Aurora 4x
VB6 Aurora => Bureau of Ship Design => Topic started by: bdub1 on April 28, 2017, 04:44:18 PM
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Be warned this is my first playthrough, i gave myself some tech boosts (SM) but dont really know how to play.
Lexington class Cruiser 10,600 tons 1610 Crew 3641. 4 BP TCS 212 TH 528 EM 300
2490 km/s Armour 3-42 Shields 10-600 Sensors 1/1/0/0 Damage Control Rating 61 PPV 68
Maint Life 47. 38 Years MSP 10948 AFR 17% IFR 0. 2% 1YR 10 5YR 143 Max Repair 1125 MSP
Magneto-plasma Drive E1 (6) Power 88 Fuel Use 120% Signature 88 Armour 0 Exp 10%
Fuel Capacity 250,000 Litres Range 35. 4 billion km (164 days at full power)
Gamma R600/20 Shields (5) Total Fuel Cost 100 Litres per day
10cm C4 X-Ray Laser (10) Range 210,000km TS: 10000 km/s Power 3-4 RM 7 ROF 5 3 3 3 3 3 3 3 2 2 2
20cm C4 X-Ray Laser (5) Range 700,000km TS: 10000 km/s Power 10-4 RM 7 ROF 15 10 10 10 10 10 10 10 8 7 6
R6/C3 High Power Microwave (2) Range 60,000km TS: 10000 km/s Power 6-3 RM 6 ROF 10 1 1 1 1 1 1 0 0 0 0
Fire Control S03 375-8000 H20 (1) Max Range: 750,000 km TS: 8000 km/s 99 97 96 95 93 92 91 89 88 87
Stellarator Fusion Reactor Technology PB-1. 05 (2) Total Power Output 12. 6 Armour 0 Exp 7%
Stellarator Fusion Reactor Technology PB-1 (2) Total Power Output 60 Armour 0 Exp 5%
Active Search Sensor MR54-R200 (20%) (1) GPS 9600 Range 54. 3m km Resolution 200
ECCM-2 (2) ECM 20
This design is classed as a Military Vessel for maintenance purposes
Coontz class Corvette 2,550 tons 309 Crew 881. 6 BP TCS 51 TH 352 EM 60
6901 km/s Armour 2-16 Shields 2-600 Sensors 1/1/0/0 Damage Control Rating 6 PPV 10
Maint Life 26. 15 Years MSP 1296 AFR 8% IFR 0. 1% 1YR 4 5YR 55 Max Repair 360 MSP
Magneto-plasma Drive E1 (4) Power 88 Fuel Use 120% Signature 88 Armour 0 Exp 10%
Fuel Capacity 150,000 Litres Range 88. 2 billion km (147 days at full power)
Gamma R600/20 Shields (1) Total Fuel Cost 20 Litres per day
10cm C4 X-Ray Laser (2) Range 210,000km TS: 10000 km/s Power 3-4 RM 7 ROF 5 3 3 3 3 3 3 3 2 2 2
R6/C3 High Power Microwave (1) Range 60,000km TS: 10000 km/s Power 6-3 RM 6 ROF 10 1 1 1 1 1 1 0 0 0 0
Fire Control S02 120-8000 H20 (1) Max Range: 240,000 km TS: 8000 km/s 96 92 88 83 79 75 71 67 62 58
Stellarator Fusion Reactor Technology PB-1. 05 (3) Total Power Output 18. 9 Armour 0 Exp 7%
This design is classed as a Military Vessel for maintenance purposes
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Hello Bdub,
What do you wantthese ships to do? When designing a ship I usually want to fill a role. Will the ship operate independently or in a fleet? Will it defend the fleet from missles? Will it shoot bad guy ships with missles? Will it close to combat and shoot bad guy ships or support operations in some way.
Also, you usually want your deployment time to match roughly you maintenance life. I also try to get at least twice the msp of my max repair (so I can repair anything that breaks).
You want more armor for your ships and those shields will not really help you.
The first ship is armed as a beam combatant which meansit has to close to short range to kill anything but it is so slow it will never catch any bad guys.
The second ship is faster but it needs some way to defend itself from missles or it won't survive to close to shooting range.
So, think about role, more armor and missle defense, equalize complimentary components like deployment time and maintenance life and look through some of the posts in this forum for inspiration. Good luck
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Missiles will eat those things alive. :)
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Technical:
1) Excessive capacitors for the 10cm lasers, C3 is enough.
2) Unusual tech, fire control and laser wavelength seem quite a bit ahead of the rest. Your weaponry matches that well; normally 15cm lasers dominate others, here your choices are equally valid. I'd normally prefer to match weapon and fire control tracking speed (10000km/s fire control), but that's not critical as most ships will be slower and your weaponry isn't focused on missile defence.
3) Conspicuous maintenance lives. Fine if they're explicitly designed to receive no overhauls/maintenance ever, excessive otherwise.
4) Thin shields over thin armour. What's the intention?
This looks ok if expectation is that they'll never receive damage (you have the weapon range for that, but the cruisers may not be able to maintain the range vs. fast enemies) with very slight precautions if that turns to be incorrect. Light shielding to avoid any damage whatsoever from an occasional hit at extreme range, light armour as a buffer if things go against plan.
I might beef up shields for the cruiser (seemingly designed to fight at extreme range where battles will be lengthy, giving it ample time to recharge) and armour for the Corvette (to have it maintain respectable speed in nebula systems).
5) Propulsion plants look fine; personally I prefer larger low-power engines but yours are still reasonable.
Doctrinal:
6) Your ships are excellent long-range beam platforms, with a nifty option to defend themselves in a brawl with microwaves. They can't defend adequately against missiles, they are on the fragile side, the cruiser can't force an engagement because of its lacklustre speed. Because of its limitations, it can't really do standalone cruiser duties, but with the right support it should be able to fill its niche competently.
7) Having both range and speed will allow flawless victories in beam combat. I'd consider something with the speed of the corvette and the range and electronic warfare suite of the cruiser, even if that cuts considerably into firepower.
8) You will need some point defence capability, whether on these ships or dedicated escorts. Your tech makes 10cm railguns attractive because of your very high base tracking speed.
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One big point: while your weapons have have target speed up to 10000 km/s, they are just core weapons, not turreted ones. Without turreted the basic target speed of your cruiser is just those 2490 km/s while your corvette gets 6901 km/s.
Wiki (http://aurorawiki.pentarch.org/index.php?title=Basic_Beam_Warship_Tutorial#Turrets) says: "A weapon mounted in a turret has a tracking speed equal to the tracking speed of the turret rather than the speed of the ship".
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Ive heavily revised my design, lets see if theyre better.
Lexington class Cruiser 14,750 tons 1597 Crew 4487 BP TCS 295 TH 1232 EM 780
4176 km/s Armour 15-53 Shields 26-600 Sensors 1/1/0/0 Damage Control Rating 67 PPV 68
Maint Life 10. 03 Years MSP 3232 AFR 102% IFR 1. 4% 1YR 58 5YR 877 Max Repair 1125 MSP
Magneto-plasma Drive E1 (14) Power 88 Fuel Use 120% Signature 88 Armour 0 Exp 10%
Fuel Capacity 300,000 Litres Range 30. 5 billion km (84 days at full power)
Gamma R600/20 Shields (13) Total Fuel Cost 260 Litres per day
10cm C4 X-Ray Laser (10) Range 210,000km TS: 10000 km/s Power 3-4 RM 7 ROF 5 3 3 3 3 3 3 3 2 2 2
20cm C4 X-Ray Laser (5) Range 700,000km TS: 10000 km/s Power 10-4 RM 7 ROF 15 10 10 10 10 10 10 10 8 7 6
R6/C3 High Power Microwave (2) Range 60,000km TS: 10000 km/s Power 6-3 RM 6 ROF 10 1 1 1 1 1 1 0 0 0 0
Fire Control S03 375-8000 H20 (1) Max Range: 750,000 km TS: 8000 km/s 99 97 96 95 93 92 91 89 88 87
Stellarator Fusion Reactor Technology PB-1. 05 (2) Total Power Output 12. 6 Armour 0 Exp 7%
Stellarator Fusion Reactor Technology PB-1 (2) Total Power Output 60 Armour 0 Exp 5%
Active Search Sensor MR54-R200 (20%) (1) GPS 9600 Range 54. 3m km Resolution 200
ECCM-2 (2) ECM 20
This design is classed as a Military Vessel for maintenance purposes
Coontz class Corvette 3,550 tons 398 Crew 1104. 7 BP TCS 71 TH 440 EM 300
6197 km/s Armour 5-20 Shields 10-600 Sensors 1/1/0/0 Damage Control Rating 5 PPV 16
Maint Life 14. 37 Years MSP 972 AFR 20% IFR 0. 3% 1YR 9 5YR 132 Max Repair 360 MSP
Magneto-plasma Drive E1 (5) Power 88 Fuel Use 120% Signature 88 Armour 0 Exp 10%
Fuel Capacity 150,000 Litres Range 63. 4 billion km (118 days at full power)
Gamma R600/20 Shields (5) Total Fuel Cost 100 Litres per day
20cm C4 X-Ray Laser (1) Range 240,000km TS: 10000 km/s Power 10-4 RM 7 ROF 15 10 10 10 10 10 10 10 8 7 6
10cm C4 X-Ray Laser (2) Range 210,000km TS: 10000 km/s Power 3-4 RM 7 ROF 5 3 3 3 3 3 3 3 2 2 2
R6/C3 High Power Microwave (1) Range 60,000km TS: 10000 km/s Power 6-3 RM 6 ROF 10 1 1 1 1 1 1 0 0 0 0
Fire Control S02 120-8000 H20 (1) Max Range: 240,000 km TS: 8000 km/s 96 92 88 83 79 75 71 67 62 58
Stellarator Fusion Reactor Technology PB-1. 05 (3) Total Power Output 18. 9 Armour 0 Exp 7%
This design is classed as a Military Vessel for maintenance purposes
Ive got an anti misssle frigate in the works, just waiting on the railgun tech.
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Also, heres my battleship design.
Enterprise class Battleship 28,200 tons 3120 Crew 8929 BP TCS 564 TH 2112 EM 900
3744 km/s Armour 20-82 Shields 30-600 Sensors 1/1/0/0 Damage Control Rating 75 PPV 148
Maint Life 17. 24 Years MSP 10884 AFR 115% IFR 1. 6% 1YR 69 5YR 1038 Max Repair 1125 MSP
Flag Bridge
Magneto-plasma Drive E1 (24) Power 88 Fuel Use 120% Signature 88 Armour 0 Exp 10%
Fuel Capacity 750,000 Litres Range 39. 9 billion km (123 days at full power)
Gamma R600/20 Shields (15) Total Fuel Cost 300 Litres per day
20cm C4 X-Ray Laser (10) Range 700,000km TS: 10000 km/s Power 10-4 RM 7 ROF 15 10 10 10 10 10 10 10 8 7 6
10cm C4 X-Ray Laser (20) Range 210,000km TS: 10000 km/s Power 3-4 RM 7 ROF 5 3 3 3 3 3 3 3 2 2 2
R15/C3 High Power Microwave (2) Range 150,000km TS: 10000 km/s Power 10-3 RM 15 ROF 20 1 1 1 1 1 1 1 1 1 1
25cm C4 Plasma Carronade (2) Range 160,000km TS: 10000 km/s Power 16-4 RM 1 ROF 20 16 8 5 4 3 2 2 2 1 1
Fire Control S03 375-8000 H20 (2) Max Range: 750,000 km TS: 8000 km/s 99 97 96 95 93 92 91 89 88 87
Tokamak Fusion Reactor Technology PB-0. 95 (4) Total Power Output 30. 4 Armour 0 Exp 4%
Stellarator Fusion Reactor Technology PB-1 (4) Total Power Output 120 Armour 0 Exp 5%
Active Search Sensor MR54-R200 (20%) (2) GPS 9600 Range 54. 3m km Resolution 200
ECCM-2 (1) ECM 20
This design is classed as a Military Vessel for maintenance purposes.
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One big point: while your weapons have have target speed up to 10000 km/s, they are just core weapons, not turreted ones. Without turreted the basic target speed of your cruiser is just those 2490 km/s while your corvette gets 6901 km/s.
Wiki (http://aurorawiki.pentarch.org/index.php?title=Basic_Beam_Warship_Tutorial#Turrets) says: "A weapon mounted in a turret has a tracking speed equal to the tracking speed of the turret rather than the speed of the ship".
The tracking speed of unturreted weapons is the higher of ship speed and FC speed rating tech; slow ships will track at the full 10000km/s.
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The tracking speed of unturreted weapons is the higher of ship speed and FC speed rating tech; slow ships will track at the full 10000km/s.
That doesn't make sense - having good computers doesn't make your guns turn faster. And those things are separated in Aurora, AFAIK. Guns need to either be in fast turning turret or the whole ship needs to be capable of turning fast enough.
Wiki (http://aurorawiki.pentarch.org/index.php?title=Turret): "Turreted weapons use the tracking speed of the turrets, whereas non-turreted weapons have tracking speed equal to the speed of the ship."
Also, FCs shown in OP are able only of 8000 km/s and they possibly may not mean the FC research is at such value as 4x 2000 or 2x 4000 are also 8000 km/s in the end (but this second thing can probably be counted from the size of FC to be sure).
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That doesn't make sense - having good computers doesn't make your guns turn faster. And those things are separated in Aurora, AFAIK. Guns need to either be in fast turning turret or the whole ship needs to be capable of turning fast enough.
Wiki (http://aurorawiki.pentarch.org/index.php?title=Turret): "Turreted weapons use the tracking speed of the turrets, whereas non-turreted weapons have tracking speed equal to the speed of the ship."
::) It's not that hard to come up with fluff explaining it, and regardless of your disapprobation that is the mechanic as currently encoded in the game.
... Ah, found it (http://aurorawiki.pentarch.org/index.php?title=Combat_Overview):
Tracking Speed
Unfortunately, Tracking Speed (TS) is used for two different parameters in the game:
- The TS of a beam weapon is its ability to physically follow and point at a target. For non-turreted beam weapons, it's the higher of either the ship's speed or the racial tracking speed tech. For turreted weapons, it's the turret's TS. In other words, if you want to shoot at something moving really fast, such as missiles or fighters, mount weapons in a turret. It allows far higher weapon TS than rigid mounts.
- The TS of a FC is its ability to calculate targeting data. Both weapon and FC tracking speed should match, as the weapon's actual hit chance is determined using the lower of either the FC's or the weapon's TS.
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To elaborate, I'm pretty sure it's NOT Fire control speed tech.
The tracking speed of a weapon is the higher of either:
Ship speed
or
Base Gear Tracking Speed Tech, at 10% gear.
Base Gear Tracking Speed tech basically controls (both the mentioned platform speed above, and) the amount of speed a turret will get for every 10% tracking gear is allotted to it.
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Wrong.
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Wrong.
Wow, I just checked, and you're right.
That's weird though, coulda sworn it worked differently.
Guess that means i can basically eschew turret gear tech except for ton efficient anti-missile/fighter purposes.
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Theres a bit of conflicting information going on in here, and while I still believe what the wiki says, I'm going to science this just to check.
The wiki says that fire control speed is limited by the tracking speed, which is the higher of either the base racial tracking speed, or the ships speed. except in the case of turrets.
Setup should be simple enough. I'll be back soon with results.
EDIT: Well for a start the displayed hit percentages in the class design window is limited only by the fire control speed, not the ships speed or the tracking speed. My tests have been negative so far, testing at 0km range makes every shot 100% effective.
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Theres a bit of conflicting information going on in here, and while I still believe what the wiki says, I'm going to science this just to check.
The wiki says that fire control speed is limited by the tracking speed, which is the higher of either the base racial tracking speed, or the ships speed. except in the case of turrets.
Setup should be simple enough. I'll be back soon with results.
EDIT: Well for a start the displayed hit percentages in the class design window is limited only by the fire control speed, not the ships speed or the tracking speed. My tests have been negative so far, testing at 0km range makes every shot 100% effective.
So your conclusion is?
Nevertheless it seems to me two pages of Wiki are contradicting one another so probably the Turret one needs to get updated with info from Combat overview.
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I'm not certain but I think Iranon is correct.
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It has been my impression that turreted weapons use the speed of the turret. Fixed mount weapons use ship speed or fire control (whichever is lower).
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Tracking speed of the fire control (the component) is a hard limit either way.
Unturreted weapons are also limited to: the higher of ship speed OR Fire Control Speed Rating tech. So if you want unturreted PD weapons on slow ships, that tech becomes a high priority.
Turreted weapons are also limited by the rating of the turret as designed, unless its tracking speed is 0 (in which case it behaves like an unturreted weapon).