Author Topic: A Shotgun Rush Heavy Corvette and a random Frigate.  (Read 1672 times)

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Offline xenoscepter (OP)

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A Shotgun Rush Heavy Corvette and a random Frigate.
« on: July 10, 2019, 01:55:15 AM »
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Mjolnir-Class Heavy Corvette:

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Mjonir class Heavy Corvette    7,500 tons     156 Crew     5637.5 BP      TCS 150  TH 3000  EM 0
20000 km/s     Armour 4-34     Shields 0-0     Sensors 9/9/0/0     Damage Control Rating 3     PPV 20
Maint Life 1.69 Years     MSP 1644    AFR 128%    IFR 1.8%    1YR 691    5YR 10362    Max Repair 1620 MSP
Intended Deployment Time: 0.25 months    Spare Berths 18   

Mjolnir Internal Fusion Drive (2)    Power 1500    Fuel Use 276.7%    Signature 1500    Exp 25%
Fuel Capacity 1,600,000 Litres    Range 13.9 billion km   (8 days at full power)

Mjonir 35cm Railgun (2x4)    Range 360,000km     TS: 20000 km/s     Power 27-6     RM 4    ROF 25        9 9 9 9 7 6 5 4 4 3
Mjolnir BFCS (2)    Max Range: 384,000 km   TS: 25000 km/s     97 95 92 90 87 84 82 79 77 74
Mjolnir Fusion Reactor (2)     Total Power Output 13.44    Armour 0    Exp 30%

Mjolnir TSAA (1)     GPS 3600     Range 64.8m km    Resolution 100
Mjolnir Thermal Sensor (1)     Sensitivity 9     Detect Sig Strength 1000:  9m km
Mjolnir EM Detection Sensor (1)     Sensitivity 9     Detect Sig Strength 1000:  9m km

Compact ECCM-3 (2)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

 --- It's a "boom and zoom" style of ship, in the vein of the old WW2 Kinetic Energy Fighters favored by the Americans. The strategy with the Mjolnir is to rush out, shotgun the enemy, and run away. It's poorly armored with just four layers of Compressed Carbon Armour, but moving at 20,000 km/s and sporting a 30% ECM along with 50% accuracy out at roughly 180,000 km... the Mjolnir is still plenty serviceable as a Heavy Corvette with it's 72 points of damage per salvo. Good for interception missions if you're into that sort of thing, although it is a MUCH more effective ship when paired with a Jump Capable Tender sporting seven Hangars and 2 Boat Bays to keep it serviced.

Sentinel-Class Frigate:

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Sentinel class Frigate    6,250 tons     193 Crew     2309.5 BP      TCS 125  TH 180  EM 0
6000 km/s    JR 1-50     Armour 3-30     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 25     PPV 18
Maint Life 3.19 Years     MSP 1155    AFR 62%    IFR 0.9%    1YR 171    5YR 2563    Max Repair 562.5 MSP
Intended Deployment Time: 5 months    Spare Berths 26   

J6500(1-50) Military Jump Drive     Max Ship Size 6500 tons    Distance 50k km     Squadron Size 1
750 EP Internal Fusion Drive (1)    Power 750    Fuel Use 9.74%    Signature 180    Exp 7%
Fuel Capacity 275,000 Litres    Range 81.3 billion km   (156 days at full power)

15cm C3 Ultraviolet Laser (1)    Range 240,000km     TS: 10000 km/s     Power 6-3     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
R24/C12 High Power Microwave (1)    Range 240,000km     TS: 10000 km/s     Power 24-12     RM 24    ROF 10        1 1 1 1 1 1 1 1 1 1
15cm Railgun V8/C6 (1x4)    Range 240,000km     TS: 10000 km/s     Power 9-6     RM 8    ROF 10        3 3 3 3 3 3 3 3 2 2
Fire Control S02 240-10000 H50 (1)    Max Range: 480,000 km   TS: 10000 km/s     98 96 94 92 90 88 85 83 81 79
Tokamak Fusion Reactor Technology PB-1 (3)     Total Power Output 12    Armour 0    Exp 5%
Stellarator Fusion Reactor Technology PB-1 (3)     Total Power Output 9    Armour 0    Exp 5%

Active Search Sensor MR16-R1 (50%) (1)     GPS 90     Range 16.2m km    MCR 1.8m km    Resolution 1
Active Search Sensor MR162-R100 (50%) (1)     GPS 9000     Range 162.0m km    Resolution 100
Thermal Sensor TH1-18 (50%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM1-18 (50%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

This design is classed as a Military Vessel for maintenance purposes

 --- The backbone of my up and coming Navy, the Sentinel is a fire support platform and general-purpose ship. It lacks PD and with a meager 3 layers of Compressed Carbon Armour it has a tendency to explode if an Ensign so much as sneezes too hard in the next system over. That said it has above average speed, is Jump Capable and sports both the Fuel and the Life Support to bring it's formidable armament to bear anywhere it might be needed and in good time. I consider Frigates to be Fire Support Ships, Screens and so on, so they lack end up being smaller, more specialized ships. However, I intend to have Frigates also serve in squadrons as a rapid-response force, hence the jump drive and long deployment ability. I'm aiming for a flexible Navy, and am nearly done with it.

Offline Michael Sandy

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Re: A Shotgun Rush Heavy Corvette and a random Frigate.
« Reply #1 on: July 10, 2019, 02:44:59 AM »
There are three main classes of beam ship in my opinion:
Kiters: all the emphasis is on having a range where they can do damage and the enemy effectively can't.  Versus the AI, you can run them out of missiles, and then send these in as light cavalry to mop up.  Players can reserve missiles for point blank engagements.
Sluggers:  Designed to survive to close, and then do far more dps at their preferred range bracket than the enemy.  It is a concept that means that anytime you engage in combat, you are expecting to take damage, no matter how much you outclass the enemy
Point defense.  These beam ships are not necessarily all that fast.  They are as fast as the fleet component they are assigned to.  Unlike sluggers, they don't need (much) armor because the only thing that will engage them is missiles, which they expect to shoot down.

Slugger fleet concepts assume that tech inferiority can be made up for with brute mass and numbers.

Long ranged rail guns is unusual.  I like railgun fighters for PD for my fast strike force, while my long guns role is penetration at the longest range possible.  I suppose if the goal is to be able to batter down shielded targets at range, it works.

There is a bit of a mismatch in your fire controls and ship speed, but you don't have much fire control on tracking speed, so that isn't a major issue.

The Sentinel...  I would replace it with a long endurance carrier and put all those specialized weapons on fighters embarked on it.  That way, you have a ship that can stand on station for long periods of time while also having the option for its parasite craft to have enough speed to close.
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Offline xenoscepter (OP)

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Re: A Shotgun Rush Heavy Corvette and a random Frigate.
« Reply #2 on: July 10, 2019, 03:05:48 AM »
@Michael Sandy

 --- I would replace it with a long-endurance Carrier, but I already have one. :P The Sentinels are there to provide Beam Fire Support for the fleet, with the Jump Drive I can just pony up a few and stick 'em into the Task Group without worrying about speed or endurance mismatches. It's basically half of a Confederate with a 30cm HPM for Anti-Shield / Nebulae work that I can also use to augment my lighter garrison forces w/o straining my industry as much. In packs with other Frigates of different classes, the Sentinel would be the Beam Ship of the group, deterring the sluggers while the missile ships of the group rained death on the enemy from afar. Since all my Frigates would be Jump Capable, I can just group up a few and send them on small-scale operations as needed, w/o having to risk my more expensive Cruisers.


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Re: A Shotgun Rush Heavy Corvette and a random Frigate.
« Reply #3 on: July 10, 2019, 05:19:10 AM »
Mjolnir: I don't think railguns would be my preference for this. Lasers at large sizes give you shock damage and armour penetration to help overwhelm the enemy in a single broadside. Large railguns don't do that nearly as well. At your tech, 20cm railguns would make pretty damn fine general purpose weapons but that's not what you're going for here.

Regarding the frigates... see your cruiser thread, same concerns.

Offline Father Tim

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Re: A Shotgun Rush Heavy Corvette and a random Frigate.
« Reply #4 on: July 10, 2019, 05:30:37 AM »
Re:  Sentinel

What an odd mis-match of weapons.  Your naval design bureau should be immediately investigated for corruption; it has designed to a Rate of Fire not to exceeed 10s.

The laser requires six power and features a size three capacitor, whereas the Railgun requires nine power and features a size six capacitor.  If the empire has size-six capacitor technology, why are they not using it for a slightly more expensive, slightly more manpower intensive laser that fires twice as fast?

If the goal is for the railgun to fire every ten seconds, then the capacitor should be downgraded to size five (since they don't come in four-and-a-halfs).  But that's a silly goal.  The high-powered microwave features a size twelve capacitor; if the empire has that technology, why doesn't the railgun feature a size nine capacitor and *also* fire twice as fast?

Finally, why does the Sentinel class mount triple the reactors it needs?  No wonder they blow up to a good sneeze -- they're practically packed with explosives.  Even with faster firing weapon, the class would only need (6+12+9=27) the three smaller stellerator fusion reactors.  Adding a fourth for redundancy wouldn't be a *terrible* idea, but first the Design Bureau should comission a study into how likely a Sentinel is to survive damage severe enough to take out one of the reactors.  It's probably so close to the catastrophic failure point that a fourth reactor will only be of practicable use when unresolved maintenance failures take out one of the other three.

- - -

Also, aren't Tokamak and Stellerator two different reactor technologies?  Did you just mix-and-match 50-ton installations of each?  Would a 100-ton Tokamak not output the 27 power the weapons need?
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Offline xenoscepter (OP)

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Re: A Shotgun Rush Heavy Corvette and a random Frigate.
« Reply #5 on: July 10, 2019, 12:19:04 PM »
@Father Tim

Oh jeez, I forgot to strip out the excess reactors... le sigh Thanks for pointing that out. The ten second thing is to save power and money, but I'll consider changing it up.


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