Oracle Segment Astral class Fuel Harvester Base 1,400,000 tons 5163 Crew 52809.3999 BP TCS 28000 TH 22400 EM 0
800 km/s Armour 18-1114 Shields 0-0 Sensors 18/18/0/0 Damage Control Rating 18 PPV 0
MSP 424 Max Repair 200 MSP
Intended Deployment Time: 3 months Spare Berths 2
Fuel Harvester: 400 modules producing 28800000 litres per annum
800 EP "Blue Tide" Clean Fusion Drive (28) Power 800 Fuel Use 2.21% Signature 800 Exp 5%
Fuel Capacity 248,060,000 Litres Range 1443.1 billion km (20878 days at full power)
CIWS-500x10 (40x10) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
Ghoma Integrated Nervecluster (r.151m-5.5kt) (1) GPS 8800 Range 151.0m km Resolution 110
Impact Overseer (r.1568k) (1) GPS 80 Range 14.4m km MCR 1.6m km Resolution 1
Thermal Wake Receiver TH-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
EM Wake Receiver EM-18 (1) Sensitivity 18 Detect Sig Strength 1000: 18m km
Ashod II class Fuel Harvester Base 611 450 tons 2405 Crew 18830.0001 BP TCS 12229 TH 5000 EM 0
408 km/s Armour 10-641 Shields 0-0 Sensors 50/40/0/0 Damage Control Rating 50 PPV 0
MSP 962 Max Repair 80 MSP
Intended Deployment Time: 120 months Spare Berths 0
Fuel Harvester: 190 modules producing 19000000 litres per annum
Ivanov Aeroengineering 250 EP Commercial GCAMD (20) Power 250 Fuel Use 0.03% Signature 250 Exp 1%
Fuel Capacity 50 000 000 Litres Range 48960.0 billion km (1388888 days at full power)
Browning ASM Defence Mk. 3 (18x10) Range 1000 km TS: 50000 km/s ROF 5 Base 50% To Hit
ExpAI Active Search Sensor MR123-R15 (1) GPS 1200 Range 123.9m km Resolution 15
Ratters Thermal Detector S50\Sz1 (1) Sensitivity 50 Detect Sig Strength 1000: 50m km
Ratters EM Detector S40\Sz1 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
This design is classed as a Commercial Vessel for maintenance purposes
One per system is enough (because everybody refuels at Zemlya anyway, where four of them are stationed), and it has some degree of protection, up to being able to survive two ramming attempts from ship weighing around ~38kton.
As a general rule I don't make platforms that take more than a few years to build, I'll probably make ones that cost 10k build points and use a bit over 30 % of industry for 3-4 years each.What kind of ship would that be, other than factory produced orbital habitats maybe? But since you speak of relatively small range still, it sounds like the old persistent misjudgement that large ships are slower to build.
Planned 10k BP platform should make 5 million litres a year, move 300km/s (that'll get it to Barnards star in one year) , hold 2 years production and have 18 CIWS and 4 armour levels.Yeah, the armor is actually just vanity. Well, I guess if you really can overcome a missile ship's magazine by tanking, then it is a win in the book. But a single beam weapon on any attacking ship will make you lose that station, because you cannot possibly get guards there fast enough to stop them. So unless you really bother to make a protective base close to it, these stations cannot really be protected under fire, so the armor is quite useless and wasteful.
Yeah it's nowhere near as well protected as yours but it's significantly cheaper, also a major FAC base will be installed at a moon of each location one of these will be placed at. Even so those extra 3 layers of armour cost 2000 duranium, It'll be more affordable with composite armour.
Well, I find it hard to cause fuel shortage late-game. Engines tend to be extremely effective at this time, and since I don't use big designs (there's time you realize 30kton isn't big anymore), my ships' fuel consumption is very, very small.What has bigness to do with fuel consumption though?(after the 50 HS engines are already used I mean)
Zippo - A class Tanker 1,000 tons 8 Crew 132 BP TCS 20 TH 30 EM 0
1500 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 12.04 Years MSP 41 AFR 16% IFR 0.2% 1YR 1 5YR 8 Max Repair 6 MSP
Intended Deployment Time: 12 months Spare Berths 0
6 EP Ion Drive (5) Power 6 Fuel Use 15.75% Signature 6 Exp 5%
Fuel Capacity 630,000 Litres Range 720.0 billion km (5555 days at full power)
This design is classed as a Military Vessel for maintenance purposes
Removing 3 of the engines gives this:Zippo - B class Tanker 1,000 tons 5 Crew 146 BP TCS 20 TH 12 EM 0
600 km/s Armour 1-8 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 14.35 Years MSP 46 AFR 16% IFR 0.2% 1YR 0 5YR 6 Max Repair 6 MSP
Intended Deployment Time: 12 months Spare Berths 1
6 EP Ion Drive (2) Power 6 Fuel Use 15.75% Signature 6 Exp 5%
Fuel Capacity 780,000 Litres Range 891.4 billion km (17195 days at full power)
This design is classed as a Military Vessel for maintenance purposes
Now, Zippo B takes 2.5 times as long to get anywhere, but uses only 40% as much fuel. .4 fuel consumption times 2.5 times as long = 100% Edit: in reference to the discussion of fuel consumption , the crippling fuel shortages I've been running has made me consider efficiency a little more than I usually would.Like here:
Ignoring power multiplier for a moment, if my commercial fleet is all 30% power level then Fuel consumption for a ship is based entirely on power level, no matter how many engines I pile into a ship the increased speed just means higher consumption, or vice versa. So in theory when the ship arrives at the destination Fuel use is the same right?
But taking into consideration the actual payload capacity of the ship can give greater efficiency.
When engine and design efficiency is eliminated as a factor (because engines are of same power+size+tech, and the designs use same engine percentage), then fuel cost is determined by how much tonnage of ships in total you have to move around, not the size of any individual unit.