Aurora 4x

Aurora => Bureau of Ship Design => Topic started by: Stardust on September 25, 2019, 06:44:29 PM

Title: The defenders of the empire
Post by: Stardust on September 25, 2019, 06:44:29 PM
I'm an expansionist and generally ignore the less furtunate species of the galaxy. Generally.

My fleets are simple and standardized.

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A single command ship

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Washington Mk4 class Command Ship    30 000 tons     663 Crew     13747.5 BP      TCS 600  TH 12000  EM 23040
20000 km/s    JR 8-750     Armour 8-86     Shields 768-300     Sensors 750/500/0/0     Damage Control Rating 16     PPV 0
Maint Life 1.17 Years     MSP 4582    AFR 450%    IFR 6.2%    1YR 3412    5YR 51174    Max Repair 2000 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 0   
Flag Bridge    Hangar Deck Capacity 5000 tons     Cryogenic Berths 1000   

J30600(8-750) Military Jump Drive     Max Ship Size 30600 tons    Distance 750k km     Squadron Size 8
Lauer Propulsion 4000 EP BCAM E Drive (3)    Power 4000    Fuel Use 6.25%    Signature 4000    Exp 10%
Fuel Capacity 1 500 000 Litres    Range 144.0 billion km   (83 days at full power)
Energetic Systems Sigma R300/240 Shields (96)   Total Fuel Cost  960 Litres per hour  (23 040 per day)

Caliber Systems CIWS-800 (5x12)    Range 1000 km     TS: 80000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR1224-R150 (1)     GPS 30000     Range 1 224.7m km    Resolution 150
Sensor Systems Active Search Sensor MR50-R1 (1)     GPS 100     Range 50.0m km    MCR 5.4m km    Resolution 1
Sensor Systems Active Search Sensor MR96-R15 (1)     GPS 750     Range 96.8m km    Resolution 15
Thermal Sensor TH15-750 (1)     Sensitivity 750     Detect Sig Strength 1000:  750m km
Sensor Systems EM Detection Sensor EM10-500 (1)     Sensitivity 500     Detect Sig Strength 1000:  500m km

ECM 70

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2 large Gunboats occupy the hangers

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Fire Mk1 class Gunboat    2 500 tons     123 Crew     6555 BP      TCS 1.5  TH 128  EM 0
32000 km/s     Armour 4-16     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 20
Maint Life 3.13 Years     MSP 2458    AFR 33%    IFR 0.5%    1YR 376    5YR 5638    Max Repair 2250 MSP
Intended Deployment Time: 1 months    Spare Berths 2   

Lauer Propulsion 1600 EPx2 TH8 BCAM E Drive (1)    Power 1600    Fuel Use 63.64%    Signature 128    Exp 20%
Fuel Capacity 90 000 Litres    Range 10.2 billion km   (3 days at full power)

62cm C16 Near Gamma Ray Laser (1)    Range 1 000 000km     TS: 32000 km/s     Power 101-16     RM 10    ROF 35        101 101 101 101 101 101 101 101 101 101
Fire Control S03 500-30000 (1)    Max Range: 1 000 000 km   TS: 30000 km/s     99 98 97 96 95 94 93 92 91 90
Beam Core Anti-matter Power Plant Technology PB-1.05 (1)     Total Power Output 10.08    Armour 0    Exp 7%
Beam Core Anti-matter Power Plant Technology PB-1 (1)     Total Power Output 6.4    Armour 0    Exp 5%

Cloaking Device: Class cross-section reduced to 3% of normal
Compact ECCM-6 (1)         ECM 60

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2 Point defense ships

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Weymouth Mk6 class Escort    10 000 tons     272 Crew     6462 BP      TCS 200  TH 4000  EM 0
20000 km/s     Armour 7-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 93.9
Maint Life 1.85 Years     MSP 1817    AFR 177%    IFR 2.5%    1YR 674    5YR 10117    Max Repair 1000 MSP
Intended Deployment Time: 12 months    Spare Berths 0   

Lauer Propulsion 2000 EP BCAM E Drive (2)    Power 2000    Fuel Use 9.38%    Signature 2000    Exp 10%
Fuel Capacity 500 000 Litres    Range 95.9 billion km   (55 days at full power)

Twin Gauss Cannon R6-100 Turret (6x12)    Range 60 000km     TS: 40000 km/s     Power 0-0     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S02 75-40000 (6)    Max Range: 150 000 km   TS: 40000 km/s     93 87 80 73 67 60 53 47 40 33

Active Search Sensor MR25-R1 (1)     GPS 80     Range 25.6m km    MCR 2.8m km    Resolution 1

ECM 70

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5 Missile ships (check out the new loadout)

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Chatham Mk5 class Missile Cruiser    10 000 tons     320 Crew     4662 BP      TCS 200  TH 4000  EM 0
20000 km/s     Armour 7-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 60
Maint Life 3.24 Years     MSP 2185    AFR 106%    IFR 1.5%    1YR 315    5YR 4721    Max Repair 1000 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 764   

Lauer Propulsion 2000 EP BCAM E Drive (2)    Power 2000    Fuel Use 9.38%    Signature 2000    Exp 10%
Fuel Capacity 500 000 Litres    Range 95.9 billion km   (55 days at full power)
Title: Re: The defenders of the empire
Post by: Stardust on September 25, 2019, 06:46:50 PM
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Chatham Mk5 class Missile Cruiser    10 000 tons     320 Crew     4662 BP      TCS 200  TH 4000  EM 0
20000 km/s     Armour 7-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 60
Maint Life 3.24 Years     MSP 2185    AFR 106%    IFR 1.5%    1YR 315    5YR 4721    Max Repair 1000 MSP
Intended Deployment Time: 12 months    Spare Berths 1   
Magazine 764   

Lauer Propulsion 2000 EP BCAM E Drive (2)    Power 2000    Fuel Use 9.38%    Signature 2000    Exp 10%
Fuel Capacity 500 000 Litres    Range 95.9 billion km   (55 days at full power)

Size 4 Missile Launcher (15)    Missile Size 4    Rate of Fire 15
Sensor Systems Missile Fire Control FC1060-R200 (3)     Range 1 060.7m km    Resolution 200
Sensor Systems Missile Fire Control FC174-R15 (5)     Range 174.3m km    Resolution 15
Dagger (191)  Speed: 59 800 km/s   End: 323.8m    Range: 1161.9m km   WH: 49    Size: 4    TH: 418/251/125

Compact ECCM-6 (5)         ECM 60
Title: Re: The defenders of the empire
Post by: Michael Sandy on September 27, 2019, 02:11:46 PM
I really like that gunboat concept.  Except possibly the cloak.  I am mixed on that.  A missile ship with that kind of cloak would be awesome.  You could engage with relatively short-ranged missiles from outside of enemy AMM fire controls.

However, as a beam ship that has to close against missiles, that means there is still a good bit of distance that it is exposed to enemy missile fire... or would be if the AI included res 1 fire controls as a backup to their main anti-ship fire controls.

Among the things that I like about it is that you could have a bunch of these lurking with engines down and the enemy would have no way of knowing they were there while you were tracking them on passives.

I like the concept of build a fast parasite craft around a weapon and fire control.  However, the cost of it is daunting, it costs about 40% more than the Chatam.

On the subject of, I suggest that you include a res-1 fire control on your missile ships, as an RP matter, if nothing else, on the grounds that it should be able to engage ship types that it knows can exist.

I DO like the Chatam's endurance stats.  MSP > x2 MAX repair, and 12 months might be a little long, but it is a good standard.  However, rapid fire long ranged missiles is rarely a good mix.  Rapid fire 2-stage missiles where the 1st stage is matched to the speed of your cruiser, so all missiles separate at the same time, that time on target style is potentially very effective.  If you had about 4x as many .25 sized launchers, you would have a larger volley to penetrate enemy point defense.

And your magazine looks a bit smaller than I would prefer.  If you could replace your entire launcher system with box launchers and have the same total missiles, you may have insufficient magazine to launcher ratios.  A rule of thumb I go by is at least as many HS in magazines as you have in launchers.

With long ranged missile ships, the cost of the missiles in the later game can exceed the cost of the ship.  So you want to be economical with them, which means firing a volley, waiting and observing the effect, and then firing again.  Something that rapid fire launchers would be somewhat inefficient for.

It would be highly effective at defeating most enemy small craft, which is very nice.

You may consider a budget version of it, with only 1-2 full sized fire controls, and a bunch of backup small fire controls, with which it can engage an enemy just outside of beam range with a fire control for each launcher.

An interesting variant might be to have a res 500 fire control as well, for anti-civilian shipping use, with even longer ranged 2-stage missiles.

For fun, see what kind of res 500 active sensor you could put on an unarmed gunboat variant.  It would be noisy as frakk, but it could always turn that off, and you could use it to bait and kite an enemy around.  Or see what the largest sensor you could put into it without having to retool.  In order to get the best use of your gunboats' range, you will want to have some kind of sensor variant.  You may also look into a tanker variant for your gunboats, giving your strike wing more range.

If I had that fleet and wanted to make it work with the least expensive and least time consuming changes, I would research some cheap 1 MSP decoy missiles that I would use to bleed an enemy of AMMs, then send in the Fires, where hopefully their beam range would exceed the range the enemy could use anti-ship fire controls against them.

Title: Re: The defenders of the empire
Post by: Stardust on September 28, 2019, 09:29:44 AM
Thanks for the comments

The Gunboats, in tandem with the cloak, have a very small thermal signature. Definitely a bit pricey though.

I love the idea of reduced size launchers. I don't know why it didn't occur to me, because I'm typically very conservative with missiles, launch a single volley and wait to see the results.

I also like the active sensor idea,