Author Topic: Terran Imperial Warships  (Read 681 times)

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Offline Felius

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Terran Imperial Warships
« on: April 30, 2011, 12:51:43 AM »
I've not found any actual enemies, and the only NPR I found loves me dearly, so the only enemies I've fought so far are precursors and a a couple systems with the [/spoiler]swarm[/spoiler] on them, so for a long time, I've been using this as my only warship:
Quote
Oregon class Missile Destroyer    7,500 tons     671 Crew     1335.   8 BP      TCS 150  TH 300  EM 600
2000 km/s     Armour 6-34     Shields 20-300     Sensors 40/55/0/0     Damage Control Rating 12     PPV 26
Annual Failure Rate: 225%    IFR: 3.   1%    Maint Capacity 1223 MSP    Max Repair 168 MSP    Est Time: 2.   08 Years
Magazine 266    

Ion Engine E5 (5)    Power 60    Fuel Use 50%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 96.   0 billion km   (555 days at full power)
Gamma R300/10 Shields (10)   Total Fuel Cost  100 Litres per day

Size 12 Missile Launcher (2)    Missile Size 12    Rate of Fire 120
Size 1 Missile Launcher (2)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC34-R1 (1)     Range 34.   7m km    Resolution 1
Missile Fire Control FC69-R100 (2)     Range 69.   3m km    Resolution 100
Size 1 Anti-missile Missile II (74)  Speed: 53,000 km/s   End: 9m    Range: 28.   8m km   WH: 1    Size: 1    TH: 424 / 254 / 127
Size 12 Drone (16)  Speed: 20,000 km/s   End: 150m    Range: 180.   1m km   WH: 0    Size: 12    TH: 33 / 20 / 10

Active Search Sensor MR18-R1 (1)     GPS 168     Range 18.   5m km    Resolution 1
Active Search Sensor MR115-R100 (1)     GPS 10500     Range 115.   5m km    Resolution 100
Thermal Sensor TH5-40 (1)     Sensitivity 40     Detect Sig Strength 1000:  40m km
EM Detection Sensor EM5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m 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

So, I'm design my next generation warships:

The ship that'll be the backbone of my fleets:
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Oregon II class Missile Destroyer    12,000 tons     855 Crew     3276.   3 BP      TCS 240  TH 100  EM 2400
2604 km/s     Armour 20-46     Shields 80-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 28
Annual Failure Rate: 230%    IFR: 3.   2%    Maint Capacity 1853 MSP    Max Repair 141 MSP    Est Time: 2.   9 Years
Magazine 538    

Magnetic Confinement Fusion Drive E5 (5)    Power 125    Fuel Use 50%    Signature 20    Armour 0    Exp 5%
Fuel Capacity 480,000 Litres    Range 144.   0 billion km   (640 days at full power)
Theta R300/20 Shields (20)   Total Fuel Cost  400 Litres per day

CIWS-200 (1x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Size 6 Missile Launcher (4)    Missile Size 6    Rate of Fire 30
Size 1 Missile Launcher (4)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC204-R60 (2)     Range 204.   9m km    Resolution 60
Missile Fire Control FC32-R1 (2)     Range 32.   3m km    Resolution 1
Size 6 Long Range Anti-ship Missile (56)  Speed: 25,000 km/s   End: 80m    Range: 120m km   WH: 16    Size: 6    TH: 183 / 110 / 55
Size 1 Anti-missile Missile (202)  Speed: 62,500 km/s   End: 9.   6m    Range: 36m km   WH: 1    Size: 1    TH: 833 / 500 / 250

Active Search Sensor MR7-R1 (1)     GPS 56     Range 7.   8m km    Resolution 1
Active Search Sensor MR128-R120 (1)     GPS 10080     Range 128.   8m km    Resolution 120

ECCM-2 (2)         ECM 10

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

A PD/anti-fighter/anti-swarm version (I was going to make an entirely new class, as it would be specially intended against the swarm, and they use mesons, but with this I can build either class in the shipyard tooled for them.   Maybe when I get better beam tech, I'll make a beam warship to deal with them.   That, or will try the carrier doctrine)
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Oregon II - PD class Missile Destroyer    11,350 tons     726 Crew     3268.   2 BP      TCS 227  TH 100  EM 2400
2753 km/s     Armour 20-44     Shields 80-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 12
Annual Failure Rate: 206%    IFR: 2.   9%    Maint Capacity 1900 MSP    Max Repair 141 MSP    Est Time: 3.   13 Years
Magazine 522    

Magnetic Confinement Fusion Drive E5 (5)    Power 125    Fuel Use 50%    Signature 20    Armour 0    Exp 5%
Fuel Capacity 480,000 Litres    Range 152.   2 billion km   (640 days at full power)
Theta R300/20 Shields (20)   Total Fuel Cost  400 Litres per day

CIWS-200 (1x8)    Range 1000 km     TS: 20000 km/s     ROF 5       Base 50% To Hit
Size 1 Missile Launcher (12)    Missile Size 1    Rate of Fire 5
Missile Fire Control FC32-R1 (6)     Range 32.   3m km    Resolution 1
Size 1 Anti-missile Missile (362)  Speed: 62,500 km/s   End: 9.   6m    Range: 36m km   WH: 1    Size: 1    TH: 833 / 500 / 250
Size 1 Anti-ship Missile (160)  Speed: 43,700 km/s   End: 13.   7m    Range: 36m km   WH: 4    Size: 1    TH: 364 / 218 / 109

Active Search Sensor MR33-R8 (1)     GPS 672     Range 33.   3m km    Resolution 8
Active Search Sensor MR7-R1 (1)     GPS 56     Range 7.   8m km    Resolution 1

ECCM-2 (2)         ECM 10

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

I'm also going to make a even more heavily armored command ship with lots of sensors that will be intended both to draw fire from the rest of the ships, and to be the eyes of the fleet with lots of big, heavy sensors of all kinds, and possibly the jump drive for the fleet Still needs to be designed though.   

My current fleet doctrine also comes from the fact that my missile tech is pretty good, and so is my engine and defense systems, but my beam tech sucks a lot.    I've been using the first Oregon almost as a kamikaze ship, against the precursors firing salvos against them before their salvos reached me and got through my PD (which actually worked pretty well if there weren't too many of them and I had enough ships).    Their ship I've had most problems with was a 15700 ton (estimated) ship with lots of 90m range missiles.    The others it ends with both me and them killing each other, leaving maybe a ship or two undamaged (of maybe 10 in my case) at the winning side.   

With that in mind, I've doubled my missile range, to 120m, extensively increased armor, reduced missile size for faster firing, increased PD launcher amount.    It's doctrine would be to keep the hell away from the enemies ships and destroy them with missiles before they can close in to range.    With the heavy shields and armor, it can also stand a quite few shots, which should allow me to survive quite well in case some ship manages to reach it.   
« Last Edit: April 30, 2011, 12:53:38 AM by Felius »
 

Offline Hawkeye

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Re: Terran Imperial Warships
« Reply #1 on: April 30, 2011, 03:37:03 AM »
Speed:
Darn slow, but that is more a personal preference. I´m not advocating excessive speed at the cost of protection or offensive power, but a bit more speed wouldn´t hurt.
Keep in mind that speed CAN save a ship in Aurora. Looking at your own ASMs, they have only a 55% chance to hit a target, moving at 10k. Now, I am not advocating to make your own ships that fast, but even at 7k (easily doable with MCF-drives), about 25 - 30% of your own missiles would miss your own ships.

Armor:
Damn, those are true ironcluds! For long-range missile combatants, it seems a wee bit excessive :)

This leads to
Armament:

Pretty weak, I have to say. 4 offensive lauchers on a 12k warship is, excuse me saying so, pathetic.


Personally, I would reduce armor to 6 to 8, rip out the AMM+AMM-FC+res-1 active, put 3 to 5 more engines in and use the remaining free mass for more launchers.

Same goes for the PD DD, increase AMM-launchers to 16 to 20 (1 FC per 4 to 5 launchers is enough), increase mag-space and replace CIWS with a PD-turret or two, as those can protect other ships in the taskgroup, while the CIWS only protect the ship they are mounted on.


Your missiles:
Your ASMs are rather slow, probably in order to reach the long range. This, however, makes them rather easy to intercept by AMMs/PD. That, in turn, makes it absolutly essential to overwhealm enemy PD which means: Large Salvos!


Ralph Hoenig, Germany
 

Offline Caesar

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Re: Terran Imperial Warships
« Reply #2 on: April 30, 2011, 05:38:16 AM »
You could use a system of drones and missiles, where you launch a drone that will take the warhead within range, and then launch the missile with MUCH less fuel and more engine power.
 

Offline jRides

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Re: Terran Imperial Warships
« Reply #3 on: April 30, 2011, 08:26:27 AM »
Hawkeye has already covered the points that I would raise, I try to have 1 engine per 1000 tons so a 12k ship will have 12 engines.

One thing I would think about is the rest of your fleet;

My ship sizes are usually dictated by my Jump drive efficiency tech and Carrier sizes - my last game I had 14kton carriers, which required a 14kton capable jump ship and so the warships in these groups were all 14ktons, every ship had 1 engine per 1000 tons giving those fleets a uniform speed. Also as these fleets where based around Carriers, (usually a pair) and my fighters use size four missiles I would equip the warships with size four missiles too (my last game it was the 22kton and 36kton warships that used size 6, 56kton warships used size 8 - not that I ever built any that big, but the design was there) - this allows you to increase the salvo rate and helps with logistics of resupply (as you will only be needing the two missile types to supply all ships/fighter/PDs in the fleet). I do base my fleets around the Carriers tho, but I generally look at the jump efficiency tech and build jump engines on the 1000k mark.

CIWS I leave to high value civilian or ships (like EW or Fleet Scouts) that I intend to operate independently. For two CIWS systems you can usually squeeze in a twin gauss turret.
 

 

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