124,882 tons 16015 km/s
I find your lack of nice, round numbers disturbing. However, I see that you fixed this later so I will not hold it against you for now.
Additionally, for quantum singularity tech (max tech), this is too slow, you should be able to achieve
at least 30,000 km/s by putting another engine on it. I could understand the slow speed if you were using low-efficiency engines to save on cost and fuel but you are not.
Hangar Deck Capacity 8,000 tons Magazine 1,077
120. 0cm C25 Far Gamma Ray Laser (1) Range 1,400,000km TS: 25,000 km/s Power 377-25 RM 120,000 km ROF 80
Particle Lance-100 (1) Range 1,200,000km TS: 25,000 km/s Power 312-25 ROF 65
Quad 15. 0cm C6. 25 Far Gamma Ray Laser Turret (6x4) Range 720,000km TS: 25000 km/s Power 24-25 RM 120,000 km ROF 5
Quad 15. 0cm C6. 25 T100000 Laser Turret (4x4) Range 720,000km TS: 100000 km/s Power 24-25 RM 120,000 km ROF 5
R10080/C25 Meson Cannon (2) Range 1,400,000km TS: 25,000 km/s Power 168-25 RM 10,080,000 km ROF 35
Quad Gauss Cannon R600-100 Turret (4x32) Range 60,000km TS: 100000 km/s Power 0-0 RM 60,000 km ROF 5
CIWS-1000 (8x16) Range 1000 km TS: 100,000 km/s ROF 5
Size 3. 0 Missile Launcher (12) Missile Size: 3 Rate of Fire 5
Size 1 Missile Launcher (80) Missile Size: 1 Rate of Fire 5
This seems like way too many different weapons with some very awkward proportions, even allowing for some roleplay in using different weapons for fun:
- Your main battery is very weak, with only two main offensive weapons (four if you foolishly count meson cannons as main weapons) on a 125,000-ton monstrosity. I'd probably slim down on the secondary stuff (or jump drive, see below) and put on more particle lances.
- I can't see any reason to have two different laser turret types. Pick one and stick to it. Also, I don't generally like the use of midsize/midrange lasers as a major component of the weapons battery, I get that it seems fun to people who like to roleplay but in practice they are very specialized weapons that don't do very well at either offensive or point defense work, so I would avoid them unless you have a similarly specialized need for them.
- Why have both Gauss turrets and CIWS on the same ship? Since CIWS can only protect one ship, while Gauss turrets can protect a whole fleet, I would not use CIWS as the tonnage/cost savings are immaterial here.
- You don't have nearly enough of the size-3 missile launchers to make a dent in anything. Missile warfare is all about volley size, it's not how many missiles you have in total but rather how many missiles can arrive on-target at one moment that matters for breaking through enemy point defenses. Maybe these are okay for anti-fighter defenses but not as main weapons.
It's also hard to evaluate the hangar deck without seeing the strike wing, but fighters generally are similar to missiles in that they require numbers to be effective. 8,000 tons of fighters per 125,000-ton warship isn't a proportion that will give such numbers.
J125000. 0(3-50) Military Jump Drive Max Ship Size 125000. 0 tons Distance 50k km Squadron Size 3
I don't think you need this. I'd rather design a separate Jump Dreadnought that can squadron-jump a bunch of regular dreadnoughts, and give it a much better jump drive with more squadron size and jump distance. Putting a low-performance jump drive like this on every ship just wastes a lot of space that could be used for more guns or engines.
Quantum Singularity Drive EP40000. 00 (1) Power 40000. 0 Fuel Use 1. 58% Signature 400. 0000 Explosion 10%
Fuel Capacity 8,000,000 Litres Range 729. 3 billion km (527 days at full power)
Again, add another engine to get a respectable speed. The fuel range here is ridiculous, you will never need nearly this much range for anything and if you do need to travel 700 billion km, tankers are a much better way to handle your fueling needs. This much fuel is just wasting space that could be used for weapons.
Beam Fire Control R1400-TS100000 (5%) (2) Max Range: 1,400,000 km TS: 100,000 km/s 99 99 98 97 96 96 95 94 94 93
I would suggest more BFCs and using a mix of offensive (1x speed/4x range) and point defense (4x speed/1x range) controls instead of these larger, more expensive omni-controls. BFCs should match the weapons you intend to use them for.
Quantum Singularity Power Plant R14 (2) Total Power Output 28. 3 Exp 5%
Quantum Singularity Power Plant R320 (1) Total Power Output 320 Exp 5%
Quantum Singularity Power Plant R7 (1) Total Power Output 6. 6 Exp 5%
This is a weird way to set up your reactors. On one hand, you could just make the R320 a bit bigger and not need these other tiny, inefficient reactors. On the other hand, you're not getting any redundancy here since if the R320 gets destroyed in battle, a couple of R14s won't help you much. I'd suggest to use a few reactors of the same size, perhaps 2x R180 or 4x R90.
Missile Fire Control FC1924-R100 (5%) (1) Range 1,924. 4m km Resolution 100
Point Defense MFC Size 5 (5%) (1) Range 293. 2m km Resolution 1
Class 3 Anti-Ship Missile (232) Speed: 20,000 km/s End: 5. 1m Range: 6. 1m km WH: 66 Size: 3 TH: 513/308/154
Class 1 AMM-II (ECCM) (381) Speed: 60,000 km/s End: 2m Range: 7. 3m km WH: 1 Size: 1 TH: 4440/2664/1332
Range on both MFCs is way too long and range on the anti-ship missiles is waaaaaay too short. Again, fire controls should match weapons.
Active Search Sensor AS304-R100 (5%) (1) GPS 18000 Range 304. 3m km Resolution 100
Thermal Sensor TH10-750 (5%) (1) Sensitivity 750 Detect Sig Strength 1000: 216. 5m km
EM Sensor EM10-750 (5%) (1) Sensitivity 750 Detect Sig Strength 1000: 216. 5m km
As others have pointed out, you need a RES-1 active sensor to detect missiles, or your point defense weapons will be ineffective at best. Again, I see you added this later in the thread.
I dunno what I was doing either...
Personally, I would recommend playing the game before trying to design ships, and starting off with very basic designs - for a starting fleet, it is sufficient to have just one class which is focused on offense (e.g., ASMs or large lasers) and one class focused on defense (e.g., AMMs and/or Gauss turrets), plus any necessary jump ships and long-range scouts for support as needed. Once you actually experience game mechanics and the playstyle of different alien races in the game, you will have a much better idea of how to design ships and what kind of capabilities, doctrine, etc. are needed. Jump point warfare in particular is critical to the game and this is something a lot of ship designers have difficulty grasping without actually playing the game for a while first. Fantastical MaxTech designs with all the bells and whistles are fun, but ultimately do not make for very good ships in Aurora (although you can certainly still use them and have fun, if you know what you're doing!).