Author Topic: Ships  (Read 19496 times)

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Offline Gabethebaldandbold

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Re: Ships
« Reply #165 on: March 03, 2018, 11:14:23 PM »
Armored missiles help a lot too, since I don't think that the AI really knows how to counter them effectively. It can still get lucky, but it won't try to do anything like build higher caliber PD.
its what I use, all my anti-ship missiles have at least 1 ablative armour, and the dummie variant has 4. it frequently absorbs mutiple waves of enemy point defense.
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Offline Starmantle

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Re: Ships
« Reply #166 on: March 08, 2018, 10:46:57 PM »
Because it's not possible for missile armor to take up less than a full MSP and a 1-MSP missile is usually faster and easier to make and also has 1 hit point, I usually ignore missile armor and just try for saturation fire.

That also means my missiles are harder to hit, unladen by armor. 

For a very big missile, armor can be a nice addition, though. 
 

Offline Michael Sandy

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Re: Ships
« Reply #167 on: March 09, 2018, 05:06:01 PM »
I had heard that armor rounded up, so .51 MSP of armor acted as 1 armor?
 

Offline Starmantle

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Re: Ships
« Reply #168 on: March 09, 2018, 05:46:03 PM »
I had heard that armor rounded up, so .51 MSP of armor acted as 1 armor?

My bad!

You're quite correct.  I'd forgotten that.
 

Offline El Pip

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Re: Ships
« Reply #169 on: March 11, 2018, 06:10:08 AM »
The problem on missile armour is that there is an old post from Steve explaining that missile armour only reduces chance to hit, so it was fractional.

This got changed at some point, but I'm not sure what exactly to. Certainly at the moment missile armour does not reduce the chance to hit and does round up from 0.5001 to 1. The armour somehow, sometimes reduce the chance of an anti-missile or PD killing the missile, but it's not clear. Is there a post anywhere explaining what the current mechanics are?
 

Offline JacenHan

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Re: Ships
« Reply #170 on: March 11, 2018, 06:40:56 PM »
I happened to remember some discussion from this old thread. There, Steve says:
Quote
I noted the comments regarding missile armour. The ablative armour on missiles doesn't work in the same way as armour on ships (mainly because its a lot thinner because missiles are so small). Instead, if a missile is armoured the chance of a hit penetrating the armour is equal to Weapon Damage / (Missile Armour + Weapon Damage).

For example if a missile has two points of armour and is hit by 3 points of damage, the chance of destroying the missile = 3 / (2+3) = 60%. Even if the missile had 5 points of armour, a 10cm laser would still have a 3 / (5+3) = 37.5% chance of a hit.
I'm not sure if this still applies, but it's something.
 
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Offline Gabethebaldandbold

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Re: Ships
« Reply #171 on: March 12, 2018, 01:35:44 PM »
I happened to remember some discussion from this old thread. There, Steve says:I'm not sure if this still applies, but it's something.
So by that logic, my healivy armoured missiles have 20% chance of being destroyed by a single AMM, and my damaging missiles have 50% chance of being destroyed, considering that the AI normaly uses only 1 pt of damage on their missiles
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Offline JacenHan

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Re: Ships
« Reply #172 on: May 18, 2018, 02:37:31 PM »
Started a new game recently, a conventional start with a house rule limiting MFC size to 2. I just researched Nuclear Pulse engines, and just finished designing a long-range, multipurpose ship for squadron deployments.

Code: [Select]
Sirocco class Frigate    8 000 tons     191 Crew     944 BP      TCS 160  TH 480  EM 0
3000 km/s     Armour 3-35     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 22
Maint Life 2.29 Years     MSP 295    AFR 128%    IFR 1.8%    1YR 76    5YR 1140    Max Repair 120 MSP
Intended Deployment Time: 36 months    Spare Berths 1   
Magazine 80   

N30-E240 Nuclear Pulse Engine (2)    Power 240    Fuel Use 56%    Signature 240    Exp 10%
Fuel Capacity 995 000 Litres    Range 40.0 billion km   (154 days at full power)

100mm Railgun V2/C3 (2x4)    Range 20 000km     TS: 3000 km/s     Power 3-3     RM 2    ROF 5        1 1 0 0 0 0 0 0 0 0
S03-40-3000 Beam Fire Control (1)    Max Range: 80 000 km   TS: 3000 km/s     88 75 62 50 38 25 12 0 0 0
P3 Pebble Bed Reactor (2)     Total Power Output 6    Armour 0    Exp 5%

MLS-4-60 Missile Launcher (4)    Missile Size 4    Rate of Fire 60
S02-R80-M39 Missile Fire Control (1)     Range 38.6m km    Resolution 80
RGM-1B Pilum (20)  Speed: 12 000 km/s   End: 55.7m    Range: 40.1m km   WH: 4    Size: 4    TH: 60/36/18

S02-R1-M1 Missile Detection Sensor (1)     GPS 24     Range 1.4m km    MCR 157k km    Resolution 1
S06-R80-M39 Standard Search Sensor (1)     GPS 5760     Range 38.6m km    Resolution 80

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
It's armament is a little light for 8,000 tons, but this ship is designed for raiding and picketing jump points, not a large-scale fleet battle. I also wanted to get its speed up to 3000 km/s, so the engines take up 37.5% of the mass, limiting my options. I'm planning on deploying these in squadrons of 3 or 4, with one of them being a variant with a jump engine (which I am still doing the research for).
 

 

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