Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Starmantle on November 02, 2016, 08:00:52 PM
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The below corvette carries 15 each of 5 kinds of missiles and 15 fire controls. If I hooked one of each kind of missile up to each fire control, could I generate 75 separate salvos launched at once to overcome enemy missile defenses? Would the computer focus on the larger, slower missiles, or would the decoys successfully tie up CIWS batteries and other beam defense? Even though the missiles move at different speeds, they would all arrive in the same tic if launched within 173,000 KM.
The Loki class CQB corvette is primarily designed to guard jump points and LaGrange points but is also used to prevent enemy ships from moving within 173,000 KM of Starfleet planets or fleet formations. At that range, the little corvette can launch a wave of 15 Mark III Nova Bombs - enough to destroy or cripple two battlecruiser size opponents. At that range, enemy missile defense wouldn't be swift enough to get off a shot, but the battery of 60 super-fast decoy missiles is designed to confuse faster enemy fire controls during the few seconds they have to respond to the point-blank salvo. The Loki has two anemic sensors which are still be suffiicient to detect the enemy at intended engagement ranges. It has some armor and ECM abilities, but is a generally fragile ship. Ship Crews of the Loki train for years and have intended deployment times of 48 months, all leading up to a total engagement window of 5-10 seconds. After that, the Loki will attenpt to evade remaining enemy forces and withdraw.
Loki class CQB Corvette 3 000 tons 29 Crew 573.5 BP TCS 60 TH 300 EM 0
5000 km/s Armour 3-18 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 31.5
Maint Life 5.65 Years MSP 179 AFR 48% IFR 0.7% 1YR 9 5YR 142 Max Repair 150 MSP
Intended Deployment Time: 48 months Spare Berths 1
Magazine 210
300 EP Internal Fusion Drive (1) Power 300 Fuel Use 25.5% Signature 300 Exp 10%
Fuel Capacity 217 500 Litres Range 51.2 billion km (118 days at full power)
Size 10 Box Launcher (15) Missile Size 10 Hangar Reload 75 minutes MF Reload 12.5 hours
Size 1 Box Launcher (60) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
Missile Fire Control FC5-R5 (15) Range 5.8m km Resolution 5
Nova Bomb Mk III (15) Speed: 34 600 km/s End: 1.6m Range: 3.4m km WH: 64 Size: 10 TH: 323/193/96
Decoy A (15) Speed: 96 000 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 640/384/192
Decoy B (15) Speed: 97 200 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 615/369/184
Decoy C (15) Speed: 98 400 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 580/354/176
Decoy D (15) Speed: 99 600 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 564/338/169
Active Search Sensor MR0-R1 (1) GPS 5 Range 670k km MCR 73k km Resolution 1
Active Search Sensor MR8-R100 (1) GPS 480 Range 8.6m km Resolution 100
ECM 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
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The number of salvos is limited by the number of fire controls. So you could only fire 15 salvos at most. Otherwise it's a decent ship.
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Are you sure? If one fire control is assigned to 5 tubes, each of which fires a missile with a different speed, my sense is that I get 5 salvos.
Multiply that times 15 fire controls and you get 75 salvos.
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Oh, I see what you mean, yeah, I guess that would work. But I don't think NPRs actually respect salvos or anything. They just fire on missiles, but don't quote me on that. That's just the feeling I get. I don't think I ever defeated an NPR's PD simply by overwhelming it with salvos; My missiles always tend to hit after the NPRs stop shooting them down, regardless of salvo size. But then again, I never really fired a lot of salvos, so that might actually work.
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Provided you can get close enough to fire missiles they should be unstoppable, however 5000 km/s isn't particularly fast for that tech level. This certainly should be a good spoiler ship against enemy beam attackers though.
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Interesting concept. I'm not 100% of CIWS priorities and whether the first to impact within a 5s turn gets shot at first. But in general, your ship should work as intended.
Overwhelming point defence with number of salvos definitely works against AI ships. Some of my designs were also built to do just that, in a different way (fast launching platform keeping up with the slow high-yield missiles it fires). Your method seems much better suited for the task of point blank jump point defence though.
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Yeah, but you could totally build dummy armored missiles, with the same range as the real deal. This is a pretty neat concept, I might end up using it.
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Producing & moving & reloading all those missile types is going to be a pain though, especially once you start having multiple versions of each one to juggle with.
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Hah. If this thing fired even once, it would be worth it.
I think it could take out 60,000 tons of enemy ships at once and in 5 seconds even if they had heavy missile defense.
That's a great contingency to have up your sleeve.
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Based on this concept, here's a redesign of the primary bomber/Interceptor and an new escort. A total of 12 Polaris-B Bombers and 1 Bejorn Bomber Escort are part of an overall Assault Wing including sensor ships, boarding ships, microwave interceptors, and (mostly) railgun-armed anti-missile fighters.
Between these 13 missile armed ships, though, the Assault Wing can launch 72 salvos at once including 24 Nova Bombs and 48 decoys.
Polaris-B class Bomber/Interceptor 500 tons 2 Crew 304.4 BP TCS 10 TH 57.6 EM 0
24000 km/s Armour 6-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3.3
Maint Life 0 Years MSP 0 AFR 100% IFR 1.4% 1YR 35 5YR 531 Max Repair 120 MSP
Intended Deployment Time: 0.1 months Spare Berths 8
Magazine 22
120 EP Internal Fusion Drive (2) Power 120 Fuel Use 458.3% Signature 28.8 Exp 30%
Fuel Capacity 15 000 Litres Range 1.2 billion km (13 hours at full power)
Size 10 Box Launcher (2) Missile Size 10 Hangar Reload 75 minutes MF Reload 12.5 hours
Size 1 Box Launcher (2) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
Missile Fire Control FC18-R50 (2) Range 18.3m km Resolution 50
Nova Bomb Mk III (2) Speed: 34 600 km/s End: 1.6m Range: 3.4m km WH: 64 Size: 10 TH: 323/193/96
Decoy D (2) Speed: 99 600 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 564/338/169
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
Beorn-B class Bomber Escort 500 tons 2 Crew 208.3 BP TCS 10 TH 240 EM 0
24000 km/s Armour 4-5 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 5 5YR 79 Max Repair 30 MSP
Intended Deployment Time: 0.1 months Spare Berths 8
Magazine 24
120 EP Internal Fusion Drive (2) Power 120 Fuel Use 458.3% Signature 28.8 Exp 30%
Fuel Capacity 15 000 Litres Range 1.2 billion km (13 hours at full power)
Size 1 Box Launcher (24) Missile Size 1 Hangar Reload 7.5 minutes MF Reload 1.2 hours
Missile Fire Control FC18-R50 (6) Range 18.3m km Resolution 50
Decoy A (6) Speed: 96 000 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 640/384/192
Decoy B (6) Speed: 97 200 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 615/369/184
Decoy C (6) Speed: 98 400 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 580/354/176
Decoy D (6) Speed: 99 600 km/s End: 0m Range: 0.2m km WH: 1 Size: 1 TH: 564/338/169
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
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Is it important to separate strike and decoy fighters?
Otherwise, giving each fighter 1 bomb and 3 of each decoy seems a more economical use of fire controls.
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Is it important to separate strike and decoy fighters?
Otherwise, giving each fighter 1 bomb and 3 of each decoy seems a more economical use of fire controls.
I'm sure other configurations are possible and good, but having two heavy bombs on my bombers has worked very well. Bear in mind that fire controls are only 0.1 HS. Each bomber can now generate 4 salvos each, two of them decoys, which should be sufficient for most missions. In a combined assault group of 72 fighters , it's the goal of the 12 bombers to destroy the enemy ships that pose the most significant threat while others are blinded, disabled, and boarded by sister fighters. Among all those ships, I only need one Bejorn to double the number of decoys, which sounds worth it to me.
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Why hadn't I ever thought of this for JP/WH defence :D Definitely stealing this idea, cheers!
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Why hadn't I ever thought of this for JP/WH defence :D Definitely stealing this idea, cheers!
I would be most honored.
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I wouldn't use something like this in any of my games. To exploity and to much micro design/missiles needed for me.
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I wouldn't use something like this in any of my games. To exploity and to much micro design/missiles needed for me.
Yes... if you really want to exploit the mechanics then build one FAC with a ton of launchers, one FC and then multiple versions of the same identical missile. Each missile will now become their own salvo...
Have some missiles just be slightly faster than the other, just by a tiny fraction and stuff it full of armour and no warhead.
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I don't think this works against CWIS though, but is a smart exploit