Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Ninetails on October 19, 2014, 01:45:40 PM
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There seem to be a lot of threads around where one person is posting some designs and others are commenting on them, trying to review them and the strategic use of them. The use of new threads for each person wanting to share and review designs from each concepts of each campain could quickly build up way to many threads, and it is my belief that many holds back with posting their designs for this very reason. If we have a thread where several people can bring out each of their own design without feeling like they are interfering, then it easier for more people to share their designs and get feedback from their peers. There is also the added bonus, that it will many be the lastest posts that are relevant, and as such it will stay friendly to new readers even if it gets very long.
I suggest that before we also include some background information for the design, so it will be easier for other readers to review it. This information could for instance be the intended use of the design, where it fits in the larger fleet - including what type of ships it will operate together with, what kind of targets/goal it is supposed to be used against/for, and possibly what kind of problem it is supposed to solve and/or what other non-obvious techs are available (mostly relevant if they were part of the design considerations). Also, feel free to roleplay your introduction.
TL:DR: Post design of your ships and/or review others designs of ships.
I will start out with one first, to get it going.
Around 40 years into a (mostly) standard conventional hive mind game We started to find evidence that other sentients exists, you know: ruins, spaceship wrecks, jumpgates back to Our homeworld. We obviously got paranoid and immidiately got the engineers working on Our very first military ship, the Gladius class cruiser, from whatever technology was at hand at the time (or very quickly researched). Since We did not (and still do not) have wast amounts of shipyard capabilities nor experiance in building complicated fleets, the best choice seemed to be a well rounded warship capable of operating both alone and in groups, and able to operate at suffient range to project power to most of our explored galaxy (1-2 layers from Sol). It was intended to have its main use in the time range of 40-50 years into the game, and be replaced with something else depending on how things panned out. Since the game would be a quite weak start compared to starting NPR's (1 research center in conventional age makes it take quite a long time to catch up), none of those were included so the targets are mainly things that could be spawned by exploration. Also note that the campain have the no overhaul option enabled (so maintaince life is irrelevant).
Gladius class Cruiser 10,000 tons 289 Crew 2500.5 BP TCS 200 TH 160 EM 0
5000 km/s JR 3-50 Armour 6-41 Shields 0-0 Sensors 66/66/0/0 Damage Control Rating 1 PPV 36.08
Maint Life 0.07 Years MSP 156 AFR 800% IFR 11.1% 1YR 2214 5YR 33213 Max Repair 900 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 170
J10000(3-50) Military Jump Drive Max Ship Size 10000 tons Distance 50k km Squadron Size 3
Haswell 1000 EP Magnetic Fusion Drive (1) Power 1000 Fuel Use 11.45% Signature 160 Exp 8%
Fuel Capacity 350,000 Litres Range 55.0 billion km (127 days at full power)
Twin TurboLaser 10cm C3 Ultraviolet Laser Turret (2x2) Range 120,000km TS: 16000 km/s Power 6-6 RM 4 ROF 5 3 3 3 3 2 2 1 1 1 1
Twin Light LaserCannon 15cm C3 Ultraviolet Laser Turret (1x2) Range 240,000km TS: 8000 km/s Power 12-6 RM 4 ROF 10 6 6 6 6 4 4 3 3 2 2
CIWS-160 (1x8) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
TurboLaser Fire Control S04 64-16000 (1) Max Range: 128,000 km TS: 16000 km/s 92 84 77 69 61 53 45 37 30 22
Light LaserCannon Fire Control S04 128-8000 (1) Max Range: 256,000 km TS: 8000 km/s 96 92 88 84 80 77 73 69 65 61
Magnetic Confinement Fusion Reactor Technology PB-1 (2) Total Power Output 20 Armour 0 Exp 5%
Size 1 Missile Launcher (10) Missile Size 1 Rate of Fire 10
Anti-Warship Missile Fire Control FC110-R100 (1) Range 110.9m km Resolution 100
Anti-Missle Missile Fire Control FC11-R1 (1) Range 11.1m km Resolution 1
W1/1 "Firefly" mk I Anti-missile Missile (90) Speed: 45,000 km/s End: 5m Range: 13.6m km WH: 1 Size: 1 TH: 270/162/81
"Arrow" 4/1 Anti-Ship Missle (80) Speed: 30,000 km/s End: 57.1m Range: 102.9m km WH: 4 Size: 1 TH: 100/60/30
Anti-Missle Active Search Sensor MR10-R1 (1) GPS 95 Range 10.4m km MCR 1.1m km Resolution 1
Anti-Warship Active Search Sensor MR103-R100 (1) GPS 9450 Range 104.0m km Resolution 100
OmniTech Thermal Sensor TH6-66 (1) Sensitivity 66 Detect Sig Strength 1000: 66m km
OmniTech EM Detection Sensor EM6-66 (1) Sensitivity 66 Detect Sig Strength 1000: 66m km
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 would say it is a pretty decent and fun looking ship from an RP perspective.
The only MAJOR! flaw is that you forgot to put any engineering sections on it except the first one. This ship will not reach far beyond Sol before it breaks down and have to be dragged back to earth by a tug. ;)
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That's nice idea.
The Space Navy of Zemnoy Soyuz was created as a response to increasing amount of aggression from wormhole spawns, back in 2154 earth-year. At first it was composed only from Quick Response fleet, main purpose of which is protecting colonies of Moskva, Teegardens Star and GJ 1041. Because of that, the fleet needs to be quick both in strike and retreat.
In 2154 it was composed of Slava (Glory) cruisers, and nothing changed since, except from constant improving of cruisers.
Slava class Cruiser 5 000 tons 170 Crew 946 BP TCS 100 TH 1080 EM 0
10800 km/s Armour 4-26 Shields 0-0 Sensors 6/6/0/0 Damage Control Rating 4 PPV 12
Maint Life 2.03 Years MSP 473 AFR 50% IFR 0.7% 1YR 152 5YR 2287 Max Repair 540 MSP
Intended Deployment Time: 24 months Spare Berths 3
Korolyov Turbines 1080 EP MilMPD (1) Power 1080 Fuel Use 52.94% Signature 1080 Exp 13%
Fuel Capacity 250 000 Litres Range 17.0 billion km (18 days at full power)
Browning Meson Cannon 90K\12R (4) Range 48 000km TS: 10800 km/s Power 3-3 RM 9 ROF 5 1 1 1 1 0 0 0 0 0 0
OR
Browning HPM 45K\12R (4) Range 45 000km TS: 10800 km/s Power 3-3 RM 4.5 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S01.5 24-6000 (1) Max Range: 48 000 km TS: 6000 km/s 79 58 38 17 0 0 0 0 0 0
Shaw-Banks Stellarator Fusion Reactor Technology PB-1 (2) Total Power Output 12 Armour 0 Exp 5%
Ratters Ship Detector R100\Sz2 (1) GPS 2400 Range 14.4m km Resolution 100
Ratters Thermal Detector S6\Sz1 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
Ratters EM Detector S6\Sz1 (1) Sensitivity 6 Detect Sig Strength 1000: 6m km
This design is classed as a Military Vessel for maintenance purposes
Slava V class Cruiser 5 000 tons 170 Crew 1953.5 BP TCS 100 TH 2700 EM 0
27000 km/s Armour 5-26 Shields 0-0 Sensors 14/14/0/0 Damage Control Rating 4 PPV 12
Maint Life 1.86 Years MSP 977 AFR 50% IFR 0.7% 1YR 359 5YR 5382 Max Repair 1350 MSP
Intended Deployment Time: 24 months Spare Berths 3
Korolyov Turbines 2700 EP MilSCAMD (1) Power 2700 Fuel Use 26.47% Signature 2700 Exp 13%
Fuel Capacity 300 000 Litres Range 40.8 billion km (17 days at full power)
Browning Meson Cannon 90K\12R (4) Range 90 000km TS: 27000 km/s Power 3-3 RM 9 ROF 5 1 1 1 1 1 1 1 1 1 0
OR
Browning HPM 45K\12R (4) Range 45 000km TS: 27000 km/s Power 3-3 RM 4.5 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S01.5 60-10000 (1) Max Range: 120 000 km TS: 10000 km/s 92 83 75 67 58 50 42 33 25 17
Shaw-Banks MCR PB-1 (2) Total Power Output 20 Armour 0 Exp 5%
Ratters Ship Detector R100\Sz2\T5 (1) GPS 7200 Range 129.6m km Resolution 100
Ratters Thermal Detector S14\Sz1 (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
Ratters EM Detector S14\Sz1 (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
This design is classed as a Military Vessel for maintenance purposes
The time passed, and while cruisers performed well against alien menace, it soon [ooc]after 30 years, heh[/ooc] became evident that the Quick Response fleet is simply not enough. The expanding empire needed more, and after hard work their needs were satisfied.
An Offensive Fleet was created, composing from different ships, all acting together in one group:
Gimcheon, well-armored Battlecruiser and mobile HQ of Fleet Command.
F-Gimcheon II class Battlecruiser 30 000 tons 815 Crew 11285.5 BP TCS 600 TH 9600 EM 3600
16000 km/s Armour 11-86 Shields 120-300 Sensors 14/14/0/0 Damage Control Rating 23 PPV 112
Maint Life 2.35 Years MSP 5408 AFR 313% IFR 4.3% 1YR 1334 5YR 20012 Max Repair 800 MSP
Intended Deployment Time: 48 months Spare Berths 0
Flag Bridge
Izmaylov Foundation 1600 EP Solid Core AM Drive (6) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 2 000 000 Litres Range 80.0 billion km (57 days at full power)
Aelith Theta Weapons Pacifier (30) Total Fuel Cost 300 Litres per hour (7 200 per day)
Shaw-Banks 25cm C8 X-Ray Laser (14) Range 320 000km TS: 16000 km/s Power 16-8 RM 7 ROF 10 16 16 16 16 16 16 16 13 12 11
Fire Control S02 160-5000 (2) Max Range: 320 000 km TS: 5000 km/s 97 94 91 88 84 81 78 75 72 69
Shaw-Banks MCR PB-1 (12) Total Power Output 120 Armour 0 Exp 5%
Ratters Ship Detector R100\Sz2\T5 (1) GPS 7200 Range 129.6m km Resolution 100
Ratters Thermal Detector S14\Sz1 (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
Ratters EM Detector S14\Sz1 (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
ECCM-4 (1) ECM 40
This design is classed as a Military Vessel for maintenance purposes
Arethusa, the carrier and backup jump tender. [ooc]strangely enough, I never got morale penalties for fighter crews despite the carrier having 0 flight crew berths[/ooc]
F-Arethusa II class Carrier 30 000 tons 580 Crew 7493.5 BP TCS 600 TH 9600 EM 4200
16000 km/s JR 3-50 Armour 5-86 Shields 140-300 Sensors 1/1/0/0 Damage Control Rating 26 PPV 0
Maint Life 2.37 Years MSP 4059 AFR 276% IFR 3.8% 1YR 987 5YR 14805 Max Repair 800 MSP
Intended Deployment Time: 48 months Flight Crew Berths 0
Hangar Deck Capacity 6000 tons
Sidorov & Popov J30K Prizhkoviy dvigatel' Max Ship Size 30000 tons Distance 50k km Squadron Size 3
Izmaylov Foundation 1600 EP Solid Core AM Drive (6) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 3 050 000 Litres Range 122.0 billion km (88 days at full power)
Aelith Theta Weapons Pacifier (35) Total Fuel Cost 350 Litres per hour (8 400 per day)
Strike Group
6x Gordi IV Fighter Speed: 36000 km/s Size: 10
3x Nanuchka III Fighter Speed: 63829 km/s Size: 9.4
3x Guderian III Fighter Speed: 24000 km/s Size: 10
This design is classed as a Military Vessel for maintenance purposes
Gordi IV class Fighter 500 tons 4 Crew 438.6 BP TCS 10 TH 360 EM 240
36000 km/s Armour 4-5 Shields 8-300 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2
Maint Life 14.25 Years MSP 274 AFR 4% IFR 0.1% 1YR 3 5YR 38 Max Repair 180 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
Fasters EPAM Drive Tripled (1) Power 360 Fuel Use 378.02% Signature 360 Exp 30%
Fuel Capacity 25 000 Litres Range 2.4 billion km (18 hours at full power)
Aelith Theta Weapons Pacifier (2) Total Fuel Cost 20 Litres per hour (480 per day)
MicroTech X-Ray Mini-Laser (1) Range 120 000km TS: 36000 km/s Power 3-3 RM 7 ROF 5 3 3 3 3 3 3 3 2 2 2
Fire Control S00.5 60-8000 (FTR) (1) Max Range: 120 000 km TS: 32000 km/s 92 83 75 67 58 50 42 33 25 17
Solid-core Anti-matter Power Plant Technology PB-1 (1) Total Power Output 3.2 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
Nanuchka III class Fighter 470 tons 6 Crew 346 BP TCS 9.4 TH 600 EM 0
63829 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 1.59 Years MSP 46 AFR 17% IFR 0.2% 1YR 21 5YR 316 Max Repair 300 MSP
Intended Deployment Time: 0.1 months Spare Berths 4
Fasters EPAM Drive 5X-ed (1) Power 600 Fuel Use 370.23% Signature 600 Exp 30%
Fuel Capacity 5 000 Litres Range 0.5 billion km (2 hours at full power)
Browning Meson Cannon 90K\12R (1) Range 64 000km TS: 63829 km/s Power 3-3 RM 9 ROF 5 1 1 1 1 1 1 0 0 0 0
Fire Control S00.5 32-4000 (FTR) (1) Max Range: 64 000 km TS: 16000 km/s 84 69 53 37 22 6 0 0 0 0
Solid-core Anti-matter Power Plant Technology PB-1 (1) Total Power Output 3.2 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
Guderian III class Fighter 500 tons 5 Crew 290.5 BP TCS 10 TH 240 EM 0
24000 km/s Armour 2-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 5
Maint Life 2.18 Years MSP 36 AFR 20% IFR 0.3% 1YR 10 5YR 153 Max Repair 120 MSP
Intended Deployment Time: 0.1 months Spare Berths 5
Fasters EPAM Drive Doubled (1) Power 240 Fuel Use 381.92% Signature 240 Exp 30%
Fuel Capacity 5 000 Litres Range 0.5 billion km (5 hours at full power)
ExpAI Figther Particle Beam-2 II (1) Range 240 000km TS: 24000 km/s Power 5-5 ROF 5 2 2 2 2 2 2 2 2 2 2
Fire Control S01 192-2500 (FTR) (1) Max Range: 384 000 km TS: 10000 km/s 97 95 92 90 87 84 82 79 77 74
Shaw-Banks MCR PB-1 (1) Total Power Output 10 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
Class 1000, a real jump tender and tanker (and support vessel if really needed).
F-Class 1000 II class Jump Tender 30 000 tons 620 Crew 7234 BP TCS 600 TH 9600 EM 1200
16000 km/s JR 6-500 Armour 6-86 Shields 40-300 Sensors 1/1/0/0 Damage Control Rating 49 PPV 0
Maint Life 4.21 Years MSP 7385 AFR 146% IFR 2% 1YR 668 5YR 10022 Max Repair 800 MSP
Intended Deployment Time: 48 months Spare Berths 0
ExpAI J30000(6-500) Military Jump Drive Max Ship Size 30000 tons Distance 500k km Squadron Size 6
Izmaylov Foundation 1600 EP Solid Core AM Drive (6) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 8 000 000 Litres Range 320.0 billion km (231 days at full power)
Aelith Theta Weapons Pacifier (10) Total Fuel Cost 100 Litres per hour (2 400 per day)
This design is classed as a Military Vessel for maintenance purposes
Airthimble, an Area Point Defence ship.
F-Airthimble class Area Defence Cruiser 15 000 tons 422 Crew 7556 BP TCS 300 TH 4800 EM 0
16000 km/s Armour 5-54 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 10 PPV 92.73
Maint Life 1.8 Years MSP 3148 AFR 180% IFR 2.5% 1YR 1210 5YR 18157 Max Repair 1152 MSP
Intended Deployment Time: 48 months Spare Berths 0
Izmaylov Foundation 1600 EP Solid Core AM Drive (3) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 600 000 Litres Range 48.0 billion km (34 days at full power)
Quad ExpAI Area Point Defence 200mm C10 X-Ray Laser Turret (3x4) Range 480 000km TS: 32000 km/s Power 40-40 RM 7 ROF 5 10 10 10 10 10 10 10 8 7 6
Fire Control S08 240-32000 (1) Max Range: 480 000 km TS: 32000 km/s 98 96 94 92 90 88 85 83 81 79
Shaw-Banks SCAMR PB-1 (8) Total Power Output 128 Armour 0 Exp 5%
Ratters Missile Detector R1\Sz2\T6 (1) GPS 96 Range 23.0m km MCR 2.5m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
Dellyn, short-to-mid range meson platform (HPM variant exists).
F-Dellyn II class Cruiser 15 000 tons 606 Crew 4167.5 BP TCS 300 TH 4800 EM 0
16000 km/s Armour 5-54 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 45 PPV 72
Maint Life 3.02 Years MSP 2605 AFR 120% IFR 1.7% 1YR 428 5YR 6418 Max Repair 800 MSP
Intended Deployment Time: 48 months Spare Berths 0
Izmaylov Foundation 1600 EP Solid Core AM Drive (3) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 600 000 Litres Range 48.0 billion km (34 days at full power)
Shaw-Banks R40/C5 Meson Cannon (12) Range 320 000km TS: 16000 km/s Power 10-5 RM 40 ROF 10 1 1 1 1 1 1 1 1 1 1
Fire Control S02 160-5000 (1) Max Range: 320 000 km TS: 5000 km/s 97 94 91 88 84 81 78 75 72 69
Shaw-Banks MCR PB-1 (6) Total Power Output 60 Armour 0 Exp 5%
ExpAI Backup Sensor System-2 (1) GPS 360 Range 6.5m km Resolution 100
ECCM-4 (1) ECM 40
This design is classed as a Military Vessel for maintenance purposes
Konigsberg, a main combatant ship (railgun and particle variants exist).
F-Konigsberg II class Frigate 15 000 tons 448 Crew 5721.5 BP TCS 300 TH 4800 EM 0
16000 km/s Armour 7-54 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 46 PPV 64
Maint Life 3.71 Years MSP 3933 AFR 109% IFR 1.5% 1YR 445 5YR 6677 Max Repair 800 MSP
Intended Deployment Time: 48 months Spare Berths 0
Izmaylov Foundation 1600 EP Solid Core AM Drive (3) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 1 100 000 Litres Range 88.0 billion km (63 days at full power)
Shaw-Banks 25cm C8 X-Ray Laser (8) Range 320 000km TS: 16000 km/s Power 16-8 RM 7 ROF 10 16 16 16 16 16 16 16 13 12 11
Fire Control S02 160-5000 (1) Max Range: 320 000 km TS: 5000 km/s 97 94 91 88 84 81 78 75 72 69
Shaw-Banks MCR PB-1 (7) Total Power Output 70 Armour 0 Exp 5%
ExpAI Backup Sensor System-2 (1) GPS 360 Range 6.5m km Resolution 100
ECCM-4 (1) ECM 40
This design is classed as a Military Vessel for maintenance purposes
Morningstar, a Gauss platform for point defence purposes.
F-Morning Star II class Escort 15 000 tons 359 Crew 3913 BP TCS 300 TH 4800 EM 0
16000 km/s Armour 4-54 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 10 PPV 113.28
Maint Life 1.62 Years MSP 1630 AFR 180% IFR 2.5% 1YR 725 5YR 10870 Max Repair 800 MSP
Intended Deployment Time: 48 months Spare Berths 0
Izmaylov Foundation 1600 EP Solid Core AM Drive (3) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 550 000 Litres Range 44.0 billion km (31 days at full power)
Quad Browning Gauss Machine Gun 30K\36R Turret (4x12) Range 30 000km TS: 20000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Fire Control S02 40-20000 (1) Max Range: 80 000 km TS: 20000 km/s 88 75 62 50 38 25 12 0 0 0
Ratters Missile Detector R1\Sz2\T5 (1) GPS 72 Range 13.0m km MCR 1.4m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
Selket, an AMM platform for point defence purposes.
F-Selket II class Gvardeysky Raketnyy Kreyser 30 000 tons 751 Crew 7967.5 BP TCS 600 TH 9600 EM 0
16000 km/s Armour 7-86 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 33 PPV 90
Maint Life 3.25 Years MSP 5477 AFR 218% IFR 3% 1YR 783 5YR 11751 Max Repair 800 MSP
Intended Deployment Time: 48 months Spare Berths 0
Magazine 1710
Izmaylov Foundation 1600 EP Solid Core AM Drive (6) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 2 000 000 Litres Range 80.0 billion km (57 days at full power)
Browning Missile Gun (90) Missile Size 1 Rate of Fire 5
Ratters AMM Launcher Assistant R1\Sz1\T5 (3) Range 19.4m km Resolution 1
Size 1 Anti-missile Missile-3 (1710) Speed: 120 000 km/s End: 1.4m Range: 10.2m km WH: 1 Size: 1 TH: 1360/816/408
Ratters Missile Detector R1\Sz2\T5 (1) GPS 72 Range 13.0m km MCR 1.4m km Resolution 1
ECCM-4 (1) ECM 40
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
Settembrini, an ASM platform for anti-ship purposes. It was designed to launch large salvos of missiles.
F-Settembrini II class Raketnyy Kreyser 15 000 tons 308 Crew 4105.5 BP TCS 300 TH 4800 EM 0
16000 km/s Armour 6-54 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 12 PPV 65
Maint Life 2.47 Years MSP 2053 AFR 150% IFR 2.1% 1YR 465 5YR 6977 Max Repair 800 MSP
Intended Deployment Time: 48 months Spare Berths 0
Magazine 800
Izmaylov Foundation 1600 EP Solid Core AM Drive (3) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 1 250 000 Litres Range 100.0 billion km (72 days at full power)
Hit-and-Run ASM System Mk. 2 (52) Missile Size 5 Rate of Fire 2145
Ratters ASM Launcher Assistant R100\Sz1\T5 (1) Range 194.4m km Resolution 100
Ratters AMM Launcher Assistant R1\Sz1\T5 (1) Range 19.4m km Resolution 1
Size 5 Anti-ship Missile-3 (160) Speed: 120 000 km/s End: 5.6m Range: 40.7m km WH: 12 Size: 5 TH: 600/360/180
ExpAI Backup Sensor System-2 (1) GPS 360 Range 6.5m 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
Apollo, a supply vessel.
F-Apollo II class Support Vessel 15 000 tons 306 Crew 3677.5 BP TCS 300 TH 4800 EM 0
16000 km/s Armour 5-54 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 33 PPV 0
Maint Life 11.61 Years MSP 13057 AFR 54% IFR 0.8% 1YR 178 5YR 2672 Max Repair 800 MSP
Intended Deployment Time: 48 months Spare Berths 0
Izmaylov Foundation 1600 EP Solid Core AM Drive (3) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 3 250 000 Litres Range 260.0 billion km (188 days at full power)
This design is classed as a Military Vessel for maintenance purposes
Cornmeat, survey ship of the Fleet.
F-Cornmeat II class Survey Support 10 000 tons 230 Crew 3689.5 BP TCS 200 TH 3200 EM 0
16000 km/s Armour 8-41 Shields 0-0 Sensors 140/140/0/0 Damage Control Rating 9 PPV 0
Maint Life 2.7 Years MSP 2075 AFR 88% IFR 1.2% 1YR 408 5YR 6115 Max Repair 800 MSP
Intended Deployment Time: 48 months Spare Berths 1
Izmaylov Foundation 1600 EP Solid Core AM Drive (2) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 1 050 000 Litres Range 126.0 billion km (91 days at full power)
Ratters Missile Detector R1\Sz15\T5 (1) GPS 540 Range 97.2m km MCR 10.6m km Resolution 1
Ratters Ship Detector R100\Sz15\T5 (1) GPS 54000 Range 972.0m km Resolution 100
Ratters Thermal Detector S140\Sz10 (1) Sensitivity 140 Detect Sig Strength 1000: 140m km
Ratters EM Detector S140\Sz10 (1) Sensitivity 140 Detect Sig Strength 1000: 140m km
This design is classed as a Military Vessel for maintenance purposes
Addroc, close-range meson combatant (HPM variant exists).
F-Addroc II class Cruiser 5 000 tons 161 Crew 1503 BP TCS 100 TH 1600 EM 0
16000 km/s Armour 7-26 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 6 PPV 12
Maint Life 3.83 Years MSP 1127 AFR 33% IFR 0.5% 1YR 121 5YR 1811 Max Repair 800 MSP
Intended Deployment Time: 48 months Spare Berths 1
Izmaylov Foundation 1600 EP Solid Core AM Drive (1) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 350 000 Litres Range 84.0 billion km (60 days at full power)
Browning Meson Cannon 90K\12R (4) Range 90 000km TS: 16000 km/s Power 3-3 RM 9 ROF 5 1 1 1 1 1 1 1 1 1 0
Fire Control S01.5 60-10000 (1) Max Range: 120 000 km TS: 10000 km/s 92 83 75 67 58 50 42 33 25 17
Shaw-Banks MCR PB-1 (2) Total Power Output 20 Armour 0 Exp 5%
ExpAI Backup Sensor System-2 (1) GPS 360 Range 6.5m km Resolution 100
ECCM-4 (1) ECM 40
This design is classed as a Military Vessel for maintenance purposes
And the Grim Reaper, the plasma carronade combatant.
F-Grim Reaper II class Corvette 5 000 tons 132 Crew 1560.5 BP TCS 100 TH 1600 EM 360
16000 km/s Armour 5-26 Shields 12-300 Sensors 1/1/0/0 Damage Control Rating 4 PPV 19
Maint Life 2.34 Years MSP 780 AFR 50% IFR 0.7% 1YR 193 5YR 2901 Max Repair 800 MSP
Intended Deployment Time: 48 months Spare Berths 0
Izmaylov Foundation 1600 EP Solid Core AM Drive (1) Power 1600 Fuel Use 15% Signature 1600 Exp 10%
Fuel Capacity 250 000 Litres Range 60.0 billion km (43 days at full power)
Aelith Theta Weapons Pacifier (3) Total Fuel Cost 30 Litres per hour (720 per day)
Endoso-Someya 600mm C8 Plasma Carronade (1) Range 80 000km TS: 16000 km/s Power 96-8 RM 1 ROF 60 96 48 32 24 19 16 13 12 0 0
Fire Control S02 40-20000 (1) Max Range: 80 000 km TS: 20000 km/s 88 75 62 50 38 25 12 0 0 0
Shaw-Banks MCR PB-1 (1) Total Power Output 10 Armour 0 Exp 5%
ECCM-4 (1) ECM 40
This design is classed as a Military Vessel for maintenance purposes
For now, the fleet is only ready for 8%, but these eight percent already showed their effectiveness in battle.
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I would say it is a pretty decent and fun looking ship from an RP perspective.
The only MAJOR! flaw is that you forgot to put any engineering sections on it except the first one. This ship will not reach far beyond Sol before it breaks down and have to be dragged back to earth by a tug. ;)
He has no overhaul required, of course it means the ship won't be able to repair itself if any internal gets shot and for such an all in one ship having 6 layers of armour seems pretty low.
I'm not a big fan of the all in one ships unless they are battlestars and massive, not a 10kton Frigate, in massive numbers I suppose it can do work well and all specifications come down to necessity in the end, if you only have one naval shipyard then All in one ships might be required but if more shipyards are available I would prefer a dedicated AMM ship, a dedicated Missile Frigate and a dedicated Beam Warship as opposed to the all in one design.
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Ahh... did not notice that... ;)
All in one ships are in my opinion as effective as any other ship when you consider stuff other than just pure combat effectiveness, such as refit, yard space, resources, wealth, workforce etc... and a few other things. A good mix of different types of ships based on your needs can be more important. It also depends heavily on your Meta-Game and setting. In my games for example, there are about ten competing factions in Sol (no AI), you build what ships you can to have a decent fleet. No factions have the time to really make sure all their ships are perfectly optimized and alaround ships are likely to become more common in all sizes as a side effect. Time is a huge issue for these factions, even more so than resources many times.
In general I would say that the smaller a ship is the more specialize it will get, but at 10.000t you usually can start to flesh them out. The higher your technology the more they can hold different types of systems.
It then also depends on what house rules you impose on the game which is part of the Meta-Game. I use very elaborate house rules to make the game what I feel is more realistic, such as laboratories being dedicated to certain fields and cant freely be switched between projects. This forces science to progress much different and also why ships might look different as a result. Industry have the same restrictions, no faction can switch production from one thing to the next, everything has to be long term thinking, usually in five to ten year cycles. Just as a few examples why ships in different players universes can be so different and also why it is good to explain those constraints when posting ships since it make it easier to understand under what conditions a ship is designed.
@Great Tuna
Nice ships I only have one question and that is the reasons for your extremely long deployment with low maintenance in comparison?
I might even go so long to think that 48 months are on the border of unrealistic from a human standpoint in other than special cases. Not that its important if it is realistic or not, but some RP reasons why would be nice... ;)
Also, what are the reasons for such huge ranges instead of building a proper supply fleet to support your combat ships?
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@Great Tuna
Nice ships I only have one question and that is the reasons for your extremely long deployment with low maintenance in comparison?
I might even go so long to think that 48 months are on the border of unrealistic from a human standpoint in other than special cases. Not that its important if it is realistic or not, but some RP reasons why would be nice... ;)
Also, what are the reasons for such huge ranges instead of building a proper supply fleet to support your combat ships?
[ooc]I didn't really consider 48 months of deployment as "extremely long". Also, I do have commercial support fleet, the fuel is just for "commercial targets going out first" scenario.[/ooc]
For Quick Response team using commercial support is equal to slowing down, and slow ships prevent quick response.
Most of ships are stationed in Moskva system, where they are built, and the distance from the farthest colony of Zemnoy Soyuz, EZ Aquarii-C II, is about 20 billion kilometers.
The deployment time is rudiment of old times, when fleet was used for patrol, direct offense and scouting.
The main purpose of the Fleet is long-range offense. If we want our ships to be effective in enemy space (note: "enemy space" means "every system aside from these populated by us", because wormholes are everywhere, and spawns are sudden), we need them to be independent from external supplies, fuel and recreation.
Despite that, our Navy still has Commercial Support Fleet, designed for use in ZemSoy-controlled systems:
Kalinin, a mobile refueling station:
Kalinin II class Fuel Harvester 100 000 tons 323 Crew 6254.5 BP TCS 2000 TH 5000 EM 0
2500 km/s Armour 10-191 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
MSP 39 Max Repair 250 MSP
Intended Deployment Time: 120 months Spare Berths 1
Fuel Harvester: 10 modules producing 720000 litres per annum
Kiselyov Techsystems 1000 EP Commercial Solid Core AM Drive (5) Power 1000 Fuel Use 2.21% Signature 1000 Exp 5%
Fuel Capacity 50 350 000 Litres Range 4100.9 billion km (18985 days at full power)
Browning ASM Defence Mk. 1 (11x6) Range 1000 km TS: 16000 km/s ROF 5 Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes
Bodry, a conventional tanker:
Bodry II class Tanker 25 600 tons 141 Crew 2674 BP TCS 512 TH 5000 EM 0
9765 km/s Armour 10-77 Shields 0-0 Sensors 18/24/0/0 Damage Control Rating 1 PPV 0
MSP 65 Max Repair 250 MSP
Intended Deployment Time: 120 months Spare Berths 0
Kiselyov Techsystems 1000 EP Commercial Solid Core AM Drive (5) Power 1000 Fuel Use 2.21% Signature 1000 Exp 5%
Fuel Capacity 10 000 000 Litres Range 3181.4 billion km (3770 days at full power)
ExpAI Active Search Sensor MR44-R15 (1) GPS 720 Range 44.6m km Resolution 15
Ratters Thermal Detector S18\Sz1 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Ratters EM Detector S24\Sz1 (1) Sensitivity 24 Detect Sig Strength 1000: 24m km
This design is classed as a Commercial Vessel for maintenance purposes
Basra, a mobile ammo storage\transportation unit:
Basra class Collier 15 000 tons 198 Crew 1875.5 BP TCS 300 TH 1000 EM 0
3333 km/s Armour 6-54 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 15 PPV 0
Maint Life 6.35 Years MSP 1211 AFR 116% IFR 1.6% 1YR 52 5YR 775 Max Repair 250 MSP
Intended Deployment Time: 24 months Spare Berths 1
Magazine 3240
Kiselyov Techsystems 1000 EP Commercial Solid Core AM Drive (1) Power 1000 Fuel Use 2.21% Signature 1000 Exp 5%
Fuel Capacity 1 000 000 Litres Range 542.9 billion km (1885 days at full power)
This design is classed as a Military Vessel for maintenance purposes
The maintenance is covered with supply ships: previously mentioned Apollo and commercial Antioch.
Antioch II class Support Vessel 33 500 tons 1341 Crew 5716.5 BP TCS 670 TH 5000 EM 0
7462 km/s Armour 10-92 Shields 0-0 Sensors 14/14/0/0 Damage Control Rating 241 PPV 0
MSP 25704 Max Repair 250 MSP
Intended Deployment Time: 48 months Spare Berths 0
Kiselyov Techsystems 1000 EP Commercial Solid Core AM Drive (5) Power 1000 Fuel Use 2.21% Signature 1000 Exp 5%
Fuel Capacity 750 000 Litres Range 182.3 billion km (282 days at full power)
ExpAI Active Search Sensor MR15-R15 (1) GPS 420 Range 15.2m km Resolution 15
Ratters Thermal Detector S14\Sz1 (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
Ratters EM Detector S14\Sz1 (1) Sensitivity 14 Detect Sig Strength 1000: 14m km
This design is classed as a Commercial Vessel for maintenance purposes
[ooc]P. S. Also ships have such low maint life due to lack of space to engineering spaces. After all, that's why I carry these supply ships around.[/ooc]
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I cannot really do much reviewing of the entire fleet, as I have no hands on experience with design and and use of combined arms starfleets (yet). I am starting to warm up quite a bit to the idea of meson ships, and I am probably going to use your Slava Cruisers as a reference point on what can be achived design wise with them. I suppose you have been using them against some heavily armored/shielded targets, since my numbercrushing tells me that (10 cm) lasers are better against ships with less armor plates than about 40-100% of their HS (the first of your ships has 4 layers of 26 = 104 armor plates vs 100 HS of vacuum displacement, making it a toss up depending on utilities such as early damage vs range) - depending on the inner structure of the ship.
One other painfull thing I noticed, is that while you have a lot of maintainance supplies (2 years) you still does not have enough to fix your largest component, which serverly diminishes the value of all those engineering sections (as only their decrease in failure rate will be helping you). This lack of repairability makes the maintainance life shown be much larger than what you can actually expect. The other problem I see is the missmatched BFC and weapons, especially on the first version. For mesons you could safely reduce the range modifier without it having any effect of the performance of the weapon, while making them cheaper to manufacture. I suppect there is some other reasoning behind this, such as help with refiting.
For your fleet I find it funny how your area point defense ship packs so much more firepower 12x10 damage to a range of 480k km (Mm) at RF 5, giving 120 dp5s vs 8x16 damage at range 320k km at RF 10, giving 64 dp5s, which is about half of the other, while the range of the smaller lasers from the firecontrol makes them surperior at most of the longer ranges. You probably need to ensure that there is better BFC on your main combatant, and with its size you could even include a spare or 2 for redundancy and multitargeting, even to the point of removing one of the lasers and filling up with something else (like shields) for the last few HS.
For my own game:
Following the launch of the Gladius class Cruiser the sectors which instigated the paranoia was surveyed, and at first no actual contact was detected. This was both conforting and worrisome: While no actual aliens were found to just about to invade Sol, it could be the the outsurts of a much larger alien empire. After surveying sustems further out, an offending alien race was encountered roughly 15 years after the Gladius Cruiser had been introduced, which had now greatly outlived its intended service time. A Gladius Cruiser was immidately dispached to the jump point leading back into Our space, to ensure that no pesky aliens would sneak in and hunt Us. The survey ship was then left to investigate the tiny system, with bodies orbiting at most a few hundred million km from the star. After completing the geo survery and finding only 3 objects with minerals (including the only 2 plannets), and the location of what looked like a possible homeworld the survey ship retreated, without having provoked the opposition to attacking. A second Gladius class Cruiser was dispatched to get a closer look at these aliens with some propor sensors. After moving to the homeworld We declared war on these pesky aliens in the name of the perservation of the holy CPU time. The single Gladius cruiser quickly chased down its first target and shot it full of laserholes. When it started to look for its next target a storm of arbitaril timed missils started to rain down upon it, but with a speed of only 8000 km/s it was a just a matter of moving the other way and setting the turbolasers to deal with them while they closed in. However, before this the entire arsenal of "firefly" AMMs were used up, as We had been serverly underestimating the sheer amount of missils that would be sent at Us. After the "firefly"'s were used up, the missil systems switched to "Arrow" ASM, and picked some random ship of around 22 000t, and started firering voley after voley at it. In the end it just got blown up by the last voley, and without more missils, and relatively far away from reinforcements, and the sole Gladius cruiser had to deal with an entire race all by itself, and only using beam weapons. Luckily the aliens had scattered their ships, which most of were only moving around 1300 km/s. This allowed the cruiser to close in and kill each of the ships after much manouvering and many many missils shot down or otherwise eliminated (I estimate atleast a thousand or more). The homeworld turned out to be defended by some heavy anti missil systems, both sporting enormous AMM banks, which could penetrate the cruisers point defense, and large banks of point defense beams. After trying to get close, the cruiser was heavily damaged, and had to return. The entire fleet was assembled (okay it was just 2 ships), and they started to pummel the defenses with "Arrow" ASM missils. Most of those were shut down, and they only managed to damage a part of the defense, so the only option left was to "lure" out all their AMM by out maneuvering them (it was with the right timing to get just outside their MFC before they hit) and make them use up all their missils before closing in. Since none of the habbiteable zones had more thn . 7 atm of atmosphere, beam weapons was in the end used to eliminate all opposition, and troops were transfered from earth for ground conquest of what was belived to be their homeworld, after which a number of ships out of system also surrendered. Over time, the systems around the aliens were investigated, and no lingering signs of survivers were found. This finally quelled most of the paranoia, though several naval shipyards of varying sizes had been constructed in the mean while.
Following the successive deployment of the Gladius, it was decided that it deserved to be mordernized into a version, that was not just quickly thrown together from whatever was at hand at the time. This required some research time, which was easier to give with no overhanging threath. The final design uses many of the experiances from the depleyment and engagements of from the "First CPU war". I now present you Gladius - II class Cruiser:
Gladius - II class Cruiser 10,000 tons 276 Crew 6493.4 BP TCS 200 TH 240 EM 600
10000 km/s JR 3-50 Armour 6-41 Shields 20-300 Sensors 160/160/0/0 Damage Control Rating 1 PPV 59.45
Maint Life 0.08 Years MSP 406 AFR 800% IFR 11.1% 1YR 5268 5YR 79024 Max Repair 2000 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 210
J10500(3-50) S14 Military Jump Drive Max Ship Size 10500 tons Distance 50k km Squadron Size 3
Haswell 2000 EP Gas Core AM Drive (1) Power 2000 Fuel Use 5.72% Signature 240 Exp 8%
Fuel Capacity 250,000 Litres Range 78.7 billion km (91 days at full power)
Xi R300/240 Shields (4) Total Fuel Cost 40 Litres per hour (960 per day)
Twin TurboLaser 20cm C10 X-Ray Laser Turret (2x2) Range 700,000km TS: 25000 km/s Power 20-20 RM 7 ROF 5 10 10 10 10 10 10 10 8 7 6
Twin Gauss Cannon R3-85 Turret (1x10) Range 30,000km TS: 50000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Fire Control S04 400-25000 (1) Max Range: 800,000 km TS: 25000 km/s 99 98 96 95 94 92 91 90 89 88
Final Fire Control S00.5 25-50000 (1) Max Range: 50,000 km TS: 50000 km/s 80 60 40 20 0 0 0 0 0 0
Gas-core Anti-matter Power Plant Technology PB-1 (2) Total Power Output 40 Armour 0 Exp 5%
Volley Size 1 Missile Launcher (25% Reduction) (20) Missile Size 1 Rate of Fire 500
Rapid Fire Size 1 Missile Launcher (10) Missile Size 1 Rate of Fire 5
Missile Fire Control FC115-R1 (1) Range 115.2m km Resolution 1
"Firefly" II: 1/1 (TS111) Anti-missile Missile (90) Speed: 150,000 km/s End: 1.8m Range: 15.9m km WH: 1 Size: 1 TH: 3700/2220/1110
"Arrow" III: 9/1 (TS10.4) Anti-Ship Missile (120) Speed: 40,000 km/s End: 46.3m Range: 111.1m km WH: 9 Size: 1 TH: 346/208/104
Active Search Sensor MR115-R1 (1) GPS 360 Range 115.2m km MCR 12.5m km Resolution 1
OmniTech Thermal Sensor TH5-160 (1) Sensitivity 160 Detect Sig Strength 1000: 160m km
OmniTech EM Detection Sensor EM5-160 (1) Sensitivity 160 Detect Sig Strength 1000: 160m km
Compact ECCM-2 (1) ECM 60
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
As can be seen, technology have been wastly improved at this point (about 70 years into the game). Design wise, increases in jump drive efficiency made it possible to expand the weapon systems. The lasers were contracted into much more powerfull 20cm x-ray turbolasers, vastly increasing the beam range, which was found to be a very important part in the effective engagements of other weapon carrying ships (against beam to ensure that only one side could fire, and against missils to give time to actually shoot down missils), while also vastly increasing the over time firepower (from total 18 dp5s to 40 dp5s at point blank). An extra 50% increase in the hull space for launchers was allocated and used for reduced sized launchers, which allows powervolleys of 3 times the size (I am personally quite happy about that design, since it allows both overwhelming volleys and rapid fire without too much opportunity cost). Sensors are also much more powerfull at this point (200k+ RP/year to a category tend to do that), allowing them both to be descrease in size and change to solely resolution 1 sensors (which only has an EM profile/range of a 10th of a resolution 100 sensor). This allowed more space, prevents mid sized objects from not being detected and give better intel about missils, which can help with better maneuvering. The increase in ECM helps running from MFC range. Some small amount of shields were added to prevent larger AMM voleys to do lasting damage on the ship, and allows other tentative maneuveres without as much danger (such as figureing out best range of beam engagement). The "Arrow" class missils were redesigned to carry very large percentage warheads (above 50%), since they were still easily able to hit most lower (or perhaps equal) tech targets. Oh, and the speed got doubled, yeah it has been that long. Of other note, the turbolasers are not running at max speed, simply because those gears were taking up too much space, and there is a fair chance most targets they will encounter will be sufficiently slow, and if not, there is the new final fire point defense, which replaces the CIWS, so that multiple of these ships will be able to protect each other, and because there is a serious advantage in ensuring a minimum number of intercepted missils - mainly by allowing you ignore them as non-threathening from other perspectives. To achive the surefire version, I changed to 5HS sized gauss cannons, which has 85% hit chance. With a crew rating above 18%, this becomes sure hit at point blank range, with all above this effectively going into increasing the effective tracking speed.
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You are right about what enemies I fight. Lasers won't cut this
19-100
armour. All my designs are "lightly armored" compared to this.
About BFC mismatch: they already have 2x speed modifier, and I'm keeping that extra range for extra accuracy (ships aren't able to keep 0kkm range all the time). And yes, meson and microwave variants are interchangeable.
Maintenance is hard to improve due to lack of space: it's usually better to have 4 meson cannons than 3 meson cannons and ability to repair engine.
About fleet: main combatant and area point defence ship both have x4 range mod., but Airthimble was designed much later than Konigsberg, when newer BFC were availible. And those lasers, they were the largest I could afford at that time, and they were aimed at dealing more damage per shot, as opposed to dealing damage over time. I will change these all when I'm ready to design new generation of ships.
About your design:
Whoa. No one can oppose you on this tech level.
I'm not a big fan of multi-purpose ships, but this one looks fine, too fine. Only one thing is of concern: "Arrow" missile is too slow. Your own PD shoots it down with 100% accuracy, and it's no wonder that "most of missiles were shot down" by enemy PD.
Back in v6.21, when I was designing size 1 ASM, I just took my AMM and swapped most of the agility for the warhead. This will make your missiles weaker, but they'll be able to bypass point defence much better.
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About the BFC mismatch, I was actually taking about the range, where your mesons have a theoretical range of 90k km but only makes use of 48k km of them thanks to the BFC, where you could lower the focusing on the meson beams to make it slightly cheaper. 19-100 armor, wow! That is 1900 armor plates. With the best armor tech it would take around 42HS for so much armor, and the width suggest somewhere around 30+/-8 kT craft. I suspect your quick response fleet is quite a bit more numberous than I though earlier.
I am not really happy about the speed of the arrow missils either, but it certainly is sufficient against the opponents I have used them against. They were using around 50 laser cannons and more than 70 antimissile launchers to shoot down an average of 15 out of 20 missils in each voley. With a single ships voleys being up to 30 missils, it is going to be hard for most to counter them, even if they have 100% hit chance. A couple of them and we are taking about some serious sized voleys. The actual problem I had with the missils what that the combined firepower stored in one ship was just barely enough to take out a single other ship. The easiest way to go about this, was to simply make they carry larger more powerfull warheads. The first design had a combined ASM damage potential of 320, while the new one has 1080. There is also the strategic reason, which is simply: why should I increase the cost/damage of my missils if they against most targets get in atleast 90% of the time. From the design point of view, it is just really hard to get it all: I needed a size 1 missil with a range around 100m km, which caries a somewhat large warhead and was still able to hit targets decently reliably without costing too much. Getting a good speed on top of all of that proved to be a challenge. A larger missil would have an easier time with the fuel efficiency and theirfor the range, so it would be easier to increase the speed. It would also be easier to reach a good penetrating warhead size, so it would not need as much size to warhead, making it easier again.
About multi-purpose ships, I must say I really like them, though I still want to learn to build a combined arms fleet at some point. The power of multi-purpose ships comes partly from efficient trade-offs. For instance, consider the use of a beam combatant. Since I have generally been favoring fast firering beam weapons (since they are usually the most usefull in terms of dp5s/HS), then the main cost of converting those from an anti ship role to also deal with missils is not all that huge they need to get turrented and the fire control increases in size. If you have several turents pr fire control, the fire control cost will be quite acceptable, and you will still be able to put about 70-90% of the firepower you had beforehand on there (depending on whether they were turrented beforehand). One might say: "but that is worse than the specialiced craft" and while they would be correct, the real gain is that it now fits 2 roles which you needed different ships for before. It might only be 50% the effect of a similar point defense ship, but add those 2 efficiencies together, and the combined craft would have a total efficiency of 120-140%, assuming it was not that great at the point defense role. This means that for the same number of ships, your new fleet will have more overall efficiency, meaning it can do more for the same amount of tonnage. Another of these is the usage of size 1 ASM's. You simply take your standard AMM design, and add sensor/MFC to target ships and design a size 1 ASM, which can then use the same launchers. Thereby you get a ship which has a slight increase in sensor cost (which is probably not all that huge a portion of the ship), needing a bit more magazines, but most importantly, it allows duel usesage of those all important launchers. Personally I do not consider size 1 ASM viable until you have 8xMSP warheads, which is what was used in the first generation of "Arrow"s. One can then combine both a missil and beam design, by making use of the same sensors and such, giving you a design much like the gladius. The next pro for multi-purpose vessels comes from the logistics necessary to build and maintain (refit) them, which is simply a lot less.
Ofcause a well structured fleet has other types of gains, mainly by not needing to put certain compontents on several ships, thereby allowing them to use much more powerfull versions of sensors, and/or save a lot of space on jump drives and so on. The other main gain is much easier adjustment of how much you need of each type of ship, you just build/allocate more of them. There is merrit in both specialiced and multi-purpose approaches, and the optimal fleets probably use some elements from both.
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There's the ships with which I won the Clan War. Clan is a 800% difficulty NPR with several hundreds of warships, end-game armor tech and combined point-defence firepower. Due to the position of jump points, most battle happened in deep space, with long-range missiles and bombers.
Tier 1 Warships and fighters, designed before the Clan War. These designs are equipped with Tier 2 anti-ship missiles, because Tier 1 anti-ship missiles are not effective against Clan point-defence firepower at all.
Fenris class Cruiser, the very basic single-role area defence cruiser. AMM system works so well that flak turrets hardly have a chance to fire.
GTC Fenris class Cruiser 10,000 tons 246 Crew 2096.25 BP TCS 200 TH 1000 EM 0
5000 km/s Armour 6-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 8 PPV 55.4
Maint Life 3.89 Years MSP 1048 AFR 100% IFR 1.4% 1YR 110 5YR 1646 Max Repair 250 MSP
Intended Deployment Time: 20 months Spare Berths 0
Magazine 470
Lumion-I 500 EP ICF Drive (2) Power 500 Fuel Use 22.5% Signature 500 Exp 10%
Fuel Capacity 800,000 Litres Range 64.0 billion km (148 days at full power)
Flak Turret MK1 (2x8) Range 20,000km TS: 25000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Flak Control MK1 (1) Max Range: 40,000 km TS: 25000 km/s 75 50 25 0 0 0 0 0 0 0
Missile Tube S1 (20) Missile Size 1 Rate of Fire 5
R&D AMM FC38 (2) Range 38.9m km Resolution 1
RAM-1A (470) Speed: 60,000 km/s End: 1.2m Range: 4.3m km WH: 1 Size: 1 TH: 960/576/288
R&D MAAS MR38-R1 (1) GPS 216 Range 38.9m km MCR 4.2m km Resolution 1
ECM 30
Leviathan class Cruiser, the very basic single-role missile cruiser. They don't have enough firepower, and their flak turrets are totally useless. Many of them lost due to Clan AMM spam.
GTC Leviathan class Cruiser 10,000 tons 254 Crew 2071.6 BP TCS 200 TH 1000 EM 0
5000 km/s Armour 8-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 8 PPV 44.7
Maint Life 3.98 Years MSP 1036 AFR 100% IFR 1.4% 1YR 104 5YR 1566 Max Repair 250 MSP
Intended Deployment Time: 20 months Spare Berths 0
Magazine 576
Lumion-I 500 EP ICF Drive (2) Power 500 Fuel Use 22.5% Signature 500 Exp 10%
Fuel Capacity 800,000 Litres Range 64.0 billion km (148 days at full power)
Flak Turret MK1 (1x8) Range 20,000km TS: 25000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Flak Control MK1 (1) Max Range: 40,000 km TS: 25000 km/s 75 50 25 0 0 0 0 0 0 0
Missile Tube S6 (6) Missile Size 6 Rate of Fire 60
R&D SSM FC414 (1) Range 414.0m km Resolution 140
SSM-3 (96) Speed: 75,000 km/s End: 43.7m Range: 196.5m km WH: 16 Size: 6 TH: 250/150/75
R&D MAAS MR1-R1 (1) GPS 8 Range 1.3m km MCR 141k km Resolution 1
Wellen-Hinde MASS MR383-R140 (1) GPS 25200 Range 383.4m km Resolution 140
ECCM-3 (1) ECM 30
Orion class Star Destroyer. With heavy armor, combined weapon and electronic systems, they were designed to be the flagship of a GTA fleet, but pushed to frontline by the number and firepower of Clan fleet. None of Orion class lost in the Clan War, though four out of thirteen were heavily damaged.
GTD Orion class Destroyer 30,000 tons 773 Crew 6595.8 BP TCS 600 TH 3000 EM 0
5000 km/s Armour 15-86 Shields 0-0 Sensors 108/108/0/0 Damage Control Rating 25 PPV 122.9
Maint Life 2.85 Years MSP 3435 AFR 288% IFR 4% 1YR 619 5YR 9292 Max Repair 540 MSP
Intended Deployment Time: 20 months Spare Berths 0
Flag Bridge Magazine 1730
Lumion-II 1000 EP ICF Drive (3) Power 1000 Fuel Use 15% Signature 1000 Exp 10%
Fuel Capacity 1,600,000 Litres Range 64.0 billion km (148 days at full power)
Flak Turret MK1 (2x8) Range 20,000km TS: 25000 km/s Power 0-0 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Flak Control MK1 (1) Max Range: 40,000 km TS: 25000 km/s 75 50 25 0 0 0 0 0 0 0
Missile Tube S1 (20) Missile Size 1 Rate of Fire 5
Missile Tube S6 (15) Missile Size 6 Rate of Fire 60
R&D SSM FC414 (1) Range 414.0m km Resolution 140
R&D AMM FC38 (2) Range 38.9m km Resolution 1
RAM-1A (650) Speed: 60,000 km/s End: 1.2m Range: 4.3m km WH: 1 Size: 1 TH: 960/576/288
SSM-3 (180) Speed: 75,000 km/s End: 43.7m Range: 196.5m km WH: 16 Size: 6 TH: 250/150/75
R&D MAAS MR38-R1 (1) GPS 216 Range 38.9m km MCR 4.2m km Resolution 1
Wellen-Hinde MASS MR1150-R140 (1) GPS 75600 Range 1,150.1m km Resolution 140
Rayson Thermal Sensor TH6-108 (1) Sensitivity 108 Detect Sig Strength 1000: 108m km
Rayson EM Detection Sensor EM6-108 (1) Sensitivity 108 Detect Sig Strength 1000: 108m km
ECCM-3 (1) ECM 30
The Aeolus class is a "Milk Box" style light carrier. They are barely good enough to use, but soon be replaced by Titan class.
GTC Aeolus class Light Carrier 10,000 tons 160 Crew 1323.75 BP TCS 200 TH 1000 EM 0
5000 km/s Armour 1-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 6 PPV 0
Maint Life 2.95 Years MSP 496 AFR 133% IFR 1.9% 1YR 85 5YR 1269 Max Repair 250 MSP
Intended Deployment Time: 16 months Flight Crew Berths 58
Hangar Deck Capacity 4000 tons Magazine 450
Lumion-I 500 EP ICF Drive (2) Power 500 Fuel Use 22.5% Signature 500 Exp 10%
Fuel Capacity 1,000,000 Litres Range 80.0 billion km (185 days at full power)
GTFB Medusa is an old bomber, both sensor and missile range are totally useless against Clan AMM spam. However, the last two wings of Medusa joined the final assault against Clan homeworld, bombed shipyard and ground targets with great efficiency.
GTFB Medusa class Fighter-bomber 500 tons 2 Crew 147.6 BP TCS 10 TH 180 EM 0
18000 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 5.4
Maint Life 0 Years MSP 0 AFR 100% IFR 1.4% 1YR 9 5YR 133 Max Repair 30 MSP
Intended Deployment Time: .1 months Spare Berths 8
Magazine 36
60 EP ICF Fighter Drive (3) Power 60 Fuel Use 462.98% Signature 60 Exp 30%
Fuel Capacity 25,000 Litres Range 1.9 billion km (29 hours at full power)
Missile Rail S6 (6) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Peel&Merkle MFC45-R140 (1) Range 46.0m km Resolution 140
ASM-3A (6) Speed: 40,000 km/s End: 10.4m Range: 24.9m km WH: 32 Size: 6 TH: 173/104/52
Peel&Merkle BASS MR30-R140 (1) GPS 2016 Range 30.7m km Resolution 140
GTFB Athena is a light bomber, designed to overrun Clan point-defence firepower with size1 FFARs. However, they don't have enough range and speed to survive even with Tier 2 missiles.
GTFB Athena class Fighter-bomber 330 tons 1 Crew 92.9 BP TCS 6.6 TH 120 EM 0
18181 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3.6
Maint Life 0 Years MSP 0 AFR 66% IFR .9% 1YR 2 5YR 27 Max Repair 30 MSP
Intended Deployment Time: .1 months Spare Berths 9
Magazine 24
60 EP ICF Fighter Drive (2) Power 60 Fuel Use 462.98% Signature 60 Exp 30%
Fuel Capacity 20,000 Litres Range 2.4 billion km (35 hours at full power)
Missile Rail S1 (24) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
Peel&Merkle MFC45-R140 (1) Range 46.0m km Resolution 140
FFAR-2 (24) Speed: 60,000 km/s End: 14.6m Range: 52.5m km WH: 2 Size: 1 TH: 220/132/66
GTF Hercules, basic air superiority fighter. Even those old Tier 1 fighers are useful to hunt down Clan FACs.
GTF Hercules class Strikefighter 330 tons 2 Crew 142.2 BP TCS 6.6 TH 120 EM 0
18181 km/s Armour 2-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1.8
Maint Life 0 Years MSP 0 AFR 66% IFR .9% 1YR 7 5YR 110 Max Repair 43 MSP
Intended Deployment Time: .1 months Spare Berths 8
Magazine 12
60 EP ICF Fighter Drive (2) Power 60 Fuel Use 462.98% Signature 60 Exp 30%
Fuel Capacity 25,000 Litres Range 2.9 billion km (44 hours at full power)
Missile Rail S2 (6) Missile Size 2 Hangar Reload 15 minutes MF Reload 2.5 hours
Peel&Merkle MFC24-R10 (1) Range 24.6m km Resolution 10
AAM-3A (6) Speed: 60,000 km/s End: 6.3m Range: 22.6m km WH: 4 Size: 2 TH: 440/264/132
Peel&Merkle FASS MR24-R10 (1) GPS 432 Range 24.6m km Resolution 10
Tier 2 Warships and fighters, designed during the Clan War. They have up-to-date sensor system and engine. Some Orions are upgraded to Tier 2. Many bombers, about 20 cruisers, 4 Titans and 4 Orions caught up with the final assault against Clan homeworld.
Though have new laser weapons, Fenris II's extra magazines values much more.
GTC Fenris II class Cruiser 10,000 tons 242 Crew 2536.5 BP TCS 200 TH 1250 EM 0
6250 km/s Armour 6-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 7 PPV 40.5
Maint Life 3.1 Years MSP 1110 AFR 114% IFR 1.6% 1YR 174 5YR 2609 Max Repair 312.5 MSP
Intended Deployment Time: 20 months Spare Berths 1
Magazine 845
Lumion-III 625 EP MF Drive (2) Power 625 Fuel Use 22.5% Signature 625 Exp 10%
Fuel Capacity 750,000 Litres Range 60.0 billion km (111 days at full power)
Pulse Laser Turret (2x4) Range 60,000km TS: 25000 km/s Power 12-6 RM 7 ROF 10 3 3 3 3 3 3 0 0 0 0
AA Control (1) Max Range: 60,000 km TS: 25000 km/s 83 67 50 33 17 0 0 0 0 0
M.C.Fusion Reactor-6 (2) Total Power Output 12 Armour 0 Exp 16%
Missile Tube S1 (20) Missile Size 1 Rate of Fire 5
R&D AMM FC38 (2) Range 38.9m km Resolution 1
RAM-1A (845) Speed: 60,000 km/s End: 1.2m Range: 4.3m km WH: 1 Size: 1 TH: 960/576/288
R&D MAAS MR38-R1 (1) GPS 216 Range 38.9m km MCR 4.2m km Resolution 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Leviathan II, stripped with flaks, equipped more missile tubes.
GTC Leviathan II class Cruiser 10,000 tons 262 Crew 2013.5 BP TCS 200 TH 1250 EM 0
6250 km/s Armour 8-41 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 6 PPV 45
Maint Life 2.71 Years MSP 755 AFR 133% IFR 1.9% 1YR 147 5YR 2212 Max Repair 312.5 MSP
Intended Deployment Time: 20 months Spare Berths 1
Magazine 810
Lumion-III 625 EP MF Drive (2) Power 625 Fuel Use 22.5% Signature 625 Exp 10%
Fuel Capacity 750,000 Litres Range 60.0 billion km (111 days at full power)
Missile Tube S6 (10) Missile Size 6 Rate of Fire 60
R&D SSM FC219 (1) Range 219.9m km Resolution 200
SSM-3 (135) Speed: 75,000 km/s End: 43.7m Range: 196.5m km WH: 16 Size: 6 TH: 250/150/75
Wellen-Hinde MASS MR229-R200 (1) GPS 18000 Range 229.1m km Resolution 200
ECCM-3 (1)
Titan class Heavy Carrier have better protection and speed. One Titan is capable to do what three Aeolus can do, and with greater viability.
GTD Titan class Heavy Carrier 30,000 tons 555 Crew 5008.5 BP TCS 600 TH 3750 EM 0
6250 km/s Armour 4-86 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 25 PPV 20
Maint Life 2.2 Years MSP 2609 AFR 288% IFR 4% 1YR 723 5YR 10839 Max Repair 625 MSP
Intended Deployment Time: 20 months Flight Crew Berths 71
Hangar Deck Capacity 9000 tons Magazine 2045
Lumion-IV 1250 EP MF Drive (3) Power 1250 Fuel Use 15% Signature 1250 Exp 10%
Fuel Capacity 1,850,000 Litres Range 74.0 billion km (137 days at full power)
Missile Tube S1 (20) Missile Size 1 Rate of Fire 5
R&D AMM FC38 (2) Range 38.9m km Resolution 1
RAM-1A (401) Speed: 60,000 km/s End: 1.2m Range: 4.3m km WH: 1 Size: 1 TH: 960/576/288
AAM-3A (36) Speed: 60,000 km/s End: 6.3m Range: 22.6m km WH: 4 Size: 2 TH: 440/264/132
Cyclops II LR Torpedo (262) Speed: 75,000 km/s End: 14.7m Range: 66.2m km WH: 10 Size: 6 TH: 250/150/75
R&D MAAS MR38-R1 (1) GPS 216 Range 38.9m km MCR 4.2m km Resolution 1
ECM 30
Strike Group
16x GTFB Ursa II Fighter-bomber Speed: 22500 km/s Size: 10
3x GTF Hercules II Strikefighter Speed: 22727 km/s Size: 6.6
Orion II Flagship, the refitted version of original Orion class. With more firepower and speed, four of them performed very well in crushing Clan's last stand.
GTD Orion II Flagship class Destroyer 30,000 tons 795 Crew 6891 BP TCS 600 TH 3750 EM 0
6250 km/s Armour 15-86 Shields 0-0 Sensors 108/108/0/0 Damage Control Rating 25 PPV 110
Maint Life 2.72 Years MSP 3589 AFR 288% IFR 4% 1YR 694 5YR 10411 Max Repair 625 MSP
Intended Deployment Time: 20 months Spare Berths 0
Flag Bridge Magazine 2090
Lumion-IV 1250 EP MF Drive (3) Power 1250 Fuel Use 15% Signature 1250 Exp 10%
Fuel Capacity 1,550,000 Litres Range 62.0 billion km (114 days at full power)
Missile Tube S6 (20) Missile Size 6 Rate of Fire 60
Missile Tube S1 (20) Missile Size 1 Rate of Fire 5
R&D AMM FC38 (2) Range 38.9m km Resolution 1
R&D SSM FC219 (2) Range 219.9m km Resolution 200
RAM-1A (620) Speed: 60,000 km/s End: 1.2m Range: 4.3m km WH: 1 Size: 1 TH: 960/576/288
SSM-3 (245) Speed: 75,000 km/s End: 43.7m Range: 196.5m km WH: 16 Size: 6 TH: 250/150/75
R&D MAAS MR38-R1 (1) GPS 216 Range 38.9m km MCR 4.2m km Resolution 1
Wellen-Hinde MASS MR1150-R140 (1) GPS 75600 Range 1,150.1m km Resolution 140
Rayson Thermal Sensor TH6-108 (1) Sensitivity 108 Detect Sig Strength 1000: 108m km
Rayson EM Detection Sensor EM6-108 (1) Sensitivity 108 Detect Sig Strength 1000: 108m km
ECCM-3 (2)
Because of their speed and weapon range, GTFB Ursa II have greater viability against AMM spam, even without their shields. Get in, release torpedos, get out before AMMs catch up with them, that's how they survive.
GTFB Ursa II class Fighter-bomber 500 tons 2 Crew 185.9 BP TCS 10 TH 225 EM 240
22500 km/s Armour 1-5 Shields 8-300 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3.6
Maint Life 0 Years MSP 0 AFR 100% IFR 1.4% 1YR 12 5YR 182 Max Repair 37.5 MSP
Intended Deployment Time: .1 months Spare Berths 8
Magazine 24
75 EP MF Fighter Drive (3) Power 75 Fuel Use 462.98% Signature 75 Exp 30%
Fuel Capacity 30,000 Litres Range 2.3 billion km (28 hours at full power)
Reflective Shields MK2 (2) Total Fuel Cost 24 Litres per hour (576 per day)
Missile Rail S6 (4) Missile Size 6 Hangar Reload 45 minutes MF Reload 7.5 hours
Peel&Merkle MFC82-R200 (1) Range 82.5m km Resolution 200
Cyclops II LR Torpedo (4) Speed: 75,000 km/s End: 14.7m Range: 66.2m km WH: 10 Size: 6 TH: 250/150/75
Tier 3 Warships, designed during the Post-War era. With some end-game tech pillaged from Clan homeworld, they totally outperformed Tier 2 ships.
GTCv Deimos, a 20000t pocket battleship that can totally overrun an Orion.
GTCv Deimos class Corvette 20,000 tons 572 Crew 5155 BP TCS 400 TH 2500 EM 0
6250 km/s Armour 20-65 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 13 PPV 110
Maint Life 2.43 Years MSP 2094 AFR 246% IFR 3.4% 1YR 488 5YR 7325 Max Repair 625 MSP
Intended Deployment Time: 20 months Spare Berths 0
Magazine 1640
Lumion-IV 1250 EP MF Drive (2) Power 1250 Fuel Use 15% Signature 1250 Exp 10%
Fuel Capacity 1,250,000 Litres Range 75.0 billion km (138 days at full power)
Missile Tube S1 (20) Missile Size 1 Rate of Fire 5
Missile Tube S6 (20) Missile Size 6 Rate of Fire 60
RDX SSM FC244 (2) Range 244.4m km Resolution 200
RDX AMM FC40 (2) Range 40.3m km Resolution 1
RAM-1A (440) Speed: 60,000 km/s End: 1.2m Range: 4.3m km WH: 1 Size: 1 TH: 960/576/288
SSM-3 (200) Speed: 75,000 km/s End: 43.7m Range: 196.5m km WH: 16 Size: 6 TH: 250/150/75
RDX MAAS MR38-R1 (1) GPS 160 Range 38.4m km MCR 4.2m km Resolution 1
Wellen-Hinde MASS MR271-R200 (1) GPS 16000 Range 271.5m km Resolution 200
Compact ECCM-4 (2) ECM 40
GTD Hecate, be-all-end-all battleship, final solution, in memory of the victory of Humanity, not finished yet.
GTD Hecate class Destroyer 39,550 tons 1204 Crew 11020.5 BP TCS 791 TH 5000 EM 0
6321 km/s Armour 30-103 Shields 0-0 Sensors 108/108/0/0 Damage Control Rating 30 PPV 220
Maint Life 2.8 Years MSP 5224 AFR 417% IFR 5.8% 1YR 967 5YR 14502 Max Repair 625 MSP
Intended Deployment Time: 20 months Spare Berths 0
Flag Bridge Magazine 2530
Lumion-IV 1250 EP MF Drive (4) Power 1250 Fuel Use 15% Signature 1250 Exp 10%
Fuel Capacity 2,000,000 Litres Range 60.7 billion km (111 days at full power)
Missile Tube S1 (40) Missile Size 1 Rate of Fire 5
Missile Tube S6 (40) Missile Size 6 Rate of Fire 60
RDX AMM FC40 (4) Range 40.3m km Resolution 1
RDX SSM FC244 (4) Range 244.4m km Resolution 200
RAM-1A (610) Speed: 60,000 km/s End: 1.2m Range: 4.3m km WH: 1 Size: 1 TH: 960/576/288
SSM-3 (320) Speed: 75,000 km/s End: 43.7m Range: 196.5m km WH: 16 Size: 6 TH: 250/150/75
Wellen-Hinde MASS MR1150-R140 (1) GPS 75600 Range 1,150.1m km Resolution 140
RDX MAAS MR38-R1 (1) GPS 160 Range 38.4m km MCR 4.2m km Resolution 1
Rayson Thermal Sensor TH6-108 (1) Sensitivity 108 Detect Sig Strength 1000: 108m km
Rayson EM Detection Sensor EM6-108 (1) Sensitivity 108 Detect Sig Strength 1000: 108m km
Compact ECCM-4 (4) ECM 40
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Your fleet look like it is a lot less diverse than GreatTuna's, but still have all that is necessary for the main combatants in missil warfare. This makes it much simpler for someone like me to get an overview of it and understand it, and I also suppose that it makes logistics quite a lot simpler. With and anti-missile ship and an offensive missile ship you have a core that one can depend on, and the 2 other ships (the carrier and star destroyer) form nice additions, with the carrier allowing fighter/bomber attacks from even father away. Design wise, I like how you combine the different anti-missil systems on one platform, which it more feasable to have a larger missile detector (which then increase hit rates through missile tracking and allow more AMM voleys to be fired). I also agree with you that it was a good idea to get rid of the single twin gauss turret on your offensive missil cruiser, since it needed a lot of extra targeting systems that was not really used for anything and would be better fitted on more dedicated vessels. I also really like that you have only put passive sensors on your star destroyer, and thereby allowed you to have large ones without needlessly filling up space on other ships with components that would not really help them. In case you did not know (or remembered), you can create your own ship category (such as Cruiser, destroyer) by using the "New Hull" bottom on the design screen, so that you can get your Star Destroyer designation (which is somewhat different from the ship catagory of destroyer, which is normally used to hunt smaller vessels). I am not really familiar with "Milk Box" style carriers, so I do not really know what it implies.
There are a few things I would like to hear your reasoning behind your design of. First up is the lasers on GTC Fenris II class Cruiser. I guess there is some kind of design compromise at play here, since it is not really optimized for any dirrect purpose I can think of. While the use of 75% reduced sized 10cm is nice in a way, having your final fire only be able to fire half the time could create temporal holes in your defense which randomly arriving voleyes could end up using to entirely bypass your final fire defense. To top this off, then guass cannons should be able to provide more hits for the same amount of space (assuming your previous flak turrets were twin gauss and not quad gauss), so it should only really be better at final fire against heavily armored missils, which does not actually sound all that unlikely in your scenario. As a area defense it is serverly cripled by its fire control, which could have longer range even with only the first tech in the range category, it cannot even make use of the entire 7RM full damage zone, and the hit chances will prevent any real other use. If it was to be used primarily as final fire, you could have spared the large range modifier and saved a huge factor on those lassers (because those reduced lasers can easily get expensive). The other thing is on why both your ship sensor and missil fire control have about double the range of your ASM's. There could be different reasons for this, but they would not necessarily make the the sensor and missil fire control have the same range (herein includes is extra sensor range for carrier use, and extra MFC range for ECCM lack).
There is another thing, the use of shields on fighter/bombers seem quite odd from a theoretical stand point. Shields get strong when used on large craft and when the ship will take damage over a longer periode (either as small constant damage or surviving multiple voleys with sufficient time between to regenerate the shield). For fighters they theoretically only need to hold off the damage for a single strike mission, since armor can be repaired back in the hanger of the carrier for free (uses maintaince supplies). For most early to midgame tech levels (specifically T2-T6) you get 4 times as many armor blocks as you do shield points for the same amount of HS (idependent of size). Since your fighter/bomber is such a small craft that it only has 5 armor colums you can almost get an entire armor layer for each shield point you give up, meaning that you could add an extra 6-7 layers of armor to your fighter without altering the size. This means that shields lose their advantage in terms of penetration (since the same damage would not be able to penetrate faster through the armor). It is theirfor only worth using if your opponent is useing microwaves or it sustain its full damage several times over a fight.
Oh, and congratulations on winning a war against a faction with such a huge economical and technological advantage. I would have though that using missils against an economically/fleet size supperior foe would quickly make you run out of missils (like I did in my war, but on a much smaller scale), and therefor be unfeasiably. But if they have a technological advantage beam combat can become quite one sided, and as such one would be forced to use the possible number wise equealizer in missils.
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Your fleet look like it is a lot less diverse than GreatTuna's, but still have all that is necessary for the main combatants in missile warfare.
"Milk Box" style means that, like Aeolus class, a cheap and small carrier with no extra armor, no point-defence, no sensor, but engine, deck and magazines. If anything so much as breathes on it, the whole vessel is going up like paper box on fire. Titan class is the opposite, big ones with AMM system and armor.
Using laser turret is for the situation that sometimes enemy missile will approach a point several kilos away, out of the range of gauss cannon, but still hit my ship. And my cruisers come out as large battlegroups(4-6 Orion, 10-18 Fenris, 30-40 Leviathan), the gauss would overkill anything other than AMM spam, reduced-size laser just fit her work - something like 9 ships fired and 11 ships ready for the next 5 second. Though in most situations, AMMs would finish everything.
And I forgot to care about the 7RM full damage zone. It's my mistake.
For the sensor and fire control, those on Tier 1 ships are designed for Tier 1 missiles, which have longer range and smaller warhead. But I need a faster, stronger Tier 2 missile that sacrificed range against Clan ships end-game armor and heavy point-defence. Against a Clan fleet with about 60 ships, none of a full broadside of 330 Tier 1 missiles hitted. For a single 30000t Clan battleship with 30 or more PD lasers, about 70 D16 hits could gurantee a kill. The big ones on Orion class are designed for long-range detection and bomber guidance, and bomber MFCs' extra range are for future missile design and ECCM lack.
As for the shields on bombers, tests showed that Clan use D8 ASM or 10-12 AMMs against a single bomber, so I thought two shield modules could gurantee them a chance to survive. This idea is not a success, as extra speed works better. Tier 3 bombers would have no shields but one more engine.
For this war, ordnance consumption is really a thorn in my flesh. One battle, and 10000 ASMs away. The biggest battle consumed over 10000 missiles carried by warships and 6000 more on supply ships. I have 15000 Tier 1 missiles in reserve and more in service, three big battles and they were all gone.
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I have gone and started yet another game, with some different settings, and this time around i wanted to make a fleet composed of different types of ships. The designs were finalized in the years of 36,43 and 45 respectively (seen from the begining of the game). This game was yet another conventional game, and I have serverely restricted the amount of shipyards to be placed on earth (since the long term plan places them at Luna - where the gravity is much less). It should be noted that the no-overhaul option is still enabled, and that the main difference between this and the privous game is the use of High Imperial Monarchy as goverment (which only give 75% of normal conventional industry). All of the designs are created with extra large engines (50HS) with reduced power/efficency modifier. This is done to make the engine cheaper at the cost of slightly reduced military payload. The designs in order are as follows:
The Vitellus class Missile Frigate is designed to be cheap and provide good missile firepower at good range. It has been named after a missile researcher. 10 of these have been build.
Vitellus class Missile Frigate 7,500 tons 201 Crew 1111.25 BP TCS 150 TH 750 EM 240
5000 km/s Armour 4-34 Shields 8-300 Sensors 1/1/0/0 Damage Control Rating 1 PPV 36
Maint Life 0.17 Years MSP 93 AFR 450% IFR 6.2% 1YR 551 5YR 8267 Max Repair 281.25 MSP
Intended Deployment Time: 12 months Spare Berths 2
Magazine 324
Std-75 750 EP Internal Fusion Drive (1) Power 750 Fuel Use 12.18% Signature 750 Exp 7%
Fuel Capacity 250,000 Litres Range 49.3 billion km (114 days at full power)
Gamma R300/288 Shields (4) Total Fuel Cost 48 Litres per hour (1,152 per day)
RR-3 Size 6 Missile Launcher (6) Missile Size 6 Rate of Fire 60
Missile Fire Control FC115-R100 (1) Range 115.2m km Resolution 100
"Tiger" I: 12/6 (TS4.76) Anti-ship Missile (54) Speed: 28,000 km/s End: 68.9m Range: 115.8m km WH: 12 Size: 6 TH: 158/95/47
Active Search Sensor MR115-R100 (1) GPS 14400 Range 115.2m 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
Note that the ASM has +95% chance of hitting ships of the same tech level. A new generation of "Tiger" missiles are in production, but only a few have been finished so far, they look like this:
"Tiger" II: 20/6 (TS12.16) Anti-ship Missile
Missile Size: 6 MSP (0.3 HS) Warhead: 20 Armour: 0 Manoeuvre Rating: 19
Speed: 64000 km/s Engine Endurance: 31 minutes Range: 119.2m km
Cost Per Missile: 10.9
Chance to Hit: 1k km/s 1216% 3k km/s 399% 5k km/s 243.2% 10k km/s 121.6%
Materials Required: 5x Tritanium 5.9x Gallicite Fuel x1375
The next is the Captain class Frigate Leader, which is designed to jump gate passage, large passive sensors and a large resolution 1 active sensor (to see ships not well targeted by other ships sensors). 4 of these have been build.
Captain class Frigate Leader 7,500 tons 176 Crew 1311.4 BP TCS 150 TH 750 EM 240
5000 km/s JR 5-50 Armour 5-34 Shields 8-300 Sensors 165/165/0/0 Damage Control Rating 1 PPV 0
Maint Life 0.14 Years MSP 109 AFR 450% IFR 6.2% 1YR 790 5YR 11856 Max Repair 378 MSP
Intended Deployment Time: 12 months Spare Berths 0
J7500(5-50) Military Jump Drive Max Ship Size 7500 tons Distance 50k km Squadron Size 5
Std-60 750 EP Magnetic Fusion Drive (1) Power 750 Fuel Use 5.58% Signature 750 Exp 6%
Fuel Capacity 250,000 Litres Range 107.5 billion km (248 days at full power)
Gamma R300/288 Shields (4) Total Fuel Cost 48 Litres per hour (1,152 per day)
Captain's Active Search Sensor MR41-R1 (1) GPS 378 Range 41.6m km MCR 4.5m km Resolution 1
Captain's Thermal Sensor TH15-165 (1) Sensitivity 165 Detect Sig Strength 1000: 165m km
Captain's EM Detection Sensor EM15-165 (1) Sensitivity 165 Detect Sig Strength 1000: 165m km
This design is classed as a Military Vessel for maintenance purposes
The extra layer of armor is there due to crew difference and armor advances making it otherwise go slightly below the targeted size. And since it would be necessary for jump point escapes it helps to have slightly better survivability (and no there was not enough room for propor engineering, I tried it).
The last is the Paidar class Frigate, which is designed to fill the 2 roles of point defense and short range beam warship. It has been named after a energy weapon researcher. The plan is to build 6 of these.
Paidar class Frigate 7,500 tons 257 Crew 1592 BP TCS 150 TH 1200 EM 900
8000 km/s Armour 5-34 Shields 30-300 Sensors 1/1/0/0 Damage Control Rating 1 PPV 43.1
Maint Life 0.16 Years MSP 133 AFR 450% IFR 6.2% 1YR 837 5YR 12561 Max Repair 450 MSP
Intended Deployment Time: 12 months Spare Berths 0
Cryogenic Berths 200
Std-75 1200 EP Inertial Fusion Drive (1) Power 1200 Fuel Use 7.31% Signature 1200 Exp 7%
Fuel Capacity 250,000 Litres Range 82.1 billion km (118 days at full power)
Epsilon R300/288 Shields (10) Total Fuel Cost 120 Litres per hour (2,880 per day)
Twin R6/C3 Meson Cannon Turret (5x2) Range 60,000km TS: 20000 km/s Power 6-6 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
R6/C3 High Power Microwave (2) Range 60,000km TS: 8000 km/s Power 3-3 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Fire Control S04 64-20000 (1) Max Range: 128,000 km TS: 20000 km/s 92 84 77 69 61 53 45 37 30 22
Fire Control S02 64-8000 (1) Max Range: 128,000 km TS: 8000 km/s 92 84 77 69 61 53 45 37 30 22
Inertial Confinement Fusion Reactor Technology PB-1 (3) Total Power Output 36 Armour 0 Exp 5%
Active Search Sensor MR13-R1 (1) GPS 126 Range 13.9m km MCR 1.5m km Resolution 1
This design is classed as a Military Vessel for maintenance purposes
These are designed last, to make the most use of progress in the engine field, allowing them to go at 8000 km/s. The extra speed allow them to leave the rest of the task group after missile engagement and move in on the target. To weather the possible close range barrage they have been fitted with a significant amount of shields, which should hopefully take most of the damage from long range/long recharge broad sides. The 10 meson cannons can work well in final point defense mode (considering that current gauss tech would only allow 50% more hits/HS), and should also be sufficient to significant damage to the internals of other ships. The 2 High Power Microwaves function as a sort of paralysing poison, by quickly damaging sensors and fire control. The idea is to first let the shields take the first voley, and then move into close range why they are recharging. Then the HPM quickly shuts down the opponents targeting, so they cannot fire more voleyes while the mesons eat the rest of the ships internals. The firecontrols have extra range to ensure that the beam weapons are effective at their max ranges (which is otherwise somewhat short for meson/HPM's).
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Hi. I'm new to these forums, and don't know much. All I've posted here is a bit of fiction a long while back, and, well, I'm back.
So, I'm putting up my new Heavy Beam Cruiser design up for review. Intended role is JP defense and mopping up of crippled hostiles after main missile combat.
Nordic class Heavy Cruiser 15,000 tons 357 Crew 2592 BP TCS 300 TH 1600 EM 0
5333 km/s Armour 8-54 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 18 PPV 74.8
Maint Life 3.07 Years MSP 864 AFR 225% IFR 3.1% 1YR 137 5YR 2058 Max Repair 120 MSP
Intended Deployment Time: 12 months Spare Berths 1
Bartlett-Howells Engines Limited 160 EP Magneto-plasma Drive (10) Power 160 Fuel Use 45% Signature 160 Exp 10%
Fuel Capacity 2,175,000 Litres Range 58.0 billion km (125 days at full power)
Lamb Technology GC R3-100 Single Turret (2x3) Range 30,000km TS: 16000 km/s Power 0-0 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Krupp Steel 12cm Railgun V4/C4 (4x4) Range 80,000km TS: 5333 km/s Power 6-4 RM 4 ROF 10 2 2 2 2 1 1 1 1 0 0
Krupp Steel 25cm Railgun V4/C4 (2x4) Range 200,000km TS: 5333 km/s Power 15-4 RM 4 ROF 20 5 5 5 5 4 3 2 2 2 2
Krupp Steel 20cm Railgun V4/C4 (2x4) Range 160,000km TS: 5333 km/s Power 12-4 RM 4 ROF 15 4 4 4 4 3 2 2 2 1 1
Porter Limited Fire Control S02 160-5000 (1) Max Range: 320,000 km TS: 5000 km/s 97 94 91 88 84 81 78 75 72 69
Martin-Bates Electronics Gauss Turret PD FC (1) Max Range: 48,000 km TS: 16000 km/s 79 58 38 17 0 0 0 0 0 0
Horton-Dickinson Stellarator Fusion Reactor Technology PB-1 (6) Total Power Output 36 Armour 0 Exp 5%
This design is classed as a Military Vessel for maintenance purposes
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I would love to see this against my battlecruiser;
Admiral class Battlecruiser 36 100 tons 1179 Crew 10190.8124 BP TCS 722 TH 2812.5 EM 3750
5193 km/s Armour 8-97 Shields 125-375 Sensors 55/55/2/0 Damage Control Rating 95 PPV 150
Maint Life 9.85 Years MSP 14231 AFR 139% IFR 1.9% 1YR 266 5YR 3993 Max Repair 878.9062 MSP
Intended Deployment Time: 36 months Flight Crew Berths 20
Hangar Deck Capacity 1000 tons Troop Capacity: 2 Companies Drop Capacity: 1 Company Magazine 101
1875 EP Gas Core AM Drive (2) Power 1875 Fuel Use 6.09% Signature 1406.25 Exp 7%
Fuel Capacity 2 500 000 Litres Range 204.7 billion km (456 days at full power)
Delta R375/150 Shields (50) Total Fuel Cost 313 Litres per hour (7 500 per day)
19cm C6 Ultraviolet Laser (Spinal) (1) Range 360 000km TS: 15000 km/s Power 9-6 RM 4 ROF 10 9 9 9 9 7 6 5 4 4 3
15cm C6 Ultraviolet Laser (4) Range 240 000km TS: 15000 km/s Power 6-6 RM 4 ROF 5 6 6 6 6 4 4 3 3 2 2
Particle Beam-9-R6 (4) Range 240 000km TS: 15000 km/s Power 22-6 ROF 20 9 9 9 9 9 9 9 9 9 9
Gauss Cannon R6-100-V6 (5x6) Range 60 000km TS: 15000 km/s Accuracy Modifier 100% RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
CIWS-600 (4x12) Range 1000 km TS: 60000 km/s ROF 5 Base 50% To Hit
20cm Railgun V4/C6 (7x4) Range 160 000km TS: 15000 km/s Power 12-6 RM 4 ROF 10 4 4 4 4 3 2 2 2 1 1
Fire Control S01 60-30000 (2) Max Range: 120 000 km TS: 30000 km/s 92 83 75 67 58 50 42 33 25 17
Fire Control S01 240-7500 (2) Max Range: 480 000 km TS: 7500 km/s 98 96 94 92 90 88 85 83 81 79
Gas-core Anti-matter Power Plant PB-1-20 (5) Total Power Output 100 Armour 0 Exp 5%
Size 5 Missile Launcher (2) Missile Size 5 Rate of Fire 30
Size 1 Missile Launcher (3) Missile Size 1 Rate of Fire 10
Missile Fire Control FC62-R10 (2) Range 62.6m km Resolution 10
Size 1 AM/AF Missile (31) Speed: 62 500 km/s End: 50.2m Range: 188.3m km WH: 3 Size: 1 TH: 208/125/62
Size 5 Anti-ship Missile (14) Speed: 12 500 km/s End: 62.8m Range: 47.1m km WH: 16 Size: 5 TH: 75/45/22
Active Capital Search Sensor MR33-R1 (1) GPS 300 Range 33.0m km MCR 3.6m km Resolution 1
Active Capital Search Sensor MR285-R75 (1) GPS 22500 Range 285.8m km Resolution 75
Active Capital Search Sensor MR404-R150 (1) GPS 45000 Range 404.2m km Resolution 150
Capital Thermal Sensor TH5-55 (2) Sensitivity 55 Detect Sig Strength 1000: 55m km
Capital EM Detection Sensor EM5-55 (2) Sensitivity 55 Detect Sig Strength 1000: 55m km
Improved Gravitational Sensors (1) 2 Survey Points Per Hour
ECCM-2 (4) ECM 20
Strike Group
2x Falconer Heavy Fighter Speed: 5154 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
Still in the design phase as I'm trying to either properly match the speed to its heavy fighters, or add a different type of fighter. Here is the Flaconer by the way;
Falconer class Heavy Fighter 485 tons 4 Crew 280.25 BP TCS 9.7 TH 37.5 EM 0
5154 km/s Armour 5-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 6
Maint Life 0 Years MSP 0 AFR 97% IFR 1.3% 1YR 33 5YR 502 Max Repair 101 MSP
Intended Deployment Time: 0.1 months Spare Berths 6
50 EP Gas Core AM Drive (1) Power 50 Fuel Use 24.75% Signature 37.5 Exp 10%
Fuel Capacity 5 000 Litres Range 7.5 billion km (16 days at full power)
10cm Railgun V4/C6 (2x4) Range 40 000km TS: 15000 km/s Power 3-6 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S00.4 90-7500 (FTR) (1) Max Range: 180 000 km TS: 30000 km/s 94 89 83 78 72 67 61 56 50 44
Gas-core Anti-matter Power Plant Technology PB-1-6 (2) Total Power Output 12 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
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5154 km/s? A fighter? Don't you have engine power modifier technology?
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5154 km/s? A fighter? Don't you have engine power modifier technology?
I designed it for firepower over speed, and to closely escort my slower ships (ie. carriers) and too be mostly in formation with the battlecruiser. All my other fighters can go over 15000km/s.
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Since the hangar bay takes up 21 HS, you might be better served adding Gauss PD turrets to the ship in question. They will track faster too, which is probably necessary at your TL.
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I was doing that and I came up with an idea so crazy, it just might work. Here is the Brawler class Cruiser (WiP):
Brawler class Cruiser 25 800 tons 484 Crew 6516.6124 BP TCS 516 TH 2812.5 EM 0
7267 km/s Armour 5-77 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 35 PPV 250
Maint Life 5.36 Years MSP 5525 AFR 152% IFR 2.1% 1YR 322 5YR 4834 Max Repair 878.9062 MSP
Intended Deployment Time: 24 months Spare Berths 1
1875 EP Gas Core AM Drive (2) Power 1875 Fuel Use 6.09% Signature 1406.25 Exp 7%
Fuel Capacity 750 000 Litres Range 85.9 billion km (136 days at full power)
AF/AM Triple Gauss Cannon R6-8 Turret (50x18) Range 60 000km TS: 94500 km/s Power 0-0 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
CIWS-600 (5x12) Range 1000 km TS: 60000 km/s ROF 5 Base 50% To Hit
Fire Control S01 60-30000 (5) Max Range: 120 000 km TS: 30000 km/s 92 83 75 67 58 50 42 33 25 17
This design is classed as a Military Vessel for maintenance purposes
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I was doing that and I came up with an idea so crazy, it just might work. Here is the Brawler class Cruiser (WiP):
Brawler class Cruiser 25 800 tons 484 Crew 6516.6124 BP TCS 516 TH 2812.5 EM 0
7267 km/s Armour 5-77 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 35 PPV 250
Maint Life 5.36 Years MSP 5525 AFR 152% IFR 2.1% 1YR 322 5YR 4834 Max Repair 878.9062 MSP
Intended Deployment Time: 24 months Spare Berths 1
1875 EP Gas Core AM Drive (2) Power 1875 Fuel Use 6.09% Signature 1406.25 Exp 7%
Fuel Capacity 750 000 Litres Range 85.9 billion km (136 days at full power)
AF/AM Triple Gauss Cannon R6-8 Turret (50x18) Range 60 000km TS: 94500 km/s Power 0-0 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
CIWS-600 (5x12) Range 1000 km TS: 60000 km/s ROF 5 Base 50% To Hit
Fire Control S01 60-30000 (5) Max Range: 120 000 km TS: 30000 km/s 92 83 75 67 58 50 42 33 25 17
This design is classed as a Military Vessel for maintenance purposes
I would ditch the ciws system as you already have a ton of pretty good point defense. Use the space for a better fire control with a max tracking speed. With your current design the fire control is the limiting factor on your tracking speed. If you have any more space left over I would add some shields or armor to make the ship more survivable if anyone gets into beam weapons range. My preference would be shields as anyone who gets to close is going to be turned into swiss cheese by all those gauss cannon. If they stay at longer beam weapons range then the shields regenerative powers will come in handy.
Brian
P.S. Just noticed you don't have any ecm/eccm, I would suggest putting at least two ecm on board (protects against shock damage, ect) and enough compact eccm to have one per fire control. You really do not want anything reducing your hit chances when you are already such a short range combatant.
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ECM doesn't protect against shock damage, it decreases your opponent's effective targeting range.
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I changed it somewhat, but the tracking speed thing is unable to be fixed at the moment, to many things to research so little time, I have a Master Fire Control designed but I have a lot of small stuff researching already at the moment, nine projects at two planets. As I said before, WiP (work in progress).
Brawler class Cruiser 28 350 tons 545 Crew 7540.1186 BP TCS 567 TH 4218.75 EM 900
9920 km/s Armour 8-82 Shields 30-375 Sensors 1/1/0/0 Damage Control Rating 35 PPV 250
Maint Life 4.33 Years MSP 5818 AFR 183% IFR 2.6% 1YR 500 5YR 7494 Max Repair 878.9062 MSP
Intended Deployment Time: 24 months Spare Berths 1
1875 EP Gas Core AM Drive (3) Power 1875 Fuel Use 6.09% Signature 1406.25 Exp 7%
Fuel Capacity 750 000 Litres Range 78.2 billion km (91 days at full power)
Delta R375/150 Shields (12) Total Fuel Cost 75 Litres per hour (1 800 per day)
AF/AM Triple Gauss Cannon R6-8 Turret (50x18) Range 60 000km TS: 94500 km/s Power 0-0 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
CIWS-600 (1x12) Range 1000 km TS: 60000 km/s ROF 5 Base 50% To Hit
Fire Control S01 60-30000 (5) Max Range: 120 000 km TS: 30000 km/s 92 83 75 67 58 50 42 33 25 17
ECCM-2 (5) ECM 20
This design is classed as a Military Vessel for maintenance purposes
You cannot tell me not to include CIWS as it is a part of my doctrine for all ships except gunships/fighters to have at least one, even if it has so much AM capability without it. As to others who will say "balance you fuel/maintenance/deployment" :P.
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@firsal:
Overall your ship looks quite feasible. What I notice most is your relatively large amount of fuel and fuel consumption. Using 2 million liiters of fuel for each trip is quite a steep deployment cost in my book, and I would advise against it unless you are rolling in fuel in your game. From calculating backward through your tech, I have come up with you using 100 HS for engines with size 10 engines 100% power/efficiency and 42.5HS on fuel. Now 40% of engine size as fuel is technically the optimal amount of fuel to engines if you need to get to a certain range at the fastest possible speed. This is without considering the fuel efficiency gain from using larger engines, and just has to do with the amount of engines and the power/efficiency multiplyer. However, because this is the optimal value, it also means that one should never cross it in terms of more fuel (unless there are special economic interests at hand), since you would getter more range by using more engines with more economical power/efficiency multiplyers. Now, due to being so close to the limmit, and due to the discrete nature of the designs, it would be hard to find a more optimal value. On the other hand is the small engine size. These could relatively easily be increase, to 20, 25, or 50 HS. This would ofcause increase the maximum component cost, and reduce the redundancy of the engine, but since the Hit To Kill of engines are half the HS of the engines rounded down they will still be as hard to take out, and even with 50 HS engines you will still have some redundancy. The extra fuel efficiency gained from this could either be used to save increase the power of the engines (about 25% for 50 HS), or used to save space from reducing fuel tanks (more than 16 HS for 50 HS engines). Some of the extra space could then be used to add more engineering bays/additional maintaince storage, which would keep your high maintenaince multiplyer and even increase it.
I like the idea of using railguns for clean up, since it gives you a high probability of hitting the holes in the armor. For this though, you might want to add som shields if you want to use it against ships armed with anti ship beams, since they might still have a few weapons left over that could take a pot shot at you or 2, and it will help to give you some leeway when trying to find the distance you want to engage them on. For jupm point defense the railguns are somewhat less usefull, if they are used alone that is. This has to do with their low penetration power, which means that they will have to work their way through most of the ships armor before they get to start to cripple the other ship. Because of this they might not get as much of a significant headstart of damage as they might need to, and if deployed against well armored ships you might end up suffering casuelties. I would suggest deploying them together with some heavy laser weaponry or large warhead missiles, whos job it is to punch holes in the armor which your railguns can then find. If you have access to decent laser tech, I would suggest replacing your largest rail gun with equally large lasers, since this will help you with both long range beam combat (for finishing off foes without damage) and for punching holes which your railguns can then use.
@83athom:
For both your larger ships you really need to work on matching up your beam fire control tracking speed with your weapons tracking speed. This is because for any given pairing of weapon to fire control only the lower of these 2 values will be used, while the higher value is just wasted. I can only really come up with 2 scenarios for when not to do this: 1) If you are futureproffing your ships to reduce the amount of components that need to be refitted on later versions. 2) If you do not actually need the high tracking speed for those weapons, and you are getting the extra "for free". However number 2 only works for extra tracking speed on non-turret weapons. On the Admiral class Battlecruisser you have a fire control with a tracking speed of 30,000 km/s, with no weapons to make use of this, which means it is just a waste of space a resurces to make it so large, while on the Brawler class you have turrets with a tracking speed of 94,500 km/s, which can only employed by END game tech (TL12, the last one). With fire controls that only go to 30.000 km/s you are either doing some extreme future proffing, without actually going all the way to 100.000km/s, or you are simply wasting valueable space and resources on makeing the turrets way to large. I would suggest lowering them to 60.0000 km/s and increasing the fire control to the same speed. About Close In Weapon Systems (CIWS) I would like to point out that they are technically just gauss turrets configured in a special way, and that converting them into gauss cannons could for the doctrine be described as "using improved versions", and it would theirfor not necessarily conflict with your fleet doctrine, unless you specifically wish it to do so.
At the tech level of gas core AM drives (TL 9) I would say that your ships and missiles are quite slow (the brawler is more acceptable). The "Standard Speed"* for gas core AM drives is 12.500 km/s, which those 5,xxx km/s is awefully short of. Based on this (and other) observations, I would guess that you have only really been encountering low tech NPR's, since those are the main kinds of targets that your ships and missiles speeds will be effective against. I am also going to assume that you are not a missile based empire, since the missiles you have on your Adminral class Battlecruiser are not exactly very potent (compared to what else it features). Since you only have a resolution 10 missile fire control, you cannot use your AF/AM missiles against missiles, since they would targetable at any reasonably range (about 65,000 km), and they would be bad against missiles anyway, since they do not feature any agility, and therefor has a Target Speed** of 6,500 km/s, which is awefully slow for most missiles (the slowest missiles I have had used against me were 8000 km/s), not to mention that such targets could have been completely invalidated by increasing the ships speed (which means you could have simply run from their missiles). They also need to reach the 4 point warhead to be really effective against fighters and other strike craft, since that will allow them to punch through the normal 1 thickness armor and do significant internal damage (most fighters have very few internal hit to kills), while their speed is only enough to target early tech fighters. Your ASM are also quite slow, and with a Target Speed of 2.200 km/s they will start losing effectiveness against ships with just ion engines (which is somewhat embarissing for an anti-matter age empire). They do pack a decent amount of punch and penetrates to the 4th armor layer. All this means that the missiles are fine enough against low tech empires, but anything more than that and they end up being less than optimal. The ranges are somewhat strange though, with a 180m km range AMM against the 60m km fire control, which I suppose is for use on other ships with much larger fighter targeting systems. The ASM missile has somewhat shorter range, which is more accetable considering that the fire control could be reduced by ECM, until you consider that the empires with sufficient tech to go above 2 ECM level, is probably going to be hard to hit with those missiles anyway. The secod problem with those missile speeds, are that they end up being much easier to shoot down than otherwise necessary. Lastly, the amount of missiles carried are insufficient to do any serious damage to a ship of its own size, which again suggests that I have just rambled on for very long against what is most likely just some test sidearms, or old missiles to be disposed of.
Anyway, for comparioson, I am going to post 2 designs which are from the next generation of the campain I last posted about, and they were build around 60 years into a conventional game, at the same engine tech level. Note that I am going to discontinue that campain, as I happend to push the wrong bottom at the wrong place (screwing up a lot of stuff).
First is the Defiant class frigate, which can be compared to your Brawler class:
Defiant class Frigate 7,500 tons 175 Crew 2971.3 BP TCS 150 TH 2250 EM 600
15000 km/s Armour 6-34 Shields 20-300 Sensors 1/1/0/0 Damage Control Rating 1 PPV 62.6
Maint Life 0.13 Years MSP 248 AFR 450% IFR 6.2% 1YR 1940 5YR 29099 Max Repair 1012.5 MSP
Intended Deployment Time: 12 months Spare Berths 1
Std-90 2250 EP Gas Core AM Drive (1) Power 2250 Fuel Use 7.68% Signature 2250 Exp 9%
Fuel Capacity 250,000 Litres Range 78.1 billion km (60 days at full power)
Xi R300/300 Shields (4) Total Fuel Cost 50 Litres per hour (1,200 per day)
Twin Gauss Cannon R4-100 Turret (4x10) Range 40,000km TS: 40000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Point Blank Fire Control S01 37.5-40000 (4) Max Range: 75,000 km TS: 40000 km/s 87 73 60 47 33 20 7 0 0 0
Active Search Sensor MR19-R1 (1) GPS 60 Range 19.2m km MCR 2.1m km Resolution 1
ECM 30
This design is classed as a Military Vessel for maintenance purposes
The interesting thing to note here, is that it is very similiar to the Brawler. However it has more effective anti missile firepower (your 50 triple 8% hit chance gauss cannons will on average hit 50*0.08*3*6 = 36 missiles, while my 4 double 100% hit chance gauss cannons will hit 4*2*5 = 40 missiles), and have a higher effective tracking speed (40,000 km/s vs yours 30,000 km/s) all while using worse gauss and fire control tech. To top it off, the package it comes in is just slightly over 1/4th of the size. Your ship ofcause has other advantages, such as ECCM, longer weapon/firecontrol range, propor maintance, double deployment and more defenses.
The next example is for what can be done with missiles at this tech level with only mid game missile tech, the Young Archer class missile frigate:
Young Archer class Missile Frigate 7,500 tons 187 Crew 2754.3 BP TCS 150 TH 2250 EM 900
15000 km/s Armour 6-34 Shields 30-300 Sensors 1/1/0/0 Damage Control Rating 1 PPV 20
Maint Life 0.13 Years MSP 230 AFR 450% IFR 6.2% 1YR 1816 5YR 27237 Max Repair 1012.5 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 560
Std-90 2250 EP Gas Core AM Drive (1) Power 2250 Fuel Use 7.68% Signature 2250 Exp 9%
Fuel Capacity 250,000 Litres Range 78.1 billion km (60 days at full power)
Xi R300/300 Shields (6) Total Fuel Cost 75 Litres per hour (1,800 per day)
RR Size 1 Missile Launcher (20) Missile Size 1 Rate of Fire 5
Missile Fire Control FC172-R1 (2) Range 172.8m km Resolution 1
"Arrow" I: 4/1 (TS15,22) Anti-ship Missile (160) Speed: 52,500 km/s End: 59.6m Range: 187.8m km WH: 4 Size: 1 TH: 507/304/152
"Watchdog" I: 1/1 (TS 82.5) Anti-missile Missile (400) Speed: 150,000 km/s End: 2.3m Range: 21.1m km WH: 1 Size: 1 TH: 2750/1650/825
Active Search Sensor MR172-R1 (1) GPS 540 Range 172.8m km MCR 18.8m km Resolution 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
First note the ranges on the anti ship/fighte missile "Arrow", which has a quite decent long range slightly above the MFC (in case of run and chase). The speed is significantly higher and the anti ship missile can atleast 100% hit its own vessel, while the AMM can 100% hit that missile. The AMM has a somewhat shorter range (usually they would be lower, but this ship is fitted with very powerfull resolution 1 sensors), while the "Arrow" has exactly 4 size warhead to punch through thin armored ships like fighters easily (sadly I only encounted heavily armored strike craft after its commission). It also carries much much larger magazines, allowing the "Arrow"s to potentially kill a few of its own type of craft (assuming no missile defense), while there is sufficiently many missiles to weather the huge volleys that beam weapons have trouble dealing with, and the range on the sensor allow for many volleys of AMM to be fired before the missiles hit the task group.
Before people start commenting on it, I play with the "no overhauls" options, and as such does not care about maintance life, though damage control can still be usefull.
* Standard Speed is the speed at which a normal sized fire control of the same tech level can hit you at 100%, and ut is achieved by dedicating 25% of the hull to engines with 100% power/efficiency multiplyer.
** Target Speed (TS) is the speed for which a weapon (typically missile) is designated a 100% hit chance multiplyer from speed. Note that hit chance multiplyer due to speed is then min(TS/Speed,1)*100%.
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Oh my god wall of text. I generally only read those if it's an AAR or an Indepth discussion on physics behind Ingame systems.
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Something new, designed against 1000% difficulty NPR.
Galatica class Battlestar, her name shows everything. Equipped with heavy Collapsium armor, anti-ship, anti-fighter and anti-missile weapon system, all-around sensor array and hangars. One prototype battlestar in an earlier game had been hit 1500 times by AMM spam, without any internal damage.
Galatica class Battlestar 80,000 tons 1758 Crew 19837.5 BP TCS 1600 TH 10000 EM 0
6250 km/s Armour 36-165 Shields 0-0 Sensors 1/120/0/0 Damage Control Rating 80 PPV 172
Maint Life 2.76 Years MSP 12398 AFR 640% IFR 8.9% 1YR 2347 5YR 35198 Max Repair 720 MSP
Intended Deployment Time: 12 months Flight Crew Berths 54
Flag Bridge Hangar Deck Capacity 8000 tons Magazine 6696
1250 EP Battlestar MF Drive (8) Power 1250 Fuel Use 15% Signature 1250 Exp 10%
Fuel Capacity 7,500,000 Litres Range 112.5 billion km (208 days at full power)
VLS S1 (40) Missile Size 1 Rate of Fire 5
VLS S4 (44) Missile Size 4 Rate of Fire 40
AMM Control R34 (2) Range 34.6m km Resolution 1
SSM Control R342 (4) Range 342.1m km Resolution 200
SAM Control R196 (2) Range 196.7m km Resolution 10
Nokia 3310 (530) Speed: 75,000 km/s End: 46.6m Range: 209.6m km WH: 12 Size: 4 TH: 250/150/75
Nokia 2510 (394) Speed: 75,000 km/s End: 36.5m Range: 164.1m km WH: 16 Size: 4 TH: 250/150/75
RAM-1 (3000) Speed: 75,000 km/s End: 1.2m Range: 5.6m km WH: 1 Size: 1 TH: 1300/780/390
DRADIS MK3 (1) GPS 2400 Range 182.1m km Resolution 10
DRADIS MK2 (1) GPS 144000 Range 2,443.8m km Resolution 200
AAM Sensor R34 (1) GPS 144 Range 34.6m km MCR 3.8m km Resolution 1
EM Detection Sensor EM5-120 (1) Sensitivity 120 Detect Sig Strength 1000: 120m km
ECCM-3 (4) Strike Group
16x Viper MK2 Fighter-bomber Speed: 30000 km/s Size: 10
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
So here comes Vipers, multi-role fighter-bomber. She have much higher speed than earlier designs, but in the cost of some firepower.
Viper MK2 class Fighter-bomber 500 tons 3 Crew 254.9 BP TCS 10 TH 300 EM 0
30000 km/s Armour 1-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3.6
Maint Life 0 Years MSP 0 AFR 100% IFR 1.4% 1YR 14 5YR 212 Max Repair 48 MSP
Intended Deployment Time: .1 months Spare Berths 7
Magazine 24
75 EP Magnetic Fusion Drive (4) Power 75 Fuel Use 462.98% Signature 75 Exp 30%
Fuel Capacity 30,000 Litres Range 2.3 billion km (21 hours at full power)
Missile Rail S4 (6) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
AAM Control FC32-R10 (1) Range 32.8m km Resolution 10
SSM Control R146 (1) Range 146.6m km Resolution 200
Nokia 2510 (6) Speed: 75,000 km/s End: 36.5m Range: 164.1m km WH: 16 Size: 4 TH: 250/150/75
Fighter Sensor MR36-R10 (1) GPS 480 Range 36.4m km Resolution 10
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
This time the NPR have many small outposts in the systems around my home. Cornwallis class Assault Carrier is designed for them. She have some firepower to defend herself and destroy ground forces, and carries a marine task force.
Cornwallis class Assault Carrier 20,000 tons 350 Crew 4015.5 BP TCS 400 TH 2500 EM 0
6250 km/s Armour 18-65 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 13 PPV 20
Maint Life 2.12 Years MSP 1631 AFR 246% IFR 3.4% 1YR 487 5YR 7306 Max Repair 625 MSP
Intended Deployment Time: 12 months Flight Crew Berths 43
Hangar Deck Capacity 2000 tons Troop Capacity: 2.2 Battalions Magazine 560 Cargo Handling Multiplier 80
1250 EP Battlestar MF Drive (2) Power 1250 Fuel Use 15% Signature 1250 Exp 10%
Fuel Capacity 1,250,000 Litres Range 75.0 billion km (138 days at full power)
VLS S1 (20) Missile Size 1 Rate of Fire 5
AMM Control R34 (1) Range 34.6m km Resolution 1
Nokia 2510 (32) Speed: 75,000 km/s End: 36.5m Range: 164.1m km WH: 16 Size: 4 TH: 250/150/75
RAM-1 (432) Speed: 75,000 km/s End: 1.2m Range: 5.6m km WH: 1 Size: 1 TH: 1300/780/390
DRADIS MK1 (1) GPS 19200 Range 325.8m km Resolution 200
AAM Sensor R34 (1) GPS 144 Range 34.6m km MCR 3.8m km Resolution 1
Strike Group
4x Raptor MK2 Dropship Speed: 30000 km/s Size: 10
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
Raptor MK2, heavy dropship with armor and firepower. They are designed to drop marine companies in hot zone.
Raptor MK2 class Dropship 500 tons 3 Crew 225.6 BP TCS 10 TH 300 EM 0
30000 km/s Armour 5-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2.4
Maint Life 0 Years MSP 0 AFR 100% IFR 1.4% 1YR 14 5YR 204 Max Repair 45 MSP
Intended Deployment Time: .1 months Spare Berths 7
Drop Capacity: 1 Company Magazine 16
75 EP Magnetic Fusion Drive (4) Power 75 Fuel Use 462.98% Signature 75 Exp 30%
Fuel Capacity 30,000 Litres Range 2.3 billion km (21 hours at full power)
Missile Rail S4 (4) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
SSM Control R146 (1) Range 146.6m km Resolution 200
Nokia 2510 (4) Speed: 75,000 km/s End: 36.5m Range: 164.1m km WH: 16 Size: 4 TH: 250/150/75
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
Maelstorm class is a pocket battleship. Her design comes from an earlier game.
Maelstorm class Cruiser 20,000 tons 514 Crew 5237 BP TCS 400 TH 2500 EM 0
6250 km/s Armour 24-65 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 17 PPV 80
Maint Life 3.46 Years MSP 2782 AFR 188% IFR 2.6% 1YR 355 5YR 5331 Max Repair 625 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 1900
1250 EP Battlestar MF Drive (2) Power 1250 Fuel Use 15% Signature 1250 Exp 10%
Fuel Capacity 1,500,000 Litres Range 90.0 billion km (166 days at full power)
VLS S4 (20) Missile Size 4 Rate of Fire 40
VLS S1 (20) Missile Size 1 Rate of Fire 5
SSM Control R342 (2) Range 342.1m km Resolution 200
AMM Control R34 (1) Range 34.6m km Resolution 1
Nokia 3310 (300) Speed: 75,000 km/s End: 46.6m Range: 209.6m km WH: 12 Size: 4 TH: 250/150/75
RAM-1 (700) Speed: 75,000 km/s End: 1.2m Range: 5.6m km WH: 1 Size: 1 TH: 1300/780/390
DRADIS MK1 (1) GPS 19200 Range 325.8m km Resolution 200
AAM Sensor R34 (1) GPS 144 Range 34.6m km MCR 3.8m km Resolution 1
ECCM-3 (2) 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
Hammerhead class is a brand new design. She carries a really big punch, designed to completely overwhelm enemy fleet's point defence in a single hit.
Hammerhead class Strike Cruiser 20,000 tons 438 Crew 4620 BP TCS 400 TH 2500 EM 0
6250 km/s Armour 10-65 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 17 PPV 200
Maint Life 3.38 Years MSP 2454 AFR 188% IFR 2.6% 1YR 327 5YR 4902 Max Repair 625 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 800
1250 EP Battlestar MF Drive (2) Power 1250 Fuel Use 15% Signature 1250 Exp 10%
Fuel Capacity 1,500,000 Litres Range 90.0 billion km (166 days at full power)
Missile Launcher S4 (200) Missile Size 4 Rate of Fire 2000
SSM Control R342 (4) Range 342.1m km Resolution 200
Nokia 3310 (200) Speed: 75,000 km/s End: 46.6m Range: 209.6m km WH: 12 Size: 4 TH: 250/150/75
DRADIS MK1 (1) GPS 19200 Range 325.8m km Resolution 200
ECCM-3 (4) Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Tiger Shark class for point defence and bombardment. The first time that I tried meson cannon.
Tiger Shark class Destroyer 8,800 tons 341 Crew 2271 BP TCS 176 TH 1250 EM 0
7102 km/s Armour 14-37 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 6 PPV 61.52
Maint Life 2.29 Years MSP 968 AFR 103% IFR 1.4% 1YR 250 5YR 3751 Max Repair 625 MSP
Intended Deployment Time: 12 months Spare Berths 1
1250 EP Battlestar MF Drive (1) Power 1250 Fuel Use 15% Signature 1250 Exp 10%
Fuel Capacity 750,000 Litres Range 102.3 billion km (166 days at full power)
Quad Meson Disrupter (4x4) Range 90,000km TS: 25000 km/s Power 12-12 RM 9 ROF 5 1 1 1 1 1 1 1 1 1 0
Turret Control MK1 (1) Max Range: 160,000 km TS: 25000 km/s 94 88 81 75 69 62 56 50 44 38
MCF Reactor - 48 (1) Total Power Output 48 Armour 0 Exp 16%
AAM Sensor R34 (1) GPS 144 Range 34.6m km MCR 3.8m km Resolution 1
ECCM-3 (1) This design is classed as a Military Vessel for maintenance purposes
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Background: Most of my fleet features extreme penny-pinching, the aim is bare adequacy with the lowest possible build/operating cost and the fewest logistics concerns.
These are the exception, no expense is spared to allow doing something unfair without turning them into one-trick-ponies. Consequently, they are kept in reserve and only deployed when it seems they will shine or when things get desperate.
Projected uses are running down ASM-armed ships without getting blown up, taking cheap shots against beam combatants from outside their range, and generally causing trouble without getting caught.
They have some use as escorts, and they aren't helpless in a knife fight (big lasers for shock damage and carving gashes, fast-firing railguns to find those)... but they are not expected to be economical in those roles. Weapons only account for 15% of their weight, to allow extreme speed for the tech level and some survivability.
My main issue is marginally sufficient point defence, but I'm not sure what to give up for a few more railguns. I should probably also design a variant with decent passive sensors.
Excalibur class Destroyer 6 650 tons 243 Crew 1739.4 BP TCS 133 TH 1600 EM 450
12030 km/s Armour 3-31 Shields 15-300 Sensors 1/1/0/0 Damage Control Rating 5 PPV 20
Maint Life 2.19 Years MSP 817 AFR 70% IFR 1% 1YR 229 5YR 3442 Max Repair 800 MSP
Intended Deployment Time: 14 months Spare Berths 1
BMW 50x20 Magneto-plasma Drive (1) Power 1600 Fuel Use 169.71% Signature 1600 Exp 20%
Fuel Capacity 750 000 Litres Range 12.0 billion km (11 days at full power)
Delta R300/360 Shields (6) Total Fuel Cost 90 Litres per hour (2 160 per day)
25cm C4 Ultraviolet Laser (1) Range 320 000km TS: 12030 km/s Power 16-4 RM 4 ROF 20 16 16 16 16 12 10 9 8 7 6
Rheinmetall 10cm Railgun V4/C3 (4x4) Range 40 000km TS: 12030 km/s Power 3-3 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S06 160-12000 (1) Max Range: 320 000 km TS: 12000 km/s 58 56 54 52 50 48 46 45 43 41
Stellarator Fusion Reactor Technology PB-1.25 (11) Total Power Output 16.5 Armour 0 Exp 20%
Telefunken Active Search Sensor 1-1 (1) GPS 21 Range 2.9m km MCR 320k km Resolution 1
ECM 20
This design is classed as a Military Vessel for maintenance purposes
Any thoughts?
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Excalibur class Destroyer 6 650 tons 243 Crew 1739.4 BP TCS 133 TH 1600 EM 450
12030 km/s Armour 3-31 Shields 15-300 Sensors 1/1/0/0 Damage Control Rating 5 PPV 20
Maint Life 2.19 Years MSP 817 AFR 70% IFR 1% 1YR 229 5YR 3442 Max Repair 800 MSP
Intended Deployment Time: 14 months Spare Berths 1
BMW 50x20 Magneto-plasma Drive (1) Power 1600 Fuel Use 169.71% Signature 1600 Exp 20%
Fuel Capacity 750 000 Litres Range 12.0 billion km (11 days at full power)
Delta R300/360 Shields (6) Total Fuel Cost 90 Litres per hour (2 160 per day)
25cm C4 Ultraviolet Laser (1) Range 320 000km TS: 12030 km/s Power 16-4 RM 4 ROF 20 16 16 16 16 12 10 9 8 7 6
Rheinmetall 10cm Railgun V4/C3 (4x4) Range 40 000km TS: 12030 km/s Power 3-3 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S06 160-12000 (1) Max Range: 320 000 km TS: 12000 km/s 58 56 54 52 50 48 46 45 43 41
Stellarator Fusion Reactor Technology PB-1.25 (11) Total Power Output 16.5 Armour 0 Exp 20%
Telefunken Active Search Sensor 1-1 (1) GPS 21 Range 2.9m km MCR 320k km Resolution 1
ECM 20
This design is classed as a Military Vessel for maintenance purposes
Any thoughts?
Drop The Deployment time to a month or so, these things are going nowhere without a tanker. Personally I would drop the railguns altogether and install more shields, or at least install a FCS which matches their range. Also switch the reactors out for a single large one. Also increase the resolution of the search sensor to something larger, you are hunting battleships, not missiles.
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Excalibur class Destroyer 6 650 tons 243 Crew 1739.4 BP TCS 133 TH 1600 EM 450
12030 km/s Armour 3-31 Shields 15-300 Sensors 1/1/0/0 Damage Control Rating 5 PPV 20
Maint Life 2.19 Years MSP 817 AFR 70% IFR 1% 1YR 229 5YR 3442 Max Repair 800 MSP
Intended Deployment Time: 14 months Spare Berths 1
BMW 50x20 Magneto-plasma Drive (1) Power 1600 Fuel Use 169.71% Signature 1600 Exp 20%
Fuel Capacity 750 000 Litres Range 12.0 billion km (11 days at full power)
Delta R300/360 Shields (6) Total Fuel Cost 90 Litres per hour (2 160 per day)
25cm C4 Ultraviolet Laser (1) Range 320 000km TS: 12030 km/s Power 16-4 RM 4 ROF 20 16 16 16 16 12 10 9 8 7 6
Rheinmetall 10cm Railgun V4/C3 (4x4) Range 40 000km TS: 12030 km/s Power 3-3 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Fire Control S06 160-12000 (1) Max Range: 320 000 km TS: 12000 km/s 58 56 54 52 50 48 46 45 43 41
Stellarator Fusion Reactor Technology PB-1.25 (11) Total Power Output 16.5 Armour 0 Exp 20%
Telefunken Active Search Sensor 1-1 (1) GPS 21 Range 2.9m km MCR 320k km Resolution 1
ECM 20
This design is classed as a Military Vessel for maintenance purposes
Any thoughts?
Now that's some weird design. Weird, but will work very well (unless you get hit).
There are some things requiring concern though:
1. Install ECCM. Enemy ECM will cut down your accuracy, forcing you to get close.
2. Higher-res sensor will be useful too, as well as passives: seeing enemy before he sees you is quite important.
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Thanks for the advice!
Acknowledged about reactors and sensors. I'm hazy about the trade-offs between one large and multiple smaller reactors (secondary explosion risk, weapon behaviour under insufficient power?).
A missile detection sensor is all they need for combat purposes, but not having to rely on other craft (originally intended: recon variant with decent passives) for situation awareness would be nice.
Railguns and deployment time: On a fast ship, 10cm Railguns seem too good as point defense to leave out. Shields are nice, but have a long-ish recharge period and don't protect other ships.
I originally wanted 6 railguns and an additional short-ranged FC, achievable by reducing deployment time to 2.9 months and sacrificing a layer of armour... doesn't feel right though.
14 months may be excessive, but I like a generous deployment time. Packing a huge engine into a small-ish vessel already requires a long maintenance cycle to avoid random breakdowns, and if it's of some use sitting somewhere else, such a thirsty monster shouldn't have to run back home all the time.
ECCM: Considering the best beam FC I can make is barely adequate for the main gun, that is a fair point. I guess I'm wary about increasing the electronics package considering how little space I have left for weapons, but strong enemy ECM could be a bit of a bother...
I guess I can take off an armour layer and a few months of deployment to round things out.