) GPS 7200 Range 36.0m km Resolution 100
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
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maybe this is only my personal point of view but I find building fighters with low tech pointless
it is much easier to find use for outdated 5-10kt ship than outdated fighters
especially when ships are missile ones
fighters start shine after level 3-4 engines and near max engines efficiency
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Okay, well I'll probably make some fighters anyway, but what is max engine efficiency?
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He means the power factor. Fighters' role excels because they are a way to have really fast craft on the battlefield without having extremely short travel times for your fleet, as instead of having your main combatants drain the tanks so fast, you merely dispatch a part of them and have that one burn only portions. ...But this role can of course only be fulfilled if you have at least those factor 2 or better x3 engines going (powergaming: x2.95 to save crew). Else they are pretty much only the same ships you already got, except brittle and easier to decimate + you've got to give up space on other ships anyway to carry them around. Makes no sense.
You could stealthily evade detection with those though, so recon craft might be feasible even in early era. But not combatants.
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Hi there,
first of all: You are going with an Aztec/Maya theme? How curious! :)
The new interceptor looks much better, but as Evanissimo suggested, I would cut the Intended Deployment Time down to 0. 1 months. The reason is that fighters live or die with their speed, and speed is determined by Engine Power per ton. Thus every ton you save is speed you gain!
That's why people are suggesting to research better engines and lighter modules. As fighters typically only fly for some hours, you don't need more than a few days of deployment time. Just make sure to have the carriers provide extra accomodation for the fighter crews.
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Yes, it's the Aztec naming theme thingy. Unfortunately I don't really know any Aztec names so I'm not doing the same for my designed ship components.
And also, the newest version of the fighter:
Tocale - Refit class Fighter Interceptor 485 tons 4 Crew 114 BP TCS 9.7 TH 72 EM 0
9896 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 3.99 Years MSP 15 AFR 18% IFR 0.3% 1YR 2 5YR 23 Max Repair 16 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
FTR Pilum Mk III IDTE (4) Power 24 Fuel Use 392.02% Signature 18 Exp 20%
Fuel Capacity 25,000 Litres Range 2.4 billion km (66 hours at full power)
FTR Marius Mk I Gauss Cannon (2x4) Range 40,000km TS: 9896 km/s Accuracy Modifier 33% RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
FTR Interceptor Gauss Fire Control (24km) (1) Max Range: 48,000 km TS: 5000 km/s 79 58 38 17 0 0 0 0 0 0
This design is classed as a Fighter for production, combat and maintenance purposes
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That is a much better fighter. Still more maintenance time than you need, and your fire control tracking speed is pretty low, especially if you plan on using these against enemy fighters. I recommend removing any engineering spaces entirely, your fighters shouldn't be deployed long enough to repair themselves anyways, and with the weight you save from that, beefing up the FC for higher tracking speed.
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Okay, thanks for the advice.
Also, is there a battle simulator or something I can use to test stuff?
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No battle simulator unfortunately. About the best you can do is to make a new game, give yourself all the techs you want design the ship and try it out against another race where you control them as well. When done switch back to the game you are actually playing.
One question? are you using the fighter only fire control. If not then you really need to as it gives you a x4 speed modifier without using any extra space. When you are designing the fire control look down at the bottom pull down menu to check.
Brian
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Alright then, I'll try that out.
And I was not, did not know what that option did. Here is (hopefully) the final design, with muchly improved tracking speed and no engineering spaces.
Tocale - Refit class Fighter Interceptor 485 tons 3 Crew 121 BP TCS 9.7 TH 72 EM 0
9896 km/s Armour 1-5 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 9 5YR 132 Max Repair 16 MSP
Intended Deployment Time: 0.1 months Spare Berths 7
FTR Pilum Mk III IDTE (4) Power 24 Fuel Use 392.02% Signature 18 Exp 20%
Fuel Capacity 25,000 Litres Range 2.4 billion km (66 hours at full power)
FTR Marius Mk I Gauss Cannon (2x4) Range 40,000km TS: 9896 km/s Accuracy Modifier 33% RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
FTR Gauss Cannon FC Mk IV (1) Max Range: 64,000 km TS: 10000 km/s 84 69 53 37 22 6 0 0 0 0
This design is classed as a Fighter for production, combat and maintenance purposes
Thanks!
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Just a note - once you recover your fighters, by flying back themselves or having the Carrier absorb them and using the dock command on the F12 screen, Any damage control that needs to be done will be done with the carriers MSP.
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I'm not as good as these guys for advice on actually building the ships but if you're looking for a good source for a lot of mayan names with portentious secondary meaning, check out the "Popul Vuh" (http://www.mesoweb.com/publications/Christenson/PopolVuh.pdf)
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I'm not as good as these guys for advice on actually building the ships but if you're looking for a good source for a lot of mayan names with portentious secondary meaning, check out the "Popul Vuh" (http://www.mesoweb.com/publications/Christenson/PopolVuh.pdf)
been looking for the popul vuh for quite some time after reading the book Phobos, never found, and never thought i'd find the link here, on a ship designing page for a 4x game : p Kudos to you good sir, kudos!
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Thank you very much for the link. Sadly, something corrupted my save files for this game and I can no longer play it.
However, in my new game, I finally came across some aliens (who were instantly hostile), and they completely destroyed my fleet, so that was a downer. Luckily they don't seem too keen on coming through to Sol, but just in case, I want to destroy them. Also because I've never really been in a battle before, and that's kind of the point of this game, no?
Anyway, they moved at 5555 km/s which was too much for my old ships, which were these:
My previous main battleship/cruiser thingy (also what is the distinction between battleship/destroyer/cruiser and the like? I have just been using whatever sounds cool and vaguely appropriate):
I built 13 of these, and lost 4 in the first incursion, so I have the rest ready to guard to jump point.
Decius class Cruiser 20 300 tons 515 Crew 4046.5 BP TCS 406 TH 450 EM 750
2216 km/s Armour 5-66 Shields 25-500 Sensors 18/18/0/0 Damage Control Rating 25 PPV 95.94
Maint Life 9.09 Years MSP 3115 AFR 131% IFR 1.8% 1YR 68 5YR 1018 Max Repair 175 MSP
Intended Deployment Time: 72 months Spare Berths 1
Veturius-Cinna 180 EP Ion Drive (5) Power 180 Fuel Use 173.61% Signature 90 Exp 15%
Fuel Capacity 6 250 000 Litres Range 31.9 billion km (166 days at full power)
Trogus-Servilius Delta R500/420 Shields (10) Total Fuel Cost 175 Litres per hour (4 200 per day)
Twin Catullus-Orientalis 15cm C3 Visible Light Laser Turret (3x2) Range 120 000km TS: 10000 km/s Power 12-6 RM 2 ROF 10 6 6 4 3 2 2 1 1 1 1
Maursus Armaments Particle Beam-6 (6) Range 200 000km TS: 4000 km/s Power 15-4 ROF 20 6 6 6 6 6 6 6 6 6 6
Appius Corporation Fire Control S03 192-3000 H70 (1) Max Range: 384 000 km TS: 3000 km/s 97 95 92 90 87 84 82 79 77 74
Bassus & Iocundus Fire Control S02.2 72-6000 H70 (3) Max Range: 144 000 km TS: 6000 km/s 93 86 79 72 65 58 51 44 37 31
Vitoricus-Euphemius Gas-Cooled Fast Reactor Technology PB-1 (10) Total Power Output 45 Armour 0 Exp 5%
Kaeso Electronic Systems Active Search Sensor MR1-R1 (70%) (3) GPS 28 Range 1.7m km MCR 183k km Resolution 1
Orientalis Foundation Active Search Sensor MR75-R80 (70%) (1) GPS 11200 Range 75.1m km Resolution 80
Ticinius-Cittinus Thermal Sensor TH3-18 (70%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Protus-Asprenus EM Detection Sensor EM3-18 (70%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
This design is classed as a Military Vessel for maintenance purposes
This ship was created when I first encountered the aliens, right after they blew up my gate construction ship, so I rushed a few of these into service. They did okay, but were, of course, too slow.
I lost two of these, and have an additional 6.
Caesar class Fast Attack Craft 1 950 tons 72 Crew 677 BP TCS 39 TH 90 EM 0
4615 km/s Armour 2-13 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 8
Maint Life 3.71 Years MSP 217 AFR 30% IFR 0.4% 1YR 25 5YR 369 Max Repair 270 MSP
Intended Deployment Time: 12 months Spare Berths 0
Veturius-Cinna 180 EP Ion Drive (1) Power 180 Fuel Use 173.61% Signature 90 Exp 15%
Fuel Capacity 250 000 Litres Range 13.3 billion km (33 days at full power)
Catullus-Orientalis 15cm C3 Visible Light Laser (2) Range 120 000km TS: 4615 km/s Power 6-3 RM 2 ROF 10 6 6 4 3 2 2 1 1 1 1
Bassus & Iocundus Fire Control S02.2 72-6000 H70 (1) Max Range: 144 000 km TS: 6000 km/s 93 86 79 72 65 58 51 44 37 31
Osterianus-Fabillus Tokamak Fusion Reactor Technology PB-1.1 (1) Total Power Output 17.6 Armour 0 Exp 10%
Nolus-Igennus Active Search Sensor MR10-R1 (50%) (1) GPS 180 Range 10.8m km MCR 1.2m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
They were replaced by these (faster, better lasers, not yet battle tested, although I have constructed 14 because they seem competent enough.
Caesar II class Fast Attack Craft 2 550 tons 103 Crew 1410.4 BP TCS 51 TH 150 EM 0
5882 km/s Armour 2-16 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 16
Maint Life 2.14 Years MSP 346 AFR 52% IFR 0.7% 1YR 101 5YR 1516 Max Repair 540 MSP
Intended Deployment Time: 12 months Spare Berths 1
Memmius-Rectus 300 EP Internal Fusion Drive (1) Power 300 Fuel Use 124.01% Signature 150 Exp 15%
Fuel Capacity 250 000 Litres Range 14.2 billion km (27 days at full power)
Spendius-Trebellius 25cm C6 Ultraviolet Laser (2) Range 600 000km TS: 5882 km/s Power 16-6 RM 4 ROF 15 16 16 16 16 12 10 9 8 7 6
Casca-Zosimus International Fire Control S04 300-8000 H50 (1) Max Range: 600 000 km TS: 8000 km/s 98 97 95 93 92 90 88 87 85 83
Osterianus-Fabillus Tokamak Fusion Reactor Technology PB-1.1 (1) Total Power Output 17.6 Armour 0 Exp 10%
Nolus-Igennus Active Search Sensor MR10-R1 (50%) (1) GPS 180 Range 10.8m km MCR 1.2m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
Finally, these are my newest ships, for which a shipyard stills needs to be retooled. Not sure about their effectiveness/worth so would like to have any advice before using a large amount of resources building them. All I'm really sure about is that they're rather large (at least for me), and about 11 times larger than the enemy ships.
Pyrrhus class Destroyer 106 900 tons 3627 Crew 27827.6 BP TCS 2138 TH 6450 EM 3600
6033 km/s Armour 8-200 Shields 120-600 Sensors 18/18/0/0 Damage Control Rating 381 PPV 468
Maint Life 13.76 Years MSP 61977 AFR 239% IFR 3.3% 1YR 610 5YR 9144 Max Repair 540 MSP
Intended Deployment Time: 144 months Spare Berths 0
Memmius-Rectus 300 EP Internal Fusion Drive (43) Power 300 Fuel Use 124.01% Signature 150 Exp 15%
Fuel Capacity 15 000 000 Litres Range 20.4 billion km (39 days at full power)
Cervianus & Valerianus Biotech Theta R600/480 Shields (30) Total Fuel Cost 600 Litres per hour (14 400 per day)
Quad Spendius-Trebellius 25cm C6 Ultraviolet Laser Turret (10x4) Range 600 000km TS: 10000 km/s Power 64-24 RM 4 ROF 15 16 16 16 16 12 10 9 8 7 6
Valerianus Armaments 45cm C6 Far Ultraviolet Laser (1) Range 600 000km TS: 6033 km/s Power 53-6 RM 5 ROF 45 53 53 53 53 53 44 37 33 29 26
Casca-Zosimus International Fire Control S04 300-8000 H50 (2) Max Range: 600 000 km TS: 8000 km/s 98 97 95 93 92 90 88 87 85 83
Osterianus-Fabillus Tokamak Fusion Reactor Technology PB-1.1 (14) Total Power Output 246.4 Armour 0 Exp 10%
Nolus-Igennus Active Search Sensor MR10-R1 (50%) (1) GPS 180 Range 10.8m km MCR 1.2m km Resolution 1
Marsallas & Pulcherius Active Search Sensor MR108-R100 (50%) (1) GPS 18000 Range 108.0m km Resolution 100
Ticinius-Cittinus Thermal Sensor TH3-18 (70%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Protus-Asprenus EM Detection Sensor EM3-18 (70%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
ECCM-1 (2) This design is classed as a Military Vessel for maintenance purposes
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The new "fast attack craft" looks competent enough against the threat you encountered, though it is of course not really a fast attack craft.
In general, I think you are focussing too much on energy weapons. You don't seem to have any point defence, and your turrets are limited in that role by your slow tracking speed. A ship travelling at about 6k km/s can easily launch missiles travelling at 20-30k km/s, which are absolutely non-interceptable by your current lasers.
How did the enemy kill your ships in your first encounter? Did it close in to point blank range or did it launch salvos of missiles? Did your ships shoot at the enemy?
As far as naming conventions go, I only know of two givens:
A fighter is anything below 500 tons, while anything above that up until 1000 tons is termed fast attack craft.
What I find curious about your class designations is that a 20k ton ship is a cruiser (which sounds reasonable, if a bit small in my opinion), while a 100k+ ton ship is a destroyer. :D
In historical naval terms, destroyers are smaller than cruisers, the next step up would be the battlecruiser followed by the battleship. Above the battleship, I would insert the somewhat anachronistic dreadnoughts and superdreadnoughts, just because they sound cool. :)
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I can add something to the last and large craft. I think it won't really fit your role if you really designed it to catch those 5555km/s enemies. You might be faster in principle, but just by such a little edge that it will eventually take too long on this incredibly low fuel reserve (if the enemy tries to stay on distance ofc.). Probably there isn't much you can do about it if your engines needed to be max. power grade to reach this speed, but generally large ships are better weighted on the range's favor side, as they might otherwise be difficult to rescue when dried down.
Not sure if you plan to park the design for long, but it seems like you want it as some sort of watch post deposit, as your deployment and maintenance of both 14 years far exceeds the engine vivification of not even 40 days. If the crew quarters are making problems here, consider tracktoring a civil recreation-facility module to that place where you might intend to have a post. They are cheap to build and the freed space from the deployment time (down to 1/126th part) could go to yet even more maintenance life or other needed things like.... shields.
The only real existing practical reason to build large ships is their defensive advantage, since they pack the durability of a whole fleet into one design. Where some decent opposition against 10 size 10kt ships will probably result in some losses, and thus constantly grind on your resource with every such encounter, a big ship is either lost entirely (against a foe that obviously had the power to eliminate a whole fleet tonnage anyway), or just not at all. That can at some point be quite the logistical standpoint if you see that the "huge" costs of a large ship are rather illusionary considering it would cost even slightly more and even take longer to build the same tonnage in 10 or so smaller increments - with to some point even less efficient 'usable mass' ratios.
To really utilize large designs though, you'd want to shift your focus on shielding. Shields are only moderately useful on small crafts, because their regeneration always takes 5 minutes with balanced tech, and they probably only tank around 1 or 2 hits before failing, which doesn't change too much on later tech grades. On large ships where shields take a while to be shot down, you can access that nice regeneration bonus, which makes those designs last either much longer under fire, or even render them completely immune to any damage against underwhelming opposition.(great for "unlimited" deployment beam attackers that don't want to exhaust any real ammunition or get scratches)
To illustrate the principle: When a fleet of 10 10kt ships get hit by 16 damage, one ship will probably deplete its shield capacity and now be vulnerable. To recover it would take 5 minutes.
A ship of 100kt however might only lose 1/10th of its shields here and be able to recover from that in just 30 seconds, as it manages to in some sense 'conjoin all the shield generators of the fleet' and use all the regenerative power. (similar effects with the internal repair speed btw.) Every 5 seconds here actually really stretch out the ships life and 'undamaged' status period. Even after being depleted they can continue to be relevant as a "deflector" that bounces off a fixed couple damage points on every interval. I personally tested (even unfocused built) 80kt, 120kt and 180kt designs (all 'exploration cruisers') under heavy fire against equal tech level, and they seemed to last an eternity with their armor only ever pierced against PDC. Equal sized opposition will likely not carry enough ammunition to only kill you with their rockets, so they will eventually close in anyway, where you can destroy them the latest if you couldn't catch them yourself. (only be cautious about those PDCs, who usually have so much ammunition that you can only beat them with much much more than 2:1 mass advantage on same tech grade.... - as a pure beam attacker that is)
So shields are effective in lumps and thus the strength of any big/oversized ship. I usually try to dedicate around 10% of mass to shields when making bigger designs, though I guess on earlier tech grade more could be advised. ...All depends on design mission in the end of course. Also I wouldn't even bother with the whole thing before shield tech 2 or 2.5 or so.
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One thing about the Phyrrus. You may want more fire controls, as the way you have it now some turrets will have to share targets. I recommend one FC per turret. It's not absolutely required, but it might be a good idea.
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Alright, so taking into consideration what has been said, I have increased the tracking speed on the turrets as much as I can with my current fire control tech (to 16000 km/s), added 20 more shields (so it should be able to take a full salvo of missiles and still have shields left over, assuming none are intercepted), and added CIWS systems to both the FAC (now re-classified as a Destroyer, which may or may not be more appropriate) and the Destroyer (now re-classified as a dreadnought, same disclaimer). As I understand it, CIWS only works for the ship it is on? Both are also faster and have longer range.
Yeah, so I don't know anything about historical naval classifications, so Destroyer was chosen purely out of sound of the name. It is now a dreadnought, and the Caesar III is now a Destroyer (which it seems to be the right size for what was said).
Also, I plan on adding better beam fire controls to these to increase their range to 800 000 km.
Finally, I won't have one fire control per turret, because I don't know that my turrets will be effective in targeting enemy missiles anyway, so having several to a single fire control so help, no? In any case, I now have 4 fire controls, so I can have one main offensive group, and 3 for area defense, then the CIWS for point defense.
Anyway:
Pyrrhus class Dreadnought 101 100 tons 2333 Crew 26643.3 BP TCS 2022 TH 4620 EM 6000
6528 km/s Armour 9-193 Shields 200-600 Sensors 18/18/0/0 Damage Control Rating 140 PPV 327.32
Maint Life 6.03 Years MSP 23060 AFR 584% IFR 8.1% 1YR 1087 5YR 16309 Max Repair 540 MSP
Intended Deployment Time: 72 months Spare Berths 1
Durio Systems 60 EP Internal Fusion Drive (220) Power 60 Fuel Use 135.03% Signature 21 Exp 15%
Fuel Capacity 35 000 000 Litres Range 46.1 billion km (81 days at full power)
Cervianus & Valerianus Biotech Theta R600/480 Shields (50) Total Fuel Cost 1 000 Litres per hour (24 000 per day)
Valerianus Armaments 45cm C6 Far Ultraviolet Laser (1) Range 600 000km TS: 6528 km/s Power 53-6 RM 5 ROF 45 53 53 53 53 53 44 37 33 29 26
Twin Stichus-Triferus 30cm C6 Far Ultraviolet Laser Turret (14x2) Range 600 000km TS: 16000 km/s Power 48-12 RM 5 ROF 20 24 24 24 24 24 20 17 15 13 12
Genialis-Siculus CIWS-160 (3x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Casca-Zosimus International Fire Control S04 300-8000 H50 (4) Max Range: 600 000 km TS: 8000 km/s 98 97 95 93 92 90 88 87 85 83
Merula Magnetic Confinement Fusion Reactor Technology PB-1.1 (16) Total Power Output 176 Armour 0 Exp 10%
Nolus-Igennus Active Search Sensor MR10-R1 (50%) (1) GPS 180 Range 10.8m km MCR 1.2m km Resolution 1
Marsallas & Pulcherius Active Search Sensor MR108-R100 (50%) (1) GPS 18000 Range 108.0m km Resolution 100
Ticinius-Cittinus Thermal Sensor TH3-18 (70%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Protus-Asprenus EM Detection Sensor EM3-18 (70%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
ECCM-1 (1) This design is classed as a Military Vessel for maintenance purposes
Caesar III class Destroyer 4 500 tons 145 Crew 2465 BP TCS 90 TH 189 EM 0
6000 km/s Armour 2-24 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 22.6
Maint Life 1 Years MSP 342 AFR 162% IFR 2.2% 1YR 340 5YR 5105 Max Repair 1080 MSP
Intended Deployment Time: 12 months Spare Berths 1
Durio Systems 60 EP Internal Fusion Drive (9) Power 60 Fuel Use 135.03% Signature 21 Exp 15%
Fuel Capacity 750 000 Litres Range 22.2 billion km (42 days at full power)
Single Stichus-Triferus 30cm C6 Far Ultraviolet Laser Turret (2x1) Range 600 000km TS: 16000 km/s Power 24-6 RM 5 ROF 20 24 24 24 24 24 20 17 15 13 12
Genialis-Siculus CIWS-160 (1x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Toutius International Fire Control S08 300-16000 H50 (1) Max Range: 600 000 km TS: 16000 km/s 98 97 95 93 92 90 88 87 85 83
Merula Magnetic Confinement Fusion Reactor Technology PB-1.1 (2) Total Power Output 22 Armour 0 Exp 10%
Nolus-Igennus Active Search Sensor MR10-R1 (50%) (1) GPS 180 Range 10.8m km MCR 1.2m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
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I would recommend switching out the CIWS for Guass Cannon turrets with max tracking fire control. I didn't understand the distinction when I started, but the basic take is that a CIWS only defends the ship its on, while all the guass cannons in one of your fleet stacks can engage any missile that attacks the stack if used for final protective fire. With higher launch velocities it also give you some light self defense against larger threats at knife fight range. A full size guass cannon turret with tracking at your max FC TS will not be much heavier than a CIWS, and if you extend the range on your FC to get a higher than 50% to hit at 10k, then space per space it starts to become more effective. Add the ability to cooperatively provide final protective fire and its a much more effective option for a military grade vessel.
I only only use CIWS for commercial vessels now, as a CIWS is not considered a military component
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I might switch, but I get twice the rate of fire with CIWS compared to a Gauss Cannon. I didn't research and Gauss Cannon Launch Velocities, only rate of fire, so it'll take a while to research that as well, which is another downside. In the future I'll probably switch to Gauss Cannons, but I need to do a bit of research, and currently researching other things.
Also, does anyone know why my turns are only passing like 4 days and 6 hours or some random amount similar to that when I try to do 30 days?
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A CIWS is two reduced size gauss cannons with a dedicated fire control, which is why you get the higher apparent ROF
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Final designs (before I retool my shipyards):
Pyrrhus class Dreadnought 98 950 tons 2385 Crew 30497.65 BP TCS 1979 TH 4462.5 EM 9000
6442 km/s Armour 11-190 Shields 300-600 Sensors 18/18/0/0 Damage Control Rating 161 PPV 327.32
Maint Life 7.03 Years MSP 31012 AFR 486% IFR 6.8% 1YR 1098 5YR 16466 Max Repair 1440 MSP
Intended Deployment Time: 84 months Spare Berths 1
Minicianus Engines Limited 250 EP Magnetic Fusion Drive (51) Power 250 Fuel Use 27% Signature 87.5 Exp 10%
Fuel Capacity 25 000 000 Litres Range 168.4 billion km (302 days at full power)
Cervianus & Valerianus Biotech Theta R600/480 Shields (75) Total Fuel Cost 1 500 Litres per hour (36 000 per day)
Valerianus Armaments 45cm C6 Far Ultraviolet Laser (1) Range 800 000km TS: 6442 km/s Power 53-6 RM 5 ROF 45 53 53 53 53 53 44 37 33 29 26
Twin Stichus-Triferus 30cm C6 Far Ultraviolet Laser Turret (14x2) Range 800 000km TS: 16000 km/s Power 48-12 RM 5 ROF 20 24 24 24 24 24 20 17 15 13 12
Genialis-Siculus CIWS-160 (4x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Saunio Aeronautical Fire Control S08 400-16000 H50 (4) Max Range: 800 000 km TS: 16000 km/s 99 98 96 95 94 92 91 90 89 88
Merula Magnetic Confinement Fusion Reactor Technology PB-1.1 (16) Total Power Output 176 Armour 0 Exp 10%
Marsallas & Pulcherius Active Search Sensor MR108-R100 (50%) (1) GPS 18000 Range 108.0m km Resolution 100
Nolus-Igennus Active Search Sensor MR10-R1 (50%) (1) GPS 180 Range 10.8m km MCR 1.2m km Resolution 1
Ticinius-Cittinus Thermal Sensor TH3-18 (70%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Protus-Asprenus EM Detection Sensor EM3-18 (70%) (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
ECCM-1 (1) This design is classed as a Military Vessel for maintenance purposes
Caesar III class Destroyer 3 400 tons 109 Crew 2594.3 BP TCS 68 TH 175 EM 0
7352 km/s Armour 3-20 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 11.3
Maint Life 1.29 Years MSP 477 AFR 92% IFR 1.3% 1YR 301 5YR 4521 Max Repair 1440 MSP
Intended Deployment Time: 12 months Spare Berths 0
Tiberillus Research Inc 250 EP Magnetic Fusion Drive (2) Power 250 Fuel Use 214.96% Signature 87.5 Exp 20%
Fuel Capacity 750 000 Litres Range 18.5 billion km (29 days at full power)
Single Stichus-Triferus 30cm C6 Far Ultraviolet Laser Turret (1x1) Range 800 000km TS: 16000 km/s Power 24-6 RM 5 ROF 20 24 24 24 24 24 20 17 15 13 12
Genialis-Siculus CIWS-160 (1x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Saunio Aeronautical Fire Control S08 400-16000 H50 (1) Max Range: 800 000 km TS: 16000 km/s 99 98 96 95 94 92 91 90 89 88
Merula Magnetic Confinement Fusion Reactor Technology PB-1.1 (1) Total Power Output 11 Armour 0 Exp 10%
Nolus-Igennus Active Search Sensor MR10-R1 (50%) (1) GPS 180 Range 10.8m km MCR 1.2m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
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Final designs (perhaps):
Hahahahaha
Final designs....
Hahahahaha
There is no such beastie in Aurora.
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"Maybe there is a beast...maybe it's only us."
Final designs (before I retool my shipyards)
Haha, there, I fixed it.
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So, some aliens came by and slaughtered all my ships, PDCs and civilian ships, then left. Currently I am rebuilding, but don't really have the facilities for a whole lot. Therefore, I am building fighters, but had some issues producing the technology to shrink weapons/stuff small enough. This was the fastest design I could produce, but now that they seem to have left (for good or for now), I want to start revising it. They have maintenance life and such because I don't have hangars or facilities to launch them from, so they have to be minimally self sustaining.
Crassus class Fighter 453 tons 17 Crew 178.7 BP TCS 9.05 TH 100 EM 0
11049 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 9.07 Years MSP 62 AFR 6% IFR 0.1% 1YR 1 5YR 20 Max Repair 60 MSP
Intended Deployment Time: 3 months Spare Berths 0
Severlinus Aerospace Industries 50 EP Magnetic Fusion Drive (2) Power 50 Fuel Use 168.01% Signature 50 Exp 20%
Fuel Capacity 50 000 Litres Range 11.8 billion km (12 days at full power)
Proculus-Ferentinus Precision Arms 15cm C6 Plasma Carronade (1) Range 60 000km TS: 11049 km/s Power 6-6 RM 1 ROF 5 6 3 2 1 1 1 0 0 0 0
Panthera & Naevius Fire Control S00.5 100-4000 (FTR) (1) Max Range: 200 000 km TS: 16000 km/s 95 90 85 80 75 70 65 60 55 50
Reginus Magnetic Confinement Fusion Reactor Technology PB-1 (1) Total Power Output 6 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
Thoughts?
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A few ideas:
1) You can change the deployment time to 0.1 month and save some space
2) You don't have any active sensors, which may be a problem if you don't have any other ships to get active tracking for these fighters
I build some cheap PDC's with just hangar space and some self defense turrets as "airfields" if you have the chance, that may be a good option to help reduce maintenance as you build up your squadrons.
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At the moment, the fighters are the only spacecraft I have, so if I want them to go somewhere else, they have to go alone, thus the reason for their range/maintenance time/intended deployment time. I'm also concerned about how much damage they do, because I know my enemy's ships have at least 12 layers of armor. My best lasers can easily pierce that, but there's no way I can fit a 45cm laser onto a fighter, or even a 30cm laser. As for the lack of active sensor, I am planning on building some fighters that just carry sensors around. While they're in range of Earth, I have a PDC with an active sensor they can use.
Sensor Fighter:
Nero class Fighter Sensor 448 tons 16 Crew 341.7 BP TCS 8.95 TH 100 EM 0
11173 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 5.11 Years MSP 119 AFR 6% IFR 0.1% 1YR 8 5YR 114 Max Repair 270 MSP
Intended Deployment Time: 3 months Spare Berths 1
Severlinus Aerospace Industries 50 EP Magnetic Fusion Drive (2) Power 50 Fuel Use 168.01% Signature 50 Exp 20%
Fuel Capacity 50 000 Litres Range 12.0 billion km (12 days at full power)
Marsallas & Pulcherius Active Search Sensor MR108-R100 (50%) (1) GPS 18000 Range 108.0m km Resolution 100
This design is classed as a Fighter for production, combat and maintenance purposes
PDC:
Marcus Brutus II class Laser Base 3 850 tons 155 Crew 2710.4 BP TCS 77 TH 0 EM 0
Armour 14-21 Sensors 1/180 Damage Control Rating 0 PPV 44.76
Intended Deployment Time: 3 months Spare Berths 1
Twin Stichus-Triferus 30cm C6 Far Ultraviolet Laser Turret (2x2) Range 800 000km TS: 16000 km/s Power 48-12 RM 5 ROF 20 24 24 24 24 24 20 17 15 13 12
Saunio Aeronautical Fire Control S08 400-16000 H50 (1) Max Range: 800 000 km TS: 16000 km/s 99 98 96 95 94 92 91 90 89 88
Merula Magnetic Confinement Fusion Reactor Technology PB-1.1 (3) Total Power Output 33 Armour 0 Exp 10%
Marsallas & Pulcherius Active Search Sensor MR108-R100 (50%) (1) GPS 18000 Range 108.0m km Resolution 100
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 2 sections
I designed a light carrier, but it'll be quite a while before I can actually construct it, because my shipyard only has slipways of 1200 tons, and it is about as minimal as I'm willing to make it. Also, I'm not sure, but I believe the aliens I'm currently fighting are Invaders (or whatever they're called).
Caligula class Light Carrier 10 650 tons 199 Crew 3723.45 BP TCS 213 TH 262.5 EM 0
3521 km/s Armour 5-43 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 11.3
Maint Life 4.14 Years MSP 4093 AFR 181% IFR 2.5% 1YR 382 5YR 5733 Max Repair 1440 MSP
Intended Deployment Time: 24 months Flight Crew Berths 0
Hangar Deck Capacity 3000 tons
Minicianus Engines Limited 250 EP Magnetic Fusion Drive (3) Power 250 Fuel Use 27% Signature 87.5 Exp 10%
Fuel Capacity 2 000 000 Litres Range 125.2 billion km (411 days at full power)
Single Stichus-Triferus 30cm C6 Far Ultraviolet Laser Turret (1x1) Range 800 000km TS: 16000 km/s Power 24-6 RM 5 ROF 20 24 24 24 24 24 20 17 15 13 12
Genialis-Siculus CIWS-160 (1x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Saunio Aeronautical Fire Control S08 400-16000 H50 (1) Max Range: 800 000 km TS: 16000 km/s 99 98 96 95 94 92 91 90 89 88
Reginus Magnetic Confinement Fusion Reactor Technology PB-1 (1) Total Power Output 6 Armour 0 Exp 5%
Marsallas & Pulcherius Active Search Sensor MR108-R100 (50%) (1) GPS 18000 Range 108.0m km Resolution 100
Nolus-Igennus Active Search Sensor MR10-R1 (50%) (1) GPS 180 Range 10.8m km MCR 1.2m km Resolution 1
Strike Group
6x Crassus Fighter Speed: 11049 km/s Size: 9.05
This design is classed as a Military Vessel for maintenance purposes
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Your carrier needs flight crew berths, otherwise the fighter pilots will bunk in their fighters and get pretty upset. Mark the "Keep excess Q" box in the top-right of the class design screen, this'll allow you to add extra crew quarters.
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Ah, thanks. I'd do that, but I came up with a much crazier plan for survival.
So the aliens came back, and completely destroyed all my ships and shipbuilding capacity. They seem to do this whenever I build a ship, but they don't destroy any of my actual industry. Therefore, my plan is to build a shipyard, expand it to the necessary size, and then design and construct a giant behemoth of a ship that contains everything necessary to start a colony on another world, far, far away.
Advice on building such a ship? Is this even possible (don't care about practical)?
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How the movie Independence Day would have really ended lol don't worry bro, plenty of planets out their
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Maybe try building mine laying fighters. Add minimal propulsion and the biggest single shot missile launcher you can fit with enough range to get to the jump gate and back. Build a mine sized to the launchers and then continually build mine ordnance and fighters and lay a massive mine field.
In conjunction, build out a ton of slipways on your military shipyard and set it so all your ships launch at once. Between the mines and the large number of ships getting crewed all at once, maybe you will have a chance.
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Last time, as I was building fighters, they came over and instantly destroyed them. I suspect my only way out will be to launch many ships simultaneously.
Unlike last time, they have a couple ships stationed in Sol, rather than coming to check up on me everything year or so, which limit my ability to build more fighters, sadly.
Currently in the process of designing a suitable battleship, as well as increasing the number of slipways on my shipyard.
Here is the preliminary design, although I do plan to have better, faster recharging lasers soon, as well as better engines and longer range active sensors.
Maximus II class Battlecruiser 53 700 tons 1356 Crew 17774.15 BP TCS 1074 TH 2712.5 EM 7500
7216 km/s JR 4-250 Armour 7-126 Shields 250-375 Sensors 1/1/0/0 Damage Control Rating 53 PPV 125.9
Maint Life 3.05 Years MSP 10964 AFR 435% IFR 6% 1YR 1773 5YR 26598 Max Repair 1663 MSP
Intended Deployment Time: 36 months Spare Berths 0
Flag Bridge
Isatis-Allobrogicus J55000(4-250) Military Jump Drive Max Ship Size 55000 tons Distance 250k km Squadron Size 4
Minicianus Engines Limited 250 EP Magnetic Fusion Drive (31) Power 250 Fuel Use 27% Signature 87.5 Exp 10%
Fuel Capacity 10 000 000 Litres Range 124.1 billion km (199 days at full power)
Tutor Techsystems Xi R375/360 Shields (50) Total Fuel Cost 750 Litres per hour (18 000 per day)
Valerianus Armaments 45cm C6 Far Ultraviolet Laser (1) Range 800 000km TS: 7216 km/s Power 53-6 RM 5 ROF 45 53 53 53 53 53 44 37 33 29 26
Twin Stichus-Triferus 30cm C6 Far Ultraviolet Laser Turret (5x2) Range 800 000km TS: 16000 km/s Power 48-12 RM 5 ROF 20 24 24 24 24 24 20 17 15 13 12
Genialis-Siculus CIWS-160 (4x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
Saunio Aeronautical Fire Control S08 400-16000 H50 (2) Max Range: 800 000 km TS: 16000 km/s 99 98 96 95 94 92 91 90 89 88
Merula Magnetic Confinement Fusion Reactor Technology PB-1.1 (6) Total Power Output 66 Armour 0 Exp 10%
Nolus-Igennus Active Search Sensor MR10-R1 (50%) (1) GPS 180 Range 10.8m km MCR 1.2m km Resolution 1
Marsallas & Pulcherius Active Search Sensor MR108-R100 (50%) (1) GPS 18000 Range 108.0m km Resolution 100
ECCM-1 (1) This design is classed as a Military Vessel for maintenance purposes
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Right now, my planned strike force includes:
15 Caesar V class Destroyers:
Caesar V class Destroyer 6 000 tons 211 Crew 4920.5 BP TCS 120 TH 230.4 EM 150
8000 km/s Armour 3-29 Shields 5-375 Sensors 1/1/0/0 Damage Control Rating 2 PPV 50.68
Maint Life 1.18 Years MSP 1025 AFR 144% IFR 2% 1YR 757 5YR 11348 Max Repair 2100 MSP
Intended Deployment Time: 12 months Spare Berths 0
Lentullus & Pius 320 EP Inertial Fusion Drive (3) Power 320 Fuel Use 22.5% Signature 76.8 Exp 10%
Fuel Capacity 500 000 Litres Range 66.7 billion km (96 days at full power)
Tutor Techsystems Xi R375/360 Shields (1) Total Fuel Cost 15 Litres per hour (360 per day)
Twin U & C 35cm C12 Far Ultraviolet Laser Turret (2x2) Range 800 000km TS: 20000 km/s Power 64-24 RM 5 ROF 15 32 32 32 32 32 26 22 20 17 16
Uticensis & Spurius Fire Control S08 400-20000 H40 (1) Max Range: 800 000 km TS: 20000 km/s 99 98 96 95 94 92 91 90 89 88
Reginus Magnetic Confinement Fusion Reactor Technology PB-1 (1) Total Power Output 6 Armour 0 Exp 5%
Catulus Solid-core Anti-matter Power Plant PB-1.3 (2) Total Power Output 41.6 Armour 0 Exp 25%
Sisinnius-Africanus Active Search Sensor MR28-R100 (1) GPS 3600 Range 28.8m km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
These are pretty small ships, but mostly I'm hoping their numbers will make up for their relative ineptitude. I included a single shield on them to absorb a single laser shot, as the enemy does have strength 42 lasers which are devastating at close range.
10 Maximus II class Battlecruisers:
This ship I do plan on increasing the number of weapons and shields on it, so it can take more than a single volley of enemy laser fire on its shields, and then destroy them as quickly as possible.
Maximus II class Battlecruiser 76 250 tons 1957 Crew 38909.5 BP TCS 1525 TH 2688 EM 54000
7344 km/s Armour 10-160 Shields 1800-360 Sensors 1/1/0/0 Damage Control Rating 87 PPV 320.08
Maint Life 2.97 Years MSP 18179 AFR 816% IFR 11.3% 1YR 3074 5YR 46104 Max Repair 2100 MSP
Intended Deployment Time: 36 months Spare Berths 0
Flag Bridge
Lentullus & Pius 320 EP Inertial Fusion Drive (35) Power 320 Fuel Use 22.5% Signature 76.8 Exp 10%
Fuel Capacity 11 000 000 Litres Range 115.4 billion km (181 days at full power)
Tutor Techsystems Omicron R360/360 Shields (300) Total Fuel Cost 4 500 Litres per hour (108 000 per day)
Valerianus Armaments 52cm C12 Far Ultraviolet Laser (1) Range 800 000km TS: 7344 km/s Power 71-12 RM 5 ROF 30 71 71 71 71 71 59 50 44 39 35
Twin U & C 35cm C12 Far Ultraviolet Laser Turret (12x2) Range 800 000km TS: 20000 km/s Power 64-24 RM 5 ROF 15 32 32 32 32 32 26 22 20 17 16
Genialis-Siculus CIWS-200 (4x8) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Uticensis & Spurius Fire Control S08 400-20000 H40 (3) Max Range: 800 000 km TS: 20000 km/s 99 98 96 95 94 92 91 90 89 88
Catulus Solid-core Anti-matter Power Plant PB-1.3 (11) Total Power Output 228.8 Armour 0 Exp 25%
Faustillus-Gratian Active Search Sensor MR5-R1 (40%) (1) GPS 48 Range 5.3m km MCR 575k km Resolution 1
Iovinianus-Felix Active Search Sensor MR528-R100 (40%) (1) GPS 48000 Range 528.0m km Resolution 100
ECCM-2 (1) This design is classed as a Military Vessel for maintenance purposes
5 Trajan class Missile Bases:
These Missile Bases carry a rather large (MS 50) missile that has a range of 3 billion kilometers with a warhead strength of 36. It's part of System Defense line of missiles, and the basic idea is provide coverage for an entire star system with planetary defense centers.
Trajan class Missile Base 27 700 tons 1000 Crew 10469 BP TCS 554 TH 0 EM 0
Armour 20-81 Sensors 1/2400 Damage Control Rating 0 PPV 250
Intended Deployment Time: 3 months Spare Berths 5
Magazine 2170
Genialis-Siculus CIWS-200 (3x8) Range 1000 km TS: 20000 km/s ROF 5 Base 50% To Hit
Pelagius-Clodian PDC Size 50 Missile Launcher (5) Missile Size 50 Rate of Fire 375
Aemulius Missile Fire Control FC5068-R100 (40%) (1) Range 5 068.8m km Resolution 100
SD Aemulius II (43) Speed: 15 400 km/s End: 2.3d Range: 3023.3m km WH: 36 Size: 50 TH: 51/30/15
Aemulius Active Search Sensor MR3010-R130 (40%) (1) GPS 312000 Range 3 010.1m km Resolution 130
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 Planetary Defence Centre and can be pre-fabricated in 12 sections
As many Crassus II fighters as can be built:
These aren't especially good, but they can be cannon fodder and pepper the armor of the enemy ships with small plasma blasts. Ideally, they will simply take shots for the main fleet.
Crassus II class Fighter 480 tons 3 Crew 289.3 BP TCS 9.6 TH 30.72 EM 0
13333 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 3.14 Years MSP 38 AFR 18% IFR 0.3% 1YR 6 5YR 87 Max Repair 64 MSP
Intended Deployment Time: 0.1 months Spare Berths 7
Postumianus Engineering 64 EP Inertial Fusion Drive (2) Power 64 Fuel Use 140.01% Signature 15.36 Exp 20%
Fuel Capacity 50 000 Litres Range 13.4 billion km (11 days at full power)
Proculus-Ferentinus Precision Arms 15cm C6 Plasma Carronade (1) Range 60 000km TS: 13333 km/s Power 6-6 RM 1 ROF 5 6 3 2 1 1 1 0 0 0 0
Panthera & Naevius Fire Control S00.5 100-4000 (FTR) (1) Max Range: 200 000 km TS: 16000 km/s 95 90 85 80 75 70 65 60 55 50
Reginus Magnetic Confinement Fusion Reactor Technology PB-1 (1) Total Power Output 6 Armour 0 Exp 5%
Sisinnius-Africanus Active Search Sensor MR28-R100 (1) GPS 3600 Range 28.8m km Resolution 100
This design is classed as a Fighter for production, combat and maintenance purposes
However, I have also designed another class of Fighter than carries AMMs (that could maybe be used as ASMs), but I don't know that I even want to build them. Their main advantage is that they will have a much longer range than the enemy ships, so will probably be able to fire several salvos before the enemy even reaches laser range.
Sparrow II class Fighter 485 tons 4 Crew 247.3 BP TCS 9.7 TH 30.72 EM 0
13195 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 4
Maint Life 3.13 Years MSP 32 AFR 18% IFR 0.3% 1YR 5 5YR 74 Max Repair 77 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
Magazine 20
Postumianus Engineering 64 EP Inertial Fusion Drive (2) Power 64 Fuel Use 140.01% Signature 15.36 Exp 20%
Fuel Capacity 30 000 Litres Range 8.0 billion km (6 days at full power)
Nertomarus Engineering Company Size 1 Missile Launcher (4) Missile Size 1 Rate of Fire 15
Sparrow Missile Fire Control FC25-R1 (1) Range 25.3m km Resolution 1
Nightingale FTR Missile (2) Speed: 51 200 km/s End: 8.1m Range: 24.9m km WH: 3 Size: 1 TH: 170/102/51
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
Any advice about the fleet or plan are appreciated.
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Wow, with that Battlecruiser you won't have any competition anymore. I remember becoming basically invincible against any non-invader and non-NPR encounter after having a ship with 1600 shields flying.
Only thing I saw: The last fighter only has 2 missiles for 4 launchers. Those are on top of that no box launchers, so maybe you want even more than 4 (or do you plan custom loadout every time depending on situation?).
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That's supposed to say twenty, don't know what happened there.
Sadly, the problem is that these are the invaders, at least as far as I can tell. Also, it currently seems like I'm going to have to rethink some of my plan due to mineral shortages.
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These ships are INSANELY powerful proportionate to other things I've seen on the forum, by the way. I don't think you need as many battlecruisers as you think you might, one of these things could steamroll an entire enemy fleet.
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If you want to know for sure if they're invaders or not, read this:
Invaders use 64WH missiles.
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I'm pretty sure invaders are randomly generated, just like NPRs and Precursors.
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I believe they are randomly generated as well, because IIRC, in an Aurora fiction (I believe the NATO/Soviet Union one), the Invaders were armed with plasma beams.
I don't know whether the battlecruisers are really good enough though, because they have at least 20 32000 ton ships, several of which have 36 strength 42 lasers which fire every five seconds (assuming that's what Rate of Fire: 1 means). Even if not, those volleys are pretty devastating and the main reason for the high amount of shields.