Author Topic: Ship Classifications  (Read 4779 times)

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Offline Charlie Beeler

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Re: Ship Classifications
« Reply #15 on: November 09, 2009, 08:28:32 AM »
Quote from: "waresky"
Quote from: "Sotak246"
I usually use these as my weight classifications:

Frigate           3000-5000
Destroyer        5000-6000
Light Cruiser   6000-8000
Cruiser            8000-10000
Battle Cruiser  10000-12000
Battleship        12000-25000
Dreadnought    <25000

My fleets tend to be heavy with Cruisers and Battle Cruisers with a small back bone of Battleships.  The DDs are divided between escort and patrol type vessels.  My CLs are almost exclusively escort types for task force anit-missile defense.  Frigates are usually early game builds then relegated to picket duties.
25000 (puny) DREADNOUGHT Class???

AHHHHHHHHHHHHHHHHHH..:D
In 2200 25.000 tons r right a decent Light Cruiser:DDDDD

Just how much are you modifying your starting game?  If I've read your other posts correctly your current game has in excess of 100years of game time, but even your intial designs posted are on average 10x the mass that most other are posting.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline James Patten

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Re: Ship Classifications
« Reply #16 on: November 09, 2009, 09:07:27 AM »
I have yet to figure out how some people have the time and resources to build warships that are 100,000+ tons in size, never mind something that's 25,000+ tons.  Anything as large as 100K tons must take 10 years or more to build, and would require thousands of automated mines in a well-endowed system to keep the shipyards stocked in required materials.

I think my favorite ships are in the sub 1000 ton range - they're usually fairly quick, are built in less than a year, and could probably swarm over your 100,000 ton ship and overwhelm its defenses with relatively few losses.
 

Offline Hawkeye

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Re: Ship Classifications
« Reply #17 on: November 09, 2009, 10:25:09 AM »
I try not to go overboard as well.
The backbone of my navy will probably allways be the destroyer. In early game it will be between 5000t and 6000t and might later on grow to 8000 but probably not more.
Cruisers will be in the 10k range initially and might grow to 15k or so. Never got a game to a point where I felt the need for bigger ships, but Heavy Cruisers would probably be between 15 and 25k with BC/BB of 25k to 50k
Difference between BC and BB will NOT be mass, but speed (as IRL) with less armor/shields and more engines
Ralph Hoenig, Germany
 

Offline Father Tim

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Re: Ship Classifications
« Reply #18 on: November 09, 2009, 11:53:42 AM »
I design my ships after historical precedents, whether Age of Sail Sixth Rates, Ships-of-the-line, Sloops-of-War, & Seventy-Fours (by number & size of guns); Ironclad era Frigates, Battleships, & Cruising Battleships (by role); or WWI Corvettes, Dreadnoughts, Torpedo Boats & Battlecruisers (by tonnage & speed).
 

Offline waresky

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Re: Ship Classifications
« Reply #19 on: November 09, 2009, 01:16:35 PM »
It's a Joke.
Are an "absurd example" on a specified class.
For me,Traveller players,an Dreadnought must have a VERY damned BIG hull..:D

in fact actually,in THIS campaign,4.61,my biggest ships are commercials:ehheehh

because am never use SM mode,i HATE "God Mode On".

ok,in another Camp,was lucky,on minerals,and ive build a Heavy Cruiser Class 35.000 tons.

In my Mind a BC Class are more 50.000-100.000 tons
BB : 100.000 - 200.000

SD:300.000 - xxxx tons.
 

Offline waresky

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Re: Ship Classifications
« Reply #20 on: November 09, 2009, 01:17:24 PM »
Code: [Select]
Dome Colony 1 class Orbital Dome Colony    552600 tons     3488 Crew     24030 BP      TCS 11052  TH 4500  EM 0
407 km/s     Armour 1-599     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maintenance Capacity 27 MSP    Max Repair 38 MSP
Colonists 2000000    Cargo Handling Multiplier 25    

Ion Engine E0.8 (30)    Power 150    Fuel Use 8%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 10,050,000 Litres    Range 409.0 billion km   (11631 days at full power)

This design is classed as a commercial vessel for maintenance purposes

Code: [Select]
Rommel class AO OrbRefinery    214250 tons     4228 Crew     9992.2 BP      TCS 4285  TH 2352  EM 0
548 km/s     Armour 1-318     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maintenance Capacity 29 MSP    Max Repair 60 MSP
Fuel Harvester: 30 modules producing 840000 litres per annum

Ion Engine E0.4 (21)    Power 112    Fuel Use 4%    Signature 112    Armour 0    Exp 0%
Fuel Capacity 35,050,000 Litres    Range 7349.8 billion km   (155231 days at full power)

This design is classed as a commercial vessel for maintenance purposes
 

Offline waresky

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Re: Ship Classifications
« Reply #21 on: November 09, 2009, 01:20:21 PM »
am love "think different"

another Militar Naval Class very big,from Traveller,are "Battle Riders"(300.000+ tons) a "Carriers" who carry 7 to 10 10.000tons-Class Riders (same as very BIG Gunboat or Missile Boat,no Jump Capabilies but heavily armed and fast.
 

Offline welchbloke

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Re: Ship Classifications
« Reply #22 on: November 09, 2009, 01:26:25 PM »
Quote from: "waresky"
am love "think different"

another Militar Naval Class very big,from Traveller,are "Battle Riders"(300.000+ tons) a "Carriers" who carry 7 to 10 10.000tons-Class Riders (same as very BIG Gunboat or Missile Boat,no Jump Capabilies but heavily armed and fast.
I have the same question as Charlie. How do you manage to build such massive ships within Aurora.  The raw material requirements for ships of this size are enormous and I would have thought well beyond most empires even after 100 yrs.
Welchbloke
 

Offline waresky

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Re: Ship Classifications
« Reply #23 on: November 09, 2009, 01:58:06 PM »
Dome Colony 1: minerals needed: 7930x Duranium--75x neutronium--5x Corbomite--15165x mercassium--855xGallicite
not so "enormous"

Rommel AO OrbRefinery: 8886xDuranium---39.9xNeutronium---5xCorbomite---450xboronide--170xMercassium---441xGallicite

So..for 2 megaShips i think not "enormous"..not?:D

And u think: no Spare parts and NO Economic cost for maintenance.

So i think this Commercial ships are BETTER when u need build BIG for BIG economic effort.
 

Offline waresky

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Re: Ship Classifications
« Reply #24 on: November 09, 2009, 02:00:47 PM »
Military,atm ivent big ship,are another question..
but guys...ive 12 mining colony,and after 100 years in peace,earth have very high minerals reserve..lucky? no.hard planning coloniz projects.
am repeat..for ME..SM mode,Steve can ERASE the capability.Am hate "God mode On"..
 

Offline waresky

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Re: Ship Classifications
« Reply #25 on: November 09, 2009, 02:05:34 PM »
Code: [Select]
Churchill class Freighter    448500 tons     1483 Crew     3065.6 BP      TCS 8970  TH 3696  EM 0
412 km/s     Armour 1-521     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maintenance Capacity 4 MSP    Max Repair 28 MSP
Cargo 400000    

Ion Engine E0.4 (33)    Power 112    Fuel Use 4%    Signature 112    Armour 0    Exp 0%
Fuel Capacity 3,550,000 Litres    Range 356.2 billion km   (10005 days at full power)

This design is classed as a commercial vessel for maintenance purposes

This is another example: ive 3 of them at work.
1 r udeful for RawOre trade route between mining colony and hungry Industrialized Colonys
1 r actually caught on biggest colonizing Fomalhaut mission,a very Heaven planet,infrastructure,Industrial Cap,mining,etc..
1 r useful for transport from a Abandoned Intact Cities (Aliens) a so MANY ships parts to Earth depot:)
 

Offline waresky

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Colonizing FAST-FAST growth
« Reply #26 on: November 09, 2009, 02:12:26 PM »
When my 3 Ordbital DOme Colony (2.000.000 colonys on Cryogenic suspension) are at work,in 10 travel unload 60.000.000 colonist.

Am think Human MUST win.So we must go better than Aliens.
All that:9
 

Offline Charlie Beeler

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Re: Ship Classifications
« Reply #27 on: November 09, 2009, 02:42:19 PM »
Quote from: "waresky"
Dome Colony 1: minerals needed: 7930x Duranium--75x neutronium--5x Corbomite--15165x mercassium--855xGallicite
not so "enormous"

Rommel AO OrbRefinery: 8886xDuranium---39.9xNeutronium---5xCorbomite---450xboronide--170xMercassium---441xGallicite

So..for 2 megaShips i think not "enormous"..not?:D

And u think: no Spare parts and NO Economic cost for maintenance.

So i think this Commercial ships are BETTER when u need build BIG for BIG economic effort.

You appearently have been very lucky with starting homeworld resources.  Most that I've generated have had under 250k tons of duranium.  So, yes your designs would use enormous volumes resources in the universes I've gamed.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline waresky

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Re: Ship Classifications
« Reply #28 on: November 09, 2009, 02:48:10 PM »
Argh..Earth are EVER smeg minerals depots..:( (8450 tons of mercassium very smeg!! 12540 tons of Soriu,,another smegty dep..:S
Venus in this camp have a 42 millions Duranium dep..at 0.2
And Titan Corundium's Depot 3 millions at 0.9!!..Sorium ok and some mercassium

so with some Neutronium from mercury (450k at 0.7) in few years and close eye control in production am take Stars Route..and there am really lucky.325 MILLIONS (Ross 128) at 0.6 Duranium depot!!!!

all that:)
 

Offline Beersatron

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Re: Ship Classifications
« Reply #29 on: November 09, 2009, 02:53:47 PM »
How long does it take to increase the capacity on your Commercial Shipyards in order to build those freighters Waresky? Do you design a smaller class so the civilians can do their thing?

I can see the benefit of having one large ship to carry everything for a new colony, but personally, I would prefer ships around 60k Tons that carry about 25000 and go around 2k kms and also have 3/4 armor in case I run into a nebula. That way I can use 10 of them for a new colony start-up and after that I can parcel them up to run critical supplies where/when needed.