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Posted by: Xanithas
« on: September 21, 2022, 12:02:20 PM »

Hello all,

After looking into it more the weight efficient anti piracy corvette seemed like a unnecessary expense and I have seen a lot of people pushing for carriers armed with FAC to counter these types of threats so I decided to give that a whirl with some pretty good results:

The Watchman escort carrier is deigned to carry 4 Thunderbolt Anti Piracy FAC and one Thunderhead Detection FAC to fry and overcome the stealth tech I am encountering. The Watchman is slightly faster then my fastest merchant ship and is built to follow my government freighter and tanker formations around escorting them as they go about the business I tasked them for. Fuel and maintenance supply values are to allow for the ship to operate as long as possible without resupply or refueling in areas I have seen lots of raider activity and will allow me to leave the carrier on station for extended periods of time in trade lanes protecting civilian merchant traffic as well.
Code: [Select]
Watchman class Escort Carrier      40,000 tons       385 Crew       2,138.4 BP       TCS 800    TH 3,200    EM 0
4000 km/s      Armour 1-104       Shields 0-0       HTK 67      Sensors 1/14/0/0      DCR 1      PPV 0
MSP 13,508    Max Repair 400.0000 MSP
Hangar Deck Capacity 5,000 tons     
Commander    Control Rating 4   BRG   AUX   ENG   PFC   
Intended Deployment Time: 3 months    Flight Crew Berths 100   
Maintenance Modules: 2 module(s) capable of supporting ships of 5,000 tons

Foster-Wheeler CMFD HS160 P.5 EP1600.00 (2)    Power 3200.0    Fuel Use 1.77%    Signature 1600.00    Explosion 5%
Fuel Capacity 3,000,000 Litres    Range 763.7 billion km (2209 days at full power)

FURUNO Civilian Grade Navigational Sensor (1)     GPS 2100     Range 39.8m km    Resolution 100
FURUNO Civilian Grade Thermal Navigation Sensor (1)     Sensitivity 1.4     Detect Sig Strength 1000:  9.4m km
FURUNO Civilian Grade EM Navigation Sensor (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

Strike Group
1x Thunderhead Early Warning Craft   Speed: 10501 km/s    Size: 20
4x Thunderbolt FLT II Fast Patrol Craft   Speed: 10503 km/s    Size: 19.99

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

The Thunderbolt FLT II was a direct upgrade from a earlier craft I was utilizing that was equipped with a 15cm Laser which allowed the ship to attack raiders outside their range to return fire but the damage I was doing was so low that often they would need to resupply before dispatching a entire formation of anything more then 2-3 ships. The FLT II uses particle beams to allow for more damage per shot across the range. While untested as of now I suspect these will be far superior given the low armor values of the enemy ships allowing each shot to penetrate. The range was chosen to allow for these ships to deploy form orbital hangers in some of my more developed star systems to act as a defense force. I might lower the "caliber" of the particle beam if I find I need more maintenance supplies to sustain combat as I just went with the largest "caliber" I could field but 6 I think is overkill against most of their ships.
Code: [Select]
Thunderbolt FLT II class Fast Patrol Craft      1,000 tons       31 Crew       329.3 BP       TCS 20    TH 210    EM 0
10503 km/s      Armour 1-8       Shields 0-0       HTK 8      Sensors 0/0/0/0      DCR 0      PPV 8
Maint Life 7.03 Years     MSP 382    AFR 23%    IFR 0.3%    1YR 14    5YR 203    Max Repair 105.00 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Isotta Fraschini SMCD HS6 P1.75  EP210.00 (1)    Power 210.0    Fuel Use 209.21%    Signature 210.00    Explosion 17%
Fuel Capacity 60,000 Litres    Range 5.2 billion km (5 days at full power)

CERN Naval Grade Particle Beam (6) (1)    Range 200,000km     TS: 10,503 km/s     Power 15-5    ROF 15       
Kratos Defnece "Star Burst" Fixed Naval Laser SBFC (1)     Max Range: 384,000 km   TS: 10,625 km/s     97 95 92 90 87 84 82 79 77 74
General Electric ICFR P5 (1)     Total Power Output 5    Exp 5%

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

The Thunderhead was used as the pusdo FAC leader of each formation with sensors that are designed to target the average tonnage of a raider craft letting me pick them up and hold tracking on them from further away. They can also be deployed alone without the other FACs to let the carrier check its surroundings if it is operating outside my normal sensor web. it was for this reason I gave it a much longer deployment time for when the carrier is operating in a stationary position in a trade lane to give it the chance to use its sensors which are far better then what I can throw on the carrier.
Code: [Select]
Thunderhead class Early Warning Craft      1,000 tons       33 Crew       410.6 BP       TCS 20    TH 210    EM 0
10501 km/s      Armour 2-8       Shields 0-0       HTK 5      Sensors 90/0/0/0      DCR 0      PPV 0
Maint Life 3.41 Years     MSP 139    AFR 23%    IFR 0.3%    1YR 18    5YR 273    Max Repair 180 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 months    Morale Check Required   

Isotta Fraschini SMCD HS6 P1.75  EP210.00 (1)    Power 210.0    Fuel Use 209.21%    Signature 210.00    Explosion 17%
Fuel Capacity 68,000 Litres    Range 5.9 billion km (6 days at full power)

Lockheed-Martin "Thunderhead" SASS (1)     GPS 1800     Range 69.2m km    Resolution 10
Raytheon "Bond" Class Stealth Ship Thermal Sensor (1)     Sensitivity 90     Detect Sig Strength 1000:  75m km

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

As always feedback is appreciated. I have declared a war against the larger empire that is my neighbor to allow me to expand a bit so I expect I will be posting some new designs here soon. Thank you for all the help and feedback so far and hopefully someone else can benefit from these designs.
Posted by: Xanithas
« on: September 02, 2022, 10:35:51 AM »

Im finally back!

So I have finally gotten back to the states from my trip and decided to give the new update a whirl. I have been surprised by the massive size of raider task forces, it seems they come in with almost 100k void tons of warships per "raid" so those laser FFs have been doing work so thank you all for helping me design a few good ships to help. On the topic of designs I decided to try something new since the new game set me bordering a much larger empire. I am interested in taking their territory at some point (they don't seem to upset that I am routinely moving through their territory so I have held off on any offensive actions as of now) but I want to gather some intel first, and I haven't really used the ELINT module and thanks to my encounters with some of the spoiler races I have tones of stealth tech

Enter the Raven stealth Corvette. If my understanding of this system is correct is has the cross section of a 500 ton vessel and size 80 thermal signature when moving full thrust. This seems like it should be small enough to allow me to sneak up to my neighbors planets and gather some intel without detection. The speed and range was selected to allow for independent operations to what I think is their home world and back and is faster then any of their warships I have encountered as well as the spoilers. I refuse to stabilize any jump point that I don't control both ends of to prevent some behemoth ships from being able to come in without jump shock so they will need one of my jump FFs to get out and into my territory. 
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Raven class Intelligence Corvette      5,000 tons       136 Crew       1,503.4 BP       TCS 10    TH 81    EM 0
5040 km/s      Armour 1-26       Shields 0-0       HTK 31      Sensors 90/90/0/0      DCR 3      PPV 0
Maint Life 2.56 Years     MSP 763    AFR 67%    IFR 0.9%    1YR 163    5YR 2,443    Max Repair 567.0000 MSP
Lieutenant    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Skunkworks SMPD HS30 P1.05 EP504.00 (1)    Power 504.0    Fuel Use 26.09%    Signature 80.6400    Explosion 10%
Fuel Capacity 448,000 Litres    Range 61.8 billion km (141 days at full power)

Raytheon "Bond" Class Stealth Ship EM Sensor (1)     Sensitivity 90     Detect Sig Strength 1000:  75m km
Raytheon "Bond" Class Stealth Ship Thermal Sensor (1)     Sensitivity 90     Detect Sig Strength 1000:  75m km
ELINT Module (2)     Sensitivity 22     Detect Sig Strength 1000:  37.1m km
Cloaking Device: Class cross-section reduced to 10.0% of normal

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

As always I appreciate the feedback, I feel much more confident now building ships with some of the great feedback I have already gotten so thank you all for making me feel welcome and helping teach me
Some questions tho:

-How do the intelligence points work? I understand i get them based on the amount of time I am there gathering and that I can learn specifics of sensors I am collection intel on but how do I spend them? do I have to encounter a thing to gather "intel" on it or does this just pool together and give me random goody bag of info info after I reach 100?

-For the stealth aspect, do you have a recommended speed to approach a target I think might have a sensor? I was planning on creeping in at like 25% power but I don't know if in any of your experiences this is necessary

Thank you all once again for the help. I am thinking on a more weight efficient anti piracy corvette to allow my dedicated warships to be freed up for combat operations so I might throw my ideas in here.
Posted by: Jorgen_CAB
« on: August 16, 2022, 02:00:48 PM »

As for bombarding planets... regular ships is not really suited for this... you need to build bombardment cruiser kind of ships for this. Use miniaturized lasers or railguns, that is your best options. Miniaturized infrared lasers are great as you can get relatively high damage for little research output. You simply have a relatively slow ships that travel with your troops carriers. As each is loaded with vast arrays of weapons you will get allot of attacks

I've usually found railguns to be the most effective for this in terms of raw damage/DPM output, particularly the multiple shots as hit rates are very low for orbital bombardment so volume of fire accomplishes a lot. Maybe the lasers are cheaper in RP+BP cost if you don't mainline railguns though, but I do find that "regular" ships with railguns are effective enough in a pinch whereas if you use lasers or particle beams as a main weapon you do need the specialized ships much more urgently.

This is useful knowledge when you run a WH40K campaign as every ship has different weapons so force composition is a very flexible variable.  :P

Railguns and lasers are pretty much equal in power... you actually can squeeze in a bit more with the lasers due to how miniatured lasers are rounded down on the size of the weapon, so a 15cm laser becomes only 100t. You need bigger railguns for the same damage effect of the lasers. Small railguns might work when units are low tech, but high tech infantry need more damage to kill them off. 15cm lasers are pretty great at killing most low tier units for a very cheap price.

But railguns and lasers are equally valuable weapons, just use whichever weapon you have available of the two. Bombardment cruisers as the one above actually can have an impact... bombardment also are not affected by certain planetary environments, such as low G for example.

The other benefit with a dedicated bombardment ship is that you don't need to maintain them... you just need to use them for the invasion.. then you can dismantle them, keep the components and build new ones if you need to make any large scale invasions again. You make such invasions so rarely you don't need to keep many of them around unless you actually need them.
Posted by: nuclearslurpee
« on: August 14, 2022, 12:33:09 PM »

How do I increase the weapon tech any more then just unlocking the specific weapon? I see the racial weapon strength, is this just derived from the highest damage weapon tech or something special in ground combat?

Ground unit racial attack is based off your highest level of Laser caliber, Railgun caliber, Particle Beam Strength, or Plasma Carronade technology (note: no benefit from HPM, Meson, Gauss, or missile warhead techs). Honestly I think this is silly for a couple of reasons but that is how it works.


As for bombarding planets... regular ships is not really suited for this... you need to build bombardment cruiser kind of ships for this. Use miniaturized lasers or railguns, that is your best options. Miniaturized infrared lasers are great as you can get relatively high damage for little research output. You simply have a relatively slow ships that travel with your troops carriers. As each is loaded with vast arrays of weapons you will get allot of attacks

I've usually found railguns to be the most effective for this in terms of raw damage/DPM output, particularly the multiple shots as hit rates are very low for orbital bombardment so volume of fire accomplishes a lot. Maybe the lasers are cheaper in RP+BP cost if you don't mainline railguns though, but I do find that "regular" ships with railguns are effective enough in a pinch whereas if you use lasers or particle beams as a main weapon you do need the specialized ships much more urgently.

This is useful knowledge when you run a WH40K campaign as every ship has different weapons so force composition is a very flexible variable.  :P
Posted by: Jorgen_CAB
« on: August 14, 2022, 11:42:48 AM »

That ship is insanely expensive for transferring ONLY 50k of troops... I would only transfer my elite troops in that thing... not the regular army guys.  ;)
Out of curiosity what do you normally use? I naturally haven't sent out really any military invasions yet so this seemed like it was the bare minimum (minus the jump drive)

Quote
When you support with heavy bombardment you should support them from reserve, that does not put them in direct line of fire.
does this also apply to medium bombardment? I will try this when I find someone else to attack

Quote
As four ground combat... you need to consider technology differences. If their armour technology is higher than your weapon technology you might have issues penetrating and damaging them. Auto cannons is a great weapons especially if you have a technological edge in weapon tech over their armour technology.
How do I increase the weapon tech any more then just unlocking the specific weapon? I see the racial weapon strength, is this just derived from the highest damage weapon tech or something special in ground combat?

Also how do I reinforce after a battle. I made a second unit of the same brigade type and set them to be "used for reinforcement" but nothing seems to happen. Do I need the specify something on the unit receiving the reinforcements?


I misspoke on the bombardment units... medium support from reserve and heavy or long range from rear echelon.

For a normal troop transport I would just make it as minimalistic as possible, if you need to invade a large planet with two million troops you don't want expensive troop carriers. Less speed, little to no defences. Your fleets should take care of any ground to space defences long before your troop ships arrive... I don't even use Drop Bay transports for millions of tons armies.
Expensive assault carriers is only for the elite of the elite forces, your space marine forces, kind of... at least that is how I normally do it. I only need a limited amount of high speed, tough powerful assault carrier transports. For large invasions I need cheap and able to carry troops in large bulk.

As for bombarding planets... regular ships is not really suited for this... you need to build bombardment cruiser kind of ships for this. Use miniaturized lasers or railguns, that is your best options. Miniaturized infrared lasers are great as you can get relatively high damage for little research output. You simply have a relatively slow ships that travel with your troops carriers. As each is loaded with vast arrays of weapons you will get allot of attacks

Example
Code: [Select]
Volcano class Bombardment Cruiser      23,687 tons       721 Crew       1,460.3 BP       TCS 474    TH 1,250    EM 0
2638 km/s      Armour 5-73       Shields 0-0       HTK 144      Sensors 11/11/0/0      DCR 10      PPV 175
Maint Life 3.66 Years     MSP 2,885    AFR 449%    IFR 6.2%    1YR 333    5YR 4,998    Max Repair 156.2500 MSP
Captain    Control Rating 2   BRG   CIC   
Intended Deployment Time: 9 months    Morale Check Required   

Commercial Ion Drive  EP625.00 (2)    Power 1250.0    Fuel Use 3.35%    Signature 625.00    Explosion 5%
Fuel Capacity 250,000 Litres    Range 56.6 billion km (248 days at full power)

20cm C0.05 Infrared Laser (25)    Range 100,000km     TS: 4,000 km/s     Power 10-0.05     RM 10,000 km    ROF 1000       
15.0cm C0.05 Infrared Laser (50)    Range 60,000km     TS: 4,000 km/s     Power 6-0.05     RM 10,000 km    ROF 600       
Beam Fire Control R256-TS4000 (2)     Max Range: 256,000 km   TS: 4,000 km/s     96 92 88 84 80 77 73 69 65 61
Magnetic Mirror Fusion Reactor R5 (1)     Total Power Output 5    Exp 5%

Active Search Sensor AS8-R1 (1)     GPS 21     Range 8.6m km    MCR 771.7k km    Resolution 1
EM Sensor EM1.0-11.0 (1)     Sensitivity 11.0     Detect Sig Strength 1000:  26.2m km
Thermal Sensor TH1.0-11.0 (1)     Sensitivity 11.0     Detect Sig Strength 1000:  26.2m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
You should be able to build these in bulk as they are quite cheap, but they are military so will require maintenance and is not that useful outside of bombardment duty. They could add allot of alpha strike power at a jump gate defence or attack though. You also don't need that many FFD as they depend on the number of ships, not the number of guns on the ship. If you also manage to get them in range of a planet they should make short work of any STO as well... ;)


As for reinforcement you need to set the formation as "Use for Replacement" also create a Unite Series and then set that series as the Template... the game need this so it knows which type of units can be replaced and upgraded with what. This way you can even replace older infantry or tanks with new ones quite easy.
Posted by: Xanithas
« on: August 14, 2022, 07:45:55 AM »

Quick update to my current game, my work has kept me away from my home for a bit longer then I expected and I don't want to jump into something completely new until I have stable internet so I plan to play through more of my current game to continue to learn more of the basics and then add the new stuff when I get back. I am planning on declaring war on the "northern" NPR to try and get at some of the rich TN minerals in his space and establish a more defensible front. As such I did a redesign on the Eagle with the lessons learned from the smaller excursions against the precursors and designed some new boat bay sized craft with the same lessons in mind. It became quite obvious that the Eagle didn't have enough range and stay time to remain on station for extended periods and was only really effective as a indirect targeting sensor and not as a scout which it was intended to act as. Additionally everything destroyer sized and up had one Eagle which was far more then was needed, so I designed some other craft to fill the boat bays of my ships to give them some flexibility.

The Eagle MK II reduces the speed to 15000km/s (to allow it to keep up with my fighters)  in exchange received a lot more fuel range and stay time. I am not sure if its just the systems I am operating in but almost universally 1b isn't enough to get from the jump point to a place in the inner system and back again, with the ships needing nearly 1.5b to even reach the outer planets in some cases. The longer say time is to allow it to loiter near a position as a sensor scout and detect enemies coming into a system. I toyed with the idea of adding a passive sensor or giving it passives all together and having 2 models but that seemed more expensive and would be more complicated however I do think a small thermal sensor near a jump point would be a good idea. The plan as of now is every jump capable ship to house one of these with more being bought by the fleet if required.
Code: [Select]
Eagle MK II class Scout      250 tons       9 Crew       120.1 BP       TCS 5    TH 75    EM 0
15053 km/s      Armour 1-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 6.47 Years     MSP 30    AFR 5%    IFR 0.1%    1YR 1    5YR 19    Max Repair 72 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Lockheed Martin 250T FIFD MK II  HS 1.6 P2.35 EP75.20 (1)    Power 75.2    Fuel Use 846.58%    Signature 75.2    Explosion 23%
Fuel Capacity 43,000 Litres    Range 3.66 billion km (67 hours at full power)

Raytheon Eagle Eye ASS R200 MR118Mkm (1)     GPS 14400     Range 118.8m km    Resolution 200

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a a for auto-assignment purposes

The Mercy rescue shuttle is designed to allow my fleet to deploy a smaller craft to rescue survivors from a battle to avoid the morale penalty for overcrowding after the battle / while the battle is ongoing especially if I feel its not going well and might want to leave. Each squadron is likely going to have one of these in their ranks to allow for any larger formation to be able to hold 800 Sailors.
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Mercy class Rescue Shuttle      250 tons       5 Crew       57.6 BP       TCS 5    TH 75    EM 0
15053 km/s      Armour 1-3       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 0
Maint Life 7.06 Years     MSP 14    AFR 5%    IFR 0.1%    1YR 0    5YR 7    Max Repair 37.6 MSP
Cryogenic Berths 400   
Lieutenant    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Lockheed Martin 250T FIFD MK II  HS 1.6 P2.35 EP75.20 (1)    Power 75.2    Fuel Use 846.58%    Signature 75.2    Explosion 23%
Fuel Capacity 48,000 Litres    Range 4.1 billion km (3 days at full power)

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Colony Ship for auto-assignment purposes

The Hoplite point defense shuttle is likely going to be the most common ship in my boat bays, equipped with a GCIWS cannon and a fire control they are built to follow around the ship they are launched from and provide more PD fire. The speed selected was my in the window of my max targeting speed while having room for the gun and its fire control. While I do admit these are not going to add a whole lot of extra fire they will be more useful then having a full formation of 12 ships carrying Eagles and they could be useful approaching a larger missile armed fleet.
Code: [Select]
Hoplite class Point Defence Shuttle      250 tons       12 Crew       135 BP       TCS 5    TH 100    EM 0
20073 km/s      Armour 3-3       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0      PPV 1.5
Maint Life 7.43 Years     MSP 33    AFR 5%    IFR 0.1%    1YR 1    5YR 16    Max Repair 56.7 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 1 days    Morale Check Required   

Lockheed Martin FIFD HS1.7 P2.95 EP100.30 (1)    Power 100.3    Fuel Use 1450.08%    Signature 100.3    Explosion 29%
Fuel Capacity 6,000 Litres    Range 0.3 billion km (4 hours at full power)

General Dynamics "Phalanx" GCIWS (1x5)    Range 40,000km     TS: 20,073 km/s     Accuracy Modifier 25.00%     RM 40,000 km    ROF 5       
Lockheed Martin (F)GCIWS FBFC MR108km TS20k (SW) (1)     Max Range: 108,000 km   TS: 21,875 km/s     91 81 72 63 54 44 35 26 17 7

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes
Posted by: Xanithas
« on: August 14, 2022, 07:12:22 AM »

That ship is insanely expensive for transferring ONLY 50k of troops... I would only transfer my elite troops in that thing... not the regular army guys.  ;)
Out of curiosity what do you normally use? I naturally haven't sent out really any military invasions yet so this seemed like it was the bare minimum (minus the jump drive)

Quote
When you support with heavy bombardment you should support them from reserve, that does not put them in direct line of fire.
does this also apply to medium bombardment? I will try this when I find someone else to attack

Quote
As four ground combat... you need to consider technology differences. If their armour technology is higher than your weapon technology you might have issues penetrating and damaging them. Auto cannons is a great weapons especially if you have a technological edge in weapon tech over their armour technology.
How do I increase the weapon tech any more then just unlocking the specific weapon? I see the racial weapon strength, is this just derived from the highest damage weapon tech or something special in ground combat?

Also how do I reinforce after a battle. I made a second unit of the same brigade type and set them to be "used for reinforcement" but nothing seems to happen. Do I need the specify something on the unit receiving the reinforcements?
Posted by: Jorgen_CAB
« on: August 14, 2022, 06:31:22 AM »

Hello all,

As previously posted I completed the design for my dropship and it turned out to be a behemoth, one of the biggest ships in my fleet. I will also post the units I load in below along with some of my observations for peoples feedback.

The Valkyrie Assault Transport is designed to carry one brigade of troops to the field with the intention to have most of my brigade strength formations operate in groups of 4. The ship has its own jump drive (a controversial choice I am going to assume) for two reason, the first being a traditional jump tender would only act as a burden on the ships speed, and would facilitate me building another massive ship (capable of jumping around 75kt) to baby sit these ships outside my space. the second reason is frankly I don't do a lot of planetary assaults so having these ships capable of acting as a jump tender or bring exploration teams outside my jump network would be nice. 5,000 km/s is my standard auxiliary speed and the ship is armed with some GCIWS defense guns, and fairly heavily armored to protect it as it approaches. In practice I found I didn't need this much armor as I got in and out without really any issue given the relativity low rate of fire the STOs I was facing was.
Code: [Select]
Valkyrie class Assault Transport      200,000 tons       1,514 Crew       9,747.6 BP       TCS 4,000    TH 20,000    EM 0
5000 km/s    JR 2-25(C)      Armour 5-304       Shields 0-0       HTK 315      Sensors 1/1/0/0      DCR 1      PPV 0
MSP 30    Max Repair 625 MSP
Troop Capacity 50,000 tons     Drop Capable    Cargo Shuttle Multiplier 15   
Lieutenant Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months   

Lepros Drive Systems CJD 200kt W26.75kt     Max Ship Size 200500 tons    Distance 25k km     Squadron Size 2

Lafrancois-Quay  CIFD HS250 P.5 EP2500.00 (8)    Power 20000    Fuel Use 1.41%    Signature 2500    Explosion 5%
Fuel Capacity 1,522,000 Litres    Range 96.9 billion km (224 days at full power)

Bushmaster MK1 Auxiliary Grade CIWS (5x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
FURUNO Civilian Grade Navigation Sensor (1)     GPS 240     Range 28.4m km    Resolution 5
FURUNO Civilian Grade Thermal Sensor (1)     Sensitivity 1.8     Detect Sig Strength 1000:  10.6m km
FURUNO Civilian Grade EM Sensor (1)     Sensitivity 1.8     Detect Sig Strength 1000:  10.6m km

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

My ground units are based around a 50000 weight brigades containing 3 battalions of 12500 weight formations. Each battalion with themselves contain 3 3125 weight companies. My philosophy revolved around the brigade being "themed" around the majority of the units, so for example a armored brigade would contain at least 2 armored battalions with a third battalion containing whatever I deem necessary to support the mission. I my general formations I have mixed 2 armored battalions containing heavy tanks with dual AP weapons and heavy tanks with dual HMGs as my primary striking power with a mechanized battalion which contains "IFVs" (Medium vehicles with medium autocannons and LMGs) and some light vehicle AT to help crack through the harder targets. I could design other types of battalions that are more geared to entrenchment and defense containing more fixed guns and construction units but that seemed counter productive to the current task of invading a planet. Each company sized formation contains a orbital support director unit so each company can receive orbital fire support (more on this later). Each HQ unit contains the standard trucks and construction vehicles along with some static artillery guns, naturally as the HQ gets bigger so does the battery size and support vehicle complement. Some questions tho:

Spoilers ahead as my questions are related to combat encounters against the precursors:
1. My double AT tanks seemed to have issues cracking through the precursor mechs, only really killing them when I had almost 2 companies engaging them simultaneously. My AT tank is rolling double HAV cannons each, are they just tanky in general or am I missing something
2. Ordering my HQ units to support a specific company resulted in them taking horrendous losses where when I ordered them back and to sit on support or rear echelon they were effective and shelling enemy units. is this how they are supposed to work, I just let them shoot at whatever they please and just revel in the results? Additionally the batteries were not all that effective in general, using medium bombardment didn't seem to do much to even the infantry units. My battalion sized formations have 10 guns each and my brigade HQ is rolling almost 50. Do I need to use heavy bombardment? Or perhaps I am using too few guns and should just be happy I am getting my HQ formations in on the action / did I just roll low?
3. My anti infantry tanks are using dual HMGs which seemed super effective at shredding the precursor (and I would assume any factions) infantry but after a while they were left fighting tanks. Do you guys use the HMGs on your infantry killing vehicles, LMGs or the autocannons. The LMGs are a lot cheaper to build but they don't have nearly the penetration the HMG has and while the tanks were not killing every tank they fought they did kill some, which I am not sure I would have if they were just LMGs. The autocannons on the other hand shoot a lot less shots but they have much more pen, which would make them more useful against armor but kill infantry less quickly.
4. The orbital fire support was less then stellar with my ships killing often less then 10 units per round of combat with hundreds of shots. There was even some instances of me having my 15cm armed laser cruisers shooting at ground units without penning them. My orbital fire support unit is just a light vehicle with the fire director attachment so is that the issue? Do I need to make a medium one with 2 directors to increase accuracy? Also is there a preferred orbit to surface support weapon?
5. How do xenoarcheological companies work? I dropped a couple formations of about 5k units 2 1k units of xenoarcheology vehicles and 2 1k units of construction vehicles as I read I needed them to complete the dig. Initially I discovered some stuff but the completion for the site isn't popping. Do I need more units / time or am I missed something. The settlement is a "ruined city" if that matters.

Thanks again for the feedback. I am moving to the new version soon so I figured I would dump my designs here before I do. I designed some new boat bay options for my warships which I would be interested in hearing opinions on.

That ship is insanely expensive for transferring ONLY 50k of troops... I would only transfer my elite troops in that thing... not the regular army guys.  ;)

As four ground combat... you need to consider technology differences. If their armour technology is higher than your weapon technology you might have issues penetrating and damaging them. Auto cannons is a great weapons especially if you have a technological edge in weapon tech over their armour technology.

You need to consider that when you attack if you are both on the same tech level you will need about 3-6 times the power of army over theirs, depending on the terrain of said planet.

When you support with heavy bombardment you should support them from reserve, that does not put them in direct line of fire.

If you kill of all their infantry first you simply did not bring enough tank killing power to infantry ratio... with that said... if you game the game you want to hold you AT tanks back until you killed off their infantry, thus not waste their expensive shots on their lowly infantry. Once most of the infantry is gone you can withdraw most of the infantry killing tanks and bring forward your AT tanks.

You should use infantry with your AT tanks so the enemy AT guns shoot at them more than your AT tanks.

In general I don't like to game the system, so I just design units and formation that make realistic sense and go from there, more role-play than trying to "win" the game.
Posted by: mtm84
« on: August 14, 2022, 12:37:12 AM »

As far as xenoarchology goes, the amount of xeno points the formations on the plant has is the percent chance per year of discovering the ruins.  then each construction unit has a chance of recovering something after that.  A city usually has a lot of stuff to recover.
Posted by: Xanithas
« on: August 13, 2022, 02:39:11 PM »

Hello all,

As previously posted I completed the design for my dropship and it turned out to be a behemoth, one of the biggest ships in my fleet. I will also post the units I load in below along with some of my observations for peoples feedback.

The Valkyrie Assault Transport is designed to carry one brigade of troops to the field with the intention to have most of my brigade strength formations operate in groups of 4. The ship has its own jump drive (a controversial choice I am going to assume) for two reason, the first being a traditional jump tender would only act as a burden on the ships speed, and would facilitate me building another massive ship (capable of jumping around 75kt) to baby sit these ships outside my space. the second reason is frankly I don't do a lot of planetary assaults so having these ships capable of acting as a jump tender or bring exploration teams outside my jump network would be nice. 5,000 km/s is my standard auxiliary speed and the ship is armed with some GCIWS defense guns, and fairly heavily armored to protect it as it approaches. In practice I found I didn't need this much armor as I got in and out without really any issue given the relativity low rate of fire the STOs I was facing was.
Code: [Select]
Valkyrie class Assault Transport      200,000 tons       1,514 Crew       9,747.6 BP       TCS 4,000    TH 20,000    EM 0
5000 km/s    JR 2-25(C)      Armour 5-304       Shields 0-0       HTK 315      Sensors 1/1/0/0      DCR 1      PPV 0
MSP 30    Max Repair 625 MSP
Troop Capacity 50,000 tons     Drop Capable    Cargo Shuttle Multiplier 15   
Lieutenant Commander    Control Rating 2   BRG   AUX   
Intended Deployment Time: 3 months   

Lepros Drive Systems CJD 200kt W26.75kt     Max Ship Size 200500 tons    Distance 25k km     Squadron Size 2

Lafrancois-Quay  CIFD HS250 P.5 EP2500.00 (8)    Power 20000    Fuel Use 1.41%    Signature 2500    Explosion 5%
Fuel Capacity 1,522,000 Litres    Range 96.9 billion km (224 days at full power)

Bushmaster MK1 Auxiliary Grade CIWS (5x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
FURUNO Civilian Grade Navigation Sensor (1)     GPS 240     Range 28.4m km    Resolution 5
FURUNO Civilian Grade Thermal Sensor (1)     Sensitivity 1.8     Detect Sig Strength 1000:  10.6m km
FURUNO Civilian Grade EM Sensor (1)     Sensitivity 1.8     Detect Sig Strength 1000:  10.6m km

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

My ground units are based around a 50000 weight brigades containing 3 battalions of 12500 weight formations. Each battalion with themselves contain 3 3125 weight companies. My philosophy revolved around the brigade being "themed" around the majority of the units, so for example a armored brigade would contain at least 2 armored battalions with a third battalion containing whatever I deem necessary to support the mission. I my general formations I have mixed 2 armored battalions containing heavy tanks with dual AP weapons and heavy tanks with dual HMGs as my primary striking power with a mechanized battalion which contains "IFVs" (Medium vehicles with medium autocannons and LMGs) and some light vehicle AT to help crack through the harder targets. I could design other types of battalions that are more geared to entrenchment and defense containing more fixed guns and construction units but that seemed counter productive to the current task of invading a planet. Each company sized formation contains a orbital support director unit so each company can receive orbital fire support (more on this later). Each HQ unit contains the standard trucks and construction vehicles along with some static artillery guns, naturally as the HQ gets bigger so does the battery size and support vehicle complement. Some questions tho:

Spoilers ahead as my questions are related to combat encounters against the precursors:
1. My double AT tanks seemed to have issues cracking through the precursor mechs, only really killing them when I had almost 2 companies engaging them simultaneously. My AT tank is rolling double HAV cannons each, are they just tanky in general or am I missing something
2. Ordering my HQ units to support a specific company resulted in them taking horrendous losses where when I ordered them back and to sit on support or rear echelon they were effective and shelling enemy units. is this how they are supposed to work, I just let them shoot at whatever they please and just revel in the results? Additionally the batteries were not all that effective in general, using medium bombardment didn't seem to do much to even the infantry units. My battalion sized formations have 10 guns each and my brigade HQ is rolling almost 50. Do I need to use heavy bombardment? Or perhaps I am using too few guns and should just be happy I am getting my HQ formations in on the action / did I just roll low?
3. My anti infantry tanks are using dual HMGs which seemed super effective at shredding the precursor (and I would assume any factions) infantry but after a while they were left fighting tanks. Do you guys use the HMGs on your infantry killing vehicles, LMGs or the autocannons. The LMGs are a lot cheaper to build but they don't have nearly the penetration the HMG has and while the tanks were not killing every tank they fought they did kill some, which I am not sure I would have if they were just LMGs. The autocannons on the other hand shoot a lot less shots but they have much more pen, which would make them more useful against armor but kill infantry less quickly.
4. The orbital fire support was less then stellar with my ships killing often less then 10 units per round of combat with hundreds of shots. There was even some instances of me having my 15cm armed laser cruisers shooting at ground units without penning them. My orbital fire support unit is just a light vehicle with the fire director attachment so is that the issue? Do I need to make a medium one with 2 directors to increase accuracy? Also is there a preferred orbit to surface support weapon?
5. How do xenoarcheological companies work? I dropped a couple formations of about 5k units 2 1k units of xenoarcheology vehicles and 2 1k units of construction vehicles as I read I needed them to complete the dig. Initially I discovered some stuff but the completion for the site isn't popping. Do I need more units / time or am I missed something. The settlement is a "ruined city" if that matters.

Thanks again for the feedback. I am moving to the new version soon so I figured I would dump my designs here before I do. I designed some new boat bay options for my warships which I would be interested in hearing opinions on.
Posted by: Xanithas
« on: August 06, 2022, 12:55:21 PM »

Brief update to my game, I have discovered some more Precursor planets a little further afield with very good mineral yields (before my survey ship was shredded) so I intended to move forces into the region and test my new fleet. To support this I finally got around to building dedicated auxiliaries to allow for my forces to proceed outside my local space without fear or running out of gas. I decided to try and design them to move slightly faster then my standard civilian ships while still being fairly quick to allow the fleet to maintain speed as they move along (most importantly they are still faster then any other empire yet countered)

The Edwin Drake (man who discovered oil) is designed around 50kt frame with a full fuel load for a standard fleet (1 JCL, 4 CL, 1 JDD, 3 DDG, 2 JF, 12 FF or FFGs) meaning that it can fuel them full from empty and make its way home. I included a jump drive to allow it to proceed to places that the fleet might move that are outside my jump network and would allow them to act as the jump tender for my other auxiliaries. The inclusion of hangar bays and cryo berths were to allow for it to carry replacement fighters / scout craft and accept survivors / prisoners post battle without the morale penalty. Finally these ships will be the first in a line to include a small navigational sensor suite (for RP reasons) and CIWS to have some poultry defense (honestly if they are shot at I made a massive mistake but its more for RP then anything else). I only intend to include CIWS on fleet auxiliary ships as they are pseudo military in nature (USNS or RFA type designations for those who know western fleet organizations)
 
Code: [Select]
Edwin Drake class Jump Tanker      50,000 tons       381 Crew       2,154.6 BP       TCS 1,000    TH 5,000    EM 0
5000 km/s    JR 2-25(C)      Armour 1-120       Shields 0-0       HTK 67      Sensors 1/1/0/0      DCR 1      PPV 0
MSP 26    Max Repair 625.0000 MSP
Hangar Deck Capacity 2,000 tons     Cryogenic Berths 1,000   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Flight Crew Berths 40   

Lepros Drive Systems CJD 50kt W6.75kt     Max Ship Size 50500 tons    Distance 25k km     Squadron Size 2

Lafrancois-Quay  CIFD HS250 P.5 EP2500.00 (2)    Power 5000.0    Fuel Use 1.41%    Signature 2500.00    Explosion 5%
Fuel Capacity 11,372,000 Litres    Range 2,894.8 billion km (6701 days at full power)
Refuelling Capability: 80,000 litres per hour     Complete Refuel 142 hours

Bushmaster MK1 Auxiliary Grade CIWS (5x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
FURUNO Civilian Grade Navigation Sensor (1)     GPS 240     Range 28.4m km    Resolution 5
FURUNO Civilian Grade Therman Sensor (1)     Sensitivity 1.8     Detect Sig Strength 1000:  10.6m km
FURUNO Civilian Grade EM Sensor (1)     Sensitivity 1.8     Detect Sig Strength 1000:  10.6m km

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

The Ambrosia Class is what I plan to accompany the Edwin Drake in pairs and is equipped with enough maintenance supplies to resupply my fleet to 50% from empty on its own and can carry a full war load of AMMs for a DDG formation by itself or 6 full reloads for DDGs Standard missiles when operating in a pair. This ship also contains a hangar deck to allow for replacement fighters / scout craft and when operating in a standard squadron (1 Edwin Drank and 2 Ambrosias) can fully resupply a CVL fighter wing (11 Conquerors) with extra space for smaller craft. As above this ship has the newly implemented navigation suite and some CIWS to keep give it some defense. The 100b range is my standard range for most civilian ships as I could also use these to move MSP around to stock a new bases / ammo from further afield colonies to the front line and allow them to remain on station for extended periods of time without tapping into the tankers fuel stores.
Code: [Select]
Ambrosia class Replenishment Ship      50,000 tons       507 Crew       2,895.1 BP       TCS 1,000    TH 5,000    EM 0
5000 km/s      Armour 1-120       Shields 0-0       HTK 98      Sensors 1/1/0/0      DCR 1      PPV 0
MSP 21,036    Max Repair 625.0000 MSP
Hangar Deck Capacity 2,000 tons     Magazine 2,500    Cargo Shuttle Multiplier 6   
Lieutenant    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Flight Crew Berths 40   

Lafrancois-Quay  CIFD HS250 P.5 EP2500.00 (2)    Power 5000.0    Fuel Use 1.41%    Signature 2500.00    Explosion 5%
Fuel Capacity 443,000 Litres    Range 112.8 billion km (261 days at full power)

Bushmaster MK1 Auxiliary Grade CIWS (4x10)    Range 1000 km     TS: 20,000 km/s     ROF 5       
Ordnance Transfer Rate: 80 MSP per hour     Complete Transfer 31.3 hours
FURUNO Civilian Grade Navigation Sensor (1)     GPS 240     Range 28.4m km    Resolution 5
FURUNO Civilian Grade Therman Sensor (1)     Sensitivity 1.8     Detect Sig Strength 1000:  10.6m km
FURUNO Civilian Grade EM Sensor (1)     Sensitivity 1.8     Detect Sig Strength 1000:  10.6m km

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

Again feedback is appreciated. While conducting a flyby of the precursor planet I discovered a fairly sizeable defense with possible STO batteries so my unarmored transports I have been using since the game started to ferry around my garrison units and geological survey teams will likely not survive the approach and will probably not have troop capacity to even establish a landing zone. I plan to design a Drop ship and ground force to load in it and as usual will likely post it here for feedback.
Posted by: Xanithas
« on: August 06, 2022, 12:27:52 PM »

So I see that a new version came out so I will keep going for a few more days to let it stabilize and restart (I was honestly thinking of doing a RP campaign to flex my writing chops but we will see if my job allows such luxuries.) As I mentioned earlier I have designed a Jump Light Cruiser and Light Cruiser to give me fleet a little bit of punching power. I will likely keep posting my designs over here to save them for when I change games to have some known good templates to reference.

The Prosecutor Class was designed to allow squadrons of 5 Light Cruisers to operate independently of the fleet as required and has enough firepower to tangle with most enemies. This design I based around using the 15cm Lasers as the close range fist which I could pack onboard in mass quantities as opposed to using fewer but larger lasers to keep up a larger volume of fire while I close (and the extra range were damage starts to be inflected is very minuscule in practice). Additionally I am packing more gauss CIWS onboard each ship to make them slightly more safe against missiles. I envision these operating with at least one squadron on AMM destroyers and at least 2 squadrons of FFs or FFGs, likely slanting more toward the FFs as they will complement the armament more.
Code: [Select]
Prosecutor class Light Jump Cruiser      20,000 tons       606 Crew       4,421.8 BP       TCS 400    TH 2,800    EM 0
7000 km/s    JR 4-50      Armour 7-65       Shields 0-0       HTK 186      Sensors 90/126/0/0      DCR 13      PPV 92.68
Maint Life 3.63 Years     MSP 4,996    AFR 246%    IFR 3.4%    1YR 587    5YR 8,805    Max Repair 700.00 MSP
Hangar Deck Capacity 250 tons     
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 18 months    Flight Crew Berths 5    Morale Check Required   

Schorsch & Goley MJD 20K W2.2kt     Max Ship Size 20000 tons    Distance 50k km     Squadron Size 4

Wärtsilä Mk1 IFD HS50 P1.4  EP1400.00 (2)    Power 2800.0    Fuel Use 41.49%    Signature 1400.00    Explosion 14%
Fuel Capacity 2,009,000 Litres    Range 43.6 billion km (72 days at full power)

Kratos Defense 30.0cm SSXR Naval Laser (1)    Range 384,000km     TS: 7,000 km/s     Power 24-3.5     RM 60,000 km    ROF 35       
Kratos Defence 15cm SXR Naval Laser (7)    Range 360,000km     TS: 7,000 km/s     Power 6-4     RM 60,000 km    ROF 10       
Triple General Dynamics "Phalanx" GCIWS Turret (8x15)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 40,000 km    ROF 5       
Kratos Defence "Nova" Fixed Naval Laser BFC MR384km TS7km/s (1)     Max Range: 384,000 km   TS: 7,000 km/s     97 95 92 90 87 84 82 79 77 74
Towsley-Hyre Weapon Systems GCIWS BFC MR96km TS 20km/s (1)     Max Range: 96,000 km   TS: 20,000 km/s     90 79 69 58 48 38 27 17 6 0
General Electric MCFR PO10 (3)     Total Power Output 30    Exp 5%
CERN International MCFR PO3 (1)     Total Power Output 3    Exp 5%

Mohammad Electronic Systems AEGIS Missile Detection Sensor 1.5M (1)     GPS 54     Range 17.6m km    MCR 1.6m km    Resolution 1
Raytheon-Mitsubishi EMS HS7 (1)     Sensitivity 126     Detect Sig Strength 1000:  88.7m km
Tortorici-Cugini TS W250 HS5 (1)     Sensitivity 90     Detect Sig Strength 1000:  75m km

ECCM-2 (1)         ECM 10

Strike Group
1x Eagle Scout   Speed: 20077 km/s    Size: 5

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


The bigger and more punchy Vanquisher was designed to accompany the Prosecutor in teams of 4 (1 Prosecutor to 4 Vanquishers) and was designed to have a similar volume of firepower to a few of my Falchion FFs. Armed with a mass number of smaller lasers and one larger spinal mount while still maintaining a respectable 8 GCIWS turrets my belief is that this ship when operating in formation with its fellows would not need support from other ships and acts as my first flag ship. I had toyed with the idea of using a shield on here but I don't know enough about them to know how much weight and armor I can sacrifice to make them worth it. When operating with my other forces it would allow me to break off "Squadrons" that are comprised of like tonnage ships t complete simultaneous objectives without sacrificing collective defense. Additionally with the significant number of smaller batteries and multiple fire controls I feel this might be the first ship I have capable of forcing a jump point if it was guarded with escorts.
Code: [Select]
Vanquisher class Light Cruiser      20,000 tons       647 Crew       4,939.3 BP       TCS 400    TH 2,800    EM 0
7000 km/s      Armour 7-65       Shields 0-0       HTK 198      Sensors 90/126/0/0      DCR 13      PPV 127.68
Maint Life 3.91 Years     MSP 5,206    AFR 246%    IFR 3.4%    1YR 540    5YR 8,093    Max Repair 700.00 MSP
Hangar Deck Capacity 250 tons     
Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 18 months    Flight Crew Berths 5    Morale Check Required   

Wärtsilä Mk1 IFD HS50 P1.4  EP1400.00 (2)    Power 2800.0    Fuel Use 41.49%    Signature 1400.00    Explosion 14%
Fuel Capacity 1,987,000 Litres    Range 43.1 billion km (71 days at full power)

Kratos Defense 30.0cm SSXR Naval Laser (1)    Range 384,000km     TS: 7,000 km/s     Power 24-3.5     RM 60,000 km    ROF 35       
Kratos Defence 15cm SXR Naval Laser (14)    Range 360,000km     TS: 7,000 km/s     Power 6-4     RM 60,000 km    ROF 10       
Triple General Dynamics "Phalanx" GCIWS Turret (8x15)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 40,000 km    ROF 5       
Kratos Defence "Nova" Fixed Naval Laser BFC MR384km TS7km/s (2)     Max Range: 384,000 km   TS: 7,000 km/s     97 95 92 90 87 84 82 79 77 74
Towsley-Hyre Weapon Systems GCIWS BFC MR96km TS 20km/s (2)     Max Range: 96,000 km   TS: 20,000 km/s     90 79 69 58 48 38 27 17 6 0
General Electric MCFR PO10 (6)     Total Power Output 60    Exp 5%

Mohammad Electronic Systems AEGIS Missile Detection Sensor 1.5M (1)     GPS 54     Range 17.6m km    MCR 1.6m km    Resolution 1
Raytheon-Mitsubishi EMS HS7 (1)     Sensitivity 126     Detect Sig Strength 1000:  88.7m km
Tortorici-Cugini TS W250 HS5 (1)     Sensitivity 90     Detect Sig Strength 1000:  75m km

ECCM-2 (1)         ECM 10

Strike Group
1x Eagle Scout   Speed: 20077 km/s    Size: 5

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

I have been on a designing spree this weekend and have also built up some auxiliaries and a troop dropship I will post here for feedback and reference once I migrate to the new version of the game. I will post them in another post as I feel more then 2 ships per post gets a little cluttered. Once again feedback is appreciated for the CL and the JCL if I missed anything.
Posted by: StarshipCactus
« on: August 06, 2022, 09:29:52 AM »

Those ships look fairly solid to me, but I have not played for a while. I do like the inclusion of a small scout ship. A few of those in a fleet is always handy for many things. I also have small hospital ships and small boarding craft that can fit in a 250 ton hanger that all my frigates have. Hospital ships for rescuing crew or capturing enemy crew and boarding craft in case I see a crippled enemy ship with no guns and I think there might be good tech if I can bring it home. Or maybe just good salvage. If you're having issues with missile spam and you can't shoot them down, you can also build anti missile fighters and deploy them in front of your fleet relative to the missiles, although idk if you can get much anti missile ability out of a 250 ton fighter.
Posted by: Xanithas
« on: August 05, 2022, 12:13:31 PM »

Hello all,

I read through a few different peoples fleet compositions on here and made some shifts in my intended fleet composition for normal actions. I decided that each ship "class" should have a equal size jump capable warship that can ferry it around and drawing some inspiration I have decided that I will build up fleets of individual squadrons of ships based on class. Moving forward I think I will have all of my capital ships have jump capability as having multiples of these ships of that size in a squadron might be cost prohibitive but that's for later planning.

Enter the saber class jump frigate. Designed to address the shortfall I have noticed in missile defense I have build this frigate to have purely point defense weapons and armor to soak up the hits from the missiles that leak through. This ship also has a resigned Gauss CIWS weapon that extend the range out further and has a slightly higher RoF while also using a slightly larger cannon (25%) in a triple turret.
Code: [Select]
Sabre class Jump Frigate      10,000 tons       271 Crew       2,054.4 BP       TCS 200    TH 1,400    EM 0
7000 km/s    JR 6-50      Armour 5-41       Shields 0-0       HTK 100      Sensors 90/126/0/0      DCR 8      PPV 35.76
Maint Life 3.84 Years     MSP 1,527    AFR 100%    IFR 1.4%    1YR 163    5YR 2,449    Max Repair 350 MSP
Commander    Control Rating 3   BRG   AUX   CIC   
Intended Deployment Time: 18 months    Morale Check Required   

Schorsch & Goley MJD 10K W1.3kt     Max Ship Size 10000 tons    Distance 50k km     Squadron Size 6

Schorsch & Goley IFD HS35 P1 EP700.00 (2)    Power 1400    Fuel Use 21.38%    Signature 700    Explosion 10%
Fuel Capacity 532,000 Litres    Range 44.8 billion km (74 days at full power)

Triple General Dynamics "Phalanx" GCIWS Turret (6x15)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 40,000 km    ROF 5       
Towsley-Hyre Weapon Systems GCIWS BFC MR96km TS 20km/s (1)     Max Range: 96,000 km   TS: 20,000 km/s     90 79 69 58 48 38 27 17 6 0

Mohammad Electronic Systems AEGIS Missile Detection Sensor 1.5M (1)     GPS 54     Range 17.6m km    MCR 1.6m km    Resolution 1
Raytheon-Mitsubishi EMS HS7 (1)     Sensitivity 126     Detect Sig Strength 1000:  88.7m km
Tortorici-Cugini TS W250 HS5 (1)     Sensitivity 90     Detect Sig Strength 1000:  75m km

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

The Revetment FLTIIA was a jump drive stripped version with more CIWS guns and a bigger magazine. The design was made to be similar to my Revetment FLT II to allow one shipyard to build both designs.
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Revetment FLTIIA class Missile Destroyer      15,000 tons       379 Crew       3,249.7 BP       TCS 300    TH 2,100    EM 0
7000 km/s      Armour 6-54       Shields 0-0       HTK 167      Sensors 90/126/0/0      DCR 11      PPV 69.6
Maint Life 2.84 Years     MSP 1,873    AFR 162%    IFR 2.3%    1YR 340    5YR 5,102    Max Repair 525 MSP
Hangar Deck Capacity 250 tons     Magazine 435   
Commander    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 18 months    Flight Crew Berths 5    Morale Check Required   

Whetsell Engines Limited IFD HS50 P1.05 EP1050.00 (2)    Power 2100    Fuel Use 20.21%    Signature 1050    Explosion 10%
Fuel Capacity 726,000 Litres    Range 43.1 billion km (71 days at full power)

Triple General Dynamics "Phalanx" GCIWS Turret (10x15)    Range 40,000km     TS: 20000 km/s     Power 0-0     RM 40,000 km    ROF 5       
Towsley-Hyre Weapon Systems GCIWS BFC MR96km TS 20km/s (1)     Max Range: 96,000 km   TS: 20,000 km/s     90 79 69 58 48 38 27 17 6 0

Raytheon-Mitsubishi AEGIS AMM VLS (10)     Missile Size: 1    Rate of Fire 10
Raytheon-Mitsubishi AMM MFC R1.5Mkm (1)     Range 18.2m km    Resolution 1
Raytheon-Mitsubishi SM1BK1 AMM R1Mkm  (435)    Speed: 80,400 km/s    End: 0.2m     Range: 1.1m km    WH: 1    Size: 1    TH: 670/402/201

Mohammad Electronic Systems AEGIS Fighter Detection Sensor (1)     GPS 900     Range 54.9m km    Resolution 5
Mohammad Electronic Systems AEGIS Missile Detection Sensor 1.5M (1)     GPS 54     Range 17.6m km    MCR 1.6m km    Resolution 1
Raytheon-Mitsubishi EMS HS7 (1)     Sensitivity 126     Detect Sig Strength 1000:  88.7m km
Tortorici-Cugini TS W250 HS5 (1)     Sensitivity 90     Detect Sig Strength 1000:  75m km

ECCM-1 (1)         Strike Group
1x Eagle Scout   Speed: 20082 km/s    Size: 4.99

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

Feedback is appreciated, later tonight I will be posting a CL and JC design that I intend to build to give me fleet more punching power.
Posted by: Xanithas
« on: August 02, 2022, 02:30:41 PM »

Hello all,

I had my first actual military engagement with my forces against a fortified precursor planet.  I was able to match them in approx military tonnage (they had 3 auxiliary ships on orbit and STO support on the planet which I learned later) and while I won I realized that either my ships or my doctrine needs a update.  My missile ships performed well however the total concentration of PD and AMMs from both the planet and the fleet made them not helpful until I some of their ships broke formation to attempt to ram me after they ran out of ammo.  My beam frigates on the other hand were absolutely ravaged.  while I did swat down hundreds of size 4 ASMs that the other ships in the fleet fired at me once I got a lot closer I was getting hit by no less then 60 + AMM every 10 seconds with all of the ships in formation firing their PD and 3 Revetment DDs providing AMM defense. The Revetment I discovered is not armored nearly enough and as was told to me here they were focused by the enemy ships AMMs till they had to either fall out of formation due to engine damage or I broke them off due to massive internal damage.  My beam FFs fared better due to their much thicker armor and that the Revetments already soaked a lot of fire as we closed the range but their CIWS was almost useless against their missiles until I could get close enough to silence the AMM platform.  I have a few schools of thought to address the fleets current issues but I figured I would ask here.

The first school of thought is the Revetment having a Jump drive is causing it to suffer and I need a dedicated ship to fill the role of a jump tender for my fleet or keep my jump drives off any ship that might see actual combat keeping them on ships like my ASM FFGs / carriers.  This would free up some extra tonnage for more armor and PD / AMM batteries.  This would address the Revetment's shortfalls but would require me to retool a new production line for a ship I would need to design but seems like a reasonable solution, just a annoying one.

The second school of thought is that the Beam FFs are too small and need to be made 15000 like the Revetment to make better use of the hull.  I feel this is the weaker choice as the ships performed fine once I got into range but if they were bigger I could give them more PD guns and lasers.  Only downside is I would need to expand their shipyard and refit them all again with new engines.

My final school of thought is I designed a smegty PD gun and I need to update it.  I figured I would drop the design here to see what you all think.  I read plenty of discussion on how gauss PD works but its possible like much in this game I didn't understand the finer points and missed something glaring.

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Quad Gauss CIWS Turret
Damage Output 1    Rate of Fire 5 seconds     Range Modifier 10,000
Max Range 10,000 km     Turret Size 5.26 HS  (263 tons)     HTK 12
Cost 42.90    Crew 6
Maximum Tracking Speed: 20,000 km/s

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Guass CIWS Cannon (17%)
Damage Output 1      Rate of Fire 4 / 5s     Range Modifier 10,000
Max Range 10,000 km     Size 1 HS  (50 tons)    HTK 1
Cost 8    Crew 2
Development Cost

Any feedback would be appreciated.  I am still building a light beam cruiser to get a high tonnage brawler in my fleet but I am holding off to re-evaluate my plan (I wanted it to have a jump drive but that might be a bad idea given the most recent ship performance).