Author Topic: Ships of the Empire  (Read 7065 times)

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Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #15 on: July 10, 2010, 07:54:42 PM »
Good points.
You know, I forgot all about the size reduction thing. I'll have to check my capacitors to see what level I have. I know I am high enough for a 25cm laser to have a 5 second ROF, but the 30 cm has a 10 second ROF.

I'll have to experiment downsizing weapons to see how small I can get them while maintaining that 5 sec ROF. I figured it was too big to be called a fighter, but I forgot all about the gunboat moniker. :)

Eric
 

Offline UnLimiTeD

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Re: Ships of the Empire
« Reply #16 on: July 11, 2010, 09:33:18 AM »
Well, only the 10cm can be downsized and stay 5 seconds, for 10, it may go a little higher.
But over all, you can have a fighter with 2.5 sizes Weapon. Small Gauss are probably better, though.
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #17 on: July 11, 2010, 12:53:15 PM »
It was a bit of a tradeoff. I got a high speed, short range, difficult to detect and/or hit, fighter. She's short range, but then most fighters generally are. The increased power also increases the chance the engine will blow up when hit, but as not too many fighters can survive more than a hit or two, I figured it was a fair trade. What do YOU think? Is this a workable fighter?  Perhaps fighters should have some weapons designed specifically for them, or maybe a specialized class, or
something. It just really isn't a fighter if it has more than two crew. Still, within the constraints of the game, this might simply be the best we can do. Still not bad for 800 tons though. :)

Code: [Select]
Cobra class Fighter    800 tons     93 Crew     1906.4 BP      TCS 0.16  TH 7.2  EM 0
22500 km/s     Armour 2-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 4
Annual Failure Rate: 5%    IFR: 0.1%    Maint Capacity 1489 MSP    Max Repair 525 MSP    Est Time: 10.04 Years

FTR Beam Core Anti-matter Drive E250 (1)    Power 360    Fuel Use 2500%    Signature 7.2    Armour 0    Exp 175%
Fuel Capacity 100,000 Litres    Range 9.0 billion km   (4 days at full power)

10cm C3 Far Gamma Ray Laser [.75 size] (2)    Range 350,000km     TS: 22500 km/s     Power 3-3     RM 12    ROF 5        3 3 3 3 3 3 3 3 3 3
Fire Control S01 175-20000 (1)    Max Range: 350,000 km   TS: 20000 km/s     97 94 91 89 86 83 80 77 74 71
Beam Core Anti-matter Power Plant Technology PB-0.75 AR-0 (1)     Total Power Output 12    Armour 0    Exp 1%

Active Search Sensor MR810-R100 (10%) (1)     GPS 13500     Range 810.0m km    Resolution 100
Cloaking Device: Class cross-section reduced to 1% of normal

ECM 80

This design is classed as a military vessel for maintenance purposes

Eric
 

Offline waresky

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Re: Ships of the Empire
« Reply #18 on: July 11, 2010, 01:50:56 PM »
Awesome.
The "New Beam Naval Doctrine" are very good with powerful cannon,cunning speed fighter.
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #19 on: July 11, 2010, 01:59:38 PM »
Yes, it'll be pretty lethal in squadrons, but I have to try to get an effective fighter at or below 500 tons, because anything over 500 tons requires a shipyard, which, of course, implies that fighter factories can only build fighters of 500 tons or less. SIGH. Back to the ol' drawing board. Heh. :)

Eric
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #20 on: July 11, 2010, 02:09:15 PM »
Does a fighter NEED active search rader, or can it depend on it's mothership's actives?

Eric
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #21 on: July 11, 2010, 02:14:29 PM »
This is the best I could do for a fighter at 500 tons. Unlike the Cobra, the Viper has only one laser, no active search sensor, cloak, or ECM, but she's REALLY fast, and has heavier armour. How would this one do? I think fighter factories can build the Viper.

Code: [Select]
Viper class Fighter    500 tons     52 Crew     1034.4 BP      TCS 10  TH 7.2  EM 0
36000 km/s     Armour 6-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 2
Annual Failure Rate: 2%    IFR: 0%    Maint Capacity 1293 MSP    Max Repair 525 MSP    Est Time: 15.2 Years

FTR Beam Core Anti-matter Drive E250 (1)    Power 360    Fuel Use 2500%    Signature 7.2    Armour 0    Exp 175%
Fuel Capacity 100,000 Litres    Range 14.4 billion km   (4 days at full power)

10cm C3 Far Gamma Ray Laser [.75 size] (1)    Range 350,000km     TS: 36000 km/s     Power 3-3     RM 12    ROF 5        3 3 3 3 3 3 3 3 3 3
Fire Control S01 175-20000 (1)    Max Range: 350,000 km   TS: 20000 km/s     97 94 91 89 86 83 80 77 74 71
Beam Core Anti-matter Power Plant Technology PB-1 AR-0 (1)     Total Power Output 3.2    Armour 0    Exp 5%

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

Eric
 

Offline Brian Neumann

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Re: Ships of the Empire
« Reply #22 on: July 11, 2010, 02:20:27 PM »
In theory a fighter does not need it's own actives.  The problem with this is if anything forces the active equiped unit to shutdown/run away then the fighters are useless.  For a beam armed fighter I would want a small active that somewhat closely matched my weapon range.  This way even if my primary source went down the fighter (or several squadrons) is not helpless.  At the tech used in this case it would be possible to get an active sensor resolution 1 with a range of 300-400,000km for about .2 hull spaces.  What is mounted on this fighter is more of a long range search radar to vector the fighters in with.  That extra .8 hull spaces does not sound like much but it can make a difference.  I would also drop the cloak as the unit is already so small that it is having a big impact on performance without an equal impact on being targeted.

The other thing this fighter needs is some ecm/eccm.  Even just the fighter versions wich top out at level 5 would make a big difference on it's capability.  I might not even but ecm on it as it is likely that anyone targeting it will have a better eccm anyway.  The eccm however is very important as without it the chance of hitting a equal tech ship is about ZERO.  Level 10 ecm will reduce your chance to hit by -100%.  Unless you have a modified chance to hit above 100% you are going to miss with just about every shot you take.  With that eccm-5 on board the chance of hitting just jumped to 50% on average.  This is a major difference to say the least.

Brian
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #23 on: July 11, 2010, 02:46:18 PM »
Would a resolution 1 active sensor still pick up large warships? I thought that resolution was only for missle defence.

First crack at a bomber. The same advice you just gave, would apply here as well. :)

Code: [Select]
Anaconda class Bomber    495 tons     44 Crew     424.4 BP      TCS 9.9  TH 7.2  EM 0
36363 km/s     Armour 6-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 2
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 536 MSP    Max Repair 225 MSP    Est Time: 15.1 Years
Magazine 8    

FTR Beam Core Anti-matter Drive E250 (1)    Power 360    Fuel Use 2500%    Signature 7.2    Armour 0    Exp 175%
Fuel Capacity 100,000 Litres    Range 14.5 billion km   (4 days at full power)

Size 8 Missile Launcher (25% Reduction) (1)    Missile Size 8    Rate of Fire 2185
Missile Fire Control FC117-R100 (10%) (1)     Range 117.6m km    Resolution 100
Size 8 Anti-ship Missile (1)  Speed: 100,000 km/s   End: 18m    Range: 108m km   WH: 100    Size: 8    TH: 1933 / 1160 / 580

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
This design is classed as a fighter for production and combat purposes

Eric
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #24 on: July 11, 2010, 03:20:13 PM »
Lowered the armour on both the fighter and bomber to allow a full sensor suite.

Code: [Select]
Viper class Fighter    500 tons     52 Crew     1099.6 BP      TCS 10  TH 7.2  EM 0
36000 km/s     Armour 4-5     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 2
Annual Failure Rate: 2%    IFR: 0%    Maint Capacity 1374 MSP    Max Repair 525 MSP    Est Time: 15.68 Years

FTR Beam Core Anti-matter Drive E250 (1)    Power 360    Fuel Use 2500%    Signature 7.2    Armour 0    Exp 175%
Fuel Capacity 100,000 Litres    Range 14.4 billion km   (4 days at full power)

10cm C3 Far Gamma Ray Laser [.75 size] (1)    Range 350,000km     TS: 36000 km/s     Power 3-3     RM 12    ROF 5        3 3 3 3 3 3 3 3 3 3
Fire Control S01 175-20000 (1)    Max Range: 350,000 km   TS: 20000 km/s     97 94 91 89 86 83 80 77 74 71
Beam Core Anti-matter Power Plant Technology PB-1 AR-0 (1)     Total Power Output 3.2    Armour 0    Exp 5%

Active Search Sensor MR0-R1 (10%) (1)     GPS 13.5     Range 810k km    Resolution 1
Thermal Sensor TH0.1-6 (10%) (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM0.1-6 (10%) (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

Code: [Select]
Anaconda class Bomber    495 tons     44 Crew     489.6 BP      TCS 9.9  TH 7.2  EM 0
36363 km/s     Armour 4-5     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 2
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 618 MSP    Max Repair 225 MSP    Est Time: 16.24 Years
Magazine 8    

FTR Beam Core Anti-matter Drive E250 (1)    Power 360    Fuel Use 2500%    Signature 7.2    Armour 0    Exp 175%
Fuel Capacity 100,000 Litres    Range 14.5 billion km   (4 days at full power)

Size 8 Missile Launcher (25% Reduction) (1)    Missile Size 8    Rate of Fire 2185
Missile Fire Control FC117-R100 (10%) (1)     Range 117.6m km    Resolution 100
Size 8 Anti-ship Missile (1)  Speed: 100,000 km/s   End: 18m    Range: 108m km   WH: 100    Size: 8    TH: 1933 / 1160 / 580

Active Search Sensor MR117-R145 (10%) (1)     GPS 1957.5     Range 117.5m km    Resolution 145
Thermal Sensor TH0.1-6 (10%) (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
EM Detection Sensor EM0.1-6 (10%) (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

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
This design is classed as a fighter for production and combat purposes

Eric
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #25 on: July 11, 2010, 03:26:54 PM »
In this set I removed the passive sensors, figuring a fighter likely doesn't need those, lowered the armour further, as a fighter doesn't really need heavy armour, and added a small craft ECCM-4 to both ships. Hopefully, this will do the trick. :)

Code: [Select]
Viper class Fighter    500 tons     56 Crew     1142.8 BP      TCS 10  TH 7.2  EM 0
36000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 2
Annual Failure Rate: 2%    IFR: 0%    Maint Capacity 1428 MSP    Max Repair 525 MSP    Est Time: 16 Years

FTR Beam Core Anti-matter Drive E250 (1)    Power 360    Fuel Use 2500%    Signature 7.2    Armour 0    Exp 175%
Fuel Capacity 100,000 Litres    Range 14.4 billion km   (4 days at full power)

10cm C3 Far Gamma Ray Laser [.75 size] (1)    Range 350,000km     TS: 36000 km/s     Power 3-3     RM 12    ROF 5        3 3 3 3 3 3 3 3 3 3
Fire Control S01 175-20000 (1)    Max Range: 350,000 km   TS: 20000 km/s     97 94 91 89 86 83 80 77 74 71
Beam Core Anti-matter Power Plant Technology PB-1 AR-0 (1)     Total Power Output 3.2    Armour 0    Exp 5%

Active Search Sensor MR0-R1 (10%) (1)     GPS 13.5     Range 810k km    Resolution 1

Small Craft ECCM-4 (1)         This design is classed as a military vessel for maintenance purposes
This design is classed as a fighter for production and combat purposes

Code: [Select]
Anaconda class Bomber    495 tons     48 Crew     532.8 BP      TCS 9.9  TH 7.2  EM 0
36363 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 2
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 673 MSP    Max Repair 225 MSP    Est Time: 16.98 Years
Magazine 8    

FTR Beam Core Anti-matter Drive E250 (1)    Power 360    Fuel Use 2500%    Signature 7.2    Armour 0    Exp 175%
Fuel Capacity 100,000 Litres    Range 14.5 billion km   (4 days at full power)

Size 8 Missile Launcher (25% Reduction) (1)    Missile Size 8    Rate of Fire 2185
Missile Fire Control FC117-R100 (10%) (1)     Range 117.6m km    Resolution 100
Size 8 Anti-ship Missile (1)  Speed: 100,000 km/s   End: 18m    Range: 108m km   WH: 100    Size: 8    TH: 1933 / 1160 / 580

Active Search Sensor MR117-R145 (10%) (1)     GPS 1957.5     Range 117.5m km    Resolution 145

Small Craft ECCM-4 (1)         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
This design is classed as a fighter for production and combat purposes

Eric
 

Offline Brian Neumann

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Re: Ships of the Empire
« Reply #26 on: July 11, 2010, 07:53:53 PM »
With your bomber you would be better off using the box launchers.  You could fit a pair of size 6 launchers for the 1 size 8 you have currently.  The big problem with fighter based missile tactics is you need http://lots of missiles to overwhelm the defenses.  If you do not through the shields and armour of your target then you have pretty much wasted the missiles you have fired.  I generally go for 3-4 size 4 box launcher missiles on fighters to have that saturation ability.

Brian
 

Offline Starkiller (OP)

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Re: Ships of the Empire
« Reply #27 on: July 11, 2010, 09:22:34 PM »
Like this? Isn't a box launcher supposed to hold more than one missle?

Code: [Select]
Anaconda class Bomber    495 tons     37 Crew     550 BP      TCS 9.9  TH 7.2  EM 0
36363 km/s     Armour 6-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 2.4
Annual Failure Rate: 1%    IFR: 0%    Maint Capacity 694 MSP    Max Repair 225 MSP    Est Time: 17.24 Years
Magazine 16    

FTR Beam Core Anti-matter Drive E250 (1)    Power 360    Fuel Use 2500%    Signature 7.2    Armour 0    Exp 175%
Fuel Capacity 50,000 Litres    Range 7.3 billion km   (55 hours at full power)

Size 4 Box Launcher (4)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC117-R100 (10%) (1)     Range 117.6m km    Resolution 100
Size 4 Anti-ship Missile mkII (4)  Speed: 100,000 km/s   End: 15.2m    Range: 91.4m km   WH: 48    Size: 4    TH: 2333 / 1400 / 700

Active Search Sensor MR117-R145 (10%) (1)     GPS 1957.5     Range 117.5m km    Resolution 145

Small Craft ECCM-4 (1)         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
This design is classed as a fighter for production and combat purposes

Eric
 

Offline UnLimiTeD

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Re: Ships of the Empire
« Reply #28 on: July 12, 2010, 03:27:11 AM »
Box Launchers can only be reloaded by Maintenance Facilities or in a Hangar. In turn they are incredibly small.
Fighters will probably operate from a Hangar.
As for Sensors, you might just add a Sensor Fighter that gives sight.
I don't know how you get that high maintenance on your fighters, I'd say a small craft engineering space is the biggest I would ever put on a fighter, maybe one fails some time, but they are cheap and disposable.
Also, that high Fuel capacity isn't at all necessary, they are meant for medium ranges.
For Armor, I'd go for 3 if you intend it to survive a direct hit, that'll stop WH4 missiles and 10cm lasers.
However, maybe ecm or more speed might prove a better protection.
Also, the S4 missile has 48 WH, at 49, it would penetrate an other level of armor.
 

Offline welchbloke

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Re: Ships of the Empire
« Reply #29 on: July 12, 2010, 03:55:51 AM »
Quote from: "UnLimiTeD"
Also, that high Fuel capacity isn't at all necessary, they are meant for medium ranges.
quote]
I suspect this is because it was the default fuel tank for a new design.  I agree with UnLimiTed remove the full sized tank and replace it with something that gives you a few hrs endurance.
Welchbloke