Author Topic: Alpha Centauri Fleet Challenge  (Read 11758 times)

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Offline Nightstar

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Re: Alpha Centauri Fleet Challenge
« Reply #45 on: August 08, 2013, 07:51:54 PM »
Carried ships are exempt from the range restrictions. Even if said carried ship is 9 kton and could take several fleets by itself.

Artillery:

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Hive class Carrier    9,850 tons     130 Crew     859.8 BP      TCS 197  TH 320  EM 0
1624 km/s     Armour 1-40     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 0
Maint Life 2.27 Years     MSP 164    AFR 258%    IFR 3.6%    1YR 43    5YR 644    Max Repair 64 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 150    
Hangar Deck Capacity 6000 tons    

320 EP Commercial Magneto-plasma Drive (1)    Power 320    Fuel Use 3.54%    Signature 320    Exp 4%
Fuel Capacity 60,000 Litres    Range 31.0 billion km   (220 days at full power)

Strike Group
25x Wasp Fighter-bomber   Speed: 5833 km/s    Size: 4.8

This design is classed as a Military Vessel for maintenance purposes
Total cost after modifiers, incl. fuel, fighters and their fuel, and the fighters missiles and their fuel: 1830.17
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Wasp class Fighter-bomber    240 tons     6 Crew     48.2 BP      TCS 4.8  TH 28  EM 0
5833 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1
Maint Life 0 Years     MSP 0    AFR 48%    IFR 0.7%    1YR 3    5YR 52    Max Repair 16 MSP
Intended Deployment Time: 4.6 months    Spare Berths 0    
Magazine 17    

28 EP Magneto-plasma Drive (1)    Power 28    Fuel Use 280.76%    Signature 28    Exp 17%
Fuel Capacity 10,000 Litres    Range 2.7 billion km   (5 days at full power)

Size 1 Missile Launcher (50% Reduction) (2)    Missile Size 1    Rate of Fire 75
Missile Fire Control FC30-R20 (1)     Range 30.0m km    Resolution 20
Size 1 Stinger (17)  Speed: 33,600 km/s   End: 17.3m    Range: 34.8m km   WH: 2    Size: 1    TH: 112/67/33

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 Fighter for production, combat and maintenance purposes
Total cost after mods, fuel, and missiles: 48.161
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Stingers:
Missile Size: 1 MSP  (0.05 HS)     Warhead: 2    Armour: 0     Manoeuvre Rating: 10
Speed: 33600 km/s    Engine Endurance: 17 minutes   Range: 34.8m km
Cost Per Missile: 0.92
Chance to Hit: 1k km/s 336%   3k km/s 110%   5k km/s 67.2%   10k km/s 33.6%
Materials Required:    0.5x Tritanium   0.42x Gallicite   Fuel x165
(0.334 warhead, 0.066 fuel, 0.6 MSP 3.5 EPM drive)
Cost after mods and fuel: 0.6901429
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Nest class Collier    7,450 tons     125 Crew     618.6 BP      TCS 149  TH 320  EM 0
2147 km/s     Armour 1-33     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 0
Maint Life 2.61 Years     MSP 156    AFR 148%    IFR 2.1%    1YR 32    5YR 483    Max Repair 64 MSP
Intended Deployment Time: 6 months    Spare Berths 1    
Magazine 1275    

320 EP Commercial Magneto-plasma Drive (1)    Power 320    Fuel Use 3.54%    Signature 320    Exp 4%
Fuel Capacity 50,000 Litres    Range 34.1 billion km   (183 days at full power)

Size 1 Stinger (1275)  Speed: 33,600 km/s   End: 17.3m    Range: 34.8m km   WH: 2    Size: 1    TH: 112/67/33

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
Cost after missiles and fuel: 1331.8
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Beacon class Surveillance Cruiser    8,400 tons     195 Crew     1463.8 BP      TCS 168  TH 320  EM 0
1904 km/s     Armour 6-36     Shields 0-0     Sensors 1/140/0/0     Damage Control Rating 8     PPV 0
Maint Life 2.32 Years     MSP 871    AFR 70%    IFR 1%    1YR 220    5YR 3301    Max Repair 800 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 14    
Hangar Deck Capacity 500 tons    

320 EP Commercial Magneto-plasma Drive (1)    Power 320    Fuel Use 3.54%    Signature 320    Exp 4%
Fuel Capacity 60,000 Litres    Range 36.3 billion km   (220 days at full power)

Active Search Sensor MR500-R20 (1)     GPS 16000     Range 500.9m km    Resolution 20
EM Detection Sensor EM10-140 (1)     Sensitivity 140     Detect Sig Strength 1000:  140m km

Strike Group
1x Fly - EM Scout Fighter   Speed: 5833 km/s    Size: 4.8
1x Fly Scout Fighter   Speed: 5833 km/s    Size: 4.8

This design is classed as a Military Vessel for maintenance purposes
Cost blah blah: 1157.6
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Fly class Scout Fighter    240 tons     7 Crew     70.2 BP      TCS 4.8  TH 28  EM 0
5833 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 48%    IFR 0.7%    1YR 13    5YR 190    Max Repair 48 MSP
Intended Deployment Time: 2.9 months    Spare Berths 0    

28 EP Magneto-plasma Drive (1)    Power 28    Fuel Use 280.76%    Signature 28    Exp 17%
Fuel Capacity 10,000 Litres    Range 2.7 billion km   (5 days at full power)

Active Search Sensor MR30-R20 (1)     GPS 960     Range 30.1m km    Resolution 20

This design is classed as a Fighter for production, combat and maintenance purposes
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Fly - EM class Scout Fighter    240 tons     7 Crew     64.2 BP      TCS 4.8  TH 28  EM 0
5833 km/s     Armour 1-3     Shields 0-0     Sensors 1/42/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 48%    IFR 0.7%    1YR 11    5YR 168    Max Repair 42 MSP
Intended Deployment Time: 2.9 months    Spare Berths 0    

28 EP Magneto-plasma Drive (1)    Power 28    Fuel Use 280.76%    Signature 28    Exp 17%
Fuel Capacity 10,000 Litres    Range 2.7 billion km   (5 days at full power)

EM Detection Sensor EM3-42 (1)     Sensitivity 42     Detect Sig Strength 1000:  42m km
This design is classed as a Fighter for production, combat and maintenance purposes
Modified cost for pair of scout fighters incl fuel: 100

Initial Fleet: 2x Hive, 2x Nest, 1x Beacon, and associated fighters, missiles, and fuel. The remainder would buy a bit of TF training, but what's the point.
Reinforcements: 2x Nest. One nest full, the other with only 1k Stingers.

Tech:
Constr 14: 8k
Mining 14: 8k
Fighter 14: 8k
Ordnance 14: 8k
Composite Armor: 7.5k
Hangar deck: 5k
6x MSP warhead: 29k
Half size launchers: 3k
Launcher reload 2: 2k
Fuel Consumption 0.7: 7k
MP drive: 56k
1.75x MaxEPM: 7k
0.4x MinEPM: 1k
Grav 16: 6k
EM 14: 29k

Capacity 15 mag, EXP 30% HTK1: 50
Size 1 Missile Launcher (reload 2): 25
Size 1 Stinger: 92
28 EP MP drive (1 HS 1.75 EPM): 140
320 EP Commercial MP drive (50 HS 0.4 EPM): 640
1.68 EP missile drive (0.6 MSP 3.5 EPM): 84
Active search sensor MR30-R20 (size 3, res 20): 480
Missile Fire Control FC30-R20 (size 1, res 20): 160
EM detection sensor EM3-42 (size 3): 420
Active search sensor MR500-R20 (size 50, res 20): 8000

4k? left over. Meant to buy a jump drive, but decided against it, and couldn't really find another good use.

Build notes: I was running into range problems with the old fleet, and self guided missiles with decent relative sensor range are pretty much impractical. EM based ones CAN work, but if the enemy drops sensors, they end up useless. So I made a switch to fighters instead of booster missile stages. I got similar results either way, but this a a lot more flexible, though it has a couple of weaknesses.

Comments on doctrine: Missile fleets should generally fire a single salvo and see what happens before emptying their magazines. After missiles have hit, turning off sensors and moving to a side is a good way to avoid retaliation. Approach should be done a bit to the side of the line between JPs in a zigzag. This helps avoid blind-fired missiles. Ships should also stay most of their range away from the JP. Letting beam ships or shorter ranged missile ships jump on top of you is a BAD idea.

This specific fleet should have three TGs. One group with all the fighters, to stay with the Beacon until enemies are spotted. The active sensor fighter should stay off unless the Beacon is compromised. The Nests+Hives should head to semi-deep space off to the side. Far enough to have no fear of detection anyway. The Beacon approaches normally, NOT luring stuff to the Nests.

Didn't really want to post this before the other missile fleets were done and cause anti-fighter sensors, so sorry for the delay. I will point out that my old artillery fleet used res 10 sensors for a reason.

Next up I'll try to optimize the basic designs you lot are using. If anything should come first, let me know.  :)
 

Offline sublight (OP)

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Re: Alpha Centauri Fleet Challenge
« Reply #46 on: August 08, 2013, 10:49:04 PM »
Dang. Looks like my beam kites aren't quite fast enough to catch Rolepgeek's snipers. I was hoping those would only be 4500 km/s or so.

This fleet uses beams for the final kill, and missiles to soften up an opponent and/or drain AMM stock.

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Alpha class Corvette    3,000 tons     79 Crew     566 BP      TCS 60  TH 324  EM 0
5400 km/s     Armour 8-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 6
Maint Life 2.87 Years     MSP 118    AFR 72%    IFR 1%    1YR 21    5YR 316    Max Repair 90 MSP
Intended Deployment Time: 2 months    Spare Berths 0   

108 EP Ion 6x150 (3)    Power 108    Fuel Use 181.33%    Signature 108    Exp 15%
Fuel Capacity 200,000 Litres    Range 6.6 billion km   (14 days at full power)

20cm C4 Near Ultraviolet Laser (1)    Range 300,000km     TS: 5400 km/s     Power 10-4     RM 3    ROF 15        10 10 10 7 5 5 4 3 3 3
LongLance BFC (1)    Max Range: 320,000 km   TS: 3750 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 4.5    Armour 0    Exp 5%

MicroScan (1)     GPS 100     Range 1.3m km    Resolution 20

ECM 10

This design is classed as a Military Vessel for maintenance purposes
Cost including fuel after tech discount: 387.1 bp

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Bravo class Replenishment Ship    11,600 tons     168 Crew     1201.96 BP      TCS 232  TH 614  EM 0
2646 km/s     Armour 2-45     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 4.28 Years     MSP 1227    AFR 307%    IFR 4.3%    1YR 107    5YR 1612    Max Repair 122.88 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 140   
Hangar Deck Capacity 6000 tons     

307.2 EP Ion 32x80 (2)    Power 307.2    Fuel Use 23.35%    Signature 307.2    Exp 8%
Fuel Capacity 460,000 Litres    Range 30.6 billion km   (133 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Cost including fuel after discount: 828 bp

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Charlie class Corvette    3,000 tons     65 Crew     504.68 BP      TCS 60  TH 324  EM 0
5400 km/s     Armour 8-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 6
Maint Life 3.53 Years     MSP 105    AFR 72%    IFR 1%    1YR 13    5YR 194    Max Repair 54 MSP
Intended Deployment Time: 2 months    Spare Berths 2   
Magazine 60   

108 EP Ion 6x150 (3)    Power 108    Fuel Use 181.33%    Signature 108    Exp 15%
Fuel Capacity 200,000 Litres    Range 6.6 billion km   (14 days at full power)

S3 Launcher (4)    Missile Size 3    Rate of Fire 225
Missile Fire Control FC40-R55 (1)     Range 40.0m km    Resolution 55
S3-Anvil-B (10)  Speed: 25,200 km/s   End: 36.9m    Range: 55.8m km   WH: 2    Size: 3    TH: 84/50/25
S3-Hammer-B (10)  Speed: 25,200 km/s   End: 36.9m    Range: 55.8m km   WH: 4    Size: 3    TH: 92/55/27

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
Cost including fuel and missile load after discount: 385.7 bp

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Delta class Corvette    3,000 tons     68 Crew     544.4 BP      TCS 60  TH 324  EM 0
5400 km/s     Armour 9-18     Shields 0-0     Sensors 1/12/0/0     Damage Control Rating 1     PPV 0
Maint Life 2.72 Years     MSP 113    AFR 72%    IFR 1%    1YR 22    5YR 328    Max Repair 96 MSP
Intended Deployment Time: 2 months    Spare Berths 3   

108 EP Ion 6x150 (3)    Power 108    Fuel Use 181.33%    Signature 108    Exp 15%
Fuel Capacity 200,000 Litres    Range 6.6 billion km   (14 days at full power)

Active Search Sensor MR42-R55 (1)     GPS 5280     Range 42.7m km    Resolution 55
EM Detection Sensor EM2-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
Cost including fuel after discount: 373.6 bp

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Echo class Replenishment Ship    3,000 tons     83 Crew     376 BP      TCS 60  TH 90  EM 0
1500 km/s    JR 3-100     Armour 1-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 5.51 Years     MSP 118    AFR 48%    IFR 0.7%    1YR 7    5YR 98    Max Repair 45 MSP
Intended Deployment Time: 5 months    Spare Berths 4   
Magazine 360   

J3000(3-100) Military Jump Drive     Max Ship Size 3000 tons    Distance 100k km     Squadron Size 3
90 EP Ion 5x150 (1)    Power 90    Fuel Use 183.25%    Signature 90    Exp 15%
Fuel Capacity 60,000 Litres    Range 2.0 billion km   (15 days at full power)

S3-Anvil-B (60)  Speed: 25,200 km/s   End: 36.9m    Range: 55.8m km   WH: 2    Size: 3    TH: 84/50/25
S3-Hammer-B (60)  Speed: 25,200 km/s   End: 36.9m    Range: 55.8m km   WH: 4    Size: 3    TH: 92/55/27

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
Cost including fuel and missiles after discount: 466.4

S3-Hammer-B 2.04 bp including full each.
S3-Anvil-B 1.65 bp including fuel. The Anvils are basically armored decoys with a token warhead.

Everything is hanger carried, except the Beta. Trying to design the Beta was painful. Strategically, all reinforcements for this fleet are hanger carried ships stockpiled on the homeworld, so the Beta had to be both fast enough to make the round-trip pickup in a reasonable time and economical enough to leave a half reasonable starting force.

Starting Force: 4x Beta, 4x Charlie (1 stockpiled), 3x Alpha, 2x Delta (1 stockpiled), 1x Echo, standard missile loads, 1,620,000L stockpiled fuel. The stockpiled fuel is enough for 1 year task force training, excluding stockpiled parasite corvettes.

Reinforcements: 3x Alpha, 1x Charlie, 1x Deta, 1x Echo, 678,000L fuel, and standard missile loads all stockpiled on the homeword for retrieval.

Technology List:
Construction 16 - 18K RP
Mining 16 - 18K RP
Fuel Production 24,000 - 3K RP
Composite Armor - 7.5K RP
20 cm laser - 14K RP
Near UV laser - 6K RP
Hanger - 5K RP
Engineering, small - 2K RP
Levitate Warhead4 - 6K RP
80% mag ejection - 1K RP
80% mag efficent - 2K RP
Agility 32 - 2K RP
Missile launch 2 - 2K RP
Reduced size 50% - 3K RP
Capacitor 4 - 14K RP
Fuel 0.7 - 7K RP
Gas Reactor - 9K RP
Ion Engine - 15K RP
Max Power x1.75 7K RP
Max Jump Range 100k - 2K RP
Active Scan 12 - 2K RP
EM 6 - 2K RP
BFC Range 40k km - 30K RP
BFC Speed 3km/s - 6K RP
E-Warfare - 5K RP
E-Countermeasures 1 - 5K RP
Total Base Tech: 193.5K RP

Components:
20cm C4 Near UV laser - 370
C12 Armored Mag - 69
S3 Launcher - 75
S3-Anvil-B - 158
S3-Hammer-B 198
3.78 EP drive - 189
90 EP ion - 450
108 EP ion - 540
J3000 - 370
307.2 EP Ion - 1229
Active Scanner - 960
Micro Scanner - 50
Lance BFC - 900
Missile FC - 300
EM 2-12 - 120
Component total: 5978
Unspent Tech: 522 RP
 

Offline sublight (OP)

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Re: Alpha Centauri Fleet Challenge
« Reply #47 on: August 08, 2013, 11:17:30 PM »
I guess I should post my missile specks.

S4-404M: 0.8 warhead (4), 0.738 fuel (1845), 0.042 agility (maneuver 11), 1x 2msp 4.4 EP engine
0.3 active scanner (res 32, 110,000 km), base cost: 2.4283

S4-104M: 0.8 warhead (4), 0.325 fuel (812.5), 0.125 agility (maneuver 12), 1x 2.2msp 6.16 EP engine
0.55 armor, base cost: 2.7975


S3-Hammer-B: 1.0 warhead (4), 0.15 fuel (375), 0.05 agility (maneuver 11), 1x 1.8msp 3.78 EP engine
base cost: 1.977

S3-Anville-B: 0.5 warhead (2), 0.15 fuel (375), 0 agility (maneuver 10), 1x 1.8msp 3.78 EP engine
0.55 armor, base cost: 1.5825
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #48 on: August 09, 2013, 02:09:21 PM »
Sorry for the delay. A huge issue with my Boarding Fleet is the RP tax caused by it, and so I've been brainstorming ways to get myself more RP. I think I've found a good way, and am in the process of designing a hopefully final fleet.
 

Offline sublight (OP)

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Re: Alpha Centauri Fleet Challenge
« Reply #49 on: August 10, 2013, 07:17:22 AM »
The time for redesign has really come and gone. Now that final designs have been posted any tweaking should be limited to the minimum needed to cut a fleet down to size if you overspent on BP or RP.

Go ahead and post whatever you had this time last week adjusted as necessary to fit the rules.
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #50 on: August 10, 2013, 11:39:20 AM »
I didn't have anything a week ago, since I had gone camping. Otherwise, everything would have been done a lot sooner.

Now for the post I would have made last night except my internet hates me. I would spend a few more hours using up the last 7000 RP, but I'm already the last one posting.

FINISHED!

HAHA
I made the mini-Dahak, basically. Dahak-lite, if you will.

Code: [Select]
Imperial class Mothership    100,400 tons     1907 Crew     7396 BP      TCS 2008  TH 3360  EM 12000
1673 km/s     Armour 10-192     Shields 400-600     Sensors 1/80/0/0     Damage Control Rating 18     PPV 240
Maint Life 2 Years     MSP 4829    AFR 4480%    IFR 62.2%    1YR 1608    5YR 24115    Max Repair 80 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 173   
Hangar Deck Capacity 18000 tons     Troop Capacity: 2 Battalions    Cargo Handling Multiplier 40   

'Big Bay' Ion Induction Drive (14)    Power 240    Fuel Use 3.54%    Signature 240    Exp 4%
Fuel Capacity 1,000,000 Litres    Range 50.6 billion km   (350 days at full power)
'Aegis' S2-2 Shield Projector (200)   Total Fuel Cost  2,800 Litres per hour  (67,200 per day)

10cm R1V Linear Accelerator Cannon (80x4)    Range 10,000km     TS: 4000 km/s     Power 3-1     RM 1    ROF 15        1 0 0 0 0 0 0 0 0 0
'Glass Eye' Defensive Fire Control (8)    Max Range: 64,000 km   TS: 4000 km/s     84 69 53 37 22 6 0 0 0 0
Gas-Cooling Minature Reactor core (177)     Total Power Output 79.65    Armour 0    Exp 5%

'Net' Missile Defense Sensor (1)     GPS 25     Range 2.0m km    Resolution 1
High-Powered EM Sensor (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km

This design is classed as a Military Vessel for maintenance purposes
Cost after fuel, marines, and discounts: 5094.8

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Euphemism class Assault Shuttle    600 tons     4 Crew     159 BP      TCS 12  TH 240  EM 0
20000 km/s     Armour 1-6     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 17.04 Years     MSP 83    AFR 5%    IFR 0.1%    1YR 1    5YR 8    Max Repair 15 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   
Drop Capacity: 1 Company   

'Valkyrie' Polarizing Ion Engine (8)    Power 30    Fuel Use 684.83%    Signature 30    Exp 25%
Fuel Capacity 40,000 Litres    Range 1.8 billion km   (24 hours at full power)

This design is classed as a Military Vessel for maintenance purposes
Cost after fuel, marines, and discount: 142

Code: [Select]
Merchant class Heavy Fighter    500 tons     5 Crew     98 BP      TCS 10  TH 90  EM 0
9000 km/s     Armour 3-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 24.06 Years     MSP 61    AFR 4%    IFR 0.1%    1YR 0    5YR 3    Max Repair 15 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5   

'Valkyrie' Polarizing Ion Engine (3)    Power 30    Fuel Use 684.83%    Signature 30    Exp 25%
Fuel Capacity 30,000 Litres    Range 1.6 billion km   (48 hours at full power)

Continual Fire Focused 10cm Microwave (1)    Range 15,000km     TS: 9000 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
Fighter Targeting System Mk3 (1)    Max Range: 32,000 km   TS: 8000 km/s     69 37 6 0 0 0 0 0 0 0
Gas-Cooling Minature Reactor core (6)     Total Power Output 2.7    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes
Cost after fuel and discounts: 66.3

Research:
Construction Rate 16 BP: 18k
Fighter Production Rape 16 BP: 18k
Fuel Production 24,000 Litres: 3k
Gamma Shields: 6k
Ceramic Composite Armor: 17.5k
Marine Company: 20k
Hangar Deck: 5k
Ground Unit Strength 14: 3k
Troop Transport Bay: 2k
Engineering Section - Small: 2k
Fuel Storage - Large: 1k
Capacitor Recharge Rate 3: 6k
Fuel Consumption: 0.7 per Engine Power Hour: 7k
Ion Drive Technology: 24k
Maximum Engine Power Modifier x2.5: 30k
Minimum Engine Power Modifier x0.4: 1k
Beam Fire Control Range 16k: 2k
EM Sensor Sensitivity 8: 6k
Fire Control Speed Rating 4000 km/s: 14k
Max Tracking Time Bonus vs Missiles 20%: 4k

Components:
'Aegis' S2-2 Shield Projector: 600
Continual Fire Focused 10cm Microwave: 600
10cm R1V Linear Accerlator Cannon: 150
'Big Bay' Ion Induction Drive: 480
Gas-Cooling Miniature Reactor Core: 10
'Valkyrie' Polarizing Ion Engine: 150
Fighter Targeting System Mk3: 50
'Net' Missile Defense Sensor: 250
High-Powered EM Sensor: 800
'Glass Eye' Defensive Fire Control: 190

Total Spent: 192780

Left over: 7220 RP

Initial:
1x Imperial (Imperial)
5x  Euphemism (Euphemism, Sex Joke, Penetration, Quick-Shot, Forced Entry
30x Merchant

Every third wave, another Imperial with fighters shows up. Or not, if that's not how I'm allowed to do it.
 

Offline Nightstar

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Re: Alpha Centauri Fleet Challenge
« Reply #51 on: August 10, 2013, 04:41:06 PM »
Fun fact: You're missing mining rate 16 on both of your fleets. Welcome back to the RP crunch.
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #52 on: August 10, 2013, 05:25:21 PM »
What?

I don't get it. The Mining rate tech level thing is about the maximum you can research the Production techs up to right? You can research the production techs only up to the maximum that the mining rate can be researched to, right?

Do I have to redo all my smeg because I misunderstood something?

GODDAMNIT
 

Offline Nightstar

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Re: Alpha Centauri Fleet Challenge
« Reply #53 on: August 10, 2013, 05:42:57 PM »
You can research the production techs only up to the mining rate tech you HAVE, not what it can possibly be. Notice how all of our fleets include mining rate tech. So, yeah. Just dropping to construction rate 14 and shrinking your fleets may be simpler than redoing everything. There was some discussion about this some pages back.
 

Offline sublight (OP)

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Re: Alpha Centauri Fleet Challenge
« Reply #54 on: August 10, 2013, 06:09:33 PM »
What happened to the stuff based on your Assault on Alpha Centauri thread?

The other problem with the MotherShip is that this challenge assumes a maximum military shipyard of 12,000 tons...
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #55 on: August 10, 2013, 06:12:51 PM »
GAAAAH

Also I just realized your artillery fleet forgot to take the size ten EM sensor into account for RP.

For my Boarding fleet, it means I have to redo most of it. For my sniper fleet, it means I have to cut some staff back. GARRR

Shipyardsizerestriction

GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH

Actually that's more or less fine. It's large enough that I can split it into distinct sections of six or so ships each with three hangar decks and still achieve a very similar result.

EDIT: The stuff in the Assault on Alpha Centauri was poor. I realized a better tactic was to have microwave fighters strip the enemy sensors and then waltz in and board without danger.

Only bad part about the size restriction is that it makes the giant shields less effective. *Sigh* Oh well.
« Last Edit: August 10, 2013, 06:14:23 PM by Rolepgeek »
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #56 on: August 10, 2013, 06:24:52 PM »
Sorry for double post, but...

Sublight, Compensating the mining rate on my sniper fleet leaves me with 2k left over. Do you want me to just leave it as that, or can I make some change to my RP totals(For example, I just realized a higher reload rate equals more expensive missile launchers for no gain whatsoever at that slow rate of fire.)
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #57 on: August 10, 2013, 07:33:38 PM »
Code: [Select]
Archer class Missile Frigate    4,000 tons     99 Crew     665.2 BP      TCS 80  TH 480  EM 0
6000 km/s     Armour 1-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 32
Maint Life 2.09 Years     MSP 208    AFR 64%    IFR 0.9%    1YR 64    5YR 956    Max Repair 240 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Magazine 128   

Reverse Plasma Induction Drive (1)    Power 480    Fuel Use 82.81%    Signature 480    Exp 12%
Fuel Capacity 250,000 Litres    Range 13.6 billion km   (26 days at full power)

'Siege' M4S16-ML Torpedo Bay (8)    Missile Size 16    Rate of Fire 24000
Likursh Missile Guidance System (1)     Range 375.8m km    Resolution 60
'Ballista' AS MIRV (8)  Speed: 10,000 km/s   End: 1420.5m    Range: 874.8m km   WH: 0    Size: 16    TH: 33/20/10

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
Cost after fuel and missiles(including discounts): 587.2 BP

Code: [Select]
Fletcher class Collier    4,000 tons     65 Crew     546.2 BP      TCS 80  TH 480  EM 0
6000 km/s     Armour 1-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 2.14 Years     MSP 171    AFR 64%    IFR 0.9%    1YR 50    5YR 748    Max Repair 240 MSP
Intended Deployment Time: 6 months    Spare Berths 1   
Magazine 640   

Reverse Plasma Induction Drive (1)    Power 480    Fuel Use 82.81%    Signature 480    Exp 12%
Fuel Capacity 250,000 Litres    Range 13.6 billion km   (26 days at full power)

'Ballista' AS MIRV (40)  Speed: 10,000 km/s   End: 1420.5m    Range: 874.8m km   WH: 0    Size: 16    TH: 33/20/10

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
Cost after fuel and missiles(including discounts): 784 BP

Code: [Select]
Knight class Command Ship    4,000 tons     124 Crew     856.2 BP      TCS 80  TH 480  EM 0
6000 km/s    JR 3-50     Armour 1-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 0
Maint Life 2.54 Years     MSP 401    AFR 42%    IFR 0.6%    1YR 87    5YR 1301    Max Repair 441 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

Phlebotinum Jump Drive     Max Ship Size 4000 tons    Distance 50k km     Squadron Size 3
Reverse Plasma Induction Drive (1)    Power 480    Fuel Use 82.81%    Signature 480    Exp 12%
Fuel Capacity 250,000 Litres    Range 13.6 billion km   (26 days at full power)

'Spyglass' GRADAR System (1)     GPS 26460     Range 375.8m km    Resolution 60

This design is classed as a Military Vessel for maintenance purposes
Cost after fuel(including discounts): 653.2 BP

Code: [Select]
Wench class Oiler    4,000 tons     45 Crew     489.2 BP      TCS 80  TH 480  EM 0
6000 km/s     Armour 1-22     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 2.05 Years     MSP 153    AFR 64%    IFR 0.9%    1YR 49    5YR 729    Max Repair 240 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

Reverse Plasma Induction Drive (1)    Power 480    Fuel Use 82.81%    Signature 480    Exp 12%
Fuel Capacity 2,300,000 Litres    Range 125.0 billion km   (241 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Cost after fuel(including discounts): 732.8 BP

"Ballista' AS MIRV: 12.325 after fuel, but not after discounts.
Code: [Select]
Missile Size: 16 MSP  (0.8 HS)     Warhead: 0    Armour: 0     Manoeuvre Rating: 10
Speed: 10000 km/s    Engine Endurance: 23.7 hours   Range: 852.3m km
Cost Per Missile: 11.7
Second Stage: 'Dart' AS Warhead x5
Second Stage Separation Range: 20,00,000 km
Overall Endurance: 24 hours   Overall Range: 879.1m km
Chance to Hit: 1k km/s 100%   3k km/s 30%   5k km/s 20%   10k km/s 10%
Materials Required:    2.5x Tritanium   9.2x Gallicite   Fuel x3750

Dart AS Warhead:
Code: [Select]
Missile Size: 2 MSP  (0.1 HS)     Warhead: 2    Armour: 0     Manoeuvre Rating: 26
Speed: 32000 km/s    Engine Endurance: 14 minutes   Range: 26.8m km
Cost Per Missile: 1.94
Chance to Hit: 1k km/s 832%   3k km/s 260%   5k km/s 166.4%   10k km/s 83.2%
Materials Required:    0.5x Tritanium   1.44x Gallicite   Fuel x250

Initial:
5x Archer
1x Knight
2x Fletcher
2x Wench
80 'Ballista' AS MIRVs at Homeworld
1,000,000 Litres of Fuel at Homeworld

Reinforcements:
1st Wave
2x Archer
112 'Ballista' AS MIRVs at Homeworld
2,000,000 Litres of Fuel at Homeworld
2nd Wave:
2x Archer
144 'Ballista' AS MIRVs at Homeworld
345,000 Litres of Fuel at Homeworld
Third Wave:
1x Archer
160 'Ballista' AS MIRVs at Homeworld
3,000,000 Litres of Fuel at Homeworld
Fourth Wave:
1x Fletcher
1x Knight
1x Wench
1,950,000 Litres of Fuel at Homeworld
Fifth Wave and Beyond:
240 'Ballista' AS MIRVs at Homeworld
2,300,000 Litres of Fuel at Homeworld.


Research:
Construction Rate 14 BP: 8k
Mining Rate 14 BP: 8k
Fuel Production 24,000 Litres: 3k
High Density Duranium Armor: 2.5k
Fuel Storage - Very Large: 3.5k
Fusion-boosted Fission Warhead: Strength 5x MSP: 14k
Magazine Feed System Efficiency 80%: 2k
Missile Agility 64 per MSP: 14k
Missile Reload Rate 2: 2k
Ordnance Production 14 BP: 8k
Reduced Size Launcer 0.25 Size/100x Reload: 12k
Fuel Consumption 0.7 Litres per Engine Power Hour: 7k
Jump Drive Efficiency 5: 4k
Maximum Engine Power Modifier x2: 15k
Magneto-plasma Drive Technology: 56k
Active Grav Sensor Strength 21: 14k
EM Sensor Sensitivity 11: 14k
Total:189k

Components:
'Ballista' AS MIRV: 1170
C32 Unarmored Torpedo Rack: 100
'Dart' As Warhead: 194
'Siege' M4S16-ML Torpedo Bay: 200
Phlebotinum Jump Drive: 370
Pulsed Plasma Repulsion Rocket: 160
Reverse Plasma Induction Drive: 2400
Sequencing Plasma Repulsion Rocket: 400
Likursh Missile Guidance System: 1470
'Spyglass' GRADAR System: 4410
Total: 10,874

Grand Total: 199,874 RP Spent
2126 left over



THERE WE GO
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #58 on: August 11, 2013, 06:03:06 PM »
HURRAH

Finally done!

Code: [Select]
Thunder class Assault Carrier    10,500 tons     180 Crew     747 BP      TCS 210  TH 320  EM 0
1523 km/s     Armour 1-42     Shields 0-0     Sensors 1/112/0/0     Damage Control Rating 2     PPV 0
Maint Life 2.22 Years     MSP 1089    AFR 441%    IFR 6.1%    1YR 298    5YR 4472    Max Repair 112 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 20   
Hangar Deck Capacity 3000 tons     Troop Capacity: 1 Battalion    Cargo Handling Multiplier 30   

LFA-320 Plasma Drive (1)    Power 320    Fuel Use 3.54%    Signature 320    Exp 4%
Fuel Capacity 50,000 Litres    Range 24.2 billion km   (183 days at full power)

Juritz Type-D EM Detection Sensor (1)     Sensitivity 112     Detect Sig Strength 1000:  112m km
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel, marines, and discount: 721.9
Cost including strike group of five Lightnings: 1645.9

Code: [Select]
Lightning class Assault Shuttle    600 tons     4 Crew     199 BP      TCS 12  TH 320  EM 0
26666 km/s     Armour 1-6     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 16.94 Years     MSP 104    AFR 5%    IFR 0.1%    1YR 1    5YR 10    Max Repair 20 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   
Drop Capacity: 1 Company   

LFA-40 Plasma Rocket (8)    Power 40    Fuel Use 684.83%    Signature 40    Exp 25%
Fuel Capacity 40,000 Litres    Range 1.8 billion km   (18 hours at full power)

This design is classed as a Military Vessel for maintenance purposes
Cost after fuel, marines, and discount: 184.8

Code: [Select]
Imperial class Carrier    9,850 tons     122 Crew     830 BP      TCS 197  TH 320  EM 0
1624 km/s     Armour 1-40     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 3.54 Years     MSP 1053    AFR 776%    IFR 10.8%    1YR 129    5YR 1940    Max Repair 64 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 98   
Hangar Deck Capacity 6000 tons     

LFA-320 Plasma Drive (1)    Power 320    Fuel Use 3.54%    Signature 320    Exp 4%
Fuel Capacity 50,000 Litres    Range 25.8 billion km   (183 days at full power)

Strike Group
12x Merchant Heavy Fighter   Speed: 12121 km/s    Size: 9.9

This design is classed as a Military Vessel for maintenance purposes
Cost after fuel and discount: 601.2
Cost including Strike Group: 1646.4

Code: [Select]
Merchant class Heavy Fighter    495 tons     4 Crew     115 BP      TCS 9.9  TH 120  EM 0
12121 km/s     Armour 3-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 20.29 Years     MSP 73    AFR 3%    IFR 0.1%    1YR 0    5YR 5    Max Repair 20 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   

LFA-40 Plasma Rocket (3)    Power 40    Fuel Use 684.83%    Signature 40    Exp 25%
Fuel Capacity 30,000 Litres    Range 1.6 billion km   (36 hours at full power)

R-3 Focused Microwave (1)    Range 15,000km     TS: 12121 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
A6-2 Fighter Targeting System (1)    Max Range: 32,000 km   TS: 6000 km/s     69 37 6 0 0 0 0 0 0 0
P-3 Helios Reactor Core (1)     Total Power Output 3    Armour 0    Exp 5%

This design is classed as a Fighter for production, combat and maintenance purposes
Cost after fuel and discount: 87.1

Code: [Select]
Black Lion class Troop Transport    11,050 tons     105 Crew     349 BP      TCS 221  TH 320  EM 0
1447 km/s     Armour 1-44     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
MSP 39    Max Repair 64 MSP
Intended Deployment Time: 7 months    Spare Berths 2   
Troop Capacity: 3 Battalions    Cargo Handling Multiplier 20   

LFA-320 Plasma Drive (1)    Power 320    Fuel Use 3.54%    Signature 320    Exp 4%
Fuel Capacity 50,000 Litres    Range 23.0 billion km   (183 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Cost after fuel, marines, and discount: 797.6

Code: [Select]
Rose class Tanker    4,800 tons     30 Crew     260 BP      TCS 96  TH 320  EM 0
3333 km/s     Armour 1-25     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 34    Max Repair 64 MSP
Intended Deployment Time: 6 months    Spare Berths 0   

LFA-320 Plasma Drive (1)    Power 320    Fuel Use 3.54%    Signature 320    Exp 4%
Fuel Capacity 2,000,000 Litres    Range 2118.4 billion km   (7356 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Cost after fuel and discount: 519

Construction Rate 14 BP: 8k
Fighter Production Rate 14 BP: 8k
Fuel Production Rate 24,000 Litres: 3k
Mining Rate 14 tons: 8k
Ceramic Composite Armor: 17.5k
Marine Company: 20k
Hangar Deck: 5k
Combat Drop Module - Company: 6k
Engineering Section - Small: 2k
Fuel Storage - Very Large: 3.5k
Troop Transport Bay: 2k
Capacitor Recharge Rate 3: 6k
Fuel Consumption: 0.7 Litres per Engine Power Hour: 7k
Magneto-Plasma Drive Technology: 56k
Maximum Engine Power Modifier x2.5: 30k
Minimum Engine Power Modifier x0.4: 1k
Beam Fire Control Range 16,000: 2k
EM Sensor Sensitivity 8: 6k
Fire Control Speed Rating 3000 km/s: 6k
Total: 197k

Components:
R-3 Focused Microwave: 600
LFA-320 Plasma Drive: 640
LFA-40 Plasma Rocket: 200
R-3 Helios Reactor Core: 90
A6-2 Fighter Targeting System: 40
Juritz Type-D EM Detection Sensor: 1120
Total:2990

Left Over: 10 RP

Initial:
1x Thunder with associated Lightnings
3x Imperials with associated Merchants
1x Rose
Rest goes to TF training for Merchants(2,375,400 Litres worth of Fuel)
Reinforcements(Every even-numbered Wave):
1x Black Lion
1x Imperial with associated Merchants
Rest goes to TF training for Merchants(336,000 Litres worth of Fuel)
Reinforcements(Every odd-numbered Wave):
1x Rose
1x Imperial with associated Merchants
Rest goes to TF training for Merchants(2,007,600 Litres worth of Fuel)
Reinforcements(Every fifth wave):
1x Rose
1x Thunder with associated Lightnings
Rest is wasted. :(


HURRAY

I don't think there are any problems, right?
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #59 on: August 11, 2013, 06:03:48 PM »
For a pentuple post, mostly to make sure this is visible, do we PM you our standard operating procedures?