Author Topic: Faster than a 225 ton fighter  (Read 3296 times)

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Offline AtomikKrab (OP)

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Re: Faster than a 225 ton fighter
« Reply #15 on: April 02, 2010, 12:50:15 PM »
True, but I could just go down to 100,000 speed and add some SHIELDS
 

Offline AtomikKrab (OP)

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Re: Faster than a 225 ton fighter
« Reply #16 on: April 02, 2010, 03:04:56 PM »
here is with a jump drive and shields

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Judge Mk II class Superdreadnought    1250000 tons     133212 Crew     8211595 BP      TCS 25000  TH 25005  EM 8550
100020 km/s    JR 3-50     Armour 100-1033     Shields 285-300     Sensors 3750/3750/5/5     Damage Control Rating 1460     PPV 329
Annual Failure Rate: 8561%    IFR: 118.9%    Maint Capacity 5994740 MSP    Max Repair 250000 MSP    Est Time: 0.28 Years
Flag Bridge    

 Hopscotch J1250000(3-50) Military Jump Drive     Max Ship Size 1250000 tons    Distance 50k km     Squadron Size 3
Spartan 8 Photonic Drive E2 (3334)    Power 750    Fuel Use 20%    Signature 7.5    Armour 0    Exp 35%    Hyper Capable
Fuel Capacity 96,000,000 Litres    Range 691.2 billion km   (79 days at full power)
Omega R300/15 Shields (19)   Total Fuel Cost  285 Litres per day

Quad Hades 80cm C25 Far Gamma Ray Laser Turret (1x4)    Range 1,400,000km     TS: 100000 km/s     Power 672-100     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Quad Cerebus 30cm C25 Far Gamma Ray Laser Turret (3x4)    Range 1,400,000km     TS: 100000 km/s     Power 96-100     RM 12    ROF 5        24 24 24 24 24 24 24 24 24 24
Ultimo MK 10 Fire Control S16 700-100000 H10 (5)    Max Range: 1,400,000 km   TS: 100000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-1 AR-10 (2)     Total Power Output 800    Armour 10    Exp 5%

AEGIS MK 10 Active Search Sensor MR675-R1 (10%) (1)     GPS 9000     Range 675.0m km    Resolution 1
AEGIS MK 10 Thermal Sensor TH50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
AEGIS MK 10 EM Detection Sensor EM50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Phased Gravitational Sensors (1)   5 Survey Points Per Hour
Phased Geological Sensors (1)   5 Survey Points Per Hour

Compact ECCM-10 (5)         ECM 100

This design is classed as a military vessel for maintenance purposes

note it has 3 5 second firing guns now more armor and more shields it also detects at 675 million km
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Judge Mk III class Superdreadnought    1250000 tons     132855 Crew     10027165.5 BP      TCS 25000  TH 30000  EM 0
120000 km/s     Armour 50-1033     Shields 0-0     Sensors 3750/3750/5/5     Damage Control Rating 222     PPV 825
Annual Failure Rate: 56180%    IFR: 780.3%    Maint Capacity 1115518 MSP    Max Repair 7875 MSP    Est Time: 0.25 Years
Flag Bridge    

Spartan 8 Photonic Drive E2 (4000)    Power 750    Fuel Use 20%    Signature 7.5    Armour 0    Exp 35%    Hyper Capable
Fuel Capacity 67,080,000 Litres    Range 483.0 billion km   (46 days at full power)

25cm C16 Far Gamma Ray Laser (100)    Range 1,400,000km     TS: 120000 km/s     Power 16-16     RM 12    ROF 5        16 16 16 16 16 16 16 16 16 16
Hades 80cm C25 Far Gamma Ray Laser (1)    Range 1,400,000km     TS: 120000 km/s     Power 168-25     RM 12    ROF 35        168 168 168 168 168 168 168 168 168 168
Fire Control S04 700-25000 H10 (101)    Max Range: 1,400,000 km   TS: 25000 km/s     99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant Technology PB-1 AR-10 (3)     Total Power Output 1200    Armour 10    Exp 5%

Active Search Sensor MR270-R1 (1)     GPS 3600     Range 270.0m km    Resolution 1
AEGIS MK 10 Thermal Sensor TH50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
AEGIS MK 10 EM Detection Sensor EM50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Phased Gravitational Sensors (1)   5 Survey Points Per Hour
Phased Geological Sensors (1)   5 Survey Points Per Hour

Compact ECCM-10 (5)         ECM 100

This design is classed as a military vessel for maintenance purposes

without the jumpdrive this occurs, only a 5000 km/s overtake or 25000 everytime it fires which will likely swat 100 or so fighters out of the sky each time since 1 hit of internal damage kills your fighters, thats better but I could just do this

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Baby Eater class Superdreadnought    1250000 tons     101335 Crew     3226725 BP      TCS 25000  TH 3750  EM 63000
15000 km/s     Armour 100-1033     Shields 2100-300     Sensors 3750/3750/5/5     Damage Control Rating 1000     PPV 15000
Annual Failure Rate: 12500%    IFR: 173.6%    Maint Capacity 1613362 MSP    Max Repair 3750 MSP    Est Time: 2.15 Years
Flag Bridge    

Spartan 8 Photonic Drive E2 (500)    Power 750    Fuel Use 20%    Signature 7.5    Armour 0    Exp 35%    Hyper Capable
Fuel Capacity 50,000,000 Litres    Range 360.0 billion km   (277 days at full power)
Omega R300/15 Shields (140)   Total Fuel Cost  2,100 Litres per day

Baby Eater Gauss Cannon R6-100 (2500x10)    Range 60,000km     TS: 25000 km/s     Accuracy Modifier 100%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S01 175-25000 (2500)    Max Range: 350,000 km   TS: 25000 km/s     97 94 91 89 86 83 80 77 74 71

Active Search Sensor MR270-R1 (1)     GPS 3600     Range 270.0m km    Resolution 1
AEGIS MK 10 Thermal Sensor TH50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
AEGIS MK 10 EM Detection Sensor EM50-3750 (1)     Sensitivity 3750     Detect Sig Strength 1000:  3750m km
Phased Gravitational Sensors (1)   5 Survey Points Per Hour
Phased Geological Sensors (1)   5 Survey Points Per Hour

Compact ECCM-10 (10)         ECM 100

This design is classed as a military vessel for maintenance purposes

and eat your baby ships for breakfast, you would only be able to field around 8000 max against this ship which is really just an enormous long range version of the CIWS 25000 pellets per 10 seconds is nothing to sneeze at, also I am unsure if ecm effects fire controls... but if it does any of them will defeat your fleet as you don't have any eccm mounted and the smallest is .5 hs and 4 crew which would force you to go up to a small crew quarters as well.

but if you rip out the engineering section and dump the armor you can get this which is... just slower than the MK 3 but it has a shot against the mk 2

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Mini-Me class Fighter    190 tons     19 Crew     514 BP      TCS 3.8  TH 450  EM 0
118421 km/s     Armour 1-2     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.5
Annual Failure Rate: 38%    IFR: 0.5%    Maint Capacity 0 MSP    Max Repair 279 MSP    Est Time: 0 Years

FTR Photonic Drive E200 (1)    Power 450    Fuel Use 2000%    Signature 450    Armour 0    Exp 175%
Fuel Capacity 10,000 Litres    Range 4.7 billion km   (11 hours at full power)

Gauss Cannon R6-25 (1x10)    Range 60,000km     TS: 118421 km/s     Accuracy Modifier 25%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S00.4 59.5-31250 (FTR) (1)    Max Range: 119,000 km   TS: 125000 km/s     92 83 75 66 58 50 41 33 24 16

Small Craft ECCM-5 (1)         This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

oh and this is the smallest possible fighter with a gauss weapon system and eccm
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Mini-me class Fighter    130 tons     14 Crew     379 BP      TCS 2.6  TH 450  EM 0
173076 km/s     Armour 1-2     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.5
Annual Failure Rate: 26%    IFR: 0.4%    Maint Capacity 0 MSP    Max Repair 164 MSP    Est Time: 0 Years

FTR Photonic Drive E200 (1)    Power 450    Fuel Use 2000%    Signature 450    Armour 0    Exp 175%
Fuel Capacity 10,000 Litres    Range 6.9 billion km   (11 hours at full power)

Gauss Cannon R6-8 (1x10)    Range 60,000km     TS: 173076 km/s     Accuracy Modifier 8%     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
Fire Control S00.2 43.75-25000 (FTR) (1)    Max Range: 87,500 km   TS: 100000 km/s     89 77 66 54 43 31 20 9 0 0

Small Craft ECCM-5 (1)         This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

notice the ineffectiveness though

and technically the smallest possible weapon system with an eccm fighter.

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Fighter class Fighter    102.5 tons     11 Crew     207.1 BP      TCS 2.05  TH 450  EM 0
219512 km/s     Armour 1-1     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.15
Annual Failure Rate: 20%    IFR: 0.3%    Maint Capacity 0 MSP    Max Repair 120 MSP    Est Time: 0 Years
Magazine 1    

FTR Photonic Drive E200 (1)    Power 450    Fuel Use 2000%    Signature 450    Armour 0    Exp 175%
Fuel Capacity 10,000 Litres    Range 8.8 billion km   (11 hours at full power)

Size 1 Box Launcher (1)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC1-R1 (1)     Range 1.4m km    Resolution 1
Size 1 Anti-missile Missile (1)  Speed: 300,000 km/s   End: 0m    Range: 0.6m km   WH: 1    Size: 1    TH: 1000 / 600 / 300

Small Craft ECCM-5 (1)         Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

again ineffective, I need to look up ecm stuff again, if it does stop your gauss then the new generation of judges would be immune to those mini-me's.
 

Offline EarthquakeDamage

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Re: Faster than a 225 ton fighter
« Reply #17 on: April 03, 2010, 11:49:13 PM »
Isn't it interesting that this game encourages you to specifically design your ships as counters to your opponents' ships?
 

Offline sloanjh

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Re: Faster than a 225 ton fighter
« Reply #18 on: April 04, 2010, 12:03:01 AM »
Quote from: "EarthquakeDamage"
Isn't it interesting that this game encourages you to specifically design your ships as counters to your opponents' ships?

Don't be fooled by this discussion - these are "vapor" "what if" designs that wouldn't show up in a realistic game.  Just building the shipyard for a 1.25 Mton ship would probably take a century (if not a few).

One of the interesting things I've found in conventional starts is a "burden of history" effect - you end up building different designs due to e.g. the size of your existing jump ships and the size of SY than if you do a TN start and use fast-OOB to create new designs.

That being said, I think there's definitely an effect of "this is the sort of threat that I've just encountered (and gotten my butt kicked by :-) - I'm need going to need to develope XXX technology in order to counter it".  For example, if you encounter a fleet that seems to like heavily armored designs and heavy anti-missile, you might try for meson development.

Another point on this:  one of the things Steve tried very hard for in the design was to not have any one type of weapons system to be dominant over any other, i.e. to have a counter-strategy for any design philosophy.  A good example of this is the missile discussion that recently flared up - the point is that missiles have (Father Tim said, IIRC) large tactical advantages but large strategic disadvantages.

John

John
 

Offline Peewee

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Re: Faster than a 225 ton fighter
« Reply #19 on: April 04, 2010, 08:47:09 PM »
You've forgotten to make the tracking speed high enough on those fire controls... My MiniMe would be able to dodge most of your fire, and its armor would absorb enough to last for a round or two of single turret attention.