I think that tunnel length 10 might be a bit of overkill for the Wave Motion Gun. No point in shooting out to that range if you can't hit.
Ideally, with a weapon you can only fire once in combat you want it to have a good hit range right around where it has a good damage range. So having more Wave Motion Guns that have shorter range would be better, depending on the fire control system.
So I designed this:
Wave Motion Dreadnought class Dreadnought 9900 tons 1372 Crew 1760 BP Signature 198-400
2020 km/s Armour 1 Shields 72-300 Sensors 15/9/0/0 Damage Control 0-0
Supply 800
Magneto-plasma Drive PB-0 AR-0 (5) Armour 0 Exp 5%
Or slightly bigger:
Wave Motion Dreadnought II class Dreadnought 15400 tons 2275 Crew 2428 BP Signature 308-640
2077 km/s Armour 1 Shields 90-300 Sensors 15/9/0/0 Damage Control 0-0
Supply 800
Magneto-plasma Drive PB-0 AR-0 (
Armour 0 Exp 5%
Wave Motion Carbine (2) Power 392-1 Range Modifier 7 Rate of Fire 1960 392 392 392 392 392 392 392 342 304 274
15cm C3 Ultraviolet Laser (5) Power 6-3 Range Modifier 4 Rate of Fire 10 6 6 6 6 4 4 3 3 2 2
Fire Control S04 040-4000 (2) Range: 400k km TS: 4000 km/s 99 98 96 95 94 92 91 90 89 88
Gas-Cooled Fast Reactor PB-0 AR-0 (3) Total Power Output 27 Armour 0 Exp 5%
Passive Sensor S5-15 (1) Strength 15 Detect Signature 10: 1.5m km Detect Signature 100: 15m km
Active Sensor S3-9 (1) Strength 9 Detect Size 10: 0.9m km Detect Size 100: 9m km
Wave Motion Carbine (1) Power 392-1 Range Modifier 7 Rate of Fire 1960 392 392 392 392 392 392 392 342 304 274
15cm C3 Ultraviolet Laser (5) Power 6-3 Range Modifier 4 Rate of Fire 10 6 6 6 6 4 4 3 3 2 2
Fire Control S04 040-4000 (2) Range: 400k km TS: 4000 km/s 99 98 96 95 94 92 91 90 89 88
Gas-Cooled Fast Reactor PB-0 AR-0 (3) Total Power Output 27 Armour 0 Exp 5%
Passive Sensor S5-15 (1) Strength 15 Detect Signature 10: 1.5m km Detect Signature 100: 15m km
Active Sensor S3-9 (1) Strength 9 Detect Size 10: 0.9m km Detect Size 100: 9m km
The Wave Motion Carbine was:
Damage Output 168 Rate of Fire: 1960 seconds Range Modifier: 7
Energy Conversion Rate: 3 Tech Modifier: 2
Accelerator Size: 79 Accel HTK: 39
Power Requirement: 392 Power Recharge per 5 Secs: 1
Cost: 392 Crew: 790
Materials Required: 78.4x Duranium 78.4x Boronide 235.2x Neutronium
Development Cost for Project: 1551RP
Now maybe I am misreading the Summary View incorrectly, but it appears to be listing a damage of 392 out to 70,000 km. I had thought that 168 was bad enough. An equal sized ship could at least have enough shields and HtK to survive a shot. But 392 damage? The Tunnel Size seems to be acting as a damage multiplier. The damage chart for the Tunnel Length 10 Wave Motion Gun lists it at 560 damage, and the damage charge for Tunnel Length 1 lists it at 56 damage. If I am extrapolating the charts right, the Tunnel Length 10 Wave Motion gun would do 70 damage at range 800,000 km and 140 damage at range 400,000 km.
The ship design has a couple of flaws. It should probably have backups of the sensors so that a lucky shot doesn't blind it. It is total overkill against smaller ships. It is _huge_, which means it is pretty much restricted to a Jump Gate network. But the damage output is so huge that it appears to be a very good way of taking out enemy capital ships. At the very least, enemy capital ships have to stay at such a range that the Wave Motion Dreadnought's shields can probably keep up with incoming damage.
Techs used:
Ceramic Composite Armor 10,000
Accelerator Energy Conversion Rate 3 15,000
Accelerator Tech Modifier 2.0 15,000
Tracking Speed 4,000 km/s 16,000
Beam Fire Control Range 100,000 16,000
Magneto-Plasma Drive 32,000 over Ion Drive+Gas Cooled Reactor