Author Topic: The BattleStar Challenge  (Read 9356 times)

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Offline dooots

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Re: The BattleStar Challenge
« Reply #45 on: April 16, 2011, 09:01:15 AM »
Here is a couple versions of my offensive ship.
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Essex class Frigate    6,400 tons     589 Crew     2251.2 BP      TCS 128  TH 144  EM 0
7031 km/s     Armour 10-30     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 23
Annual Failure Rate: 54%    IFR: 0.8%    Maint Capacity 1319 MSP    Max Repair 230 MSP    Est Time: 4.1 Years

Military IFC Drive (9)    Power 100    Fuel Use 50%    Signature 16    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 84.4 billion km   (138 days at full power)

Quad Meson Cannon Turret (1x4)    Range 180,000km     TS: 32000 km/s     Power 24-24     RM 18    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (4)     Total Power Output 32    Armour 0    Exp 5%

Active Search Sensor MR11-R1 (1)     GPS 84     Range 11.8m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

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Essex class Frigate    7,100 tons     677 Crew     2430.4 BP      TCS 142  TH 160  EM 1560
7042 km/s     Armour 5-32     Shields 52-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 23
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1284 MSP    Max Repair 230 MSP    Est Time: 3.58 Years

Military IFC Drive (10)    Power 100    Fuel Use 50%    Signature 16    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 76.1 billion km   (125 days at full power)
Delta Shields (21)   Total Fuel Cost  263 Litres per day

Quad Meson Cannon Turret (1x4)    Range 180,000km     TS: 32000 km/s     Power 24-24     RM 18    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (4)     Total Power Output 32    Armour 0    Exp 5%

Active Search Sensor MR11-R1 (1)     GPS 84     Range 11.8m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

I can't decide if the shields would be worth it, I may be able to move tech around and get another level of shield techs and bring them up to 63-300 but it would be very tight.

Other then that the rest of my military ships will be pretty simple.  A jump ship, grav survey, passive scout, and maybe a small carrier with troop drop ships.

My plan is to use a lot of grav survey ships and hopefully changes systems every month or faster. I will have civ geo survey ships for when I need to find a spot to resupply and may be bring a ship yard along with me.
 

Offline Elouda

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Re: The BattleStar Challenge
« Reply #46 on: April 16, 2011, 09:03:57 AM »
Heres my current attempt at this;

Four squadrons, each containing 1 Fletcher class Destroyer Leader, 4 Gearing class Destroyers and 8 Spruance class Destroyer Escorts.

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Fletcher class Destroyer Leader    6,850 tons     563 Crew     1759 BP      TCS 137  TH 500  EM 1440
7299 km/s     Armour 2-32     Shields 48-240     Sensors 70/70/0/0     Damage Control Rating 6     PPV 0
Annual Failure Rate: 62%    IFR: 0.9%    Maint Capacity 2963 MSP    Max Repair 150 MSP    Est Time: 7.45 Years
Flag Bridge    

Internal Confinement Fusion Drive E5 (10)    Power 100    Fuel Use 50%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 210.2 billion km   (333 days at full power)
Theta R240/20 Shields (12)   Total Fuel Cost  240 Litres per day

CIWS-320 (1x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Active Search R120-M15336 (1)     GPS 12000     Range 153.4m km    Resolution 120
Active Search R1-M700 (1)     GPS 50     Range 7.0m km    Resolution 1
Thermal Sensor TH5-70 (1)     Sensitivity 70     Detect Sig Strength 1000:  70m km
EM Detection Sensor EM5-70 (1)     Sensitivity 70     Detect Sig Strength 1000:  70m km

This design is classed as a Military Vessel for maintenance purposes

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Gearing class Destroyer    6,850 tons     798 Crew     2224 BP      TCS 137  TH 500  EM 1680
7299 km/s     Armour 2-32     Shields 56-240     Sensors 1/14/0/0     Damage Control Rating 7     PPV 32
Annual Failure Rate: 53%    IFR: 0.7%    Maint Capacity 1420 MSP    Max Repair 230 MSP    Est Time: 4.3 Years

Internal Confinement Fusion Drive E5 (10)    Power 100    Fuel Use 50%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 183.9 billion km   (291 days at full power)
Theta R240/20 Shields (14)   Total Fuel Cost  280 Litres per day

25cm Railgun V5/C5 (4x4)    Range 250,000km     TS: 8000 km/s     Power 15-5     RM 5    ROF 15        5 5 5 5 5 4 3 3 2 2
Fire Control S04 192-8000 (2)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Magnetic Confinement Fusion Reactor PB-1 AR-0 (2)     Total Power Output 20    Armour 0    Exp 5%

Active Search R120-M3067 (1)     GPS 2400     Range 30.7m km    Resolution 120
Active Search R1-M140 (1)     GPS 10     Range 1.4m km    Resolution 1
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Military Vessel for maintenance purposes

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Spruance class Destroyer Escort    6,850 tons     568 Crew     2056 BP      TCS 137  TH 500  EM 2040
7299 km/s     Armour 2-32     Shields 68-240     Sensors 1/14/0/0     Damage Control Rating 7     PPV 32
Annual Failure Rate: 53%    IFR: 0.7%    Maint Capacity 1313 MSP    Max Repair 230 MSP    Est Time: 4.13 Years

Internal Confinement Fusion Drive E5 (10)    Power 100    Fuel Use 50%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 183.9 billion km   (291 days at full power)
Theta R240/20 Shields (17)   Total Fuel Cost  340 Litres per day

Twin Gauss Cannon R3-100 Turret (2x8)    Range 30,000km     TS: 32000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S04 48-32000 (2)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0

Active Search R16-M560 (1)     GPS 160     Range 5.6m km    Resolution 16
Active Search R1-M140 (1)     GPS 10     Range 1.4m km    Resolution 1
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Military Vessel for maintenance purposes

These designs should be fast enough to hopefully outpace most NPRs and Precursors, except for our little friends. All the ships come with 2 armour layers for redundancy, but the main defences are the shields. 8 DEs per squadron means 128 gauss rounds in the air every 5 seconds, which should be enough for PD against most opponents. When needed, Ill just bring more than one squadron.

This leaves around 44kt for Gravsurvey ships, which take the form of 6 Pegasus class. These double up as Jump tenders for the DD squadrons. If a need to force a JP arises, 6 of them can take 12 Gearing class DDs through for an assault.

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Pegasus class Gravsurvey Ship    7,000 tons     680 Crew     2195.8 BP      TCS 140  TH 500  EM 0
7142 km/s    JR 3-50     Armour 2-32     Shields 0-0     Sensors 1/1/12/0     Damage Control Rating 7     PPV 0
Annual Failure Rate: 56%    IFR: 0.8%    Maint Capacity 1372 MSP    Max Repair 306 MSP    Est Time: 3.5 Years

J7000(3-50) Military Jump Drive     Max Ship Size 7000 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive E5 (10)    Power 100    Fuel Use 50%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 128.6 billion km   (208 days at full power)

Improved Gravitational Sensors (6)   12 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

The civilian shipping is dominated by a pair of massive 400kt multipurpose vessels, one each of the Megalith and Collector classes.

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Megalith class Maintenance Vessel    399,900 tons     8275 Crew     21351.2 BP      TCS 7998  TH 10000  EM 0
2500 km/s     Armour 2-483     Shields 0-0     Sensors 1/14/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 12033 MSP    Max Repair 200 MSP
Cargo 35000    Cargo Handling Multiplier 25   
Jump Gate Construction Ship: 90 days
Maintenance Modules: 35 module(s) capable of supporting ships of 7000 tons

Internal Confinement Fusion Drive E0.5 (80)    Power 250    Fuel Use 5%    Signature 125    Armour 0    Exp 1%
Fuel Capacity 14,500,000 Litres    Range 1305.0 billion km   (6041 days at full power)

CIWS-320 (10x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Active Search R16-M560 (1)     GPS 160     Range 5.6m km    Resolution 16
Active Search R1-M140 (1)     GPS 10     Range 1.4m km    Resolution 1
Active Search R120-M1533 (1)     GPS 1200     Range 15.3m km    Resolution 120
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Commercial Vessel for maintenance purposes

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Collector class Support Vessel    399,950 tons     7103 Crew     16936.2 BP      TCS 7999  TH 10000  EM 0
2500 km/s     Armour 2-483     Shields 0-0     Sensors 1/14/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 26 MSP    Max Repair 120 MSP
Cargo 25000    Cargo Handling Multiplier 25   
Fuel Harvester: 20 modules producing 560000 litres per annum
Asteroid Miner: 30 module(s) producing 420 tons per mineral per annum

Internal Confinement Fusion Drive E0.5 (80)    Power 250    Fuel Use 5%    Signature 125    Armour 0    Exp 1%
Fuel Capacity 12,800,000 Litres    Range 1152.0 billion km   (5333 days at full power)

CIWS-320 (10x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Active Search R120-M1533 (1)     GPS 1200     Range 15.3m km    Resolution 120
Active Search R16-M560 (1)     GPS 160     Range 5.6m km    Resolution 16
Active Search R1-M140 (1)     GPS 10     Range 1.4m km    Resolution 1
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Commercial Vessel for maintenance purposes

These two provide maintenance, refuelling and mining capabilities to the fleet. They are accompanies by 7 Barge class Freighter and 2 Deep Freeze class Colony Ships, and a single Assault class Troop Transport to provide troops to invade promising alien colonies.

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Barge class Freighter    110,000 tons     910 Crew     3371.8 BP      TCS 2200  TH 2750  EM 0
2500 km/s     Armour 2-204     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 19 MSP    Max Repair 94 MSP
Cargo 75000    Cargo Handling Multiplier 60    

Internal Confinement Fusion Drive E0.5 (22)    Power 250    Fuel Use 5%    Signature 125    Armour 0    Exp 1%
Fuel Capacity 1,500,000 Litres    Range 490.9 billion km   (2272 days at full power)

CIWS-320 (5x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

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Deep Freeze class Colony Ship    110,000 tons     1137 Crew     6226.8 BP      TCS 2200  TH 2750  EM 0
2500 km/s     Armour 2-204     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 35 MSP    Max Repair 94 MSP
Colonists 300000    Cargo Handling Multiplier 60    

Internal Confinement Fusion Drive E0.5 (22)    Power 250    Fuel Use 5%    Signature 125    Armour 0    Exp 1%
Fuel Capacity 1,450,000 Litres    Range 474.5 billion km   (2196 days at full power)

CIWS-320 (5x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

Code: [Select]
Assault class Troop Transport    81,950 tons     912 Crew     3723 BP      TCS 1639  TH 2500  EM 0
3050 km/s     Armour 3-168     Shields 0-0     Sensors 1/14/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 28 MSP    Max Repair 94 MSP
Troop Capacity: 20 Battalions    Cargo Handling Multiplier 50    

Internal Confinement Fusion Drive E0.5 (20)    Power 250    Fuel Use 5%    Signature 125    Armour 0    Exp 1%
Fuel Capacity 450,000 Litres    Range 197.6 billion km   (750 days at full power)

CIWS-320 (5x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Active Search R1-M140 (1)     GPS 10     Range 1.4m km    Resolution 1
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Commercial Vessel for maintenance purposes

Geological survey is handled by 10 Luna class Geosurvey ships.

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Luna class Geosurvey Ship    11,200 tons     458 Crew     2355.8 BP      TCS 224  TH 625  EM 0
5580 km/s     Armour 2-44     Shields 0-0     Sensors 1/1/0/20     Damage Control Rating 1     PPV 0
Maint Capacity 131 MSP    Max Repair 150 MSP

Internal Confinement Fusion Drive E0.5 (5)    Power 250    Fuel Use 5%    Signature 125    Armour 0    Exp 1%
Fuel Capacity 400,000 Litres    Range 1285.6 billion km   (2666 days at full power)

CIWS-320 (3x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Active Search R1-M140 (1)     GPS 10     Range 1.4m km    Resolution 1
Active Search R16-M560 (1)     GPS 160     Range 5.6m km    Resolution 16
Improved Geological Sensors (10)   20 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

In addition to these ships, the fleet carries;
4x Brigade HQ
16x Heavy Assault Battalion

600,000x Humans
10x Construction Factory
8x Automated Mine

12500x Duranium
5000x Neutronium
5000x Cobromite
5000x Tritanium
5000x Boronide
5000x Mercassium
5000x Vendarite
5000x Sorium
8000x Uridium
4500x Corundium
7500x Gallicite

The system I started in has a relatively large star with a total of 30 survey points. Lets see where this goes.
« Last Edit: April 16, 2011, 09:11:59 AM by Elouda »
 

Offline Brian Neumann

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Re: The BattleStar Challenge
« Reply #47 on: April 16, 2011, 02:24:04 PM »
And I just lost the challenge.  I was transiting my 3rd system when a wormhole appeared at 25,000 km from my civilian fleet and a bunch of invaders came through.  It doesn't take many of those big plasma torps to rip appart commercial ships, and their gauss cannon couldn't do anything to stop them really.

I am going to try again and hopefully I do not have the invaders appear like that again.

Brian
 

Offline ardem (OP)

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Re: The BattleStar Challenge
« Reply #48 on: April 16, 2011, 09:01:09 PM »
I have started on my 3rd system, scout spotted a wormhole system so I avoided that one, Had a run in with a precursor lucky it was a colony ship. First set of salvageable parts.
 

Offline dooots

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Re: The BattleStar Challenge
« Reply #49 on: April 17, 2011, 06:24:41 AM »
Well here is my military ships.

Decided to go with shields. I don't think it was worth 60,000 RP to add 30,000 km to the mesons.
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Essex class Destroyer    7,100 tons     668 Crew     2308 BP      TCS 142  TH 240  EM 1800
7042 km/s     Armour 5-32     Shields 60-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 27
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1219 MSP    Max Repair 230 MSP    Est Time: 3.47 Years

Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (208 days at full power)
Epsilon Shields (20)   Total Fuel Cost  360 Litres per day

Quad 15cm Meson Cannon Turret (1x4)    Range 210,000km     TS: 32000 km/s     Power 24-24     RM 21    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (3)     Total Power Output 24    Armour 0    Exp 5%

Small Active Search Sensor (1)     GPS 21     Range 2.3m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

An escort, it drops a meson cannon for larger active sensors.  Hopefully it will give me enough time to get the full tracking speed bonus.
Code: [Select]
Lexington class Destroyer Escort    7,100 tons     663 Crew     2425 BP      TCS 142  TH 240  EM 1800
7042 km/s     Armour 5-32     Shields 60-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 20
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1281 MSP    Max Repair 230 MSP    Est Time: 3.57 Years

Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (208 days at full power)
Epsilon Shields (20)   Total Fuel Cost  360 Litres per day

Triple 15cm Meson Cannon Turret (1x3)    Range 210,000km     TS: 32000 km/s     Power 18-18     RM 21    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (3)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor (1)     GPS 168     Range 18.5m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

My command ship.
Code: [Select]
Lexington - C class Destroyer Leader    7,100 tons     659 Crew     2452 BP      TCS 142  TH 240  EM 1980
7042 km/s     Armour 5-32     Shields 66-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 20
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1295 MSP    Max Repair 230 MSP    Est Time: 3.59 Years
Flag Bridge    

Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (208 days at full power)
Epsilon Shields (22)   Total Fuel Cost  396 Litres per day

Triple 15cm Meson Cannon Turret (1x3)    Range 210,000km     TS: 32000 km/s     Power 18-18     RM 21    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (3)     Total Power Output 24    Armour 0    Exp 5%

Small Active Search Sensor (1)     GPS 21     Range 2.3m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

The carrier for my drop ships.
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Spruance class Light Carrier    7,100 tons     434 Crew     1655 BP      TCS 142  TH 240  EM 0
7042 km/s     Armour 5-32     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 0
Annual Failure Rate: 57%    IFR: 0.8%    Maint Capacity 1020 MSP    Max Repair 100 MSP    Est Time: 5.45 Years
Hangar Deck Capacity 3000 tons    

Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 169.0 billion km   (277 days at full power)

This design is classed as a Military Vessel for maintenance purposes

My drop ship in case I need to take a defended planet, hopefully the armor will hold out if it gets hit.
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Portland class Dropship    1,000 tons     39 Crew     182 BP      TCS 20  TH 200  EM 0
10000 km/s     Armour 6-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 114 MSP    Max Repair 60 MSP    Est Time: 6.39 Years
Drop Capacity: 1 Battalion    

Military ICF Drive (FAC) (1)    Power 200    Fuel Use 600%    Signature 200    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 3.0 billion km   (3 days at full power)

This design is classed as a Military Vessel for maintenance purposes

My scout / jump ship.  I think the passives are too small but I couldn't think of anything better to fill the space and I'm tight on tonnage as it is.  It has thick armor in case I have to force a jump point but its not really meant for combat.
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Fletcher class Jump Scout    7,100 tons     620 Crew     2067.5 BP      TCS 142  TH 240  EM 0
7042 km/s    JR 3-50     Armour 10-32     Shields 0-0     Sensors 182/182/0/0     Damage Control Rating 6     PPV 0
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1092 MSP    Max Repair 210 MSP    Est Time: 3.43 Years

J7250(3-50) Military Jump Drive     Max Ship Size 7250 tons    Distance 50k km     Squadron Size 3
Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 105.6 billion km   (173 days at full power)

Thermal Sensor (1)     Sensitivity 182     Detect Sig Strength 1000:  182m km
EM Detection Sensor (1)     Sensitivity 182     Detect Sig Strength 1000:  182m km

This design is classed as a Military Vessel for maintenance purposes

My Gravsurvey ship.  The passive sensors are probably useless but maybe I'll get lucky and it will give them a chance to run if something goes wrong.
Code: [Select]
Discovery class Gravsurvey Ship    2,000 tons     199 Crew     610.5 BP      TCS 40  TH 72  EM 0
7500 km/s    JR 1-50     Armour 1-14     Shields 0-0     Sensors 28/28/2/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 16%    IFR: 0.2%    Maint Capacity 382 MSP    Max Repair 150 MSP    Est Time: 5.15 Years

J2000(1-50) Military Jump Drive     Max Ship Size 2000 tons    Distance 50k km     Squadron Size 1
Military ICF Drive (3)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 225.0 billion km   (347 days at full power)

Small Thermal Sensor (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
Small EM Detection Sensor (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
Improved Gravitational Sensors (1)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

5 x Spruance 35500 tons
15 x Portland 15000 tons
6 x Fletcher 42600 tons
25 x Discovery 50000 tons
28 x Essex 198800 tons
6 x Lexington 42600 tons
2 x Lexington - C 14200 tons

398700 tons total, that 400000 tons seems like a lot more when you start.

All of my civ ships are 40,000 tons.  I have a colony ship, jump ship / tanker, maintenance ship, geosurvey (only 2000 tons), cargo ship, fuel harvester, troop transport, and maintenance supply.

3 x jump ships - 44,100,000 Liters of fuel
9 x maintenance ships - maintain ships up to 7200 tons
2 x maintenance supply ships - 200,000 maintenance supplies
15 x cargo ships - enough minerals for about 20 years, 5 construction factories, 5 auto mines
5 x colony ships - 500,000 colonists
5 x fuel harvesters - 700,000 Liters per year
10 x troop transports - 20 x brigade headquarters, 80 x Heavy Assault Battalion
20 x geosurvey

I decided to go with a large ground force so I could take an NPR planet for resources if I survive long enough for it to matter.
« Last Edit: April 17, 2011, 07:19:19 AM by dooots »
 

Offline ardem (OP)

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Re: The BattleStar Challenge
« Reply #50 on: April 29, 2011, 07:33:42 PM »
Any success by anyone I gone 8 jumps, and fuel is very short not found one sorium planet, to refuel from. If I don't find it in another 2 jumps I am afraid my fleet with run out of fuel.
 

Offline dooots

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Re: The BattleStar Challenge
« Reply #51 on: April 29, 2011, 11:03:51 PM »
No luck for me although I'm only a few jumps out.  My precursors are about 200 km/s faster then me so its slow to clean them out of systems, but if there are none I can scan a system in less then a month and move on.  A few things I've learned for my strategy is to take 30+ gravsurvey ships and something with a large heat/em signature to draw out the precursors.
 

Offline dooots

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Re: The BattleStar Challenge
« Reply #52 on: May 11, 2011, 05:52:39 AM »
Well after grav surveying 8 systems I lost.  I was forced into a system with an open wormhole and they spotted me.
 

Offline Brian Neumann

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Re: The BattleStar Challenge
« Reply #53 on: May 11, 2011, 09:35:00 AM »
I just played one game where I won.  I only had to go 3 jumps from my home system to find a perfect world, and 1 of the inbetween systems had nothing at all habitable, and no precursors either.  The second system had a couple of habitable planets, but they were on the other part of the binary and the primary star had no gas giants.  I never even went out to see if anybody lived there.  It would have taken about 2 years to fly there straight.  I explored a bunch of other systems minimally, ie poked my head in to see if anything drew my attention, but in this case the new home popped up pretty quickly.

Brian
 

Offline jseah

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Re: The BattleStar Challenge
« Reply #54 on: May 11, 2011, 11:21:36 AM »
Going to try this challenge.  

Combat ships will be a uniform 10ktons, to ease maintenance and provide uniform design templates.  
14 inertial confinement engines on 10ktons, with -50% eff, give 14kkm/s.  
 - Spent just under half my RP getting this.  
Pure laser fleet, no missiles.  Resolution class Destroyers with 5 dual-role 15cm lasers each

Military OOB

Invincible x2 (res 1 size 20 active, size 50 thermal, 14 kkm/s speed)
Broadsword x1 (res 120 size 50 active sensor, 19kkm/s speed)
Resolution x35 (5x dual role single 15cm laser turret, 25kkm/s tracking; 102-300 shields, 4 layers armour, 14 kkm/s speed)
ResolutionF x1 (As Resolution but -1 laser, flag bridge)
Illustrious x10 (grav survey, 10kkm/s speed)

Tonnage = 395 000

Civilian OOB

Agincourt x10 = 324 500 (Maintenance)
Ark Royal x1 = 37 500 (jumpship)
King George x2 = 20 000 (military jumpship)
IllustriousGeo x6 = 12 300 (geo survey)
Tribal x6 = 217 200 (freighter)
Victory x3 = 31 800 (colonyship - goal is for this to reach a 0.00 colony cost planet - I also forgot to load colonists before abandoning >.<)
Trafalgar x10 = 355 000 (sorium harvesters)

Tonnage = 998 300

------------------------------------------------------------

And I run into a colony cost 0.00 moon 2 jumps into the game.  =(
But it's on a secondary star system that's 800 billion km away!  Even the Broadsword has a 512 days one-way trip.  
I wish I bought hyperdrives now.  >.<

I can get my colony ships there if I escort them with my sorium harvesters though.  I didn't bother to actually try sending them, but SMing in 10 tracking stations on a nearby moon tells me there's nothing in the secondary star system.  (I've left this there in the database)
Does this mean I win?  =P

DB: http://dl.dropbox.com/u/10120644/Stevefire%20%282%29.mdb
Details: http://i253.photobucket.com/albums/hh47/jon_seah/Battlestar1.jpg


Now that that's done, I've a radically different idea of how I might try to win this.  

No military.  

Just giant sensor scouts and tons of grav survey ships.  Might even get away with jump efficiency 3.  
Even more interesting is that you don't need EM or Active sensor tech.  

Saving all that RP that went into weapons?  Unfortunately you still can't get SCAM drives (you can but that leaves you with a bare 35k RP left and still no jumppoint theory) but you can get inertial confinement with insane power boost and fuel efficiency.  
Screw shields and armour, just speed your way past everything.  Might even be able to afford decent thermal reduction.  

Grav survey everything, probe points like you're going mad, and hope, just hope.  
Knowledge of star types would be useful as well, since you can try to predict which systems have more jumppoints.  
 

Offline ardem (OP)

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Re: The BattleStar Challenge
« Reply #55 on: May 11, 2011, 06:27:11 PM »
Well I lost I ran out of Fuel.

Had a couple of minor precursor battles that I won, but in the end 10 jumps without one sorium gas giant, what are the odds at that.

Well done Brian, so far you are the only one to accomplish it. I wonder if anyone will do better the 3 jumps.

Jseah: You complete it if you are able to setup a colony and equipment from your freighters. You have to complete that to complete the challenge, you have to make that long trip first <grin>. If there is precursors on the other side you may be in trouble.
« Last Edit: May 11, 2011, 06:33:08 PM by ardem »
 

Offline Brian Neumann

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Re: The BattleStar Challenge
« Reply #56 on: May 11, 2011, 06:45:47 PM »
Well I lost I ran out of Fuel.

Had a couple of minor precursor battles that I won, but in the end 10 jumps without one sorium gas giant, what are the odds at that.

Well done Brian, so far you are the only one to accomplish it. I wonder if anyone will do better the 3 jumps.

Jseah: You complete it if you are able to setup a colony and equipment from your freighters. You have to complete that to complete the challenge, you have to make that long trip first <grin>. If there is precursors on the other side you may be in trouble.
If you want to try to complete it save a copy of the database before you head out there.  If it doesn't work you can restore and go a different route.  I meant to save my game after doing all the prep work but before actually starting, but it got corrupted somehow so if I want to try again I have to go back to the beginning.

Brian
 

Offline jseah

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Re: The BattleStar Challenge
« Reply #57 on: May 11, 2011, 07:01:06 PM »
Well, I've done the calculations.  My colony ships can reach there if I bring my sorium harvestors along.  But nothing else gets there, most especially not military ships. 

I've checked the star system by giving myself tracking stations on one of the moons, it's empty, so that's not a problem either. 
I'm not about to go press next turn for 4 years in-game time for a formality. 

I'd rather try my no military version.  XD

Getting freighters to go zoom at 10kkm/s will be a pain. 
 

Offline Brian Neumann

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Re: The BattleStar Challenge
« Reply #58 on: May 11, 2011, 07:24:22 PM »
Well, I've done the calculations.  My colony ships can reach there if I bring my sorium harvestors along.  But nothing else gets there, most especially not military ships. 

I've checked the star system by giving myself tracking stations on one of the moons, it's empty, so that's not a problem either. 
I'm not about to go press next turn for 4 years in-game time for a formality. 

I'd rather try my no military version.  XD

Getting freighters to go zoom at 10kkm/s will be a pain. 
Figure out how long it will take your freighters to reach there and use the auto turns with min increment filled in so you press it once and let it run.  Come back in the morning and see how you have done.

Brian
 

Offline Thiosk

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Re: The BattleStar Challenge
« Reply #59 on: May 11, 2011, 07:58:08 PM »
Its so funny you found a home so close-- yet so far away.

Bittersweet.

I'd send the colonists and the civvies to the planet, and just leave the military to scavenge and explore as the planet starts to come together.

Could be fun!