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Posted by: Gabethebaldandbold
« on: January 30, 2022, 02:30:50 PM »

whilst that speed is perfectly fine, I would personally try to aim for the 10 000-12 000 range for that tech level. (but hey i like fast beamybois what can you do)
Since you are worried about FACs and Fighters first and foremost, I would actually use smaller DPS lasers, like the 15cm. with 6 capacitor speed you can get it to fire every 5 seconds. for your purposes it would be a bit better, even if you sacrifice a bit of the limit range. Next I would put a big old spinal, and some 4-5 30cm, so it can still fight against proper capital ships. Since the small lasers can also do a bit of PD, you could shave a bit of the gauss cannons. I like the big reactor. big is satisfying. me like. 8/10 pretty solid, would not fight if I could
Posted by: Agraelgrimm
« on: January 30, 2022, 12:03:07 AM »

This is just my taste, but i would put bigger lasers and as Nuclear said, make it triple instead of quads. I would make the Quads for the Gauss cannons, which makes sense, you want as much bullets in the space as possible. And it may end up saving some space and your skin, as 25 cannons is excessive (for my taste anyway). You may get half of it by the same amount of firepower and it will be easier to shift their fire using the Fire Controls your have.
I would as stated before make a larger hangar bay and i would go with the expanse's MCRN approach on this one. As stated by someone above, i would make space for a long range scout, and i would just make a 1000 ton FAC with big sensors and a rail gun (So its a gunship to scout ahead, like the Tachi). For that i would put 2-4 standard hangars in this ship, so it can give you versatility. You can even make a small corvette if you want to or bring a few squadrons of parasites. It may actually be useful to stop missile salvos.

Aside from all that i would at least make some vertical missile launchers for this ship (box launchers). Around 72 to 144. That means that it can pack a punch with emergency AMM salvo or a counter ASM salvo to soften up the enemy. It also gives versatility, so you wont be in trouble in case you are outside of range and gets pounded.
All in all it should increase a few k tonnage, maybe 7, but your speed is really good to the point that a few particle lancers would do some damage to slower ships.
Posted by: TallTroll
« on: January 08, 2022, 10:17:23 AM »

I would strongly consider upping the hangar deck capacity a little to provide more flexibility in number/size of parasites it can carry. Being able to deploy sensor fighters with different loadouts or in different directions can be a useful capability, but consider that they could have losses on a long combat patrol so spares might be useful. You might also want to consider the possibilities of carrying a couple of larger, longer range scout fighters too as an extended early warning layer. You might also want to consider adding a rescue shuttle and a few cryo bays to allow you to pick up survivors from combat (from either side).

For reactor redundancy, perhaps split your single reactor into 2 that each provide a little more than 50% of your peak needs. You will lose some efficiency, but it's very likely that if one of them gets hit, you'll have lost some weapons too, so your overall power provision might not drop too much. If you've got the space, also consider adding another emergency reactor that provides 2 or 3 power, which might be the difference between keeping all surviving weapons firing at max ROF or not if one of your main reactors goes down (or at least keep you closer t o it).
Posted by: ArcWolf
« on: November 26, 2021, 01:15:46 AM »

This is in no way meant as an insult, but i looks like you did the exact opposite of the pre-WW1 navies. They build battle Cruisers to be cruiser hulls with battleship weapons. You here have a battleship hull with cruiser weapons (and mission profile).

That said i do not have any tweaks for your design, my personals preference would be to put a spinal on it and min 30cm lasers, then have the 20cms and the anti-FAC roll given to cruisers and DDs.
Posted by: nakorkren
« on: November 25, 2021, 10:04:26 PM »

For better or worse, I am not planning to "fight at range", and I am primarily concerned about anti FAC/fighter (beam or boarding) capability since that's a gap in my fleet's capability.

My typical conops is to be 25% or more faster than the enemy fleet so I can close range reasonably quickly. I have lots of smaller ships with 45cm spinal lasers (53 damage per hit if you get in to 60km range will ruin your day) to punch big holes, and want this battleship to both soak a lot of fire (if the enemy chooses to cooperate) and/or put reasonably rapid fire smaller shots into the big holes punched by the destroyers.

I considered using railguns, since they have better DPS. I ended up choosing turreted lasers because that allows me to get high tracking speed, which isn't important for the primary purpose of poking at open wounds, but does help if I run into FACs or fighters. I do have 30cm lasers and soft xray tech, but chose to use somethign that fires faster, again in case I am facing FAC or fighters (and particularly boarders) and want to get more than one shot at them before they close the range. My BFC is 384,000km right now, so for a target goign 20km/s I only get one shot in with the 30cm lasers, and damage will depend on where in the time-tick they cross my BFC max range. With 20cm lasers I always get at least two shots in before they close, meaning one shot is guaranteed to be higher damage and much higher likelihood of hitting.

I have not optimized the engines/armor yet... I'm trying to get itup to 60kton to take advantage of shipyard size but I also want to keep it the same speed as the rest of my current fleet (~8400 km/s).

Note that I'm not discounting your advice, just trying to explain more of the context I'll be using them in and what I'm trying to accomplish, so you can better judge the design's suitability for said purpose.
Posted by: Rich.h
« on: November 25, 2021, 06:40:52 AM »

It's a nice well rounded design, I just have RP preferences for battleships. I like to think of them in a classical naval style where the are large, heavy, wrapped in armour and carry BFGs for insane levels of first fire damage.

In m current game my battle fleets have 3 of the following design, each acts as a command ship of a sqn within the fleet. You can easily design ships orders of magnitude more efficient than this and far far cheaper. But for total damage output these are monsterous.

Quote
Richellieu class Battleship      124 731 tons       4 094 Crew       66 063.9 BP       TCS 2 495    TH 7 207    EM 12 000
12037 km/s    JR 5-250      Armour 50-222       Shields 400-600       HTK 688      Sensors 280/280/0/0      DCR 382      PPV 311.08
Maint Life 2.23 Years     MSP 86 730    AFR 475%    IFR 6.6%    1YR 23 507    5YR 352 602    Max Repair 15015 MSP
Troop Capacity 2 000 tons     
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 4 months    Morale Check Required   

Zheng Thrust Military Jump Drive Class 8     Max Ship Size 125250 tons    Distance 250k km     Squadron Size 5

Zheng Thrust  Military Class 14 Fusion Drive (2)    Power 30030    Fuel Use 35.85%    Signature 3603.60    Explosion 21%
Fuel Capacity 10 000 000 Litres    Range 40.3 billion km (38 days at full power)
Goyal-Bargi Class 7 Shield Generator (1)     Recharge Time 600 seconds (0.7 per second)

Cole Armaments Class 4 Plasma Carronade (16)    Range 600 000km     TS: 12 037 km/s     Power 96-8     RM 10 000 km    ROF 60       
Twin Baurai-Sungte Class 1 Gauss Cannon Turret (3x10)    Range 50 000km     TS: 20000 km/s     Power 0-0     RM 50 000 km    ROF 5       
Han Armaments Gatekeeper (4x10)    Range 1000 km     TS: 32 000 km/s     ROF 5       
Shroff-Katira Class 5 FireCon (4)     Max Range: 600 000 km   TS: 20 000 km/s     98 97 95 93 92 90 88 87 85 83
Shroff-Katira Class 1 FireCon (3)     Max Range: 60 000 km   TS: 20 000 km/s     83 67 50 33 17 0 0 0 0 0
Fuchs-Alt Class 7 Fusion Reactor (2)     Total Power Output 2 289.8    Exp 5%

Kadni Sensor Systems Search Sensor Class 6 (1)     GPS 24000     Range 198.7m km    Resolution 100
Kadni Sensor Systems Missile Sensor Class 1 (1)     GPS 48     Range 19.1m km    MCR 1.7m km    Resolution 1
Frolov Systems Class 5 TH Sensor (1)     Sensitivity 280     Detect Sig Strength 1000:  132.3m km
Frolov Systems Class 5 EM Sensor (1)     Sensitivity 280     Detect Sig Strength 1000:  132.3m km

ECCM-5 (10)         ECM 50

This design is classed as a Military Vessel for maintenance purposes
Posted by: nuclearslurpee
« on: November 24, 2021, 11:38:58 PM »

I agree with the above RE: lasers. In my view, the solution here is that lasers are still fine, but for a large capital ship you really want to be using the biggest lasers your money can buy. You have IntCF engine tech which is 40k RP if I am not mistaken, surely you can afford to research up to 30cm lasers and the wavelength tech of the same level. This will give you much better range, likely well in excess of your BFC tech at this level. Given the large size of these lasers you might consider twin or triple turrets instead of quad just to retain the ability to divide your fire.

Otherwise the design looks reasonable, I am particularly enamored with the proper use of very strong shields which make up for the admittedly mediocre armor belt. There might be some room to push up to the 60k ton limit to mount some extra engineering spaces or a redundant reactor configuration to assuage your fears.
Posted by: DeMatt
« on: November 24, 2021, 11:18:40 PM »

A couple thoughts:

- Subdividing your fuel storage (use standard Fuel Storages instead of larger ones) is an easy, if somewhat costly, way to get more internal durability.

- Damage falloff on lasers is a bitch - if you look at the outer half of any laser's range, its damage is 1.  Really big lasers can get around this by having the "outer half" be "outside of the 1.5mkm maximum range", but otherwise you're doing pinpricks until you can close.  If you want to fight at range, would a set of particle beams be better than the turreted lasers?  Maybe a mixed armament, if you want to retain some anti-fighter capability?
Posted by: nakorkren
« on: November 24, 2021, 10:38:02 PM »

I am putting together my first large (60kton) battleship and would appreciate input/feedback from the hive mind.

My concept for this ship is that it will operate as the flagship of a fleet (although in some cases there may be more than one in a large fleet). It provides both a moderate amount of PD as well as decent DPS. The lasers are quad-turreted with 2x racial tracking rate in case I run into someone using beam fighters or FACs, as currently I do not have a good counter to that (I am not using missiles). For that reason I included extra BFCs. I included a small hanger (250 tons) to carry small (30 ton) sensor scouts, as well as 250 tons of troop bunks for a small contingent of anti-boarding marines (mostly for RP purposes).

The maintenance life isn't quite what I'd like it to be, since it's about the same as the deployment time, but I have included a Main Engineering bridge so I expect to get some reduction in failure rate from having a Chief Engineering officer, in addition to what 50% of the Engineering rating of the senior officer. All officers will of course be hand-picked.

I have some minor redundancy in BFC and ECM, but I used a single power-plant to power all of the lasers. Some redundancy there would theoretically be good, but I'm on the fence since the efficiency of having a single large reactor (no boost, btw) is pretty nice. I suppose I could use some boost, since the explosion risk will be reduced by the Engineering rating of the Chief Engineer, but I'm still pretty leery of losing a battleship to a reactor going critical from an unlucky hit generating shock damage.