Author Topic: Max-tech 100kt Super-Carriers Avatar-class and Simplicity in Death-class  (Read 1920 times)

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Offline Warer (OP)

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THE WILL OF THE MACHINE MADE MANIFEST
Quote
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
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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

« Last Edit: February 05, 2021, 08:10:14 PM by Warer »
 

Offline prophetical

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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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Offline Droll

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Interesting choice to have 40% power commercial engines on a military ship like a carrier...
 
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Offline captainwolfer

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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:
Code: [Select]
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
« Last Edit: February 05, 2021, 11:54:14 PM by captainwolfer »
 
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Offline prophetical

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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:
Code: [Select]
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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Offline prophetical

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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.

Code: [Select]
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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Offline Warer (OP)

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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.

Code: [Select]
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
Code: [Select]
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
Code: [Select]
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

« Last Edit: February 06, 2021, 05:19:30 AM by Warer »
 

Offline prophetical

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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.

Code: [Select]
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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Offline misanthropope

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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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Offline Warer (OP)

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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.

Code: [Select]
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.
 

Offline captainwolfer

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Re: Max-tech 100kt Super-Carriers Avatar-class and Simplicity in Death-class
« Reply #10 on: February 07, 2021, 10:45:31 AM »
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.

Code: [Select]
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.
 
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