I think I have a decent handle on ship design now, making efficient engines, and so on. But I wanted to ask what would be the best "range" of ship sizes.
I have 4 fleets in my current game so far, that range from 15k tons to 70k, Ranging from Carriers and Battlecruisers to Anti Missile Destroyers (Full of AMM's).
I have been trying to test out larger ship designs in the 200k range, though, both for Carriers and "Dreadnaughts" in particular. Ive done some calculations and it seems that in terms of firepower the smaller ship designs (with their numbers) and the singular vessels are equal in potential firepower, but the larger vessels also require rather extreme amounts of engineering spaces.
I wanted to ask if anyone has any know-how in this, and what their advice would be.
Bigger ships are better in almost every way, but the one way they're not better in is pretty important.
Pros
-Bigger ships are more efficient because they reduce the "overhead" cost of components that you don't need more of as your ship gets bigger. These are things like bridge, ECM modules, sensors, etc. You need one on any ship, and you only need one, so the bigger your ship, the less % of space you spend on these one-off components.
-Bigger ships absorb more damage before starting to take internal damage. This is really important in a fight! A single ship fighting the same tonnage of smaller ships can destroy a smaller ship before it starts taking internal damage, and that smaller ship being destroyed reduces the damage the larger ship takes for the rest of the fight. The big ship's effectiveness doesn't start to degrade until it's shields/armor have been degraded, delaying that onset, which means the fight starts to snowball in favor of the bigger ship.
-Bigger ships are built faster per ton than smaller ships. This is a function of how shipyards calculate build time, but in summary a ship that is 2x larger will take less than 2x as long to build.
-Big ships are easier to upgrade without needing to retool the shipyard because individual components form a smaller portion of their cost (excluding the usual suspects like armor, shields, and engines, which scale with size)
Cons
-Because big ships take longer to build, they will be more out of date from a tech standpoint than smaller ships. Granted ALL ships are typically somewhat out of date by the time they're launched (in Aurora as in the real world).
-MOST IMPORTANTLY, big ships can't be in more than one place at a time, whereas two ships half the size can go deal with two different problems. This is a very significant downside, and if you only use big ships, you WILL eventually get caught with your pants down because your ships aren't in the right place at the right time.
If you want to use big ships, and I think they're awesome for the reasons listed above, I highly recommend using big ships as the core of your offensive fleets but having a mix of medium to small ships for local defense and roving troubleshooters.
I'll also point you to a thread
https://aurora2.pentarch.org/index.php?topic=12810.msg156774#msg156774, where I analyze how the benefit from armor efficiency (armor is calculated as being on a sphere, so surface area vs volume type calculation) start to flatten out as ship size increases. It led me to conclude that ~60ktons is a good minimum size for your big ships. Above that you're getting benefits from "my ship is gigantic and yours are just ants to me" vs the surface area/volume effect.
and highlight from that as well this excellent quote from misanthropope:
"im increasingly a fan of the "24 ship doctrine". the total battle line meat of starfleet is 24 ships, however large that requires them to be. often... charmingly large. the granularity is sufficient to allocate force among fronts, and by golly you don't waste precious naming effort on a ship that won't be significant to the plot. "player" is as scarce a resource as any other...."