Author Topic: My Very First Fleet, Part 2: Survey Ships, Colony Ships, and Carriers! Oh My!  (Read 506 times)

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Offline xenoscepter

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NINJA EDIT: I forgot to include that not all of these ships are intended to be used at the same time! Only the Ranger-Class, one Colony Ship and one Survey Ship will be used initially. Other designs can be created later when better tech and more industrial capacity is available.

Carriers:
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Ranger-Class Carrier:
--------------------------

Code: [Select]
Ranger class Carrier    15,000 tons     215 Crew     1491.2 BP      TCS 300  TH 120  EM 0
400 km/s     Armour 6-54     Shields 0-0     Sensors 25/25/0/0     Damage Control Rating 22     PPV 0
Maint Life 3.54 Years     MSP 1124    AFR 900%    IFR 12.5%    1YR 138    5YR 2065    Max Repair 25 MSP
Intended Deployment Time: 36 months    Flight Crew Berths 118   
Hangar Deck Capacity 5000 tons     Cargo Handling Multiplier 10   

BFE Stalwart (12)    Power 10    Fuel Use 16.97%    Signature 10    Exp 5%
Fuel Capacity 900,000 Litres    Range 63.6 billion km   (1841 days at full power)

Federal-Colonial M50 "Minuteman" CIWS (2x2)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
MiliTech Tacti-Scan Series 250 (2)     GPS 50     Range 500k km    Resolution 25
MiliTech Tacti-Scan Series 500 (2)     GPS 100     Range 700k km    Resolution 50
Federal-Colonial Binary Low-Band (1)     GPS 150     Range 610k km    Resolution 150
Federal-Colonial Binary High-Band (1)     GPS 75     Range 430k km    Resolution 75
SecuriTech Century Warden Scan Suite (1)     GPS 20     Range 1,000k km    MCR 109k km    Resolution 1
Thermal Sensor TH5-25 'Coronet' (1)     Sensitivity 25     Detect Sig Strength 1000:  25m km
Stellar Electronics Ltd. 25EM5 Coronet (1)     Sensitivity 25     Detect Sig Strength 1000:  25m km

Strike Group
3x Canary Scout Fighter   Speed: 517 km/s    Size: 9.66
16x Valkyrie Interceptor   Speed: 1136 km/s    Size: 4.4

This design is classed as a Military Vessel for maintenance purposes

--- Ship Characteristics:

 - Sporting the same armouring as an Endeavor-Class Armoured Cruiser as well as the same deployment provisions, the Ranger-Class is an effective combat asset when attached to Cruiser Groups or Frigate Groups. The Ranger harbors a full squadron of Valkyriess, where thirty-two ships equals a wing, sixteen ships equal a squadron, eight ships equals a formation, four equals a team, and two equals a flight.  This means that for organization purposes, each Ranger-Class contains eight flights of Valkyries with two Rangers being assigned a single wing between them. The Valkyrie-Class Interceptors in it's Hangar Bays provide the only real "armament" of the Ranger-Class, while it's Federal-Colonial M50 'Minuteman" CIWS ensures that it has at least SOMETHING to guard from attacks it in the event that things go belly up; at which point it's role should shift from whatever it WAS doing at the time to... RUN AWAY! RUN AWAY!

 - On top of this, each Ranger-Class Carrier sports a trio of Canary-Class Scout Fighters to provide scouting and light sensor support to whatever Task Group it has been assigned to. When building and/or deploying these ships, Ranger-Class Carriers should be built and if possible operated as pairs. This ensures that they have a full wing of Valkyries between them as well as a three teams of Canary-Class Scout Fighters. It is important to note that while on a deployment, a Ranger-Class should ideally be moving only as much as is absolutely necessary, due to the fact that it refuels it's fighters from the same fuel reserves slated for the Ranger-Class's own engines. As such, tankers should be near (enough) on hand, and caution should be exercised during any full-term deployment which includes the Ranger-Class Carrier. It is worth mentioning that short-term deployments will have a significantly diminished impact on a Ranger's fuel reserves, making tankers of much less import to such operations.

--- Ship Doctrine:

 - The Ranger should be in one of three places at any given time: within the fleet that it's supporting, behind that fleet or within the Frigates that are supporting that fleet. The Valkyries have a roughly six week range in fuel, but only three weeks worth of life support; as such the Ranger can deploy them on two sorties per fuel load. The Canary scouts should be used to provide light sensor support to the fleet in addition to scouting. On that note, a good alternative when deploying the Ranger-Class whether individually or paired is to swap out one or more of the Canary scouts for Keeper-Class Fuel Tanker to offset the Ranger's lack of dedicated fuel stowage. Another, if rather unorthodox use, is to swap out either the Canary scouts, Valkyries or both and load up on Keeper-Class Fuel Tankers and / or Handyman-Class Maintenance Vessels so as to provide logistics support for the fleet. One more utility of the Ranger-Class, despite being is outside of it's intended doctrine, would be be using the Valkyries and Canary scouts for local area fighter sweeps, Combat Patrols, or even deploying them as mobile hangars to support PDCs.

--- Description of Role:

 - In addition to the scouting and sensor support afforded to the fleet by it's Canary scouts, the Ranger operates defensively as a Force Projector. Providing fighter cover and a flurry of tiny, armed (and armored!) "eyes" for whatever Task Group it's assigned to, meanwhile offensively the Ranger is a Force Multiplier, sending skirmishers and harassers, or serving to occupy the enemies fighter cover.... or Point Defense. (Tenno-heika... BANZAI!!!)


Ranger-Class Fighter Specs:
---------------------------------


Valkyrie-Class Interceptor Ship:
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Code: [Select]
Valkyrie class Interceptor    220 tons     5 Crew     22.6 BP      TCS 4.4  TH 5  EM 0
1136 km/s     Armour 2-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Maint Life 0 Years     MSP 0    AFR 44%    IFR 0.6%    1YR 1    5YR 10    Max Repair 6 MSP
Intended Deployment Time: 0.75 months    Spare Berths 0   

StarTech Systems Model C (1)    Power 5    Fuel Use 99%    Signature 5    Exp 10%
Fuel Capacity 5,000 Litres    Range 4.1 billion km   (42 days at full power)

MiliTech 2cm Snub-Nose Gauss Cannon (3)    Range 10,000km     TS: 1250 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Winchester Six-Shooter Sweeplock FCS (1)    Max Range: 10,000 km   TS: 1250 km/s     0 0 0 0 0 0 0 0 0 0

MiliTech Tacti-Scan Series 250 (1)     GPS 50     Range 500k km    Resolution 25
MiliTech Tacti-Scan Series 500 (1)     GPS 100     Range 700k km    Resolution 50

This design is classed as a Fighter for production, combat and maintenance purposes


--- Ship Characteristics:

 - The Valkyrie-Class Interceptor

--- Ship Doctrine:

- The first of the products that came from the Valhalla Project; the Valkyrie-Class Interceptor was designed to fulfill the historically prestigious role of being the Imperialist Syndicate's first General-Purpose Aerospace Starfighter. To that end, it is capable of OSTSO (Orbit-to-Surface / Surface-to-Orbit) operation, freely entering, exiting and re-entering the atmosphere of most planets of significantly lower-than to moderately higher-than Earth's own atmospheric pressure and density. It does this while maintaining a relative indifference to the actual composition of said atmosphere, although the planetary wind speeds remain a significant factor. Designed to close to knife fighting range of the enemy for engagement, provide close-air support to friendly ground force, and to counter ships of the same role, to this end the Valkyrie Interceptor mounts three MiliTech 2mm Snub-Nose Gauss Cannons to provide ample firepower.

 - The Valkyrie is staffed by a five man crew. A pilot, gunner, commander, navigator, and communications officer. The pilot, gunner and navigator are housed in the forward area of the vessel, where external camera feeds provide the entire crew with a digital "cockpit" view via specially-equipped helmets to allow for fine maneuvering and enable dog fighting. Meanwhile the commander and communications officer are housed within the hull; itself an armoured, double-hull design engineered to provide (cramped) interior access to as many of the craft's systems as possible, while maintaining the maximum amount of armour value, robustness and redundancy for the purposes of facilitating damage control. Each crew member is trained in such a way that they are not only completely interchangeable between each other's roles, but (provided access to the necessary materials and equipment) are capable of carrying out a full repair, refit and overhaul of their craft. As part of the Valkyrie Defense Initiative, access to both the craft and the training associated with it were made available to anyone with the ability to pay for (and, in the case of the training, graduate from) it.

--- Description of Role:

 - The Valkyrie-Class is the first fighter ever deployed by the Imperial Navy and is a capable early-game strike craft.

Canary-Class Scout Fighter:
---------------------------------

Code: [Select]
Canary class Scout Fighter    483 tons     12 Crew     60.4 BP      TCS 9.66  TH 5  EM 0
517 km/s     Armour 2-5     Shields 0-0     Sensors 1/25/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 96%    IFR 1.3%    1YR 7    5YR 112    Max Repair 25 MSP
Intended Deployment Time: 0.75 months    Spare Berths 24   

StarTech Systems Model C (1)    Power 5    Fuel Use 99%    Signature 5    Exp 10%
Fuel Capacity 5,000 Litres    Range 1.9 billion km   (42 days at full power)

Active Search Sensor MR2-R100 (1)     GPS 500     Range 2.5m km    Resolution 100
MiliTech Tacti-Scan Series 250 (1)     GPS 50     Range 500k km    Resolution 25
MiliTech Tacti-Scan Series 500 (1)     GPS 100     Range 700k km    Resolution 50
Federal-Colonial Binary High-Band (1)     GPS 75     Range 430k km    Resolution 75
Federal-Colonial Binary Low-Band (1)     GPS 150     Range 610k km    Resolution 150
Stellar Electronics Ltd. 25EM5 Coronet (1)     Sensitivity 25     Detect Sig Strength 1000:  25m km

This design is classed as a Fighter for production, combat and maintenance purposes

--- Ship Characteristics:

 - "Nothing sings like a Canary.", is a phrase that became a byword in the Imperial Navy following extensive use of the Canary-Class Scout Fighter. Sporting a considerable array of sensor equipment mated to an exceptionally ergonomic workstation and generously provisioned with enough berths for a three-shift rotation; assignment to a Canary became a much coveted detail among Imperial Fighter Crews. Designed and constructed off the hull of the Vaklyrie-Class Interceptor, the Canary nevertheless presents a "boxier" hull profile then it's progenitor. This wider than it is long type of cross section affords the Canary the luxury of being much harder to detect while performing a spin. because spinning is a good trick, right? It's a fortunate property to have considering that the Canary-Class Scout Ship has absolutely no weapons to speak of whatsoever, leaving a French Advance as the Canary's only option should it find itself engaged by any enemy... even one that is only capable of ramming. (BANZAI!!! INTENSIFIES!!!)

--- Ship Doctrine:

 - Go find stuff, it was it does. Don't get caught doing it. Much like the miners of old, Imperial Naval Officers understand that never bodes well when your Canary dies. Doubly so for the crew of this otherwise fine scout.


--- Description of Role:

 - bird noises


Quaker-Class Utility Carrier:
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Code: [Select]
Quaker class Utility Carrier    10,000 tons     175 Crew     982.5 BP      TCS 200  TH 80  EM 0
400 km/s     Armour 2-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 16     PPV 0
Maint Life 24.84 Years     MSP 3368    AFR 133%    IFR 1.9%    1YR 10    5YR 157    Max Repair 25 MSP
Intended Deployment Time: 48 months    Flight Crew Berths 45   
Hangar Deck Capacity 4000 tons     Cargo Handling Multiplier 20   

BFE Bulwark (4)    Power 20    Fuel Use 16.27%    Signature 20    Exp 5%
Fuel Capacity 700,000 Litres    Range 77.4 billion km   (2240 days at full power)

Quaker Four Square Sensor Suite (1)     GPS 2000     Range 10.0m km    Resolution 100
InteliTech Farsight GS200-02 (1)     GPS 4000     Range 14.1m km    Resolution 200

Strike Group
4x Hare Survey Craft   Speed: 1100 km/s    Size: 10
4x Joey Colony Ship   Speed: 1000 km/s    Size: 10

This design is classed as a Military Vessel for maintenance purposes

--- Ship Characteristics:

 - The only "true" Carrier in the civilian sector, in the respect that the ship's equipment is geared entirely around launching, recovering, processing and supporting ships smaller then itself to exclusion of nearly everything else. Using the BattleField Enterprises (or Big Friggin' Engine in the case of the DriveStar) Bulwark drive system and mounting two Active Sensor arrays to monitor for suspicious activity; the Quaker-Class is perhaps best known in Earth space for the being the namesake of the excellent Quaker Four-Square Sensor Suite. Regarded most fondly for it's reliability, it became a saying (and eventually a marketing slogan) that, "A Quaker doesn't lie...".

It's Hangar Decks can support a variety of craft, but the Quaker is really meant to handle a quartet of thousand ton ships; namely the Lewis, Clark, and (later on) the Higgs Higgins Class vessels. The Lewis-Class is a Survey Ship, the Clark-Class is a Colony Ship, while the Higgs Higgins is an LCL or Landing Craft (Light) used later on in the game for transporting away teams, typically for protecting other away teams, diplomats or envoys. I may make a diplomatic / ambassador ship at a later time if i choose to use this ship at some point in my game.

--- Ship Doctrine:

 - Honestly, it's really just a base of operations. You can basically do anything that the Hangar Bay tonnage permits. Best not to take into battle though, I made the Ranger-Class for that. A fitting trait... considering it's namesake.

--- Description of Role:

 - Jack-of-All Trades, and with enough tonnage allocated to it... a master of at least one. The Quaker-Class is meant to roll all the functions of Survey, Colony, and Troop Transport into one Class of ship. hence the "Utility Carrier" designation.

Kangaroo-Class Colony Carrier:
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Code: [Select]
Kangaroo class Colony Carrier    12,800 tons     102 Crew     943 BP      TCS 256  TH 250  EM 0
976 km/s     Armour 2-48     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 4.56 Years     MSP 1046    AFR 1310%    IFR 18.2%    1YR 82    5YR 1224    Max Repair 15.625 MSP
Intended Deployment Time: 56 months    Flight Crew Berths 33   
Hangar Deck Capacity 2000 tons     Cryogenic Berths 6000   

StarTech Systems Model B (4)    Power 62.5    Fuel Use 13.26%    Signature 62.5    Exp 5%
Fuel Capacity 2,340,000 Litres    Range 248.0 billion km   (2941 days at full power)

Strike Group
4x Joey Colony Ship   Speed: 1010 km/s    Size: 9.9

This design is classed as a Military Vessel for maintenance purposes

--- Ship Characteristics:

 - The Kanagroo-Class is quite similar to the Tortoise in respect to how it accomplishes it's intended function. Sporting four little Joey-Class colony boats, and using the same StarTech Model B engines as the Tortoise; the Kangaroo can reach out to distant worlds by sheer weight of Fuel, Speed, and Life Support... or more riskily by "hopping" the little Joeys across a three month voyage. The Joeys themselves are quite nicely accommodated, with roomy and comfortable berths to help dissuade cabin-fevered madmen from cannibalizing the poor colonist-flavored popsicles.

--- Ship Doctrine:

 - Just send it to the world you want to colonize, deploy the little "Joeys", bring them back to get more colonists, rinse, lather and repeat until the Kangaroo is empty. Then RTB and do it all again.

--- Description of Role:

 - It makes little settlements.


Trinity-Class Colony Carrier:
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Code: [Select]
Trinity class Colony Carrier    6,000 tons     79 Crew     614.75 BP      TCS 120  TH 125  EM 0
1041 km/s     Armour 1-29     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 2     PPV 0
Maint Life 5.14 Years     MSP 1128    AFR 144%    IFR 2%    1YR 71    5YR 1070    Max Repair 100 MSP
Intended Deployment Time: 60 months    Flight Crew Berths 12   
Hangar Deck Capacity 750 tons     Cryogenic Berths 1200   

StarTech Systems Model A (1)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 690,000 Litres    Range 234.0 billion km   (2601 days at full power)

Pioneer Consolidated Search System (1)     GPS 1000     Range 5.0m km    Resolution 100
Geological Survey Sensors (2)   2 Survey Points Per Hour

Strike Group
3x Longdark Colony Ship   Speed: 3000 km/s    Size: 5

This design is classed as a Military Vessel for maintenance purposes

--- Ship Characteristics:

 - The Trinity-Class is just a smaller Kangaroo with three smaller "Joeys" and a Geosurvey Module.

--- Ship Doctrine:

 - Use it like a Kangaroo with a Geosurvey Module, that is, while the Longdark-Class Colony Ships are doing their thing, you survey the planet in the meantime. One thing unique to the Trinity is the ability to survey a trio worlds and deploy Longdarks to each of them as you deem fit.


--- Description of Role:

 - It's a one-eyed, three-horned, rock-finding people mover!


Colony Ships:
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Caravan-Class Colony Ship:
--------------------------------

Code: [Select]
Caravan class Colony Ship    25,000 tons     211 Crew     1598 BP      TCS 500  TH 350  EM 0
700 km/s     Armour 5-76     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 28     PPV 4
Maint Life 4.24 Years     MSP 4320    AFR 625%    IFR 8.7%    1YR 386    5YR 5791    Max Repair 87.5 MSP
Intended Deployment Time: 48 months    Flight Crew Berths 36   
Hangar Deck Capacity 1000 tons     Cargo 5000    Cryogenic Berths 20000    Cargo Handling Multiplier 5   

BFE Drivestar (2)    Power 175    Fuel Use 65%    Signature 175    Exp 10%
Fuel Capacity 4,050,000 Litres    Range 44.9 billion km   (741 days at full power)

SecuriTech Civil Defense Laser 10cm (1)    Range 30,000km     TS: 1250 km/s     Power 3-0.25     RM 1    ROF 60        3 1 1 0 0 0 0 0 0 0
Valkyrie 2mm Gauss Nose-Turret (2x1)    Range 10,000km     TS: 10000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S01 20-1250 (1)    Max Range: 40,000 km   TS: 1250 km/s     75 50 25 0 0 0 0 0 0 0
Class-1 Military Reactor (1)     Total Power Output 1    Armour 0    Exp 5%

InteliTech Farsight GS200-02 (1)     GPS 4000     Range 14.1m km    Resolution 200
Quaker Four Square Sensor Suite (1)     GPS 2000     Range 10.0m km    Resolution 100

Strike Group
2x Hare Survey Craft   Speed: 1100 km/s    Size: 10

This design is classed as a Military Vessel for maintenance purposes

--- Ship Characteristics:

 - My preferred Colony Ship, the Caravan-Class is a robust and Role-Play friendly Colony Ship. The class exhibits good armour protection and features Damage Control apparatus to further defend both crew and colonist. Designed for a transit spanning up to two years, the Caravan-Class features more a more than nominal on-board sensors package optimized for detecting objects massing five to ten thousand tons. Armed with a single SecuriTech Civil Defense laser (10cm) supported by a pair of the same turrets found on Valkyrie-Class Interceptors for use on soft targets once the vessel is planet-side.(i.e. dangerous indigenous lifeforms, predatory flora and fauna, freaky alien space stuff, stuff I don't like, etc.) While it's Hangar Bay and Flight Crew Berths are optimized for a pair of Hare-Class Survey Ships with which to carry out Orbital Geological Surveys in support of the colony, the Caravan-Class can also accept one or more Canary-Class Scout Fighters or a complement of four Valkyrie-Class Interceptors for protection. The Caravan would go on to spawn a Freighter Variant.

--- Ship Doctrine:

 - When you want to colonize a planet, load up the Caravan with your bright-eyed rocketeers, five-thousand tons of whatever you might want to help support them, and your choice of support craft. Then send it over to the planet you want to put the colony on. Dispatch your support vessels (if applicable), land, and deploy your colonists and your cargo. Take-off, RTB, lather, rinse and Repeat.

--- Description of Role:

 - Colonize... ALL THE WORLDS!!!


Settler-Class Colony Ship:
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Code: [Select]
Settler class Colony Ship    3,500 tons     39 Crew     144.75 BP      TCS 70  TH 125  EM 0
1785 km/s     Armour 1-20     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 13.27 Years     MSP 1052    AFR 49%    IFR 0.7%    1YR 11    5YR 166    Max Repair 31.25 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Cryogenic Berths 1000   

StarTech Systems Model A (1)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 100,000 Litres    Range 58.2 billion km   (377 days at full power)

This design is classed as a Military Vessel for maintenance purposes

--- Ship Characteristics:

 - It's an Explorer-Class, except it colonizes things.

--- Ship Doctrine:

 - Use it to colonize planets and junk. Works well in conjuction with the Explorer-Class.


--- Description of Role:

 - SPEEDY SPEED BOI!

Joey-Class Colony Ship:
-----------------------------------

Code: [Select]
Joey class Colony Ship    495 tons     4 Crew     51 BP      TCS 9.9  TH 10  EM 0
1010 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 3    5YR 47    Max Repair 5 MSP
Intended Deployment Time: 3 months    Spare Berths 2   
Cryogenic Berths 1000   

StarTech Systems Model C (2)    Power 5    Fuel Use 99%    Signature 5    Exp 10%
Fuel Capacity 25,000 Litres    Range 9.2 billion km   (105 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes


--- Ship Characteristics:

 - The Joey-Class Colony Ship is designed for use with the Kangaroo-Class Colony Carrier although it can be used effectively in conjunction with a Quaker-Class Utility Carrier as well. Containing a thousand Cryo-Trays, the Joey-Class can colonize worlds at a rate of ten-thousand people per trip when carried four at a time in a Kangaroo-Class Colony Carrier.

--- Ship Doctrine:

 - Fossy about for a good planet, park yer 'roo in orbit and ferry down all them blokes and sheilas with ya little Joeys.

--- Description of Role:

 - laughs in Australian


Longdark-Class Colony Ship:
-----------------------------

Code: [Select]
Longdark class Colony Ship    250 tons     3 Crew     27.5 BP      TCS 5  TH 15  EM 0
3000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 50%    IFR 0.7%    1YR 1    5YR 19    Max Repair 5 MSP
Intended Deployment Time: 1 months    Spare Berths 2   
Cryogenic Berths 200   

StarTech Systems Model C (3)    Power 5    Fuel Use 99%    Signature 5    Exp 10%
Fuel Capacity 10,000 Litres    Range 7.3 billion km   (28 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes

--- Ship Characteristics:

 - This is a Fighter-Sized Colony Ship designed for use with the Trinity-Class Colony Carrier. The Longdark-Class serves as a landing craft for the Colonists, and as a lifeboat later in the game. it features one month of life support, two spare berths worth of leg room for the crew, and nearly enough fuel for the whole trip. The Longdark is notoriously fast for a ship for it's cost tech level. As such, the Longdark would go on to serve as a premier Lifeboat long after it's usefulness as a Colony Ship waned, continuing to serve in the Imperialist Syndicate Navy and abroad for decades to come.

--- Ship Doctrine:

 - Preferred doctrine is to pull into orbit of the planet you want to colonize in a Trinity-Class Colony Carrier, then begin your Geological Survey with the Trinity while your Longdarks head down to colonize. Alternatively, you can release the colonists roughly a month ahead of the attending Trinity(s) and either go back for more or catch up and conduct the survey when you're in orbit. It is also possible to use individual Longdarks to colonize a single world each, with the Trinity's capacity that would total to three worlds, after which you would perform the above.


--- Description of Role:

 - Avoiding Graboids is good for your health. "Federal-Colonial Prospector's Guide"

Clark-Class Colony Ship:
----------------------------------

Code: [Select]
Clark class Colony Ship    1,000 tons     11 Crew     87 BP      TCS 20  TH 10  EM 0
500 km/s     Armour 2-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 18.14 Years     MSP 54    AFR 8%    IFR 0.1%    1YR 0    5YR 5    Max Repair 5 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Cryogenic Berths 2000   

BFE Stalwart (1)    Power 10    Fuel Use 16.97%    Signature 10    Exp 5%
Fuel Capacity 50,000 Litres    Range 53.0 billion km   (1227 days at full power)

This design is classed as a Military Vessel for maintenance purposes

--- Ship Characteristics:

 - A slower, smaller ship; the Lewis-Class is another Colony Ship. The ship has an absurd fuel and maintenance range, but is really only meant for half year deployments when operating without a tender. Designed for use with the Quaker-Class Utility Carrier (UCV) and to be used alongside the Lewis-Class Geosurvey Ship; the Clark-Class sports a respectable colonist capacity for a thousand tonner, and is just as serviceable (if not even more so) than it's sister ship.

--- Ship Doctrine:

 - While it was intended for use with the Quaker-Class Utility Carrier, the Clark is still a Colony Ship and as such it's roles is still to carry-out the colonization the of other worlds. It IS better with an attending ship than without, however, and as such it is wise to pair it with SOME method of mid-mission resupply.


--- Description of Role:

 - "The Clark-Class... there and back again, guaranteed.*", Sales spin for the Clark-Class Colony Ship


Survey Ships:
----------------



Explorer-Class Survey Ship:
---------------------------------

Code: [Select]
Explorer class Survey Ship    3,500 tons     42 Crew     216.75 BP      TCS 70  TH 125  EM 0
1785 km/s     Armour 1-20     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 1     PPV 0
Maint Life 7.68 Years     MSP 1039    AFR 98%    IFR 1.4%    1YR 31    5YR 466    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 1   

StarTech Systems Model A (1)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 100,000 Litres    Range 58.2 billion km   (377 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

--- Ship Characteristics:

 - A modestly-sized Survey Ship, the Explorer-Class is nimble, robust and capable of operating for a full year away from any sufficient resupply point. The crew quarters are augmented by a set of eight additional berths for which to station Liaisons, Geologists, Overseers, Passengers, etc... or just to be littered with crew clutter and / or junk food, beer coolers, places to play canasta or whatnot. She's also a fast ship... not quite record-breaking Kessel Run material, but a fast ship.

--- Ship Doctrine:

 - It conducts Geological Surveys during year-long deployments, and that's about it.

--- Description of Role:

 - Find... ALL THE ORES!!!


Lewis-Class Geosurvey Ship:
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Code: [Select]
Lewis class Geosurvey Ship    1,000 tons     29 Crew     255 BP      TCS 20  TH 10  EM 0
500 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
Maint Life 8.03 Years     MSP 159    AFR 8%    IFR 0.1%    1YR 4    5YR 66    Max Repair 100 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

BFE Stalwart (1)    Power 10    Fuel Use 16.97%    Signature 10    Exp 5%
Fuel Capacity 50,000 Litres    Range 53.0 billion km   (1227 days at full power)

Pioneer Consolidated Search System (1)     GPS 1000     Range 5.0m km    Resolution 100
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes


--- Ship Characteristics:

 - A slower, smaller ship; the Lewis-Class is another Geosurvey Ship. The ship has an absurd fuel and maintenance range, but is really only meant for half year deployments when operating without a tender. Designed for use with the Quaker-Class Utility Carrier (UCV) and to be used alongside the Clark-Class Colony Ship; the Lewis-Class nevertheless is still serviceable as an independent vessel.

--- Ship Doctrine:

 - While it was intended for use with the Quaker-Class Utility Carrier, the Lewis is still a Geosurvey Ship and as such it's roles is still to conduct Geological Surveys. It IS better with an attending ship than without, however, and as such it is wise to pair it with SOME method of mid-mission resupply.


--- Description of Role:

 - "The Lewis-Class, obtaining Unobtanium or your money back*", Sales spin for the Lewis-Class Geosurvey Ship

Tortoise-Class Survey Vessel:
-----------------------------------

Code: [Select]
Tortoise class Survey Vessel    10,700 tons     87 Crew     796.5 BP      TCS 214  TH 250  EM 0
1168 km/s     Armour 4-43     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 2     PPV 0
Maint Life 4.29 Years     MSP 1093    AFR 457%    IFR 6.4%    1YR 95    5YR 1432    Max Repair 100 MSP
Intended Deployment Time: 56 months    Flight Crew Berths 12   
Hangar Deck Capacity 500 tons     

StarTech Systems Model B (4)    Power 62.5    Fuel Use 13.26%    Signature 62.5    Exp 5%
Fuel Capacity 2,250,000 Litres    Range 285.4 billion km   (2828 days at full power)

Pioneer Consolidated Search System (1)     GPS 1000     Range 5.0m km    Resolution 100
Geological Survey Sensors (1)   1 Survey Points Per Hour

Strike Group
1x Hare Survey Craft   Speed: 1100 km/s    Size: 10

This design is classed as a Military Vessel for maintenance purposes

--- Ship Characteristics:

 - My preferred Survey Ship, the Tortoise sports good armor and flexibility in the form of it's Hangar Bay. With a ten year deployment, and two and a quarter million liters worth of fuel, the Tortoise can operate far and wide across galaxy and provide plenty of gas for the little Hare-Class boat that acts as the "Survey" part of this ship. True to the Aesop fable as well, when it comes to the Tortoise and the Hare, the Tortoise is just a hair faster. Like the Caravan-Class, the Tortoise also boasts a Freighter Variant.

--- Ship Doctrine:

 - Send the Tortoise to the place you want to survey, then dispatch the Hare to do the surveying.

--- Description of Role:

 - It finds rocks and stuff.... With Style!


Hare-Class Survey Craft:
-----------------------------

Code: [Select]
Hare class Survey Craft    500 tons     12 Crew     122.5 BP      TCS 10  TH 11  EM 0
1100 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 40    5YR 594    Max Repair 100 MSP
Intended Deployment Time: 3 months    Spare Berths 1   

StarTech Systems Model D (1)    Power 11.25    Fuel Use 47.25%    Signature 11.25    Exp 7%
Fuel Capacity 25,000 Litres    Range 19.0 billion km   (200 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Fighter for production, combat and maintenance purposes


--- Ship Characteristics:

 - While just a bit slower than it's fable-named mothership, nevertheless the Hare is still reasonably quick in it's own right. Sporting three months of provisions for it's crew and an extra berth for which to furnish a single single passenger; the Hare can allow for the inclusion of an overseer or liasion (i.e. a geologist,  etc.)

--- Ship Doctrine:

 - The preferred Survey Ship of Radagast the Brown, proper doctrine for the Hare is to pull up inside it's attending Tortoise and then deploy to conduct it's survey. When that is complete it either returns to it's tender to head to the next site, or if it is within an appropriate range, head off to the next site on it's own.


--- Description of Role:

 - The Hare-Class Survey Craft  is a Fighter-Sized Geological Surveyor, and as such is utilized to conduct Geological Surveys from orbit. Unfortunately, as the Hare-Class is completely unarmed and thinly skinned with armour; it is unable to fulfill the role of croaking toad. le sigh
« Last Edit: February 03, 2019, 11:18:52 PM by xenoscepter »
 

Offline Father Tim

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I like your ships.  I love your dedication to fleet doctrine, even (or rather, especially) if it isn't particularly efficient.

In VB6 Aurora you can't turn on some of a unit's active sensors without turning on all of them.  Therefore, your ships have a LOT of sensor redundency.  All six active sensors on the Ranger have essentially the same range.  Both the FCB Hi- and Lo-band are overshadowed by the equivalent Tacti-Scans.

I love, love, LOVE an empire that designs and builds a fleet and sticks with it until they encounter something that said fleet can't defeat, and then modifies the designs to handle that.  I look forward to your crash-redesigns when you need to fight some aliens sixteen weeks' flight time away.  Or at 2,000,000 km distance.  Or whatever.
 

Offline xenoscepter

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That sounds like sarcasm to me... a bit mean wouldn't ya say?
 

Offline Father Tim

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Nope.  No sarcasm.  I honestly love all the work you've put into building your fleet.  Most new people come to these boards excited to show off their ships and get buried under the 'conventional wisdom' thirty people shove at them about ship specialization, missile warhead sizes, & carrier design until they're convinced that anything other than mathematically-perfect hyper-efficient fleets are somehow the "wrong" way to play Aurora.
 
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Offline xenoscepter

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Well thank you for that. Wasn't sure as text has that annoying quality of allowing someone to "read into it", and I'm a sarcastic person, so I read it in a sarcastic tone. Glad I said something, even happier you clarified. And I don't expect my fleet to survive first contact. Very few things have ever survived contact with the enemy. Two world wars have proven that much at least. Cheers!
 

Offline Garfunkel

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Yeah, your ships definitely have an unique vibe to them! They are not efficient by any means but it's fantastic to see such an different take.
 
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Offline Michael Sandy

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When playing a game like Aurora4x, you can either play the mechanics, or play the setting.  You can design ships solely to be optimized with respect to the mechanics, or you can imagine a world where space ships patrol the frontier, and get in unsupported fights far from home.

So, while the mechanics of the game are MUCH more friendly to having small ships as your starting fleet, because of the ease of retooling them with new technology, people LIKE playing with large ships.  They have more personality than a flotilla of small ships.

Some of the best AARs I have read involve these grand capital ships in a grinding fight, where all sides take huge damage.  Even though the fleets I build have so much point defense so that battles are generally hugely lopsided, with volley after volley shot down and the empty missile ships get sandblasted out of existence.  There is something grand about those huge launchers firing volley after volley, slow firing so there is time to correct aim after observing results.  And some battles in the AARs start in beam range, which is a different kind of thrill.

While I enjoy stories of the solo vessel of exploration or military adventures, playing Aurora4x has made me think that any real exploration 'ship' is going to have to be a flotilla.  There is just so much to be gained by having a second vessel observing and recording from a distance, whether it is a first contact mission or exploring a jump gate or anything.  Sometimes ships designed because of the mechanics develop their own stories.

For example, a couple of games ago I started my exploration building scout pinnaces.  Fighter sized ships with single ship jump engines, and decent range and crew endurance.  They served as my exploration force, substituting going up close to alien worlds instead of expensive and powerful sensors.  They were expendable, and they were where the stories of my initial exploration came from.  And some survived their encounters.  And in RP, those early explorers had the inside line on bidding for exploitation rights for new worlds and bodies, and made huge fortunes out of their very risky profession.

I liked the idea of the Survey Support Carrier that supports small survey vessels.  Mechanically, it was because while the lifetime of my grav survey scouts was pretty long, it was too expensive to carry enough supplies to repair the grav survey sensor if it failed, so I had support carriers which could repair them, if necessary.  And I liked the idea that if an alien ate my peaceful, unarmed survey support carrier, its identical brethren could come back loaded with war fighters, instead of survey craft.

Sometimes the RP comes out of the designs that came from the mechanics, and sometimes knowledge of the mechanics allows for an effective ship that started as an RP concept.
 

 

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