Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: Silvarelion on January 04, 2017, 07:28:13 AM
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Hey guys
Thought I would share my first set of ships that isn't going to change for a while. I'm 59 years into a regular start game, with 2 spoilers and 100% NPR generation. The Sol System Alliance got lucky on it's first round of exploration, but after prophetic warnings of doom from other dimensions, exploration was halted until a lack of resources forced another round of expansion. To safely facilitate the new exploration efforts, a multi-role battlefleet was designed. Patrol and fast strike capability was provided by the Corvid line of destoyers:
(m) Rook I class Missile Destroyer 3 000 tons 72 Crew 686. 4 BP TCS 60 TH 572 EM 0
9533 km/s Armour 4-18 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 2 PPV 15
Maint Life 3. 04 Years MSP 286 AFR 36% IFR 0. 5% 1YR 46 5YR 697 Max Repair 286 MSP
Intended Deployment Time: 3 months Spare Berths 0
Magazine 102
Corvid 572 EP Internal Fusion Drive (1) Power 572 Fuel Use 60. 12% Signature 572 Exp 13%
Fuel Capacity 250 000 Litres Range 24. 9 billion km (30 days at full power)
Corvid Size 6 Missile Launcher (50% Reduction) (5) Missile Size 6 Rate of Fire 150
Corvid Missile Fire Control FC532-R120 (1) Range 532. 4m km Resolution 120
Hurricane I Size 6 MIRV (17) Speed: 22 500 km/s End: 385. 2m Range: 540m km WH: 0 Size: 6 TH: 75/45/22
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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(m) Crow I class Destroyer 3 000 tons 109 Crew 1187. 4 BP TCS 60 TH 572 EM 0
9533 km/s Armour 4-18 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 14
Maint Life 2. 15 Years MSP 371 AFR 48% IFR 0. 7% 1YR 107 5YR 1612 Max Repair 315 MSP
Intended Deployment Time: 2. 5 months Spare Berths 1
Corvid 572 EP Internal Fusion Drive (1) Power 572 Fuel Use 60. 12% Signature 572 Exp 13%
Fuel Capacity 300 000 Litres Range 29. 9 billion km (36 days at full power)
Corvid 45cm C6 X-Ray Laser (1) Range 384 000km TS: 9533 km/s Power 53-6 RM 7 ROF 45 53 53 53 53 53 53 53 46 41 37
Raven Fire Control S03. 5 192-10937. 5 (1) Max Range: 384 000 km TS: 10938 km/s 97 95 92 90 87 84 82 79 77 74
Corvid Magnetic Confinement Fusion Reactor Technology PB-1 (6) Total Power Output 6 Armour 0 Exp 5%
Corvid Backup Active Search Sensor MR1-R6 (1) GPS 22 Range 1. 6m km Resolution 6
Compact ECCM-3 (1) ECM 30
This design is classed as a Military Vessel for maintenance purposes
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(m) Raven I class Destroyer Leader 3 000 tons 94 Crew 835 BP TCS 60 TH 572 EM 0
9533 km/s JR 7-50 Armour 1-18 Shields 0-0 Sensors 90/90/0/0 Damage Control Rating 2 PPV 0
Maint Life 3. 16 Years MSP 348 AFR 36% IFR 0. 5% 1YR 53 5YR 788 Max Repair 286 MSP
Intended Deployment Time: 3 months Spare Berths 3
Corvid J3000(7-50) Military Jump Drive Max Ship Size 3000 tons Distance 50k km Squadron Size 7
Corvid 572 EP Internal Fusion Drive (1) Power 572 Fuel Use 60. 12% Signature 572 Exp 13%
Fuel Capacity 250 000 Litres Range 24. 9 billion km (30 days at full power)
Corvid Active Search Sensor MR496-R120 (1) GPS 30240 Range 496. 9m km Resolution 120
Corvid Thermal Sensor TH5-90 (1) Sensitivity 90 Detect Sig Strength 1000: 90m km
Corvid EM Detection Sensor EM5-90 (1) Sensitivity 90 Detect Sig Strength 1000: 90m km
This design is classed as a Military Vessel for maintenance purposes
Force projection is provided by the Raptor line of Cruisers:
(m) Eagle I class Command Cruiser 25 000 tons 628 Crew 5231 BP TCS 500 TH 3000 EM 4800
6000 km/s JR 7-50 Armour 10-76 Shields 160-300 Sensors 180/180/0/0 Damage Control Rating 23 PPV 20
Maint Life 3. 15 Years MSP 3008 AFR 217% IFR 3% 1YR 457 5YR 6855 Max Repair 524 MSP
Intended Deployment Time: 3 months Spare Berths 2
Magazine 308
Raptor I J25000(7-50) Military Jump Drive Max Ship Size 25000 tons Distance 50k km Squadron Size 7
Raptor 600 EP Internal Fusion Drive (5) Power 600 Fuel Use 8. 77% Signature 600 Exp 7%
Fuel Capacity 500 000 Litres Range 41. 0 billion km (79 days at full power)
Raptor Theta R300/288 Shields (40) Total Fuel Cost 480 Litres per hour (11 520 per day)
Raptor Size 1 Missile Launcher (20) Missile Size 1 Rate of Fire 5
Raptor I AM Missile Fire Control FC38-R1 (4) Range 38. 9m km Resolution 1
Raptor I Primary AS Sensor MR709-R120 (1) GPS 43200 Range 709. 8m km Resolution 120
Raptor I Primary AM Sensor MR64-R1 (1) GPS 360 Range 64. 8m km MCR 7. 1m km Resolution 1
Raptor I Thermal Sensor TH10-180 (1) Sensitivity 180 Detect Sig Strength 1000: 180m km
Raptor I EM Detection Sensor EM10-180 (1) Sensitivity 180 Detect Sig Strength 1000: 180m km
ECM 40
This design is classed as a Military Vessel for maintenance purposes
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(m) Falcon I class Missile Cruiser 15 000 tons 304 Crew 3050. 5 BP TCS 300 TH 1800 EM 2280
6000 km/s Armour 10-54 Shields 76-300 Sensors 1/1/0/0 Damage Control Rating 10 PPV 60
Maint Life 2. 96 Years MSP 1271 AFR 180% IFR 2. 5% 1YR 216 5YR 3241 Max Repair 252 MSP
Intended Deployment Time: 3 months Spare Berths 1
Magazine 480
Raptor 600 EP Internal Fusion Drive (3) Power 600 Fuel Use 8. 77% Signature 600 Exp 7%
Fuel Capacity 250 000 Litres Range 34. 2 billion km (65 days at full power)
Raptor Theta R300/288 Shields (19) Total Fuel Cost 228 Litres per hour (5 472 per day)
Corvid Size 6 Missile Launcher (50% Reduction) (20) Missile Size 6 Rate of Fire 150
Corvid Missile Fire Control FC532-R120 (4) Range 532. 4m km Resolution 120
Hurricane I Size 6 MIRV (40) Speed: 22 500 km/s End: 385. 2m Range: 540m km WH: 0 Size: 6 TH: 75/45/22
Corvid Active Search Sensor MR496-R120 (1) GPS 30240 Range 496. 9m km Resolution 120
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
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(m) Hawk I class Area Defence Cruiser 15 000 tons 344 Crew 3097. 5 BP TCS 300 TH 1800 EM 1920
6000 km/s Armour 8-54 Shields 64-300 Sensors 90/90/0/0 Damage Control Rating 10 PPV 88. 2
Maint Life 2. 32 Years MSP 1291 AFR 180% IFR 2. 5% 1YR 326 5YR 4891 Max Repair 225 MSP
Intended Deployment Time: 2. 5 months Spare Berths 2
Raptor 600 EP Internal Fusion Drive (3) Power 600 Fuel Use 8. 77% Signature 600 Exp 7%
Fuel Capacity 250 000 Litres Range 34. 2 billion km (65 days at full power)
Raptor Theta R300/288 Shields (16) Total Fuel Cost 192 Litres per hour (4 608 per day)
Quad Raptor Gauss Cannon R4-100 Turret (3x16) Range 40 000km TS: 25000 km/s Power 0-0 RM 4 ROF 5 1 1 1 1 0 0 0 0 0 0
Raptor Fire Control S02 48-25000 (3) Max Range: 96 000 km TS: 25000 km/s 90 79 69 58 48 38 27 17 6 0
Raptor Backup AM Sensor (1) GPS 72 Range 13. 0m km MCR 1. 4m km Resolution 1
Corvid Thermal Sensor TH5-90 (1) Sensitivity 90 Detect Sig Strength 1000: 90m km
Corvid EM Detection Sensor EM5-90 (1) Sensitivity 90 Detect Sig Strength 1000: 90m km
ECM 40
This design is classed as a Military Vessel for maintenance purposes
Versatility is added by the Condor class carrier and her strike groups of fighters, bombers and scouts:
(m) Condor I class Carrier 25 000 tons 400 Crew 3251. 5 BP TCS 500 TH 3000 EM 2880
6000 km/s Armour 4-76 Shields 96-300 Sensors 1/1/0/0 Damage Control Rating 12 PPV 0
Maint Life 1. 52 Years MSP 975 AFR 416% IFR 5. 8% 1YR 480 5YR 7204 Max Repair 225 MSP
Intended Deployment Time: 3 months Flight Crew Berths 286
Hangar Deck Capacity 9000 tons Magazine 360
Raptor 600 EP Internal Fusion Drive (5) Power 600 Fuel Use 8. 77% Signature 600 Exp 7%
Fuel Capacity 500 000 Litres Range 41. 0 billion km (79 days at full power)
Raptor Theta R300/288 Shields (24) Total Fuel Cost 288 Litres per hour (6 912 per day)
Typhoon I S6 Torpedo (60) Speed: 79 000 km/s End: 2m Range: 9. 6m km WH: 16 Size: 6 TH: 263/158/79
ECM 40
Strike Group
2x (FTR) Panther I Fighter-Scout Speed: 12857 km/s Size: 7
10x (FTR) Grizzly I Fighter-bomber Speed: 24000 km/s Size: 5
17x (FTR) Wolverine I Interceptor Speed: 24000 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
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(FTR) Panther I class Fighter-Scout 350 tons 6 Crew 223. 75 BP TCS 7 TH 14. 4 EM 0
12857 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 0
Maint Life 3. 29 Years MSP 40 AFR 9% IFR 0. 1% 1YR 6 5YR 84 Max Repair 108 MSP
Intended Deployment Time: 0. 5 months Spare Berths 0
Panther I 90 EP Internal Fusion Drive (1) Power 90 Fuel Use 80. 19% Signature 14. 4 Exp 15%
Fuel Capacity 25 000 Litres Range 16. 0 billion km (14 days at full power)
Panther I Active Search Sensor MR137-R50 (1) GPS 5400 Range 137. 5m km Resolution 50
This design is classed as a Fighter for production, combat and maintenance purposes
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(FTR) Wolverine I class Interceptor 500 tons 15 Crew 211. 5 BP TCS 10 TH 240 EM 0
24000 km/s Armour 3-5 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 3
Maint Life 3. 24 Years MSP 26 AFR 20% IFR 0. 3% 1YR 4 5YR 56 Max Repair 60 MSP
Intended Deployment Time: 0. 2 months Spare Berths 2
Wolverine I 120 EP Internal Fusion Drive (2) Power 120 Fuel Use 458. 3% Signature 120 Exp 30%
Fuel Capacity 40 000 Litres Range 3. 1 billion km (36 hours at full power)
Wolverine I 10cm Railgun V2/C6 (1x4) Range 20 000km TS: 24000 km/s Power 3-6 RM 2 ROF 5 1 1 0 0 0 0 0 0 0 0
Wolverine I Fire Control S00. 2 24-6250 (FTR) (1) Max Range: 48 000 km TS: 25000 km/s 79 58 38 17 0 0 0 0 0 0
Corvid Magnetic Confinement Fusion Reactor Technology PB-1 (6) Total Power Output 6 Armour 0 Exp 5%
This design is classed as a Fighter for production, combat and maintenance purposes
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(FTR) Grizzly I class Bomber 250 tons 4 Crew 95. 7 BP TCS 5 TH 120 EM 0
24000 km/s Armour 2-3 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 1. 8
Maint Life 6. 95 Years MSP 24 AFR 5% IFR 0. 1% 1YR 1 5YR 13 Max Repair 60 MSP
Intended Deployment Time: 0. 3 months Spare Berths 3
Magazine 12
Wolverine I 120 EP Internal Fusion Drive (1) Power 120 Fuel Use 458. 3% Signature 120 Exp 30%
Fuel Capacity 20 000 Litres Range 3. 1 billion km (36 hours at full power)
Grizzly I Size 6 Box Launcher (2) Missile Size 6 Hangar Reload 45 minutes MF Reload 7. 5 hours
Grizzly I Missile Fire Control FC21-R120 (1) Range 21. 3m km Resolution 120
Typhoon I S6 Torpedo (2) Speed: 79 000 km/s End: 2m Range: 9. 6m km WH: 16 Size: 6 TH: 263/158/79
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
Thanks for any feedback!
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critical flaws:
The command cruiser doesn't have any ordnance listed.
The Grizzly is too short ranged - it has to enter AMM range. Your own antimissile systems could shred Grizzlies far before they can launch. At your tech level, you need to extend the range of the fire control and the torpedos. The carrier also doesn't carry enough Grizzlys to make a dent in defended vessels. I would advise committing fully to either Grizzlies or Wolverines for your carrier doctrine. Your flight group consists of 303 personnel - your carrier doesn't have enough berths. Incidentally, reducing your fighter deployment times to 0.1 months (3 days) will drastically reduce the amount of crew they require - the Wolverine in particular would benefit from this. (The Wolverine could also use a redesigned railgun, with a level 3 capacitor and better velocity tech - also, less powerplants.)
The deployment times on the force projection ships are very short - i would advise extending them to 9-12 months at least.
other than that it looks fine.
Although I would note that if you switch the Rook to box launchers, you could fit 17 box launchers in less space than the 6 reduced-size launchers use.
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Aside from above suggestions I would ask about your overall fleet doctrine.
First of all the Destroyer and Cruisers seem like redundant classes doing the same thing... I would use one or the other.
I would also consider either using Carriers or long range missiles as my main strike capability, not both. I would design my destroyers to engage enemy FAC and fighter crafts with their missile batteries and design them as escort and scout element of the fleet.
I also think you seem to lack any real scouting or recon philosophy unless you intend to recon in force with your military ships and that way endanger them without knowing any potential threat before committing them.
By this stage of the game I would have four distinct classes of ships.
Corvettes who are defence system patrol craft, main role is to identify and shadow enemy ships.
Frigates who are the main scouting force with rudimentary anti FAC/fighter capacity
Destroyers who are fleet escort and recon in force or picket for the capital ships, their main job is to screen the main force and destroy any FAC/fighters that might endanger the main task-force.
Carriers who deploy the main striking force but can also contribute to scouting if necessary, their hangars is a dynamic force multiplyer.
Then of course a large assortment of FAC and minor crafts to complement the fleet.
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@TheDeadlyShoe: Yeah, I don't know why the ordinance on the command cruiser didn't show up. I rechecked and they are fully loaded with AMMs.
Good point about the grizzlies, too. I'll make some changes to my missile tech and carrier loadout.
@Jorgen_CAB : RE: scouting, I do have a stealth scout/grav/geo ship that should be first point of contact, but they are rather multipurpose and so aren't suited to tactical scouting. I'll post that design when I can get home. Other than that, my thought was to do force recon with the a destroyer group or two, but I could see how that would get expensive. Just read your post on tactical/strategic scouting over in the advanced tactics academy, and that is going to influence my second generation fleet doctrine.
You mentioned that you keep most of your ships stealthy. For my scout ship, the Cloak eats up a large percentage of its mission tonnage. What are your expectations regarding offensive tonnage on your ships?
Thanks for the help, guys!
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@TheDeadlyShoe: Yeah, I don't know why the ordinance on the command cruiser didn't show up. I rechecked and they are fully loaded with AMMs.
Good point about the grizzlies, too. I'll make some changes to my missile tech and carrier loadout.
@Jorgen_CAB : RE: scouting, I do have a stealth scout/grav/geo ship that should be first point of contact, but they are rather multipurpose and so aren't suited to tactical scouting. I'll post that design when I can get home. Other than that, my thought was to do force recon with the a destroyer group or two, but I could see how that would get expensive. Just read your post on tactical/strategic scouting over in the advanced tactics academy, and that is going to influence my second generation fleet doctrine.
You mentioned that you keep most of your ships stealthy. For my scout ship, the Cloak eats up a large percentage of its mission tonnage. What are your expectations regarding offensive tonnage on your ships?
Thanks for the help, guys!
Before advanced cloaking system you simply make sure your ships stay outside passive and active sensor range by making sure you find the enemy before they find you. That is the general idea and why you need a good scouting philosophy.
Step one is to build a scout that use active scanning for larger ships... I usually use resolution 120 on a small 500t platform. These will generally entice enemy FAC/fighters or scouts to come knocking. That is why you also station recon ships with lower resolution scanners with these ships so when the enemy turn up you light them up with lower resolution scanners and take them out with long range anti-fighter/FAC missiles from your destroyers or send interceptors after them. If the enemy shows up with their main force you send a strike force to deal with them from your carriers.
In any way none of your larger ships should ever be within scanning range of enemy actives during the engagement.
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I like the concept of the torpedos, a large missile with a large missile engine, so it can be boosted as much as an AMM but still have some range to it. It isn't a standoff weapon, fired from outside detection, as much as a weapon fired from outside energy range that is so fast that AMMs have little time to engage, and you could launch from almost 400k and defenders would have NO shots at it.
It would make a decent warp point defense load out, to cause shock damage before the enemies sensors stabilize.
But you would also need some kind of standoff armament, or something that could really efficiently draw out the enemy AMMs.
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The torpedo are what I usually call it to... it is basically a high speed short range missile with the intention of firing just inside the 5-10 second range where most AMM will never be able to target them.
Very useful for defending jump points. It is worth having some of these on you collier ships if you don't have space for a couple on your ships directly.