Author Topic: Improved Nuclear Pulse Area Large Beam ships Fleet  (Read 2508 times)

0 Members and 1 Guest are viewing this topic.

Offline hostergaard (OP)

  • Warrant Officer, Class 2
  • ****
  • h
  • Posts: 73
  • Thanked: 27 times
Improved Nuclear Pulse Area Large Beam ships Fleet
« on: October 17, 2021, 09:37:28 AM »
The Empire Fleet

So, I have been playing this game on and of for like a decade or so, but somehow never actually made many battleships or engaged in battle. I mostly end up colonizing stuff and explore the game before being overwhelmed, but I finally got around to designing a fleet and would love hear some critique or suggestion as I noted some problems in the first battle I had. To cut down on the labour, I avoided missile ships for now, so its all beam ships. I primarily focused on lasers with some gauss cannons as point defence/area defence (not completely sure I got the terminolog right, basically to defend the themselves and the ships in the fleet from missiles and light fighters), a little Rail and plans for Lances.

Also, at the current tech level I set target speed for my FC and turrets to deal with as

3000 - Capital ships

5000 - Ships (Everything from frigate to cruisers)

8000 - FACS

125000 - Fighers

25000 - Missiles (Theoretical, as I can only make FC with a speed of 12.5k)


So right now I have my fleet with the following subfleets
NAV First Fleet (<-- First fleet naval Admin)
- 1st Fleet (<-- Fleet)
-- CL Brawler Ship Destroyers (<-- Sub-Fleet)
      3x Excalibur Class Destroyers
-- Escort Cruisers
     3x Vigilant Class Escort Cruisers
-- Escort Destroyers
     3x Fortitude Class Escort Destroyers
-- Lead Cruiser
     1x Overlord Class Command Cruisers
     2x Stormwolf Class Escort Cruisers
-- LR Anti-ship Cruisers
    3x Harbinger Class Cruisers
-- LR Anti-ship Cruisers
     3x Harbinger Class Cruisers
-- LR FAC Destroyers
     3x Sabre class Destroyers
-- LR Ship Destroyers
     3x Dragonslayer class Destroyer
--Support Fleet
---Fleet Supply Ships
     1x Killer Whale class Tanker
     1x Stellar Conveyor class Fleet Support Vessel
---Jump Ships
----Cruiser Jump Ships
      4x Glyph class Jump Cruise
----Destroyer Jump Ships
      4x Eclipse class Jump Destroyer
----Support Jump Ship
      1x Stellar Fairway class Jump Tender



Cruisers

Destroyers

Support Ships


I want to place my Overlord in the back and the escorts more in the front, but I can seem to figure out how to make sub fleets fly placed according to each other in formation orders. Also, is there a way to make the fleet possition itself constantly according to enemy fleet and keep them at spesific range via the formation orders? 

Work in progress more text added soon


Moving the ship design to seperate posts for readability cause the of topic feature seems not to work with the code feature.

Anyway, toughts? Critique? Feel free to post any suggestions you may have on my fleet.
« Last Edit: October 17, 2021, 10:36:15 AM by hostergaard »
 

Offline hostergaard (OP)

  • Warrant Officer, Class 2
  • ****
  • h
  • Posts: 73
  • Thanked: 27 times
Re: Improved Nuclear Pulse Area Large Beam ships Fleet
« Reply #1 on: October 17, 2021, 09:37:46 AM »
Cruisers


To start my cruisers. I read up on designations and while size is a factor, I learned that purpose is most important in ships classication. Cruiser are meant to cruise, i.e. sail around on their own dealing with whatever targets they run into. So I made them rather heavily armored, able to cruise for longer times than destroyers and while somewhat specialized, they are all armed so they can deal with any threat. I had been thinking that I should specialize them more for engagement range than enemy type. Either way, they all come with spinal lasers, as they are don't take much space compared to, say, quad turrets, so enemies we outrange and outspeed we will simply engage at maximum range with all the cruisers using their spinal lasers. And if they close in the spinal laser packs a hefty punch so still good for brawling close range. They also all have some gauss cannons for close range missile and light fighter defence and surprisingly useful for brawling in very close range.

Most of them have only token sensors as they rely on my sensor cruiser, but this might be a mistake.




Code: [Select]
Overlord class Command Cruiser      25,000 tons       618 Crew       3,429.8 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 112      Sensors 120/120/0/0      DCR 23      PPV 28.1
Maint Life 3.01 Years     MSP 2,385    AFR 210%    IFR 2.9%    1YR 396    5YR 5,936    Max Repair 375 MSP
Commodore    Control Rating 5   BRG   AUX   ENG   CIC   FLG   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 405,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics Single 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Fighter) (1x1)    Range 180,000km     TS: 12000 km/s     Power 6-3     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (2x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics CIWS-120 (1x6)    Range 1000 km     TS: 12,000 km/s     ROF 5       
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics PD BFC R19-TS12000 (SW) (2)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Anti-Fighter BFC R192-TS12000 (SW) (1)     Max Range: 192,000 km   TS: 12,000 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Improved Pebble Bed Reactor R3 (2)     Total Power Output 6    Exp 5%

Endanor Electronics 20 Ship Active Search Sensor AS99-R100 (1)     GPS 24000     Range 99.4m km    Resolution 100
Endanor Electronics 20 Missile Active Search Sensor AS21-R1 (1)     GPS 240     Range 21.4m km    MCR 1.9m km    Resolution 1
Endanor Electronics EM Sensor EM20-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  86.6m km
Endanor Electronics Thermal Sensor TH20-120 (1)     Sensitivity 120     Detect Sig Strength 1000:  86.6m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

The Overlord class is meant as the combined command cruiser and sensor platform. This is perhaps a mistake as they are basically the primary target because of their active sensor. I think maybe making a separate sensor cruiser would be wise and give both the command and sensor platform plenty of PD and armor. Maybe keep the passive sensors on the command cruiser. One has been built.




Code: [Select]
Firestorm class Cruiser      25,000 tons       636 Crew       3,191.9 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 143      Sensors 0/0/0/0      DCR 19      PPV 102.2
Maint Life 2.18 Years     MSP 1,521    AFR 263%    IFR 3.7%    1YR 428    5YR 6,427    Max Repair 375 MSP
Lord-Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 404,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics Twin 15.0cm C3 Near Ultraviolet Laser Turret (Anti-FAC) (8x2)    Range 180,000km     TS: 8000 km/s     Power 12-6     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (1x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Anti-FAC BFC  R192-TS8100 (SW) (8)     Max Range: 192,000 km   TS: 8,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics Improved Pebble Bed Reactor R4 (12)     Total Power Output 48    Exp 5%

Endanor Electronics 0.1 FAC Active Search Sensor AS4-R20 (1)     GPS 24     Range 4.1m km    Resolution 20
Endanor Electronics Escort EM Sensor EM0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Firestorm was basically designed to deal with small, lightly armored and fast flying enemies. Meant to park itself between fighters, facs and other such small ships and their target and tell them no, not today. Its meant to strike fear into any small ship squadron. Space superiority! And provide a line of defence after escorts against missiles because of the speed of the turrets. Practically speaking, at the current tech level, they have not been built at all because the highest tracking speed is 12.5k which is what I intend for anti-fighter work but right now is what I have for missiles also, so I just build escorts.



Code: [Select]
Hammer of Justice class Cruiser      25,000 tons       677 Crew       3,064.7 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 149      Sensors 0/0/0/0      DCR 19      PPV 103.8
Maint Life 3.55 Years     MSP 3,345    AFR 263%    IFR 3.7%    1YR 407    5YR 6,111    Max Repair 375 MSP
Lord-Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 404,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics 15.0cm C3 Near Ultraviolet Laser (18)    Range 180,000km     TS: 3,000 km/s     Power 6-3     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (1x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics Anti-Capital BFC R192-TS3000 (4)     Max Range: 192,000 km   TS: 3,000 km/s     71 67 63 59 55 52 48 44 40 36
Endanor Electronics Improved Pebble Bed Reactor R4 (12)     Total Power Output 48    Exp 5%
Endanor Electronics Improved Pebble Bed Reactor R3 (3)     Total Power Output 9.1    Exp 5%

Endanor Electronics 0.1 Capital Active Search Sensor AS12-R500 (1)     GPS 600     Range 12m km    Resolution 500
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Hammer of Justice is my Anti capital (and anti ship) as they are not turreted and simply have as many large lasers strapped on it as possible. None have been built as current ship speeds are too slow meaning its believed that I will not be able to hit their target. My plan is to replace most of the lasers except the spinal one with particle lanses once they become available.




Code: [Select]
Harbringer class Cruiser      25,000 tons       588 Crew       3,036.3 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 171      Sensors 0/0/0/0      DCR 19      PPV 114.44
Maint Life 2.26 Years     MSP 1,782    AFR 263%    IFR 3.7%    1YR 470    5YR 7,052    Max Repair 375 MSP
Lord-Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 404,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics Quad 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Ship) (4x4)    Range 180,000km     TS: 5000 km/s     Power 24-12     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (1x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics Anti-Ship BFC R192-TS5100 (SW) (4)     Max Range: 192,000 km   TS: 5,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Improved Pebble Bed Reactor R4 (12)     Total Power Output 48    Exp 5%
Endanor Electronics Improved Pebble Bed Reactor R3 (1)     Total Power Output 3    Exp 5%

Endanor Electronics 0.1 Ship Active Search Sensor AS7-R100 (1)     GPS 120     Range 7m km    Resolution 100
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km
Endanor Electronics Escort EM Sensor EM0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

The harbingers are the workhorse class as the moment. They are meant as the general brawler dealing with ships having 4 quad lasers each with their own targeting system at 5000 that is the expected speed of larger ships so they can freely choose between several smaller targets or one large, this ship can pack a bunch against small as well as large targets. T6 have been build.




Code: [Select]
Stormwolf class Cruiser      25,000 tons       586 Crew       3,079.5 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 153      Sensors 6/6/0/0      DCR 19      PPV 95.16
Maint Life 2.22 Years     MSP 1,642    AFR 263%    IFR 3.7%    1YR 449    5YR 6,735    Max Repair 375 MSP
Lord-Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 404,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics Twin 15.0cm C3 Near Ultraviolet Laser Turret (Anti-FAC) (2x2)    Range 180,000km     TS: 8000 km/s     Power 12-6     RM 30,000 km    ROF 10       
Endanor Electronics Quad 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Ship) (2x4)    Range 180,000km     TS: 5000 km/s     Power 24-12     RM 30,000 km    ROF 10       
Endanor Electronics  Twin Gauss Cannon R200-100 Turret (1x6)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics CIWS-120 (2x6)    Range 1000 km     TS: 12,000 km/s     ROF 5       
Endanor Electronics Anti-FAC BFC  R192-TS8100 (SW) (2)     Max Range: 192,000 km   TS: 8,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Anti-Ship BFC R192-TS5100 (SW) (2)     Max Range: 192,000 km   TS: 5,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Improved Pebble Bed Reactor R4 (9)     Total Power Output 36    Exp 5%
Endanor Electronics Improved Pebble Bed Reactor R3 (1)     Total Power Output 3    Exp 5%

Endanor Electronics 5.0 Active Search Sensor AS49-R100 (1)     GPS 6000     Range 49.7m km    Resolution 100
Endanor Electronics 0.1 Escort Active Search Sensor AS2-R1 (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Endanor Electronics 0.1 FAC Active Search Sensor AS4-R20 (1)     GPS 24     Range 4.1m km    Resolution 20
Endanor Electronics 0.1 Fighter Active Search Sensor AS2-R5 (1)     GPS 6     Range 2.6m km    Resolution 5
Endanor Electronics Civ EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Endanor Electronics Civ Thermal Sensor TH1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Code: [Select]
Justicar class Cruiser      25,000 tons       600 Crew       3,120.8 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 152      Sensors 6/6/0/0      DCR 26      PPV 84.92
Maint Life 3.14 Years     MSP 2,123    AFR 192%    IFR 2.7%    1YR 323    5YR 4,847    Max Repair 375 MSP
Lord-Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 800,000 Litres    Range 19.7 billion km (76 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics Single 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Fighter) (2x1)    Range 180,000km     TS: 12000 km/s     Power 6-3     RM 30,000 km    ROF 10       
Endanor Electronics Quad 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Ship) (2x4)    Range 180,000km     TS: 5000 km/s     Power 24-12     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (2x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics CIWS-120 (1x6)    Range 1000 km     TS: 12,000 km/s     ROF 5       
Endanor Electronics Anti-Fighter BFC R192-TS12000 (SW) (2)     Max Range: 192,000 km   TS: 12,000 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Anti-Ship BFC R192-TS5100 (SW) (2)     Max Range: 192,000 km   TS: 5,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics PD BFC R19-TS12000 (SW) (2)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Improved Pebble Bed Reactor R4 (6)     Total Power Output 24    Exp 5%
Endanor Electronics Improved Pebble Bed Reactor R3 (4)     Total Power Output 12.1    Exp 5%

Endanor Electronics 5.0 Active Search Sensor AS49-R100 (1)     GPS 6000     Range 49.7m km    Resolution 100
Endanor Electronics 0.1 Escort Active Search Sensor AS2-R1 (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Endanor Electronics 0.1 FAC Active Search Sensor AS4-R20 (1)     GPS 24     Range 4.1m km    Resolution 20
Endanor Electronics 0.1 Fighter Active Search Sensor AS2-R5 (1)     GPS 6     Range 2.6m km    Resolution 5
Endanor Electronics Civ EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Endanor Electronics Civ Thermal Sensor TH1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

The Stormwolf/Justicar classes are twin classes embracing the idea of cruiser as generalists, they have weapons to deal with ships, capitals, facs, fighters and missiles in equal meassure and a larger sensor suite. One meant for true lone wolf (I now realise I should change the name around to fit that!) the Justicar is meant to go patrol on its own or be stationed as lone defence on new colonies requiring some measure of protection and have twice the fuel and longer maintanance life. I might also make its deployment time longer, but it had to be reduced to fit all. Will be extended at higher tech levels. The Stormwolf meanwhile, have been designed for fleet operation. Right now two have been build to guard the Overlord and to be used to patrol systems the fleets are in on their own or go deal with smaller fleets or single ships, basically while the fleet is meant to fight fleets the Stormwolf is kept as backup with the Overlord in the back and be throw at any gaps, its is the solution to throw at any problem that shows up.

 

Code: [Select]
Vigiliant class Escort Cruiser      25,000 tons       636 Crew       3,360.3 BP       TCS 500    TH 1,500    EM 900
3000 km/s      Armour 9-76       Shields 30-300       HTK 133      Sensors 0/0/0/0      DCR 17      PPV 97
Maint Life 2.12 Years     MSP 1,518    AFR 284%    IFR 3.9%    1YR 453    5YR 6,790    Max Repair 375 MSP
Lord-Captain    Control Rating 3   BRG   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 404,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics Single 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Fighter) (8x1)    Range 180,000km     TS: 12000 km/s     Power 6-3     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (5x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics Anti-Fighter BFC R192-TS12000 (SW) (8)     Max Range: 192,000 km   TS: 12,000 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics PD BFC R19-TS12000 (SW) (5)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics Anti-Ship BFC R192-TS5100 (SW) (2)     Max Range: 192,000 km   TS: 5,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Improved Pebble Bed Reactor R4 (6)     Total Power Output 24    Exp 5%
Endanor Electronics Improved Pebble Bed Reactor R3 (1)     Total Power Output 3    Exp 5%

Endanor Electronics 0.1 Escort Active Search Sensor AS2-R1 (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Endanor Electronics Escort EM Sensor EM0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

The vigilant is the premier escort ship of the solar empire featuring defence in debt with multible layers of point defence. First is long range area defence with 8 fast tracking laser turrets followed by a battery of 5 close range gauss cannons.  This a ship meant to ensure that no missile ever touches any of our ships.



Code: [Select]
Glyph class Jump Cruiser      25,000 tons       594 Crew       3,627.6 BP       TCS 500    TH 1,500    EM 900
3000 km/s    JR 4-250      Armour 9-76       Shields 30-300       HTK 121      Sensors 6/6/0/0      DCR 28      PPV 7.8
Maint Life 1.77 Years     MSP 2,624    AFR 179%    IFR 2.5%    1YR 1,037    5YR 15,556    Max Repair 1402.7 MSP
Captain    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Endanor Electronics J25000(4-250) Military Jump Drive     Max Ship Size 25000 tons    Distance 250k km     Squadron Size 4

Endanor Electronics M-INP Engine  EP750.00 (2)    Power 1500    Fuel Use 29.21%    Signature 750    Explosion 10%
Fuel Capacity 404,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (3)     Recharge Time 300 seconds (0.1 per second)

Endanor Electronics  Single Gauss Cannon R200-100 Turret (1x3)    Range 19,200km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0

Endanor Electronics 0.1 Ship Active Search Sensor AS7-R100 (1)     GPS 120     Range 7m km    Resolution 100
Endanor Electronics Civ EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Endanor Electronics Civ Thermal Sensor TH1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Not much to say about the glyph. Its simply there to provide jump ability if need be It have slightly better sensor than most other ships



Before building them, my greatest worry was a slow speed at 3000, I am considering designing souped up engines and push them to 5000, but for now I am waiting for next engine tech.

Practically speaking, the greatest issue I have right now is how pita setting the fire control is when the ships are not specialized. Does anyone have suggestion on how to make it easier? Maybe I should just drop all the different weapons and specialize my cruisers also with single weapon types and fire controls. Right now I click the auto set, then have to move them around, fx the spinal laser cause it sets itself to the turrets usually. I then change all of them to area defence cause it sets to final fire cause I want to defend everyone in the area? But maybe final fire works fine? Some advice on the matter would be good.

After testing them, I think maybe my missile defence is not good enough, and I need to soup it up more as barrages seemed to get trough. What more is, my Overlord is a flying target, enemies seems to target the strongest sensor. I think I should split them and make a separates sensor platform and command cruiser, maybe give the command cruiser jump ability. Maybe I should add at least one large active sensor on all my cruisers or something? Seems like a weakness to have sensor platforms when they are targeted like they are maybe.

 I think maybe I should specialize my ships more, and have two or maybe the 3 different weapons max at the ship. I really like having the spinal lasers, but if people can convince me they are pointless I will remove them from most design. I just like the idea that they can all stay at maximum range and harras the enemy. And maybe reduce the number of design or make them more similar so I can make them in the same shipyard, cause I mostly can't now.

 In the future, if sheep speed increases then anti ship ships maybe not use turrets. In fact, I might when I reach 5000 in speed roll the Hammer of Justice and Harbinger together in one class as it might be a pointless distinction to have between ships and capital ships and them deal with anything large and slow and then build Firestorms to deal with anything faster than 5000 that need turreted ships. And maybe also just get rid of the Justicar and make the Stormwolf have longer shelf life and more gass than the fleet in general and have it serve both the purposes.

Also, maybe shields aren't worth it but dammit, I love them, as sci-fi nerd its criminal that they are not useful in game apprently. Should I maybe slap on some CIWS also or are they not worth it on military ships. Generally my biggest worry is dealing with missiles since I dont use them myself. Perhaps I should remove the Cruiser Escort and let Destroyers handle all escort duties?
« Last Edit: October 17, 2021, 09:48:30 AM by hostergaard »
 

Offline hostergaard (OP)

  • Warrant Officer, Class 2
  • ****
  • h
  • Posts: 73
  • Thanked: 27 times
Re: Improved Nuclear Pulse Area Large Beam ships Fleet
« Reply #2 on: October 17, 2021, 09:37:56 AM »
Destroyers


Destroyers built to destroy things. They are built with one thing in mind, to destroy a particular type of enemy and do it well. The largest super specialised class in the fleet.



Code: [Select]
Dragonslayer class Destroyer      10,000 tons       314 Crew       1,251.6 BP       TCS 200    TH 600    EM 300
3000 km/s      Armour 5-41       Shields 10-300       HTK 67      Sensors 0/0/0/0      DCR 4      PPV 51
Maint Life 2.05 Years     MSP 390    AFR 195%    IFR 2.7%    1YR 123    5YR 1,851    Max Repair 150 MSP
Lord-Captain    Control Rating 2   BRG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP300.00 (2)    Power 600    Fuel Use 46.19%    Signature 300    Explosion 10%
Fuel Capacity 256,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics 15.0cm C3 Near Ultraviolet Laser (9)    Range 180,000km     TS: 3,000 km/s     Power 6-3     RM 30,000 km    ROF 10       
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics Anti-Capital BFC R192-TS3000 (3)     Max Range: 192,000 km   TS: 3,000 km/s     71 67 63 59 55 52 48 44 40 36
Endanor Electronics Improved Pebble Bed Reactor R3 (6)     Total Power Output 18.1    Exp 5%
Endanor Electronics Improved Pebble Bed Reactor R4 (3)     Total Power Output 12    Exp 5%

Endanor Electronics 0.1 Ship Active Search Sensor AS7-R100 (1)     GPS 120     Range 7m km    Resolution 100
Endanor Electronics Escort EM Sensor EM0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

The dragonslayer slays dragons. Its the anticapital/antiship ship of the fleet, fielding no turrets, only as many laser weapons bolted to the hull for as much heavy firepower as possible at long range. Once lances becomes available it will field those instead of the lasers (except possibly the spinal laser methinks).



Code: [Select]
Excalibur class Destroyer      10,000 tons       268 Crew       1,167.4 BP       TCS 200    TH 600    EM 600
3000 km/s      Armour 6-41       Shields 20-300       HTK 62      Sensors 0/0/0/0      DCR 2      PPV 43.8
Maint Life 1.20 Years     MSP 270    AFR 291%    IFR 4.0%    1YR 193    5YR 2,888    Max Repair 150 MSP
Lord-Captain    Control Rating 2   BRG   CIC   
Intended Deployment Time: 12 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP300.00 (2)    Power 600    Fuel Use 46.19%    Signature 300    Explosion 10%
Fuel Capacity 256,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (2)     Recharge Time 300 seconds (0.1 per second)

15cm Railgun V30/C3 (6x4)    Range 90,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (1x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics Anti-Capital BFC R96-TS3000 (SW) (6)     Max Range: 96,000 km   TS: 3,000 km/s     67 59 52 44 36 28 20 12 5 0
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Improved Pebble Bed Reactor R4 (3)     Total Power Output 12    Exp 5%
Endanor Electronics Improved Pebble Bed Reactor R3 (2)     Total Power Output 6    Exp 5%

Endanor Electronics 0.1 Ship Active Search Sensor AS7-R100 (1)     GPS 120     Range 7m km    Resolution 100
Endanor Electronics Escort EM Sensor EM0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

The Excalibur is an odd one out in the fleet fielding no lasers. The fleet planers saw a weakness in the long rang lasers and saw a need for a close range brawler, so an experimental railgun destroyer was designed to brawl with ships at close range by making sure as many slugs as possible is flying towards the enemy as possible. It feature an added layer of armor and double the shields of other destroyers to protect it while it closes range with the enemy, its a tough nut to crack. Debate have been had if it would be better to remove all the FC for a single one controlling the all and use the extra space for other purposes.



Code: [Select]
Sabre class Destroyer      10,000 tons       271 Crew       1,224.8 BP       TCS 200    TH 600    EM 300
3000 km/s      Armour 5-41       Shields 10-300       HTK 64      Sensors 0/0/0/0      DCR 4      PPV 55
Maint Life 1.86 Years     MSP 383    AFR 195%    IFR 2.7%    1YR 141    5YR 2,109    Max Repair 150 MSP
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP300.00 (2)    Power 600    Fuel Use 46.19%    Signature 300    Explosion 10%
Fuel Capacity 256,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

Endanor Electronics Twin 15.0cm C3 Near Ultraviolet Laser Turret (Anti-FAC) (4x2)    Range 180,000km     TS: 8000 km/s     Power 12-6     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (1x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Anti-FAC BFC  R192-TS8100 (SW) (4)     Max Range: 192,000 km   TS: 8,100 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics Improved Pebble Bed Reactor R4 (6)     Total Power Output 24    Exp 5%

Endanor Electronics 0.1 FAC Active Search Sensor AS4-R20 (1)     GPS 24     Range 4.1m km    Resolution 20
Endanor Electronics Escort EM Sensor EM0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

The sabre is the current anti-fac and anti fighter solution of the fleet. As tracking speed improves it will likely separate into two different classes to cover facs and small ships and the others fighters



Code: [Select]
Fortitude class Destroyer Escort      10,000 tons       248 Crew       1,235.2 BP       TCS 200    TH 600    EM 300
3000 km/s      Armour 5-41       Shields 10-300       HTK 54      Sensors 0/0/0/0      DCR 5      PPV 59.8
Maint Life 2.43 Years     MSP 460    AFR 152%    IFR 2.1%    1YR 107    5YR 1,607    Max Repair 150 MSP
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP300.00 (2)    Power 600    Fuel Use 46.19%    Signature 300    Explosion 10%
Fuel Capacity 256,000 Litres    Range 10 billion km (38 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

Endanor Electronics Single 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Fighter) (2x1)    Range 180,000km     TS: 12000 km/s     Power 6-3     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (6x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics Anti-Fighter BFC R192-TS12000 (SW) (2)     Max Range: 192,000 km   TS: 12,000 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics PD BFC R19-TS12000 (SW) (6)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Improved Pebble Bed Reactor R3 (2)     Total Power Output 6    Exp 5%

Endanor Electronics 0.1 Escort Active Search Sensor AS2-R1 (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Endanor Electronics Escort EM Sensor EM0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

Its designed to escort other destroyers trough a hail of missiles with its dual layers of PD. It can handle small fighters too.



Code: [Select]
Nova class Destroyer Leader      10,000 tons       259 Crew       1,307.7 BP       TCS 200    TH 600    EM 300
3000 km/s      Armour 5-41       Shields 10-300       HTK 48      Sensors 60/60/0/0      DCR 4      PPV 20.3
Maint Life 1.73 Years     MSP 370    AFR 184%    IFR 2.6%    1YR 151    5YR 2,258    Max Repair 150 MSP
Captain    Control Rating 2   BRG   AUX   
Intended Deployment Time: 12 months    Morale Check Required   

Endanor Electronics M-INP Engine  EP300.00 (2)    Power 600    Fuel Use 46.19%    Signature 300    Explosion 10%
Fuel Capacity 400,000 Litres    Range 15.6 billion km (60 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics Single 15.0cm C3 Near Ultraviolet Laser Turret (Anti-Fighter) (1x1)    Range 180,000km     TS: 12000 km/s     Power 6-3     RM 30,000 km    ROF 10       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (1x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics Anti-Fighter BFC R192-TS12000 (SW) (1)     Max Range: 192,000 km   TS: 12,000 km/s     95 90 84 79 74 69 64 58 53 48
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Improved Pebble Bed Reactor R3 (2)     Total Power Output 6    Exp 5%

Endanor Electronics 10 Active Search Sensor AS15-R1 (1)     GPS 120     Range 15.1m km    MCR 1.4m km    Resolution 1
Endanor Electronics 10 Active Search Sensor AS70-R100 (1)     GPS 12000     Range 70.3m km    Resolution 100
Endanor Electronics Thermal Sensor TH10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  61.2m km
Endanor Electronics EM Sensor EM10-60 (1)     Sensitivity 60     Detect Sig Strength 1000:  61.2m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

While none have been build yet, its meant to function as the leader and sensor platform for independent operation of destroyer fleets or squadrons. Either to be part of the a larger fleet with cruiser so they can go out and hunt spesific targets on their own, or to function as part of a smaller fleet of destroyers posted at medium colonies that need a fleet level defence but is not large or important enough to require a full fleet with cruisers. 



Code: [Select]
Eclipse class Jump Destroyer      10,000 tons       255 Crew       1,135.1 BP       TCS 200    TH 600    EM 300
3000 km/s    JR 4-250      Armour 5-41       Shields 10-300       HTK 52      Sensors 0/0/0/0      DCR 7      PPV 13.8
Maint Life 2.12 Years     MSP 508    AFR 113%    IFR 1.6%    1YR 151    5YR 2,270    Max Repair 269.6 MSP
Captain    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Endanor Electronics J10000(4-250) Military Jump Drive     Max Ship Size 10000 tons    Distance 250k km     Squadron Size 4

Endanor Electronics M-INP Engine  EP300.00 (2)    Power 600    Fuel Use 46.19%    Signature 300    Explosion 10%
Fuel Capacity 400,000 Litres    Range 15.6 billion km (60 days at full power)
Endanor Electronics Alpha S10 / R300 Shields (1)     Recharge Time 300 seconds (0 per second)

Endanor Electronics 18.750cm C3 Near Ultraviolet Spinal Laser (1)    Range 256,000km     TS: 3,000 km/s     Power 9-3     RM 30,000 km    ROF 15       
Endanor Electronics  Single Gauss Cannon R200-100 Turret (1x3)    Range 20,000km     TS: 12000 km/s     Power 0-0     RM 20,000 km    ROF 5       
Endanor Electronics Spinal Anti-Capital BFC R256-TS3000 (SW) (1)     Max Range: 256,000 km   TS: 3,000 km/s     72 69 66 63 60 57 54 52 49 46
Endanor Electronics PD BFC R19-TS12000 (SW) (1)     Max Range: 19,200 km   TS: 12,000 km/s     48 0 0 0 0 0 0 0 0 0
Endanor Electronics Improved Pebble Bed Reactor R3 (1)     Total Power Output 3    Exp 5%

Endanor Electronics 0.1 Escort Active Search Sensor AS2-R1 (1)     GPS 3     Range 2.1m km    MCR 192.7k km    Resolution 1
Endanor Electronics Escort EM Sensor EM0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km
Endanor Electronics Escort Thermal Sensor TH0.1-0.6 (1)     Sensitivity 0.6     Detect Sig Strength 1000:  6.1m km

ECM 10

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a c for auto-assignment purposes

There is nothing much to say other than its a jump tender with some minimal point defence and spinal laser to harass any larger enemy at a distance. But its meant to mostly stay at a distance.


As with the cruisers I want to maybe split the leader into a separate sensor platform and a leader, and give the leader jump ability. I think maybe I should give all the destroyers larger active sensors for their specialization. Right now its basically only large enough to see their target enemy at weapon range, a minimal backup if you will. I will likely focus on making more specialised Destroyer classes and reduce the number of cruiser variants maybe. Tough I would like to have crusiers be the workhorse class doing the bulk of the fighting and have destroyers be specialists.

What more is, I consider having them work at a higher speed than the fleet average, so I they can hunt down their intended targets. Fx 7500 when the fleet standard is 5000. Tough maybe that is better left to frigates, corvettes and other gunships.
« Last Edit: October 17, 2021, 10:35:21 AM by hostergaard »
 

Offline hostergaard (OP)

  • Warrant Officer, Class 2
  • ****
  • h
  • Posts: 73
  • Thanked: 27 times
Re: Improved Nuclear Pulse Area Large Beam ships Fleet
« Reply #3 on: October 17, 2021, 09:38:07 AM »
Support Ships



Code: [Select]
Killer Whale class Tanker      25,000 tons       254 Crew       917 BP       TCS 500    TH 1,500    EM 0
3000 km/s      Armour 3-76       Shields 0-0       HTK 70      Sensors 6/6/0/0      DCR 1      PPV 0
MSP 27    Max Repair 125 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Endanor Electronics C-INP Engine  EP500.00 (3)    Power 1500    Fuel Use 4.47%    Signature 500    Explosion 5%
Fuel Capacity 5,122,000 Litres    Range 824.6 billion km (3181 days at full power)
Refuelling Capability: 60,000 litres per hour     Complete Refuel 85 hours

Endanor Electronics CIWS-120 (1x6)    Range 1000 km     TS: 12,000 km/s     ROF 5       
Endanor Electronics Civ Ship Active Search Sensor AS22-R100 (1)     GPS 1200     Range 22.2m km    Resolution 100
Endanor Electronics Civ Thermal Sensor TH1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Endanor Electronics Civ EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a a for auto-assignment purposes

A tanker designed to keep up with the fleet at full speed, its sister ship, Whale, is much slower.



Code: [Select]
Stellar Fairway class Jump Tender      25,000 tons       207 Crew       642.9 BP       TCS 500    TH 1,500    EM 0
3000 km/s    JR 3-125(C)      Armour 1-76       Shields 0-0       HTK 47      Sensors 6/6/0/0      DCR 1      PPV 0
MSP 16    Max Repair 125 MSP
Captain    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Endanor Electronics JC26K Commercial Jump Drive     Max Ship Size 25500 tons    Distance 125k km     Squadron Size 3

Endanor Electronics C-INP Engine  EP500.00 (3)    Power 1500    Fuel Use 4.47%    Signature 500    Explosion 5%
Fuel Capacity 312,000 Litres    Range 50.2 billion km (193 days at full power)

Endanor Electronics CIWS-120 (1x6)    Range 1000 km     TS: 12,000 km/s     ROF 5       
Endanor Electronics Civ Ship Active Search Sensor AS22-R100 (1)     GPS 1200     Range 22.2m km    Resolution 100
Endanor Electronics Civ Thermal Sensor TH1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Endanor Electronics Civ EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a a for auto-assignment purposes

It have a simple purpose. It jumps the support ships.



Code: [Select]
Stellar Conveyor class Fleet Support Vessel      25,000 tons       254 Crew       1,248.8 BP       TCS 500    TH 1,500    EM 0
3000 km/s      Armour 3-76       Shields 0-0       HTK 70      Sensors 6/6/0/0      DCR 1      PPV 0
MSP 50,256    Max Repair 125 MSP
Cargo Shuttle Multiplier 8   
Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Endanor Electronics C-INP Engine  EP500.00 (3)    Power 1500    Fuel Use 4.47%    Signature 500    Explosion 5%
Fuel Capacity 100,000 Litres    Range 16.1 billion km (62 days at full power)

Endanor Electronics CIWS-120 (1x6)    Range 1000 km     TS: 12,000 km/s     ROF 5       
Endanor Electronics Civ Ship Active Search Sensor AS22-R100 (1)     GPS 1200     Range 22.2m km    Resolution 100
Endanor Electronics Civ Thermal Sensor TH1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Endanor Electronics Civ EM Sensor EM1.0-6.0 (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a a for auto-assignment purposes

Provides maintenance for the fleet.
« Last Edit: October 17, 2021, 10:30:20 AM by hostergaard »
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 2976
  • Thanked: 2238 times
  • Radioactive frozen beverage.
Re: Improved Nuclear Pulse Area Large Beam ships Fleet
« Reply #4 on: October 17, 2021, 07:42:10 PM »
Anyway, toughts? Critique? Feel free to post any suggestions you may have on my fleet.

My first thought is that this is waaaay too many ships to try and evaluate in one go.

However I am a reckless maniac so I will try anyways. My gut feeling is that so many ships of the same meta-class probably indicates that the overall navy has too many classes with the usual attendant doctrinal weaknesses, but we shall see.

Doctrine

First of all, it's important to establish how much of your fleet doctrine is fluffy roleplay versus the cold hard calculus of gameplay, and for the latter what kind of gameplay we are talking about. Specifically, if you are playing with a single player race against NPRs then you should recognize that your bog-standard NPRs will only use large ships, not fighters or FACs. This may vary for some of the spoiler races but you can work that out on your own. Against multiple player races of course anything is possible, and your doctrinal needs should be expanded accordingly.

An important distinction here is that in Aurora, "point defense" refers more or less exclusively to anti-missile work, and this is a major part of any successful fleet doctrine unless you are playing with zero NPRs and a commitment to use no missiles. Most (but not all) NPRs will use missiles, and short of roleplay limits other player races would be unwise not to do the same. Note that CIWS in particular is usually a huge waste in a fleet setting since it will only protect the ship it is on, while any other beam/kinetic weapon set to Final Fire will fire to defend the entire fleet. CIWS is really only useful on ships that expect to operate truly independently (e.g., survey ships), on large commercial ships as a small deterrent against missile raiders, or on very large, super-critical ships like supercarriers which usually form the singular centerpiece of a fleet (even then, Gauss turrets with SW fire controls are usually preferable as the enemy is likely to target the escorts first anyways).

This means that in very broad terms you will need to have ship classes in two principal categories: anti-ship (offensive) and anti-missile (defensive). Anti-fighter/FAC are a third category if you expect them to be present only, but are extremely distinct from anti-missile defense ships and have more in common, usually, with offensive ships (often, an anti-FAC class can be created by cloning an anti-ship class design and swapping out the sensors and fire controls, plus missile loadout if necessary).

The other key thing to keep in mind is that in Aurora, fleets typically do battle as... fleets. Generally, splitting the fleet up into smaller separate units while it may feel like you are executing a brilliant tactic only makes each smaller unit vulnerable to be picked off by a combined enemy fleet. This is especially true about missiles, since point defense is most effective en masse and not very effective in small groups. Things like formations and escorts are usually most useful when you are using very dedicated, special-purpose ships in these roles. For example, deploying a ring or two of sensor fighters/FACs around a main fleet to act as pickets to warn of incoming missiles or enemy fighters - here the trick is that by using smaller ships, the large enemy sensors that could detect your main fleet will not detect your smaller picket craft and thus cannot fire on them, so they are relatively safe even if detached. If you put your 10,000-ton destroyer out in front of the fleet to "intercept" an enemy missile volley, expecting to whittle it down with area fire before it reaches your cruisers, the enemy will just shoot your destroyer with everything they have and you're out 10,000 tons of point defense.

This means that concepts like flanking, gaps, line-of-battle, etc. have very little place in Aurora, and unless you are committed to a roleplay concept it is a little silly to incorporate such ideas into your idea of spaceship battle doctrine. If you are committed to a roleplay concept, you are probably okay with being a little silly.  ;)

Fleet Composition

Trying to get a handle on the general fleet composition:

Cruisers [8]:
  • CC Overlord: command cruiser, big sensors
  • CA Firestorm: anti-FAC defense beam
  • CA Hammer of Justice: offensive beam
  • CA Harbinger: mixed offensive/anti-FAC beam
  • CA Stormwolf: mixed offensive/anti-FAC beam
  • CA Justicar: mixed offensive/anti-FAC beam, long endurance
  • CLE Vigilant: mixed defensive beam
  • CJ Glyph: jump cruiser
Destroyers [6]:
  • DD Dragonslayer: offensive beam
  • DD Excalibur: offensive railguns
  • DD Sabre: anti-fighter/FAC defense beam
  • DE Fortitude: defensive beam
  • DL Nova: mixed beams + sensors
  • JD Eclipse: jump destroyer
The support ships make sense as they each have an obvious role.

So, 14 ship classes across two hull categories. That is a lot, and the obvious question is why do we need so many ships? I will get more specific when addressing individual ship classes, but generally I feel that there is a lot of duplication between ships that are not substantially different. Looking just at the cruiser group, you have an anti-FAC design, and anti-ship (offensive) design, and three slightly different designs which mix these two roles, and another point defense design which also has anti-FAC capabilities. Granted, each design is slightly different (the Justicar I think would be easily buildable out of a Stormwolf-tooled shipyard), but I don't think they are different enough to warrant such granularity of classes. I would probably focus on designing generalist classes, and using slight refit versions if you really need to specialize.

Less immediately apparent is that you also have excessive duplication between the cruiser and destroyers classes. Usually you do not want to have two classes which do the same thing and differ only in size (except when transitioning between two generations of a fleet). Why build an anti-ship destroyer when the anti-ship cruiser can fulfill the same role and is generally more capable due to being bigger, better-armored, and more resilient to damage? Plus, the cruiser in this case offers a bit of point defense to help a fleet survive missile attacks. Conversely, why build these big cruisers when you have a destroyer that can do the same thing, and you could use your shipyards to build cruisers that do other things like anti-missile defense?

As a general rule, while it does sometimes make sense to duplicate certain capabilities across multiple classes (e.g., every ship could have 1-2 point defense turrets to contribute to missile defense and ensure that the fleet is not vulnerable to losing its escorts, or every ship should have a spinal laser so it can contribute in a close brawl), each ship should have a primary purpose or mission and you should usually avoid duplicating this mission between multiple classes. The main exception I can think of is if you have a very large navy and a "high-capability/low-capability" fleet design doctrine makes sense to duplicate mission profiles between a high-capability main battle fleet(s) and low-capability garrison, patrol, or border squadrons.

Cruisers

To start, I feel it is good to interrogate the premise of "independent operations". What is meant by this term? Clearly there has to be some limit, for example no one in their right mind expects a lone cruiser to sail into an enemy port and seize it by itself as an "independent operation".

Typically, I think there are two principal modes of independent operation. The first is operations by a single ship, and these would rarely be direct combat operations. Examples would be: scouting, patrolling, convoy escort, showing the flag, commerce raiding, or pursuit of smaller targets. The second is operations by a cruiser squadron, in which all the ships have the same or similar capabilities. These could be the same kinds as above or could be more combat-oriented, but as a general rule no one would expect a single squadron to take on an entire enemy battle fleet.

In a broad sense, therefore, cruisers on "independent operations" do not need to be able to deal with whatever targets they run into. They need to be (1) designed for a specific mission or purpose, or at least given capabilities which correspond to specific mission types, and (2) they need to be sufficiently well-armed to destroy, drive off, or deter a smaller target or force, with the emphasis on "smaller" as these cruisers are not really expected to stand against an equivalent force of dedicated fleet combat vessels (which will generally be more efficient and therefore dangerous to an isolated cruiser or squadron).

The cruisers that you have here, despite the ostensible design doctrine of independent operations, strike me as being fleet cruisers instead, in that each one has a designated role and they work together as a combined group to protect a fleet from any threat. This doesn't mean they are a bad design, just that they are designed to work best in a fleet context instead of as independent ships. The problem I think comes when trying to design ships that mix 4-5 different capabilities to be "independent" and they end up being not very good at anything. The Stormwolf/Justicar classes strike me as weak designs because of this: they are trying to mount three distinct classes of weapons (anti-ship, anti-FAC, anti-missile), a good-sized active sensor, and very heavy armor (something like 15-20% of total tonnage is a lot of armor), so they are not going to be particularly good at anything. The best role I can see them fitting is as a convoy escort or maybe a patrol role, but even then the design could be more suited to the intended mission.

TL;DR: "independent operations" is not a synonym for "jack of all trades", and treating it as if it were so tends to lead to mediocre ship designs that do not perform any mission particularly well.

Specific comments:
  • 3,000 km/s fleet speed is okay in a vacuum for INPE era. As a general rule of thumb, 30-40% of ship mass as engines with a 1.0x multiplier will give a range of speeds comparable to what the NPR ships will show at the same tech level, although it is easy to exceed this standard with EP boosting techs. However, for a beam-only fleet speed is critical, so you want to be on the higher end of this scale in any era
  • The shields are uniformly terrible. 30 shield strength is barely 40% of a single armor layer and will absorb very little damage. If you want to use shields, you need to invest into the relevant techs and mount at least 1-2 armor layers equivalent in terms of strength to be effective.
  • For a command cruiser, you have to be careful since the big sensor makes it a big target. Generally, keep a cruiser with the fleet when facing missiles, but detach and keep out of range when facing enemy beams (this is where speed becomes critical!). Also, a big RES-1 sensor is important for anti-missile defense due to the tracking bonus you can gain once you research the relevant tech line, unless you use fighter pickets instead, and a command cruiser is a good place to put that sensor.
  • Generally I would avoid using turrets for anti-ship weapons. Turrets are not tonnage-efficient unless the tracking speed is much greater than the ship speed. For a 5,000 km/s turret on a 3,000 km/s ship, you are paying for 5,000 km/s of tracking speed but only getting 2,000 km/s of benefit - 60% of your tracking speed is wasted which is tonnage that could have been used for more guns or bigger/faster/more engines.

Destroyers

Most of these look good, because they meet the "have a primary purpose" criteria. Fleet speed, shields, etc. - see the above comments.

My main objection is to the destroyer leader class. It is frankly redundant and offers nothing over the command cruiser, and otherwise suffers from the same problems as the Stormwolf cruiser class in trying to do 5-6 different things and doing none of them very well. For the reasons previously discussed, the idea of a detached destroyer squadron going off to hunt targets usually does not come to fruition, and if it does...that is what your cruisers are for!!

If you really want to keep the DL role (and it could have some uses, mainly for smaller colony defense squadrons), I would probably use it primarily as a sensor carrier with some point defense weapons. Even so, I don't think it is terribly necessary.

Support Ships

No objections, these all look well-designed for the most part. This is the correct use of CIWS, as commercial ships can not mount any other weapons and this ensures at least minimal anti-missile protection in the event of enemy raiders.

For the jump tender, as squadron jumping has no place for commercial ships (...usually), I would use the minimum tech values (squadron size 2, max distance 25k) to reduce the size and cost of your jump drive. With the tonnage you save, you could choose to up-armor the class, mount a ship-to-ship tractor beam for emergency rescue/recovery operations, or put on some cryo modules for collecting shipwreck survivors/prisoners after a battle. For that matter, a dedicated tug/rescue ship would not be a bad idea, you only need a few and they are extremely useful.

Final Thoughts

If you have one takeaway from my novel here, it should be this: design fleets, not ships.

In other words, each ship class should fulfill a specific primary purpose or mission in a fleet doctrine, so that the entire fleet works together effectively to accomplish your goals.

Part of this means you need to design a fleet to face an expected opposition, rather than designing spherical ships in an imaginary frictionless vacuum.  ;)  Should you expect fighters? Missiles? FACs? At the start of the game you have to guess about this, usually, which means designing a good generalist fleet which can handle the most common types of opposition decently well, and then tailor the fleet by adding specialist classes once you meet alien races and prepare to kill them. A "generalist" fleet usually means something like 3-5 classes - offensive, defensive, possibly in both beam and missile variants, and often a sensor-equipped class to act as a basic fleet scout. You can of course design and deploy more classes in the early game, but this is really going to be for RP reasons more so than out of any real necessity.
« Last Edit: October 17, 2021, 07:49:19 PM by nuclearslurpee »
 
The following users thanked this post: Andrew, Jorgen_CAB, hostergaard, Black, Zap0, Sebmono, ArcWolf

Offline hostergaard (OP)

  • Warrant Officer, Class 2
  • ****
  • h
  • Posts: 73
  • Thanked: 27 times
Re: Improved Nuclear Pulse Area Large Beam ships Fleet
« Reply #5 on: October 19, 2021, 07:34:23 AM »

My first thought is that this is...


Thank you so much for such and elaborate and well tought trough response. It really helped and gave me some new perspectives. Its actually your LP that inspired me to finally getting around to designing warships. Its really good, and I hope you are gonna post more updates soon!   :D

It seems by and large that your comments  reflects my thoughts on the matter, I ended up designing too many classes, particularly in terms of cruisers.

I kept myself to beam weapons, because as you can see I tend to overthink things and try to think about every eventuality, so I forced myself to only consider beam weapons to reduce it. Might be stupid, but at the same time, hey, its an extra challenge. My design are largely based on the wiki article on beam weapons for the old Aurora as there is much less info on the C# page, so I am not sure the info I have is relevant. And also info I gleaned from varius LP's, issue is that it can sometimes be hard to evaluate what is roleplay and what is functional.

So yeah, some things are based on roleplay, and some on functionality. In terms of combat, my desgin does suffer from limited understanding on how combat works. In particular it seems that there is no way to possitions ships in fleet and have it have a impact on the battle. Right now, if I understand correctly, the fleet is effectively a single amorbus point and where the ships can invidually be targeted. Its a shame because it could be more interesting in that regard having placement and tactics matter. Like, buff shields, maybe give an ability to link up shields and have system to define fleet placement and make the game consider the direction an attack is coming from. This way you could possibly have system where heavily shielded ships could be placed up front to create a wall to protect more fragile ships. This then could greate interesting emergent gameplay as you would be forced to deal with that and be a better counter for misiles, stay at range and lob misiles hoping to whittle down the front line shields or charge in with beam ships? Flank them? Right now battles are basically decided in seconds, you break trough a ships defences and its destroyed or crippled, there is little opportunity for tactical play insofar ship placement is concerned. Its not a big deal, I mean, this what the game is like, but it would be enjoable to see it fleshed out more I suppose. But I can see that my thinking in that regard was pointless.

You ask how I arrived at so man ship classes, basically, its a 2d system where one axis is enemy ship classes and their expected speed which I already detailed but here is a copy:

3000 - Capital ships

5000 - Ships (Everything from frigate to cruisers)

8000 - FACS

125000 - Fighers

25000 - Missiles (Theoretical, as I can only make FC with a speed of 12.5k)

and then the other axis was engagement range, which was divided more or less into close range, mid range, long range, max range (and theoretically missile range, but I have no missile ships so its not relevant). Close range is basically on top of each other where any and all weapons can me used, i.e. missiles about to hit ships, fighers attacking larger ships (and maybe facs) and so on, Medium range is maybe a bit of a mislabel as it is basically brawling range, where they are not on top of each other but close enough brawl it out via close-medium range beam weapons like railguns. Long range would be effective ranges of lasers or Lances, basically where you keep your ship at distance and fight it out with long range weapons staying out of range of most enemy beam weapons. Max range is basically spinal lasers, staying as far as way you can hoping to completely avoid enemy weapons (aside from misilies) while sniping them at max range hoping to take them out while they can't respond to your potshots.

Then it was a simple matter of filling each crosspoint with ships. Then I reduced them from there by deciding that there where to much overlap in some cases (FAC/Fighters).

IF you think that is complicated its actually a reduced multidimensional system, I forced myself to only consider that, I had a 3D system where size where an axis instead of implied in the speed. I know what you mean with being a reckless maniac, its way to many ships, I spend days from morning to evening designing ships for every eventuality so I forced myself to limit my options (no missiles, only a 2 axis of consideration).

Taking your comment about designing fleets into consideration, I think then that the engagement distance is less relevant for ships, its a fleet level consideration. I can't have brawlers and long range ships in the same fleet, its either a long range fleet or a brawler fleet. Or I can, but its more that I should design to fit my fleet paradigm.

Cruisers

I think my cruisers are the one that needs most work yeah. They are heavily armored because I decided that I likely had no chance of out speeding my enemy, so I should focus on outliving them, i.e. I should be able to handle all the missiles they can throw at me and force them to come to me if and do battle once they are out of missiles. I am thinking maybe, surprising as it is, that I should reduce armor and up shields because if I want to slowly advance towards enemies under constant fire then the fact that shields recharge is important, as they might recharge while I advance, but armor is lost for the duration of the battle. Thing is, I am not completely sure how shields work. Like, does it recharge in increments or is a binary thing? Say, I have 300 hp (or whatever you call it) shield. I get 10 damage. It has 10 second recharge time. Do I get 1 hp back every second? Or is it, in 10 second, the shield with get the 10 points back in one go? And how does that work with multible shields? Are damage spread over them all, or do they get knocked of one by one? Do they only recharge if knocked of? Is few large shields better than many or vise versa, its a bit unclear at the moment.

I really need to think about it, but right now, based on your feedback, I might actually classify my ships in this manner with one axis being Non turret ship, Turreted ship and Escort ship and the other axis being long and short range.

So Non turreted cruiser being the main workhorse meant to deal with anything near its size or larger and/or near its speed or slower, your comment on speed gain from turrets of 2000km/s was great and changed how I think about that. I would divide it further into long and near, with Lasers, Spinal lasers and Particle lances dominating the long range Cruiser design. Although maybe I should keep the lances for destroyers and have the cruisers be pure laser? For close range brawler I am not sure if I should keep it lasers, go railgun or maybe even Coronade? Maybe I should just keep it at lasers, in fact, if I use only lasers for my long range cruiser then it could brawl too. Anyway, they all have some gauss for pd.

The turreted Cruiser is for dealing with faster smaller targets, Gunships, Corvettes, Frigates. I think maybe dual turreted lasers with some Gaus cannons? Although, I wonder if it would offer any utility that my escort cruiser can't deal with? Maybe I should let this work go to destroyers instead?

And escort, thinking mostly Gauss with some fast turreted lasers. If I roll the the turreted cruiser into this, they would have anti-fighters/FAC/Small ship responsibility to with those lasers. Maybe that is a good idea.

Okay, here is my thinking. Harbingers, Justicar/Stormwolf and Hammer Of Justice all get rollled into a Non-turreted Laser class, I leave the Lances to destroyers.

Firestorm as turreted ships for dealing with smaller ships, facs and Fighters.

And Vigilant for escort.

I might change up their design a bit, lets see.

I think I might upgrade the sensor on cruisers so they all have a degree of capacity in that regard instead of the absolute minimum. But specifically, I think I will spinn the sensors of to a separate sensor cruiser as sensors seems to make them giant targets. Then I think I will maybe give Overlord a jump engine instead so it can standard transit the fleet and I can keep the jumpers at home unless they are needed for a jump point assault. Might give the Overlord some hangar capacity to do the trick you mentioned with surrounding it with sensor fighters and maybe have small contingent of marines and a boarding shuttle since I want some soldiers on board anyway to defend it from boarding. And a big res-1 sensor if I can fit it. I really like the idea of having the command platform be the sensor platform also, like its a command ship, it hangs out in the back and gives orders and keep track of the battle, but I can see that making it a sensor platform just makes it a big target. So have a separate sensor platform with plenty of defensive measures. Although maybe a detachable destroyer group is better as a sensor platform? And of course just keep the Glyph. Or maybe instead of making the Overlord jump capable just keep one Glyph with the fleet always. Then I could have more fun in designing my command cruiser as such. What do you think?

So my current thinking my Cruiser designs will be (with some modifications:

- CA Hammer of Justice: offensive beam (Main cruiser of the fleet and the one to most of the fighting. think I will go with Stormwolf for name tough)
- CA Firestorm: anti-FAC defense beam (Well, maybe, in case I run into fighters, FAC and enemies that loves small fast ships.)
- CLE Vigilant: mixed defensive beam (Designed to deal with misiles)
- CJ Glyph: jump cruiser
- A sensor Cruiser

Tough maybe I should drop the Firestorm class and rely on my escort cruisers to deal with small and fast ship, fighters and FACs? Do you have any advice on optimizing the anti-missile work, I had a small test battle and was somewhat disappointed in performance, but maybe I did not set the FC up correctly. I am mulling over including a carrier cruiser design also altough fighter combat seems a bit annoying as it currently is, but I need to test it out, maybe that should wait until I reach Battleship sizes. My cruisers standards are set to about 25k tons give or take 5000 for light or heavy. Battleship, oh, I dunno, 50k?

Destroyers

I am mostly happy with the designs here. I might give them another pass. For the destroyer leader, its halfway a roleplay thing, it was mostly conceived for the purpose of being part of a squadron of destroyers defending colonies in a system that did not justify a full fleet but still needed some movable defenses. They would lead a destroyer squadron in such a case. Or for specialized missions where I would take out specialized destroyers to hunt down a spesific type of target. Eh, Might not need it, but I will keep it around for fun.


I think I might consider moving sensor duties to destroyers and create a small subfleet whit several variants based on resolution with one large sensor for each variant. Res 100, 20, 5, 1 TH and EM, maybe? And then two jump destroyers.

Support ships

Yeah, you are right, I was not thinking here, my goal was making support ships that could keep pace with the fleet and not slow them down. But there is no need for to take part of a squadron jump. i mean, they could just stay put and wait for the Overlord (if I put a jump engine on it) to come get it. But eh, I wanted them to be able to go fetch supplies on their own, and actually, maybe I should have two support sub-fleets so one can go fetch while the other stays for longe range work.


Also, among other things, I am working on a troop transport that can keep pace. Well, that is a lie, I think I have 8 variants by now. I need to reduce it somewhat haha.

You feedback is fantastic and deeply appreciated, I think I will return to the drawing board and work on it and see what I can come up with and then posts those. Tough I would like to hear what your thoughts are on my current ideas.

Oh, also, how does maintenance work actually? Like, does more engineering spaces reduce the amount maintenance supplies used? I am considering designing some tough thick armored/shielded defence stations with heaps of engineering spaces. Their goal is to provide the needed PPV as cheaply as possible while also being a credible threat to anything seeking to attack as possible. Basically set it and forget it, so I want to reduce the need of maintainance as much as possible. I kinda discovered that armies can have ship weapons as turrets, so I feel like I can have ship turret armies do the bulk of defence against ships attacking the planet but I still need PPV and I don'twant to waste it.
« Last Edit: October 19, 2021, 07:42:06 AM by hostergaard »
 

Offline Jorgen_CAB

  • Admiral of the Fleet
  • ***********
  • J
  • Posts: 2837
  • Thanked: 673 times
Re: Improved Nuclear Pulse Area Large Beam ships Fleet
« Reply #6 on: October 19, 2021, 08:32:45 AM »
Beam warship only tactic works pretty well against the NPR but not so well in a multi-faction environment, even when you put allot of restriction on missiles and launchers. Against the NPR who uses more or less only full size launchers it is pretty easy to defeat with beam weapon PD at a reasonable efficiency.

So... there is no real issue with going a pure beam oriented fleet and do well... you probably can do very well as there are several field you simply don't have to worry about that otherwise will need research efforts.

I would also say that if you go with lasers as your main weapon using turrets might seem a waste of space for some but in reality it can be quite viable... first of you can increase the hit ratio without having insanely fast ships, you can armour them and gain more ways to absorb damage and also importantly you are not dependent on the speed of the ship if an engine or two is damaged during a gun fight. Space efficiency is not all there is to every thing in the game, there are other aspects too to consider, especially ship speed which is insanely expensive resource wise.
 

Offline nuclearslurpee

  • Admiral of the Fleet
  • ***********
  • Posts: 2976
  • Thanked: 2238 times
  • Radioactive frozen beverage.
Re: Improved Nuclear Pulse Area Large Beam ships Fleet
« Reply #7 on: October 19, 2021, 11:50:54 AM »
Thank you so much for such and elaborate and well tought trough response. It really helped and gave me some new perspectives. Its actually your LP that inspired me to finally getting around to designing warships. Its really good, and I hope you are gonna post more updates soon!   :D

I find your lack of faith quarreling admirals and pointless debates about particle beams disturbing.  :P

Quote
So yeah, some things are based on roleplay, and some on functionality. In terms of combat, my desgin does suffer from limited understanding on how combat works. In particular it seems that there is no way to possitions ships in fleet and have it have a impact on the battle. Right now, if I understand correctly, the fleet is effectively a single amorbus point and where the ships can invidually be targeted. Its a shame because it could be more interesting in that regard having placement and tactics matter. Like, buff shields, maybe give an ability to link up shields and have system to define fleet placement and make the game consider the direction an attack is coming from. This way you could possibly have system where heavily shielded ships could be placed up front to create a wall to protect more fragile ships. This then could greate interesting emergent gameplay as you would be forced to deal with that and be a better counter for misiles, stay at range and lob misiles hoping to whittle down the front line shields or charge in with beam ships? Flank them? Right now battles are basically decided in seconds, you break trough a ships defences and its destroyed or crippled, there is little opportunity for tactical play insofar ship placement is concerned. Its not a big deal, I mean, this what the game is like, but it would be enjoable to see it fleshed out more I suppose. But I can see that my thinking in that regard was pointless.

In general with Aurora it is important to keep the sense of scale in mind. Even low-tech beam combat is taking place at ranges well in excess of anything typically seen in planetary combat. Even final fire point defense takes place at 10,000 km range, and the entire Earth is only ~25% greater in diameter than this! This is the main reason why a lot of "classic" formation tactics simply do not work very well. Line of battle formations for example work well when the size extent of the formation is on the same order as gun ranges so that any ship in one line can only fire at a few ships in the enemy line, but at 10,000s of km ranges any ship can target basically any ship.

It is somewhat sad that more interesting formation tactics are not viable but I do appreciate that this is a fairly realistic (well, for a game with inertialess engines and zero-scatter fire controls) approach to space combat. If you branch into using small escort or fighter/FAC classes then as discussed you can regain some of the tactical interest with formations if you are careful and clever about it.

Quote
Taking your comment about designing fleets into consideration, I think then that the engagement distance is less relevant for ships, its a fleet level consideration. I can't have brawlers and long range ships in the same fleet, its either a long range fleet or a brawler fleet. Or I can, but its more that I should design to fit my fleet paradigm.

This is basically correct. A beam fleet generally will have three meaningful ranges or range brackets: extreme range (maximum BFC or weapon range, whichever is limiting), optimal range (at which your weapons deal full damage), and point-blank range (10,000 km for point defense). Ideally you want your non-PD weapons to have similar enough range brackets that your ships fight effectively as a fleet, though in practice this won't be perfect (even if you use only one caliber of main weapon, using spinal lasers which is usually a good idea will complicate the ranges). The choice of which range to fight at then depends on the enemy fleet range + speed, extreme range is best if you can outrange the enemy while optimal range will give the highest damage output otherwise.

When thinking about target speeds, it is important to realize that not all optimization is necessary to be successful. For example, consider your ships at 3,000 km/s against enemy FACs at 8,000 km/s. The tracking speed difference gives an accuracy modifier of 37.5%. However, if you have 18 15cm lasers tied to 3 fire controls, for sake of example, you can target three FACs per salvo with 6 lasers each. As FACs are not usually well-armored, certainly not at INPE tech, even if 1-2 lasers hit you will deal significant internal damage and likely disable or destroy any FACs fairly easily. In practice, the picture can be much better because (1) even at INPE you can develop a stronger fleet speed and thus hit chance, 4,000 km/s is very doable and for a beam fleet I would argue almost essential, and (2) INPE FACs will likely be traveling somewhat slower than this - it seems that your fleet doctrine is targeted to deal mainly with ion or MP tech level in terms of the anticipated enemy speeds, which while a valid approach is also an approach which requires serious compromises reducing capability in near-peer conflicts. That's not to say this is a poor design decision, but we must recognize that it is a design decision that has been made and there are attendant pros and cons as with any interesting decision.

Anyways, the point is that you do not necessarily need a distinct class to pivot against every possible threat. In many cases, "good enough" will be adequate particularly when allocating precious research labs and slipways to your fleet development efforts.

Quote
I think my cruisers are the one that needs most work yeah. They are heavily armored because I decided that I likely had no chance of out speeding my enemy, so I should focus on outliving them, i.e. I should be able to handle all the missiles they can throw at me and force them to come to me if and do battle once they are out of missiles. I am thinking maybe, surprising as it is, that I should reduce armor and up shields because if I want to slowly advance towards enemies under constant fire then the fact that shields recharge is important, as they might recharge while I advance, but armor is lost for the duration of the battle. Thing is, I am not completely sure how shields work. Like, does it recharge in increments or is a binary thing? Say, I have 300 hp (or whatever you call it) shield. I get 10 damage. It has 10 second recharge time. Do I get 1 hp back every second? Or is it, in 10 second, the shield with get the 10 points back in one go? And how does that work with multible shields? Are damage spread over them all, or do they get knocked of one by one? Do they only recharge if knocked of? Is few large shields better than many or vise versa, its a bit unclear at the moment.

Shield do recharge incrementally, although the increment is 5 seconds I believe as with most things in Aurora. Note that with the Alpha shields you have deployed, each generator will recover 10 points in 300 seconds so you will regain 1 point per generator at 30 second increments, if I understand the mechanic correctly. This is very slow in a beam combat context when battles are decided in a few volleys of fire, so the recharge really only matters in cases where damage is spread out over time. This is often the case against missiles or when sniping at extreme range - often against a beam fleet with similar range but no shields, the best strategy if you have shields is to stay at extreme range so any damage you receive can be regenerated while every damage the enemy takes erases their armor. This is a slow but very safe way to win a battle if you have the time for it.

The other big advantage of shields is that they cannot be penetrated like armor is, which makes them effective at blunting laser, particle lance, etc. volleys which rely on penetrating several layers of armor to deal internal damage early in a fight. However, to be effective in this role you need quite strong shields. Strength-30 shields will absorb only a handful of shots and then be useless while those precious HS could have been used to mount more armor. However if you can start to mount shields with the same total strength as a few layers of armor (at least 1-2, which is doable with Gamma or Delta tech) then the absorption becomes significant and you can prevent entire volleys from penetrating your armor. This can be a big advantage in the opening seconds of a beam fight especially if you manipulate the combat ranges to induce damage falloff for the enemy lasers, railguns, etc.

Quote
I really need to think about it, but right now, based on your feedback, I might actually classify my ships in this manner with one axis being Non turret ship, Turreted ship and Escort ship and the other axis being long and short range.

I would probably reduce to short-range turreted lasers (ideal for point defense) and long-range non-turreted lasers (for offensive work). This implies an escort class and a ship-killer class, or if you were tight on slipway spaces a single mixed class with both weapons in similar proportions. If you insist on the mid-range/tracking turret ships for anti-FAC work that's fine (RP is fun!) but you really only need three classes of weapons/ships. The choice of weapon/FC range really is matched to the type and role of the weapon so drawing two axes seems a bit unnecessary to me.

Keeping with the anti-FAC class for roleplay (and in case of surprises...), you could come up with a few different fleet compositions:
  • CA 15cm battery (no turrets) + DD 15cm turrets (anti-FAC) + DE 10cm turrets (anti-missile): each role corresponds to one class, all intended to operate as a combined fleet.
  • CA mixed armaments + DD 15cm battery + DD 15cm turrets + DE 10cm turrets: balanced "independent operations" cruiser suitable for raiding, escorting, etc. with specialized DD classes so you can group squadrons to make a desired fleet composition. The cruiser trades capability for flexibility, trusting in DD escorts to provide extra punching power.
  • CA 15cm battery + CA 15cm turrets + CLE 10cm turrets and DD 15cm battery + DD 15cm turrets + DE 10cm turrets: high/low capabilities fleet, the cruisers and destroyers are each intended to operate in separate fleets (in most navies the DDs would be designated as frigates), both provide the full range of capabilities but with different power levels for different mission profiles.
In each case, I assume that the cruisers and probably destroyers have 1-2 Gauss PD turrets as well. These are only examples, but I think you see how it makes sense to combine ship roles into a fleet design. Add to this the specialized classes such as command/leader ships, scouts, jump ships, etc. as you like.

Quote
I think I might upgrade the sensor on cruisers so they all have a degree of capacity in that regard instead of the absolute minimum. But specifically, I think I will spinn the sensors of to a separate sensor cruiser as sensors seems to make them giant targets. Then I think I will maybe give Overlord a jump engine instead so it can standard transit the fleet and I can keep the jumpers at home unless they are needed for a jump point assault. Might give the Overlord some hangar capacity to do the trick you mentioned with surrounding it with sensor fighters and maybe have small contingent of marines and a boarding shuttle since I want some soldiers on board anyway to defend it from boarding. And a big res-1 sensor if I can fit it. I really like the idea of having the command platform be the sensor platform also, like its a command ship, it hangs out in the back and gives orders and keep track of the battle, but I can see that making it a sensor platform just makes it a big target. So have a separate sensor platform with plenty of defensive measures. Although maybe a detachable destroyer group is better as a sensor platform? And of course just keep the Glyph. Or maybe instead of making the Overlord jump capable just keep one Glyph with the fleet always. Then I could have more fun in designing my command cruiser as such. What do you think?

I think such questions demand a lengthy Naval Conference to reach an unsatisfying compromise design which accomplishes some of these things indeterminately well.  ;)

Quote
I am mostly happy with the designs here. I might give them another pass. For the destroyer leader, its halfway a roleplay thing, it was mostly conceived for the purpose of being part of a squadron of destroyers defending colonies in a system that did not justify a full fleet but still needed some movable defenses. They would lead a destroyer squadron in such a case. Or for specialized missions where I would take out specialized destroyers to hunt down a spesific type of target. Eh, Might not need it, but I will keep it around for fun.

This is an important and valid reason to keep a ship class in service.

Quote
Also, among other things, I am working on a troop transport that can keep pace. Well, that is a lie, I think I have 8 variants by now. I need to reduce it somewhat haha.

The best advice will be to consider how you will actually use the troop transports. Do you really expect to shuttle entire armies around to accompany your fleets? Or maybe more likely will be that your fleet will clear space and then the transports can arrive to conduct an invasion, so speed is not that important? Planetary invasions are a unique art so there are no clearly right answers here.

Quote
Oh, also, how does maintenance work actually? Like, does more engineering spaces reduce the amount maintenance supplies used? I am considering designing some tough thick armored/shielded defence stations with heaps of engineering spaces. Their goal is to provide the needed PPV as cheaply as possible while also being a credible threat to anything seeking to attack as possible. Basically set it and forget it, so I want to reduce the need of maintainance as much as possible. I kinda discovered that armies can have ship weapons as turrets, so I feel like I can have ship turret armies do the bulk of defence against ships attacking the planet but I still need PPV and I don'twant to waste it.

Engineering spaces both provide MSP and reduce the failure rate (and thus MSP usage rate). MSP bays provide a lot of MSP, generally I only recommend using these for transporting MSP and for reserves to repair beam weapons which fail in combat (since this failure rate is not, AFAIK, reduced by engineering spaces, it is simply a consequence of firing weapons sometimes).

For cheap planetary defense I would actually use just the minimum engineering space to keep the ship or platform from failing in transit to the colony it will be defending, and then rely on planetary maintenance facilities if possible. I believe this is usually the cheapest way to maintain ships unless you have done something weird. It is fairly easy to just ship 10,000 MSPs to a planet every dozen years to keep the stockpiles up, often I have my commercial jump tenders equipped with MSP bays as a secondary mission since they usually have some extra space in the design.

Also, it is perfectly fine to have ground units handle PPV instead of ships, as long as you have enough units on the ground they will immediately reduce any unrest from lack of PPV. The trouble tends to be that you need a lot of ground units for actually fighting things, so this may not be economical compared to production runs of 500-ton missile defense platforms out of your fighter factories which have nothing better to do. Ultimately the best choice will depend on your specific situation and overall doctrine/strategy.
 

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2788
  • Thanked: 1051 times
Re: Improved Nuclear Pulse Area Large Beam ships Fleet
« Reply #8 on: October 21, 2021, 06:52:31 AM »
It's fun to see over-thinking taken to this extreme and it was delightful to read your back-and-forth guys.

If I can be the party pooper, I can destroy all that over-thinking and reduce the problem to what nuclearslurpee sort of hinted, which is that a beam fleet only needs 2 ship classes. These are:
  • Ship killer ie battleship
  • Missile killer ie point defence escort

Everything else is RP/Flavour and/or special cases, like jump point assault or planetary assault and so on.

If you're playing a single race and you're fighting NPR and spoilers and you're not experienced in Aurora space combat, then I'd really recommend you to stick to two simple designs as it will massively reduce the headaches you'll have during combat. This means that only 1-2 BFC per ship, and as uniform weaponry as possible. Based on your examples, that means turreted 10cm lasers with ROF5 for the escorts and hull mounted 15cm lasers for the battleships. If you can spare the space, go ahead and give every ship a spinal laser as that's always fun, but don't get otherwise distracted. Enough fuel for at least 10 billion km, as fast as possible, 5-layers of armour and 100-strength shields, plus maintenance life of at least a year but hopefully two. Also, make sure that each ship has enough MSP to repair all of its weapons at least three times before running dry or you will have a bad time in battle. Maintenance failures for weapons are pure RNG - you might not eat any extra MSP during a fifteen-minute fight if you're lucky, or you might eat everything in less than a minute.

This way your ships will not blow up immediately, they should be able to bring the fight to the enemy, and you don't have to spend too long assigning weapons and targets to fire controls. Good luck!