Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: Warer on February 05, 2021, 07:02:47 PM
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THE WILL OF THE MACHINE MADE MANIFEST
Avatar class Super Carrier 100,000 tons 1,505 Crew 35,251 BP TCS 2,000 TH 200 EM 50,310
10000 km/s Armour 12-191 Shields 1677-670 HTK 543 Sensors 375/375/0/0 DCR 146 PPV 0
Maint Life 0.99 Years MSP 30,857 AFR 1429% IFR 19.8% 1YR 31,169 5YR 467,529 Max Repair 10000 MSP
Hangar Deck Capacity 51,000 tons Magazine 3,040
Epsilon N Control Rating 5 BRG AUX ENG FLG PFC
Intended Deployment Time: 12 months Flight Crew Berths 1,020 Morale Check Required
Commercial Photonic Drive EP10000.00 (2) Power 20000 Fuel Use 0.40% Signature 100.00 Explosion 5%
Fuel Capacity 691,000 Litres Range 314.7 billion km (364 days at full power)
TWA Type 2 1.667mt Barrier Field Generator (1) Recharge Time 670 seconds (2.5 per second)
Mk1 Interceptor (3040) Speed: 252,000 km/s End: 1.2m Range: 18m km WH: 7 Size: 1 TH: 840/504/252
.25kt THDG (1) Sensitivity 375 Detect Sig Strength 1000: 153.1m km
.25kt EMDG (1) Sensitivity 375 Detect Sig Strength 1000: 153.1m km
ECM 100
Strike Group
25x R120 Suprise Interceptor Missile Pod Speed: 1000 km/s Size: 20
5x Eye II Early Warning Craft Speed: 16698 km/s Size: 5.99
12x Double 30mm Coilgun Suprise Gun Pod Speed: 1000 km/s Size: 19.99
1x Borer II Assault Shuttle Speed: 108134 km/s Size: 9.99
12x 15mm Coilgun and 300mm Lightcannon Suprise Mixed Energy/Gun Pod Speed: 1000 km/s Size: 20
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
What do you think?
and its sibling
Simplicity in Death class Super Carrier 100,000 tons 1,454 Crew 29,175.9 BP TCS 2,000 TH 200 EM 0
10000 km/s Armour 1-191 Shields 0-0 HTK 469 Sensors 0/0/0/0 DCR 48 PPV 0
Maint Life 0.72 Years MSP 24,752 AFR 1667% IFR 23.1% 1YR 34,529 5YR 517,934 Max Repair 10000 MSP
Hangar Deck Capacity 66,000 tons
Zeta N Control Rating 1 BRG
Intended Deployment Time: 9 months Flight Crew Berths 1,320 Morale Check Required
Commercial Photonic Drive EP10000.00 (2) Power 20000 Fuel Use 0.40% Signature 100.00 Explosion 5%
Fuel Capacity 211,000 Litres Range 96.1 billion km (111 days at full power)
ECM 100
Strike Group
66x 15mm Coilgun and 300mm Lightcannon Suprise Mixed Energy/Gun Pod Speed: 1000 km/s Size: 20
This design is classed as a Military Vessel for maintenance purposes
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Those boys are ... slow for max tech. Not sure what your doctrine is, but that is crazy range and a pretty slow ship for it. Can you swap some fuel for speed?
Maint. life is also very low, less than a year is not ideal, especially given your deployment time and fuel considerations.
Could you share what your flight groups are made up of?
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Interesting choice to have 40% power commercial engines on a military ship like a carrier...
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By the standards of Max tech, these carriers are really slow. For example, here is a 100,000-ton max tech superdreadnought I threw together:
Titan class Superdreadnought 100 000 tons 3 569 Crew 271 136.2 BP TCS 2 000 TH 36 000 EM 201 240
75000 km/s Armour 40-191 Shields 6708-670 HTK 635 Sensors 375/375/0/0 DCR 146 PPV 500.8
Maint Life 1.82 Years MSP 149 456 AFR 930% IFR 12.9% 1YR 56 455 5YR 846 832 Max Repair 15000.00 MSP
Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 12 months Morale Check Required
SD Photonic Drive EP15000.00 (10) Power 150000.0 Fuel Use 40.34% Signature 3600.0000 Explosion 25%
Fuel Capacity 10 000 000 Litres Range 44.6 billion km (6 days at full power)
Omega S1677 / R670 Shields (4) Recharge Time 670 seconds (10 per second)
PL-50/35s (5) Range 1 200 000km TS: 75 000 km/s Power 160-25 ROF 35
50cm/15s Railgun V90/C25 (12x4) Range 1 400 000km TS: 75 000 km/s Power 60-25 RM 90 000 km ROF 15
Triple GC8 R60k-67.00 Turret (10x24) Range 60 000km TS: 100000 km/s Power 0-0 RM 60 000 km ROF 5
PDFC R140-TS100000 (5%) (2) Max Range: 140 000 km TS: 100 000 km/s 93 86 79 71 64 57 50 43 36 29
BFC R1400-TS75000 (5%) (3) Max Range: 1 400 000 km TS: 75 000 km/s 99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant R320 (2) Total Power Output 640 Exp 5%
PDSS AS20-R1 (5%) (1) GPS 18 Range 20.7m km MCR 1.9m km Resolution 1
Backup AS44-R10 (5%) (1) GPS 180 Range 44.7m km Resolution 10
SS AS962-R100 (5%) (1) GPS 180000 Range 962.2m km Resolution 100
EM Sensor EM5-375 (5%) (1) Sensitivity 375 Detect Sig Strength 1000: 153.1m km
Thermal Sensor TH5-375 (5%) (1) Sensitivity 375 Detect Sig Strength 1000: 153.1m km
Compact ECCM-10 (5) ECM 100
This design is classed as a Military Vessel for maintenance purposes
I know this is an apples to oranges comparison, but this SD still is 7.5 times as fast as the carriers, and would probably only take 30 seconds to knock down the Avatars shields, at which point the Avatar dies.
If Mk1 Interceptors listed on the Avatar were fired at the Titan, 63 missiles would usually be shot down by the ship's Gauss cannons, and it would then take almost 1,000 missiles to knock down the shields, and around 700 more missiles to start getting damage past the armor.
Although, I will admit that the Avatar and Simplicity in Death classes are about 1/4th the cost of what I would consider an adequate 100,000 ton carrier, and only 12% the cost of the Titan
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By the standards of Max tech, these carriers are really slow. For example, here is a 100,000-ton max tech superdreadnought I threw together:
Titan class Superdreadnought 100 000 tons 3 569 Crew 271 136.2 BP TCS 2 000 TH 36 000 EM 201 240
75000 km/s Armour 40-191 Shields 6708-670 HTK 635 Sensors 375/375/0/0 DCR 146 PPV 500.8
Maint Life 1.82 Years MSP 149 456 AFR 930% IFR 12.9% 1YR 56 455 5YR 846 832 Max Repair 15000.00 MSP
Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 12 months Morale Check Required
SD Photonic Drive EP15000.00 (10) Power 150000.0 Fuel Use 40.34% Signature 3600.0000 Explosion 25%
Fuel Capacity 10 000 000 Litres Range 44.6 billion km (6 days at full power)
Omega S1677 / R670 Shields (4) Recharge Time 670 seconds (10 per second)
PL-50/35s (5) Range 1 200 000km TS: 75 000 km/s Power 160-25 ROF 35
50cm/15s Railgun V90/C25 (12x4) Range 1 400 000km TS: 75 000 km/s Power 60-25 RM 90 000 km ROF 15
Triple GC8 R60k-67.00 Turret (10x24) Range 60 000km TS: 100000 km/s Power 0-0 RM 60 000 km ROF 5
PDFC R140-TS100000 (5%) (2) Max Range: 140 000 km TS: 100 000 km/s 93 86 79 71 64 57 50 43 36 29
BFC R1400-TS75000 (5%) (3) Max Range: 1 400 000 km TS: 75 000 km/s 99 99 98 97 96 96 95 94 94 93
Vacuum Energy Power Plant R320 (2) Total Power Output 640 Exp 5%
PDSS AS20-R1 (5%) (1) GPS 18 Range 20.7m km MCR 1.9m km Resolution 1
Backup AS44-R10 (5%) (1) GPS 180 Range 44.7m km Resolution 10
SS AS962-R100 (5%) (1) GPS 180000 Range 962.2m km Resolution 100
EM Sensor EM5-375 (5%) (1) Sensitivity 375 Detect Sig Strength 1000: 153.1m km
Thermal Sensor TH5-375 (5%) (1) Sensitivity 375 Detect Sig Strength 1000: 153.1m km
Compact ECCM-10 (5) ECM 100
This design is classed as a Military Vessel for maintenance purposes
I know this is an apples to oranges comparison, but this SD still is 7.5 times as fast as the carriers, and would probably only take 30 seconds to knock down the Avatars shields, at which point the Avatar dies.
If Mk1 Interceptors listed on the Avatar were fired at the Titan, 63 missiles would usually be shot down by the ship's Gauss cannons, and it would then take almost 1,000 missiles to knock down the shields, and around 700 more missiles to start getting damage past the armor.
Although, I will admit that the Avatar and Simplicity in Death classes are about 1/4th the cost of what I would consider an adequate 100,000 ton carrier, and only 12% the cost of the Titan
Yeah, max-tech is tricky because so much of the math at lower tech levels disappears but that is just not a good carrier. Again, hard to adjust.
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If Mk1 Interceptors listed on the Avatar were fired at the Titan, 63 missiles would usually be shot down by the ship's Gauss cannons, and it would then take almost 1,000 missiles to knock down the shields, and around 700 more missiles to start getting damage past the armor.
Missile Size: 4.00 MSP (10.000 Tons) Warhead: 60 Radiation Damage: 60 Manoeuvre Rating: 12
Speed: 100,000 km/s Fuel: 300 Flight Time: 38 minutes Range: 226.16m km
Active Sensor Strength: 2.7 EM Sensitivity Modifier: 75
Resolution: 120 Maximum Range vs 6000 ton object (or larger): 39,600,210 km
Cost Per Missile: 29.48 Development Cost: 2,948
Chance to Hit: 1k km/s 1200% 3k km/s 400.0% 5k km/s 240% 10k km/s 120%
This is a missile you can make at max tech level.
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Those boys are ... slow for max tech. Not sure what your doctrine is, but that is crazy range and a pretty slow ship for it. Can you swap some fuel for speed?
Maint. life is also very low, less than a year is not ideal, especially given your deployment time and fuel considerations.
Could you share what your flight groups are made up of?
I didn`t really think about speed and range beyond High Efficiency good Large mass bad. No real doctrine just seeing what I can get out of max tech supership and how many roles it could competently fulfill. The idea was to fight low-tech opponents.
Double 30mm Coilgun Suprise class Gun Pod 1,000 tons 30 Crew 1,854.6 BP TCS 20 TH 0 EM 0
1000 km/s Armour 4-8 Shields 0-0 HTK 6 Sensors 0/0/0/0 DCR 0 PPV 16.8
Maint Life 0 Years MSP 0 AFR 199% IFR 2.8% 1YR 238 5YR 3,565 Max Repair 700 MSP
Eta N Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Mk3 10ton 20mn Drive (1) Power 20 Fuel Use 70.71% Signature 0.20 Explosion 10%
Fuel Capacity 10,000 Litres Range 2.5 billion km (29 days at full power)
Single 30mm Octuple 60kkm Coilgun Turret (2x8) Range 60,000km TS: 100000 km/s Power 0-0 RM 60,000 km ROF 5
Mk1 Defensive 70kkm-100kkps BFC (2) Max Range: 70,000 km TS: 100,000 km/s 86 71 57 43 29 14 0 0 0 0
"Squinty" Minimal Grav Sensor V-Missile (1) GPS 18 Range 20.7m km MCR 1.9m km Resolution 1
ECM 50
This design is classed as a Military Vessel for maintenance purposes
R120 Suprise Interceptor class Missile Pod 1,000 tons 2 Crew 453.3 BP TCS 20 TH 0 EM 0
1000 km/s Armour 2-8 Shields 0-0 HTK 2 Sensors 0/0/0/0 DCR 0 PPV 18
Maint Life 0 Years MSP 0 AFR 199% IFR 2.8% 1YR 22 5YR 335 Max Repair 120 MSP
Magazine 120
Eta N Control Rating 1
Intended Deployment Time: 1.5 months Morale Check Required
Mk3 10ton 20mn Drive (1) Power 20 Fuel Use 70.71% Signature 0.20 Explosion 10%
Fuel Capacity 16,000 Litres Range 4.1 billion km (47 days at full power)
Interceptor Cell (120) Missile Size: 1 Hangar Reload 50 minutes MF Reload 8 hours
Point Blank Minimal MFC (3) Range 41.5m km Resolution 1
Mk1 Interceptor (120) Speed: 252,000 km/s End: 1.2m Range: 18m km WH: 7 Size: 1 TH: 840/504/252
"Squinty" Minimal Grav Sensor V-Missile (1) GPS 18 Range 20.7m km MCR 1.9m km Resolution 1
M10-.005kt Grav Sensor (1) GPS 3600 Range 121.2m km Resolution 200
"Squinty" Minimal Grav Sensor V1kt (1) GPS 360 Range 56.3m km Resolution 20
ECM 50
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
15mm Coilgun and 300mm Lightcannon Suprise class Mixed Energy/Gun Pod 1,000 tons 51 Crew 6,525.5 BP TCS 20 TH 0 EM 0
1000 km/s Armour 5-8 Shields 0-0 HTK 9 Sensors 0/0/0/0 DCR 0 PPV 14.2
Maint Life 0.01 Years MSP 20 AFR 200% IFR 2.8% 1YR 1,802 5YR 27,024 Max Repair 3500 MSP
Eta N Control Rating 1
Intended Deployment Time: 3 days Morale Check Required
Mk3 10ton 20mn Drive (1) Power 20 Fuel Use 70.71% Signature 0.20 Explosion 10%
Fuel Capacity 5,000 Litres Range 1.3 billion km (14 days at full power)
QF 300mm Lightcannon (1) Range 1,400,000km TS: 25,000 km/s Power 24-25 RM 120,000 km ROF 5
Single 15mm Octuple 60kkm Coilgun Turret (1x8) Range 60,000km TS: 100000 km/s Power 0-0 RM 60,000 km ROF 5
Mk2 Offensive "Farshot" 1400-25kkm BFC (1) Max Range: 1,400,000 km TS: 25,000 km/s 99 99 98 97 96 96 95 94 94 93
Mk1 Defensive 70kkm-100kkps BFC (1) Max Range: 70,000 km TS: 100,000 km/s 86 71 57 43 29 14 0 0 0 0
Type 5 25ton 25TW Power Core (1) Total Power Output 25 Exp 50%
"Squinty" Minimal Grav Sensor V1kt (1) GPS 360 Range 56.3m km Resolution 20
ECM 100
This design is classed as a Military Vessel for maintenance purposes
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Here is a carrier that is faster, has everything yours does, and gives you an extra 3,312 tons to play with to get to 100k.
Washington class Fleet Carrier 96,688 tons 1,810 Crew 30,705.8 BP TCS 1,934 TH 30,000 EM 50,310
15513 km/s Armour 12-187 Shields 1677-670 HTK 550 Sensors 375/375/0/0 DCR 251 PPV 0
Maint Life 1.48 Years MSP 20,047 AFR 740% IFR 10.3% 1YR 10,233 5YR 153,488 Max Repair 7500.00 MSP
Hangar Deck Capacity 50,000 tons Magazine 3,049
First Lieutenant Control Rating 5 BRG AUX ENG FLG PFC
Intended Deployment Time: 12 months Flight Crew Berths 1,000 Morale Check Required
Photonic Drive EP15000.00 (2) Power 30000.0 Fuel Use 2.58% Signature 15000.00 Explosion 10%
Fuel Capacity 4,500,000 Litres Range 324.4 billion km (242 days at full power)
Omega S1677 / R670 Shields (1) Recharge Time 670 seconds (2.5 per second)
EM Sensor EM5-375 (1) Sensitivity 375 Detect Sig Strength 1000: 153.1m km
Thermal Sensor TH5-375 (1) Sensitivity 375 Detect Sig Strength 1000: 153.1m km
ECM 100
This design is classed as a Military Vessel for maintenance purposes
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i think your prototype is so unrefined it is difficult to evaluate the underlying idea.
SiD is boring, sorry, so i'm just going to discus Avatar.
honestly, there is no reason other than stealth to not at least use 50% power mult. if you want stealth (which is good and you get it cheap) then we are really in territory where two 50k carriers are just better than one 100k one. 1 big shp is more fun than 2 little ones, i respect that.
since you're going commercial lean into the endurance: get your maintenance life up to 2 years, make sure you really have enough fuel and magazine for the brood, and get you some grav survey capability and a jump drive. ok, a commerce raider that has to sneak up on freighters because otherwise they will outrun him is _hilarious_ but planets are pretty easy to catch. maxtech enhanced radiation, anybody? ew.
EW is the thing which is going to require the largest amount of work to incorporate. between EW and stealth i feel you want the parasites to be ships, not *ACs or fighters.
maxtech missiles are so OP they just break my intuition, but i suspect they want sensors and EW to be all they can be. on the flip side, enemy AMMs can intercept _photons_ with a high degree of accuracy, so you definitely can't go above size 2. if Titan demonstrated anything, it's that your ASMs need more accuracy- the Titan could (just) soak your alpha on his shields, but swap one damage for maneuver and i believe (back of envelope calc) he dies, instead. of course the puny range on your missiles is going to cause all kinds of grief for you in lining up shots (against any target that isn't trying to close to beam range). thoroughly considered missiles are a must and will make gigantic improvements to the whole group.
i fail to understand the strikegroup to the point i can't even critique it. if the coilgun parasites are just for defense of the carrier, just put the guns on mama herself, you save appreciable weight and cost as well as gaining the benefit of a CIC. theres something to be said for having some point defense to accompany your strikegroup, but 1000 kkps ain't gonna cut it.
my guess is you wind up having to drop 5k hangar space to add fuel and magazine, obv. more if you decide to move the coilguns to the avatar herself. 25ktons of offense parasite as you have, seems like a good aggressive amount. every carrier gains or loses big based on how much value they can eke out of the "general purpose" portion of their hangar space.
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i think your prototype is so unrefined it is difficult to evaluate the underlying idea.
SiD is boring, sorry, so i'm just going to discus Avatar.
honestly, there is no reason other than stealth to not at least use 50% power mult. if you want stealth (which is good and you get it cheap) then we are really in territory where two 50k carriers are just better than one 100k one. 1 big shp is more fun than 2 little ones, i respect that.
since you're going commercial lean into the endurance: get your maintenance life up to 2 years, make sure you really have enough fuel and magazine for the brood, and get you some grav survey capability and a jump drive. ok, a commerce raider that has to sneak up on freighters because otherwise they will outrun him is _hilarious_ but planets are pretty easy to catch. maxtech enhanced radiation, anybody? ew.
EW is the thing which is going to require the largest amount of work to incorporate. between EW and stealth i feel you want the parasites to be ships, not *ACs or fighters.
maxtech missiles are so OP they just break my intuition, but i suspect they want sensors and EW to be all they can be. on the flip side, enemy AMMs can intercept _photons_ with a high degree of accuracy, so you definitely can't go above size 2. if Titan demonstrated anything, it's that your ASMs need more accuracy- the Titan could (just) soak your alpha on his shields, but swap one damage for maneuver and i believe (back of envelope calc) he dies, instead. of course the puny range on your missiles is going to cause all kinds of grief for you in lining up shots (against any target that isn't trying to close to beam range). thoroughly considered missiles are a must and will make gigantic improvements to the whole group.
i fail to understand the strikegroup to the point i can't even critique it. if the coilgun parasites are just for defense of the carrier, just put the guns on mama herself, you save appreciable weight and cost as well as gaining the benefit of a CIC. theres something to be said for having some point defense to accompany your strikegroup, but 1000 kkps ain't gonna cut it.
my guess is you wind up having to drop 5k hangar space to add fuel and magazine, obv. more if you decide to move the coilguns to the avatar herself. 25ktons of offense parasite as you have, seems like a good aggressive amount. every carrier gains or loses big based on how much value they can eke out of the "general purpose" portion of their hangar space.
Thanks for the long response and to everybody else who responded to my brain fart, learned a lot from yall. The redesigns probably going to massively reduce hangar capacity and increase the ship's survivability, I think ill call it a Line Carrier.
R75 Suprise Interceptor class Missile Pod 1,000 tons 3 Crew 509.6 BP TCS 20 TH 0 EM 0
1000 km/s Armour 1-8 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 18
Maint Life 0.70 Years MSP 20 AFR 200% IFR 2.8% 1YR 29 5YR 428 Max Repair 120 MSP
Magazine 120
Eta N Control Rating 1
Intended Deployment Time: 0.6 days Morale Check Required
Mk3 10ton 20mn Drive (1) Power 20 Fuel Use 70.71% Signature 0.20 Explosion 10%
Fuel Capacity 5,000 Litres Range 1.3 billion km (14 days at full power)
Size 1.6 Box Launcher (75) Missile Size: 1.6 Hangar Reload 63 minutes MF Reload 10 hours
Point Blank Minimal MFC (3) Range 41.5m km Resolution 1
Mk3 Large 4ton Interceptor (75) Speed: 270,000 km/s End: 0.9m Range: 15.3m km WH: 12 Size: 1.60 TH: 3150/1890/945
"Squinty" Minimal Grav Sensor V-Missile (1) GPS 18 Range 20.7m km MCR 1.9m km Resolution 1
Small Craft ECCM-5 (1) ECM 50
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Large Interceptor Cell (75) Missile Size: 1.6 25x75=1875x12=22,500 damage accounting for passive and active enemy defenses about 7k of that damage will reach the internals of the Titan class.
The idea behind the strikegroup is Planetary Siege, escorting the R75s into range, defending them from missile and energy attack and wiping away any and all orbital and or ground defences.
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Thanks for the long response and to everybody else who responded to my brain fart, learned a lot from yall. The redesigns probably going to massively reduce hangar capacity and increase the ship's survivability, I think ill call it a Line Carrier.
R75 Suprise Interceptor class Missile Pod 1,000 tons 3 Crew 509.6 BP TCS 20 TH 0 EM 0
1000 km/s Armour 1-8 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 18
Maint Life 0.70 Years MSP 20 AFR 200% IFR 2.8% 1YR 29 5YR 428 Max Repair 120 MSP
Magazine 120
Eta N Control Rating 1
Intended Deployment Time: 0.6 days Morale Check Required
Mk3 10ton 20mn Drive (1) Power 20 Fuel Use 70.71% Signature 0.20 Explosion 10%
Fuel Capacity 5,000 Litres Range 1.3 billion km (14 days at full power)
Size 1.6 Box Launcher (75) Missile Size: 1.6 Hangar Reload 63 minutes MF Reload 10 hours
Point Blank Minimal MFC (3) Range 41.5m km Resolution 1
Mk3 Large 4ton Interceptor (75) Speed: 270,000 km/s End: 0.9m Range: 15.3m km WH: 12 Size: 1.60 TH: 3150/1890/945
"Squinty" Minimal Grav Sensor V-Missile (1) GPS 18 Range 20.7m km MCR 1.9m km Resolution 1
Small Craft ECCM-5 (1) ECM 50
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Military Vessel for maintenance purposes
Large Interceptor Cell (75) Missile Size: 1.6 25x75=1875x12=22,500 damage accounting for passive and active enemy defenses about 7k of that damage will reach the internals of the Titan class.
The idea behind the strikegroup is Planetary Siege, escorting the R75s into range, defending them from missile and energy attack and wiping away any and all orbital and or ground defences.
Yeah, I think it work for that purpose. The only thing of note is that the carrier group won't really be able to move after the pods are deployed (since the pods are so slow), but that doesn't matter if it's meant to take on stationary defenses.
And, of course, if there was an enemy fleet that needed to be chased down you could just swap the pods for fast attack craft.