Author Topic: Ships of the Chamaran Hierarchy.  (Read 4191 times)

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Offline Erik L

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Re: Ships of the Chamaran Hierarchy.
« Reply #15 on: January 27, 2010, 04:21:53 AM »
Quote from: "darkevilme"
@Erik:How much space DO you devote to drives? o.0
I did a proposed Refit version of the Predator to try and improve the speed and even if i ENTIRELY remove the missile armament and replace that with drives all i get is 5500kms as opposed to 4000km.

I tend to go for a speed rather than tonnage. There was a thread in which I posted a number of the designs from my current game, but I don't recall which. lol

Most of those ships are around the 4000km/s level. FACs are at 6k. Missiles range from 21k to 32k.

Offline waresky

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Re: Ships of the Chamaran Hierarchy.
« Reply #16 on: January 27, 2010, 04:49:35 AM »
Quote from: "Erik Luken"
Quote from: "darkevilme"
@Erik:How much space DO you devote to drives? o.0
I did a proposed Refit version of the Predator to try and improve the speed and even if i ENTIRELY remove the missile armament and replace that with drives all i get is 5500kms as opposed to 4000km.

I tend to go for a speed rather than tonnage. There was a thread in which I posted a number of the designs from my current game, but I don't recall which. lol

Most of those ships are around the 4000km/s level. FACs are at 6k. Missiles range from 21k to 32k.
Agree on Erik.
SO many battles r fought and win only for a overwhelming speed versus Allien outnumbered me.
SPeed =u choice the Battle field>>where,when and how many u shoot and at who.

Choice field=winnner 100%
 

Offline waresky

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Re: Ships of the Chamaran Hierarchy.
« Reply #17 on: January 27, 2010, 10:15:08 AM »
For all who want BUILD a Mega Ships over 100k tons and with more than 300000 Spare Parts:

300.000 spare parts cost : 0.25*300.000 in wealth AND 0.125 Duranium *300.000 AND 0.0625*300.000 Uridiium AND 0.0625*300.000 Gallicite.

For me r too much costs for a single ship
 

Offline Hawkeye

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Re: Ships of the Chamaran Hierarchy.
« Reply #18 on: January 27, 2010, 10:31:13 AM »
Absolutely agree with Waresky

My newest game, I had a pre-TN start. I am now exploring jumppoints for about 5 years gametime. This is my galactic map, so far:

[attachment=0:2gh852ja]Galaxymap-1.JPG[/attachment:2gh852ja]

I am behind (severly) in tech, my fleet consits of 12 DDs (7.500t) and 6 CLs (12.000t) and I get nightmares on the thought that a fleet of those aliens might come knocking. I simply don´t have the time to spend a couple of years to build a warship. I NEED THOSE SHIPS NOW!!
I´m realy riding my economy in the ground and trowing any resources I have into shipbuilding/weapons research.

It´s terrible!  I´m having enormous fun  :D
Ralph Hoenig, Germany
 

Offline waresky

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Re: Ships of the Chamaran Hierarchy.
« Reply #19 on: January 27, 2010, 11:01:45 AM »
@Ralph: lately ive encounter FAC at same speed u describe in map..and are part of a ,....(Censored:)...:D

Good hunting.
 

Offline darkevilme (OP)

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Re: Ships of the Chamaran Hierarchy.
« Reply #20 on: January 27, 2010, 12:52:13 PM »
It is disheartening to launch near six hundred missiles at a planet and only have 20 or so get through their Planetary defences.

Advice from the wise council on how to commit genocide would be gladly accepted.

Since the the second engagement with the Yok fleet and the attempted bombing of their world we've updated some old Designs.

3 Destroyer's have been built for the express purpose of overcoming the planetary defences with missile throw weight.
Code: [Select]
Destroyer R2 class Bombardment Cruiser    15000 tons     1266 Crew     3296 BP      TCS 300  TH 420  EM 3000
4000 km/s     Armour 4-54     Shields 100-300     Sensors 22/22/0/0     Damage Control Rating 25     PPV 40
Annual Failure Rate: 120%    IFR: 1.7%    Maint Capacity 2060 MSP    Max Repair 252 MSP    Est Time: 3.2 Years
Magazine 700    

Internal Confinement Fusion Drive (12)    Power 100    Fuel Use 60%    Signature 35    Armour 1    Exp 5%
Fuel Capacity 600,000 Litres    Range 120.0 billion km   (347 days at full power)
Shield Grade 1 (50)   Total Fuel Cost  800 Litres per day

Size 4 Missile Launcher (10)    Missile Size 4    Rate of Fire 30
Missile Fire Control R1 (1)     Range 75.6m km    Resolution 60
Hellcat MIRV (175)  Speed: 25,000 km/s   End: 50m    Range: 75.1m km   WH: 0    Size: 4    TH: 150 / 90 / 45

Situational Awareness Radar R1 (1)     GPS 7560     Range 75.6m km    Resolution 45
Thermal Sensor TH2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km
EM Detection Sensor EM2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes

The 3 Predator Cruisers did well in battle with the Yok fleet even before their refit to current spec and while they were still using the slasher series heavy missiles.

Code: [Select]
Predator R1 class Cruiser    39850 tons     3543 Crew     10606.4 BP      TCS 797  TH 1260  EM 3000
4516 km/s    JR 3-50     Armour 4-103     Shields 100-300     Sensors 22/22/0/0     Damage Control Rating 100     PPV 62
Annual Failure Rate: 158%    IFR: 2.2%    Maint Capacity 13308 MSP    Max Repair 2500 MSP    Est Time: 2.12 Years
Magazine 840    

Class 40000 Military Jump Drive     Max Ship Size 40000 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive (36)    Power 100    Fuel Use 60%    Signature 35    Armour 1    Exp 5%
Fuel Capacity 2,550,000 Litres    Range 191.9 billion km   (491 days at full power)
Shield Grade 1 (50)   Total Fuel Cost  800 Litres per day

CIWS-160 (6x4)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
20cm Penetrator Railgun (2x4)    Range 200,000km     TS: 4516 km/s     Power 12-5     RM 5    ROF 15        4 4 4 4 4 3 2 2 2 2
Railgun Fire Control R1 (1)    Max Range: 320,000 km   TS: 8000 km/s     97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor (2)     Total Power Output 16    Armour 1    Exp 5%

Size 4 Missile Launcher (12)    Missile Size 4    Rate of Fire 30
Missile Fire Control R1 (1)     Range 75.6m km    Resolution 60
Hellcat MIRV (210)  Speed: 25,000 km/s   End: 50m    Range: 75.1m km   WH: 0    Size: 4    TH: 150 / 90 / 45

Situational Awareness Radar R1 (1)     GPS 7560     Range 75.6m km    Resolution 45
Thermal Sensor TH2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km
EM Detection Sensor EM2-22 (50%) (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

ECM 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes

The Hellcat Mirv is designed to at the very least make it less profitable for the enemy to shoot down our missiles by presenting multiple targets that weigh less than the antimissiles being fired at us.
Code: [Select]
Hellcat MIRV
Missile Size: 4 MSP  (0.2 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 18
Speed: 25000 km/s    Endurance: 50 minutes   Range: 75.0m km
Cost Per Missile: 4.5916
Second Stage: Spur Submunition x3
Second Stage Separation Range: 150,000 km
Overall Endurance: 57 minutes   Overall Range: 93.0m km
Chance to Hit: 1k km/s 450%   3k km/s 144%   5k km/s 90%   10k km/s 45%
Materials Required:    0.75x Tritanium   2.9466x Gallicite   Fuel x2500

Spur submunition
Missile Size: 0.5 MSP  (0.025 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 23
Speed: 40000 km/s    Endurance: 7 minutes   Range: 18.0m km
Cost Per Missile: 0.9083
Chance to Hit: 1k km/s 920%   3k km/s 299%   5k km/s 184%   10k km/s 92%
Materials Required:    0.25x Tritanium   0.2433x Gallicite   Fuel x75

Development Cost for Project: 91RP
 

Offline Hawkeye

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Re: Ships of the Chamaran Hierarchy.
« Reply #21 on: January 27, 2010, 01:33:16 PM »
Well, one thing that springs to mind is increasing the seperation range for your 2nd stages. If you target the planet or an enemy ship directely, chances are, a lot of your missiles will be shot down bevor launching their submunitions.

Something to keep in mind: As you noticed, a salvo of 30 missiles is rarely able to swamp enemy PD. Perhaps you could cram some more launchers into your DDs, or, even research the reduced launcher size tech and pack the baby real good.
Once you have box-launchers, you should be able to easily cram 100+ launchers into a 15.000t ship.
Ralph Hoenig, Germany
 

Offline darkevilme (OP)

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Re: Ships of the Chamaran Hierarchy.
« Reply #22 on: January 27, 2010, 02:18:29 PM »
Okay the Revision one version of the Hellcat Mirv will seperate 1mkm from the target.

As for the missile launchers... while that would allow me to put a lot of shots out it'd also burn through ammo at a frightening pace (even more frightening than what i go through right now). Where am i gonna fit the extra magazines or does that tech tree come with a  'tardis' option ?
 

Offline boggo2300

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Re: Ships of the Chamaran Hierarchy.
« Reply #23 on: January 27, 2010, 03:01:34 PM »
Quote from: "darkevilme"
Okay the Revision one version of the Hellcat Mirv will seperate 1mkm from the target.

As for the missile launchers... while that would allow me to put a lot of shots out it'd also burn through ammo at a frightening pace (even more frightening than what i go through right now). Where am i gonna fit the extra magazines or does that tech tree come with a  'tardis' option ?

You can't reload box launchers from Mag's theyre one shot, get as many warheads in space as you can at once weapons.  Need to return to base to reload them.

But theyre the best way to overwhelm anti missile defences

Matt
The boggosity of the universe tends towards maximum.
 

Offline Erik L

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Re: Ships of the Chamaran Hierarchy.
« Reply #24 on: January 27, 2010, 04:19:37 PM »
Quote from: "boggo2300"
Quote from: "darkevilme"
Okay the Revision one version of the Hellcat Mirv will seperate 1mkm from the target.

As for the missile launchers... while that would allow me to put a lot of shots out it'd also burn through ammo at a frightening pace (even more frightening than what i go through right now). Where am i gonna fit the extra magazines or does that tech tree come with a  'tardis' option ?

You can't reload box launchers from Mag's theyre one shot, get as many warheads in space as you can at once weapons.  Need to return to base to reload them.

But theyre the best way to overwhelm anti missile defences

Matt

My philosphy is box launchers are meant only for FACs. Ships that might end up operating independently should have regular launchers, and magazine space for at least 10-15 salvos.

Offline Father Tim

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Re: Ships of the Chamaran Hierarchy.
« Reply #25 on: January 27, 2010, 04:22:31 PM »
Quote from: "darkevilme"
How fast should my ships be?

Faster than your enemies.  Unfortunately, you never really know what speed they are . . .

Personally I tend to build ships with heavy armour and about 50% of their space devoted to engines.  Unfortunately, this means my enemies outgun me two- or three-to-one.  Fortunately, it means that when the missiles stop flying I'm in pretty good shape,  and I've won a few battles when my badly-battered sole survivor finally closed within laser range of my enemies' empty missile cruisers.
 

Offline darkevilme (OP)

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Re: Ships of the Chamaran Hierarchy.
« Reply #26 on: January 27, 2010, 07:08:47 PM »
4000kms was the stated design goal for the predator and all subsequent ships for exactly the reason that my enemies go 35000-40000 kms ish. Though being able to close distance faster might be useful.

I've never gotten into gun range of enemies yet so i'm wondering how good non missile weapons are in this game. Though the Predators carry a pair of anti ship railguns as last resort weapons.

Also. Why do i have a technology for making maintenance facilities produce more maintenance supplies per annum when Maintenance facilities dont actually produce maintenance supplies according to the wiki and according to my observation. Is this tech branch a red herring?

Also Why in six years has my taskforce training not changed the task force training level ?
 

Offline Brian Neumann

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Re: Ships of the Chamaran Hierarchy.
« Reply #27 on: January 27, 2010, 07:33:51 PM »
For one shot engagements missile armed ships are going to win.  The problem comes in that a missile fleet needs an enourmous fleet train to keep in amunition.  Not just the ships to transport the missiles, but a single engagement can use up a year or more of amunition production.  For any sort of extended campaign, missile ships are going to have a hard time staying supplied with decent missiles.  What I have tended to do for most of my larger empires is to build most of my fleets with a good point defense missile setup, a few offensive missile units, often FAC's or Fighters, and the rest of my fleet is beam armed ships.  I do tend to equip them with lots of point defense so it takes a major missile attack just to get through all of the point defense beams.  With the Aegis style ships thinning out the incomming waves, it actually takes a really large missile wave to saturate the defenses and get lots of hits.  A typical fleet would be 2-3 Aegis cruisers, 2-3 Aegis Destroyers, 1-2 Carriers, 6-10 Cruser-Battleship with beam weapons.

I particularily like a mix of meson and torpedo as this makes any close range engagement (inside meson range) very one sided.  It does not take a lot of meson hits to disable most ships, and the mesons' are mostly 5 second firing for point defense.  The torpedo's make any long range engagement with beam weapons more in my favor as it is not hard to have 5 second cycle times on them as well, and they just sandpaper you away.  Most other weapons that have that kind of range either are not doing as much damage over time, or they are much larger and I can fit multiple small torpedo's in for 1 large weapon.

Brian
 

Offline Bobarossa

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Re: Ships of the Chamaran Hierarchy.
« Reply #28 on: January 27, 2010, 07:51:03 PM »
Quote from: "darkevilme"

Also Why in six years has my taskforce training not changed the task force training level ?

I'm pretty new (1st post) ,but I think I read that your task force must be commanded by a leader with a Training bonus.  Is that your problem?

I'm on my 5th try now and I think I'm finally figuring out how to design a ship that doesn't get crushed by its first alien encounter.  Loving the game's depth so far.

Bob
 

Offline sloanjh

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Re: Ships of the Chamaran Hierarchy.
« Reply #29 on: January 27, 2010, 10:02:43 PM »
Quote from: "Bobarossa"
Quote from: "darkevilme"

Also Why in six years has my taskforce training not changed the task force training level ?

I'm pretty new (1st post) ,but I think I read that your task force must be commanded by a leader with a Training bonus.  Is that your problem?

I'm on my 5th try now and I think I'm finally figuring out how to design a ship that doesn't get crushed by its first alien encounter.  Loving the game's depth so far.

Bob

You also have to put it in "training" mode - there's a button on the 2nd (special orders) tab of the F12 screen.  Warning: training sucks down a lot of fuel, especially for GB/FAC.

John