Author Topic: Ship Classifications  (Read 4778 times)

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Offline waresky

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Re: Ship Classifications
« Reply #30 on: November 09, 2009, 03:17:36 PM »
Sure..are from 2070 (2167 date now) ive setup Continuing Expand,,now ive 1 CivYard at 700000+ tons and 1 CivYard at 500000+ tons with 6 Slipway in total.

And think that..my Freighter (400.000 tons cargo!) canhold "ONLY" 64 Ion Drive E80 recovered from Ancient Abandoned Intact Alien City..64!!! on 400.000 tons...:D

u r sure..who r better build small?:D

ive a dozens of cargo ranges from 25000 to 75000 tons...and 3 only Freighter 400k.

And trust me..r 5 times who carry from this Aliens city..and r enough Ships parts to load enough!!!!

And another fact: for a VERY good colonizing plan,this freighter r very helped.
 

Offline waresky

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Re: Ship Classifications-mining Expansion
« Reply #31 on: November 09, 2009, 03:27:27 PM »
And another real fact: when u reach a good Mining Colony production,ur Empire's ore reserve growth fast more and more.

Planning,careful surveying,write up paper WHERE r better depot,prepare mission carefully,setup a mining route,2 or 3 cargos task group for go and return with Automines and Raw ore..all take time,but in long plan route r winner choice.
minerals make a difference between loose or wins Naval Fleet
 

Offline Steve Walmsley

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Re: Ship Classifications
« Reply #32 on: November 10, 2009, 01:37:40 AM »
Quote from: "Beersatron"
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?
Its not as bad as you may think. Larger shipyards can be expanded more quickly than small ones so the rate at which capacity can be added increases as the shipyard gets bigger. For a military shipyard the formula is as follows:

Build Rate Multiple = Capacity / 5000
Build Rate Multiple= 1 + ((Build Rate Multiple - 1) / 2)
Actual Build Rate = Build Rate Multiple * Racial Shipbuilding Rate

So assuming a racial shipbulding rate of 1000, the rate at which BP can be spent on a shipyard per year is as follows:

Shipyard Capacity 5000 (which is the baseline size)
BRM = 5000/5000 = 1
BRM = 1 + (0/2) = 1
Actual Build Rate = 1 x 1000 = 1000 BP

Shipyard Capacity 10,000
BRM = 10000/5000 = 2
BRM = 1 + ((2-1)/2) = 1.5
Actual Build Rate = 1.5 x 1000 = 1500BP

Shipyard Capacity 20,000
BRM = 20000/5000 = 4
BRM = 1 + ((4-1)/2) = 2.5
Actual Build Rate = 2.5 x 1000 = 2500BP

Shipyard Capacity 45,000
BRM = 45000/5000 = 9
BRM = 1 + ((9-1)/2) = 5
Actual Build Rate = 5 x 1000 = 5000BP

As you can see, a shipyard of 45,000 capacity can increase in size to 50,000 in the same amount of time a shipyard of 5000 capacity can increase to 6000. It will still cost 5x as much though.

Steve
 

Offline WHCnelson

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Fuel Harvester
« Reply #33 on: April 14, 2010, 05:28:16 PM »
Hey  I have a fuel Harvester design, but not
sure how it works.   Do I place the vessel over a
planet or Gas Giant with Sorium and it will
automaticly start to process the fuel?

Thanks Guys. :D  :roll:  :mrgreen:
 

Offline Beersatron

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Re: Fuel Harvester
« Reply #34 on: April 15, 2010, 12:44:15 AM »
Quote from: "WHCnelson"
Hey  I have a fuel Harvester design, but not
sure how it works.   Do I place the vessel over a
planet or Gas Giant with Sorium and it will
automaticly start to process the fuel?

Thanks Guys. :D  :roll:  :mrgreen:

Gas Giant with Sorium will work, pretty sure the super jovians with sorian will also work. You also do not need to create a placeholder colony on the planetary body, just 'move to' and it starts automajically.
 

Offline sloanjh

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Re: Fuel Harvester
« Reply #35 on: April 15, 2010, 08:36:13 AM »
Quote from: "Beersatron"
Quote from: "WHCnelson"
Hey  I have a fuel Harvester design, but not
sure how it works.   Do I place the vessel over a
planet or Gas Giant with Sorium and it will
automaticly start to process the fuel?

Thanks Guys. :D  :roll:  :-)

John
 

Offline Brian Neumann

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Re: Ship Classifications
« Reply #36 on: April 15, 2010, 08:56:38 PM »
I find it helps to pick a moon of the gas giant and make a colony there.  That way you can have a conditional order that when the tanks are full they will go there to drop off 90% of the fuel and you then get a message about order completed.  You will need to give the order to send the harvesters back to the gas giant.  You then have your tankers go to the colony to refuel.  It helps keep things running smoothly.

Brian
 

Offline UnLimiTeD

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Re: Ship Classifications
« Reply #37 on: April 16, 2010, 12:52:44 PM »
I think there should be some sort of "fuel massdriver" :D
 

Offline WHCnelson

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Re: Ship Classifications
« Reply #38 on: April 17, 2010, 09:35:00 AM »
Ok,
Here is my design.

Herc Fuel Harvester class Fuel Harvester    63250 tons     995 Crew     2375.6 BP      TCS 1265  TH 864  EM 0
1366 km/s     Armour 1-141     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 6     PPV 0
Maint Capacity 141 MSP    Max Repair 108 MSP
Fuel Harvester: 10 modules producing 320000 litres per annum

IC Fusion Drive E0.65 (6)    Power 288    Fuel Use 6.5%    Signature 144    Armour 0    Exp 2%
Fuel Capacity 4,250,000 Litres    Range 1860.7 billion km   (15765 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a commercial vessel for maintenance purposes

I am also wondering if I should put a check mark with the Tanker in the upper right section of the Class Design.   I am building two right now and they are at 16.5%.

Thanks guys
 

Offline Brian Neumann

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Re: Ship Classifications
« Reply #39 on: April 17, 2010, 09:41:58 AM »
Quote from: "WHCnelson"
Ok,
Here is my design.

Herc Fuel Harvester class Fuel Harvester    63250 tons     995 Crew     2375.6 BP      TCS 1265  TH 864  EM 0
1366 km/s     Armour 1-141     Shields 0-0     Sensors 6/1/0/0     Damage Control Rating 6     PPV 0
Maint Capacity 141 MSP    Max Repair 108 MSP
Fuel Harvester: 10 modules producing 320000 litres per annum

IC Fusion Drive E0.65 (6)    Power 288    Fuel Use 6.5%    Signature 144    Armour 0    Exp 2%
Fuel Capacity 4,250,000 Litres    Range 1860.7 billion km   (15765 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a commercial vessel for maintenance purposes

I am also wondering if I should put a check mark with the Tanker in the upper right section of the Class Design.   I am building two right now and they are at 16.5%.

Thanks guys
Yes you want them to have the tanker designation,  otherwise there are a lot of conditional orders that will ignore them, both for orders they can give, and orders to have ships go to the harvester to refuel.

Brian
 

Offline AtomikKrab

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Re: Ship Classifications
« Reply #40 on: April 18, 2010, 01:16:48 AM »
100k+ ton battleship
50-100k ton battlecrusier with various distinctions within
40-50k ton Heavy Cruiser
30-40k ton Cruiser
20-30k ton Light Cruiser
15-20k ton Missile Destroyer
10-15k ton Destroyer
5-10k ton Frigate
less than 5k tons is a scout

The battleship was the smallest design I could pack 100 armor on 1000 km/s speed and a heavy laser punch with the anti-missiles and other stuff. my fleet was like a mace, the battleship was the armored head suitable for crushing and making it through fury and the rest of the fleet was the shaft of the mace which provides the leverage and force to the blow. I should note I was packing armor in that game for plot so everything had a lot of armor on it which made the fleet heavier than normal
 

Offline waresky

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Re: Ship Classifications
« Reply #41 on: April 22, 2010, 08:14:12 AM »
Only a truly Empire can set a full strenghten Armored Fleet,extensively mining coloning spanning the Empire territories..

otherwise with a costant cheap minerary planetary situations..u get only a few BB (2-10) and some Cruisers.

Atomik seems as a "hacker Empires power"..

Space Master modifier powers..:D
 

Offline Octavian30

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Re: Ship Classifications
« Reply #42 on: April 29, 2010, 09:23:44 PM »
this game I am classing my ships as:
2-3.5k Ton - Corvette
3.5-5.5k T - Frigate
5.6-7.5k T - Destroyer
7.5k-10k T - Light Cruiser
10k T + Heavy Cruiser
25k T Battlecruiser -
I have 16k T Escort Carriers which I am going to enlarge to get them up to 8k speed