Author Topic: Common Ship Classes  (Read 2634 times)

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Offline liveware (OP)

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Common Ship Classes
« on: October 08, 2021, 01:19:26 AM »
After much trial and error, I've found that I tend to use pretty similar (military) ship class templates from game to game. I'll share mine and I'm curious what sorts of things other people like to use?

First off are frigates. My frigates are usually around 5 kton displacement, with at least 10b km range, and are reasonably fast for their tech level (i.e. 7k km/sec at ion drive tech). They are usually beam combatants, armed with a single 'heavy' beam weapon (laser/carronade/particle beam) and a few point defense railguns. They are primarily used as escorts and are armed to prioritize point defense over ship to ship combat. I usually design a jump variant which drops it's heavy beam weapon and a couple of railguns for it's jump drive. I organize them into squadrons of 4-5 ships. The squadrons can operate somewhat independently and are good for scouting, raiding, and guarding outlying colonies. They aren't expected to be any use against a large enemy fleet, but they can buy time for my bigger ship's to get on station and help out. Frigates don't get shields but do get 4+ layers of armor.

Next up are destroyers. I usually build both missile and beam destroyers and they are usually 2-3 times the size of my frigates. Missile destroyers have similar range and speed as frigates and provide long distance fire support for my beam ships. Beam destroyers have a balanced mix of PD and heavy beam weapons and are faster than my frigates. Beam destroyers are better at killing enemy ships than my frigates are due to their heavier weapons, but sometimes will need support from other ships for PD if the enemy is spamming missiles. Destroyers get better armor than frigates, usually 5+ layers and may also get shields if adequate shield tech is available. Jump variants swap weapons for a jump drive similar to cruisers. Destroyers operate in squadrons of 4-5 and usually operate with cruisers and frigates as support ships, capable of chasing down targets of opportunity with their high speed.

Next up are cruisers. I build usually two types, beam cruisers and strike cruisers. Beam cruisers are basically scaled up frigates. They travel at the same speed as frigates and have similar range but have armament that is balanced more similarly to destroyers. They usually gets shields and 5+ layers of armor. Whereas destroyers can occasionally be overwhelmed by missile spam, cruisers are big enough (usually 25 kton displacement) that they can carry enough PD to hold their own. Strike cruisers swap armament for hangar bays and carry marines for boarding enemy ships and attacking small outposts. Jump cruisers swap armament for jump drives. Cruisers operate in squadrons of 4-5 and unlike smaller ships they are capable of operating without support in many cases.

Next up are battleships. These are usually twice the size of cruisers, are heavily armed and armored (6+ armor layers) and always get shields. Similar to beam cruisers they carry both PD and heavy beam weapons and have similar range/speed as cruisers. If available, battleships usually have the heaviest beam weapons available (spinal laser/particle lance), which gives them better alpha strike than cruisers but generally lower DPS. Jump battleships trade weapons for jump drives similar to other jump ships. Battle barges are similar to battle ships but trade weapons hangar bays filled with marine strike craft. Battle ships are generally capable body operating independently but I usually group them with other ships. Usually I will augment my cruiser squadrons by swapping out a cruiser for a battleship, but occasionally I will group battle ships into their own squadrons of 4-5 ships (especially for jump point assaults where the smaller cruiser jump drives can't squad jump a battleship).

Finally, carriers. I only build big carriers, same size as my battle ships. They use commercial engines and are very slow, but they get much longer deployment times than my other fleet ships and usually hang out way behind the front lines with the rest of my support ships where they can't be seen by potential enemies. They are almost always filled with missile bombers and carry large enough magazines for a few reloads. They are usually used as a strategic asset, capable of providing a huge amount of alpha strike capability when my beam ships are struggling against higher tech or more numerous foes.

I also occasionally build smaller ships, like 2500 ton corvettes. These get a PD weapon or two and a heavier beam weapon and are designed to be as fast as my fire controls will track. They have very short range and mostly hang out in orbit of colonies to chase off nosy survey ships or other interlopers.

That's about it for my 'standard' ships. Feel free to comment or share your own.
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Offline Garfunkel

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Re: Common Ship Classes
« Reply #1 on: October 08, 2021, 03:54:38 AM »
I used to build roughly in similar vein as you. But nowadays my build doctrine is decided by the sort of story and/or faction I'm playing. All ship classes, both in naming and purpose, have to be justified by events in the story. I also sometimes like to use frigate / destroyer flotillas, which consist of multiple specialized ships of the same size, instead of the traditional destroyer-cruiser-battleship/carrier dichotomy.
 

Offline Jorgen_CAB

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Re: Common Ship Classes
« Reply #2 on: October 08, 2021, 12:18:36 PM »
I probably also never play by any set rules for ship classes but allow story, event and the current situation decide this as a game progress. I usually use certain naming conventions as a means to convey the role of a ship. Frigattes are usually smaller scout/recon/escort ships, usually second rate or older destroyers fall into this category as a game progress. Destroyers are usually fleet escorts and recon ships. In the event I use Cruisers they are generally self sufficient forward operations ships. I rarely use battleship class as they rarely seem to find much use in my campaigns as all larger class of ships are either battle carriers (mix of battleship and carrier) or pure carriers.

I would say that pure missile ship see very little appearance in my games outside smaller ships and used as a last ditch self defence at medium distances for destroyer and frigate class ships.

Pretty much all ship need to carry themselves in beam combat as well for the most part, with varying degree of survival-ability and armament of course.

So class name is more of a role interpretation rather than a set size or weapon armament suite.
 

Offline Platys51

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Re: Common Ship Classes
« Reply #3 on: October 09, 2021, 04:25:39 AM »
I usually stick to set tonnage for roles.

Tonnage wise for warships is:
3kt is destroyer or torpedo boat size.
Destroyers are small, agile, lightly armed and armored with limited deployment time and range. Support ships not meant to engage alone.
Torpedo boats are stealth, long range vessels meant to sneak attack beyond enemy lines with superior range.

6kt is frigate or monitor size.
Frigates play roles of support ships, but are fully capable of independent action. They are versatile and most of my PD comes in form of frigates.
Monitors pack largest guns I can fit in exchange for armor and endurance.

12kt is cruiser size.
Independent long range vessels fully autonomous and armed rather well. Different variations of these form main bulk of my fleets.

24kt is light carrier or battleship size
Heavy armor and weaponry.
For carriers just lots of hangars and support facilities.

48kt is carrier size
Big, lots of fighters and sensors.
Only ever field few of these at once compared to other ships.
 

Offline kilo

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Re: Common Ship Classes
« Reply #4 on: October 09, 2021, 09:28:52 AM »
I would bet that using similar designs is quite common. You start to have an eye for things that work and it would be sad if we could not learn from experience. I tend to build larger and larger ships now though. My officer corps is simply too limited in size and it cannot handle a large number of fighters or small vessels with multiple command modules. On top of that, there are a couple of modules which scale very well with size, like armor and shields. Ships with 4 officers on board to get all the juicy bonuses end up being in the 40 to 60kt range for me. I did not try larger ships though, as I fear the construction times of excessively large ships.
There is one things I have in common with Platys' designs though (might be by accident). My ships double in size from one class to the next. It allows the development of a standard engine and you can simply add more to a larger design and end up with ships with the same speed. That is quite handy when assembling fleets of ships of different types.
 

Offline Cobaia

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Re: Common Ship Classes
« Reply #5 on: October 09, 2021, 02:35:25 PM »
So I have a spreadsheet that I use every game I play it includes:

Company names
Academy Names
Ground Force structure
Ground Force Names
Naval and Commercial Shipyards Names
and Naval Classes:

TypeMissionWeaponMax TonnageTG #
Fighter/BomberStrike ForceMeson500
Patrol BoatColony DefenseCarronade3000
CorvetteColony DefensePlasma5000
FrigateStrike ForceGauss7500
DestroyerStrike ForceMissile10000
OWPPlanet DefenseCarronade10000
CruiserTatical Jump and SensorCommand 15000
Strike CruiserStrike ForceMix25000
Docking StationJump Point Defense/LogisticsPlasma30000
BattleshipStrike ForceMix
CarrierStrike ForceNone


That's the tonnage I use for each class every time I play.
The Misson, Weapon System and Task Group number of elements change from game to game.
« Last Edit: October 09, 2021, 02:43:17 PM by Cobaia »
 
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Offline xenoscepter

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Re: Common Ship Classes
« Reply #6 on: October 09, 2021, 03:25:59 PM »
 --- I've posted this elsewhere but I might as well weigh in. I do my ships largely by tonnage. 3,125 is a Corvette, 6,250 is a Frigate, 12,500 is a Cruiser, 25,000 is a Capital Ship, 50,000~150,000 is a Super Capital Ship.
 

Offline doodle_sm

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Re: Common Ship Classes
« Reply #7 on: October 09, 2021, 03:40:05 PM »
So I have a spreadsheet that I use every game I play it includes:

Company names
Academy Names
Ground Force structure
Ground Force Names
Naval and Commercial Shipyards Names
and Naval Classes
This is a really handy and good idea! I'll now be using a spreadsheet similar to this for future games.

I have commercial common classes:
Freighters have 2 standard cargo holds (for carrying "freight")
Cargo Ships have 1 standard cargo hold (for carrying minerals)
Tugs tug stations.
Fuel Tankers
Troop Transports

I change up my military ships tonnages/roles per game.
« Last Edit: October 09, 2021, 03:42:07 PM by doodle_sm »
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Offline nuclearslurpee

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Re: Common Ship Classes
« Reply #8 on: October 09, 2021, 03:49:32 PM »
I try to avoid sticking to rigid size classifications, except for fighters (<500 tons) and FACs or "boat" classes (~1000 tons). Usually I try to think in terms of roles rather than tonnage.

For example, in two of my last starting setups the "cruiser" class was 7,500 tons in one and 24,000 tons in the other. However in both cases the principle of a cruiser is to be a ship capable of theoretically operating independently, which for me means it has both offensive and defensive (AMM/PD) weapons and good sensors, plus a scout fighter or two if I am using those. I have not always stuck to this definition in the past but I try to now and I like the ability for the same class to grow in size, armament, etc. over time and maintain the same basic definition.

"Destroyers" are always tricky because they are historically an escort but the name comes from "torpedo boat destroyers" and have often been ASW platforms, whereas in Aurora "escort" usually means anti-missile. I use different definitions in different setups but try to stay internally consistent from one RP setting to the next.

The "Freighter" class is one of the most difficult but I have found some solutions I am happy with.  ;)
 

Offline Kristover

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Re: Common Ship Classes
« Reply #9 on: October 09, 2021, 06:51:25 PM »
Here is my class list:

FTR Fighters (100-500T):  I tend to create squadrons of ten divided by Eagles (Rail), Falcons (Laser), Tigers (Gauss), Ravens (Meson), and Hawks (Fighter Pods).  I tend to have several squadron of Hawks on Habitable worlds and Eagles are the preponderance of my Fighters Squadrons.  I will have a few squadrons of Falcons and Ravens built.  I rarely build Tigers until the higher tech levels.

B Bombers (500-1000T):  These are typically armed with 6 to 10 box launchers and my early fleets tend to be Bomber heavy.  I don't use box launchers on anything over 1000T.

AEW Early Warning Craft (500-1000T):  These are my 'eyes and ears' - unarmed sensor craft that fly ahead of fleets to find the enemy and maintain contact so I can't reduce the EW signature on my Fleets till they have to go active.

FF Frigates (5000T):  These are my earliest proper warships though I almost never leave their home system.  I build them to be fast, low endurance, and usually built around railguns.  I usually phase them out once I start building Destroyers but I suspect with the new spoilers, I'll be keeping more of these around.

DD Destroyers (10-15K T):  These are my primary interstellar units.  they tend to be medium endurance, operate in squadrons of three, and I usually make three versions.  I'll have two battle versions - one with rails and the other with loads of 10CM turrets.  They are designed to get close to the enemy and just start reducing their armor/shields.  I also build a 15K 'Destroyer Escort' with large AMM magazines whose job it is to guard capital ships.

CA Cruisers (25K):  My primary missile units.  I tend to go with medium tubes with large magazines.  They tend to be much slower than the destroyers and they don't close with the enemy - they get to missile range and they just start lobbing salvos in while the destroyers close.

BB Battleships (50K):  These are the major capital combatants.  They are heavily shields/armored and I usually go with large laser turrets on them.  They are seldom more than a few of them in my battle fleets.

CV Carriers (15-50K):  I make a 15K 'Escort Carrier' variant that I will sometimes match with Destroyer Squadrons.  They will carry 1 fighters squadron, 2 AEW craft, and 1 bomber squadron.  They will have smallish magazines and fuel reserves and they really are meant to sustain 2-3 sorties tops.  I also make a 50K Fleet Carrier version which will have several fighter/bomber squadrons, rescue shuttles, and a half dozen AEW craft.  The Fleet Carriers are the flagships of my Fleets.

« Last Edit: October 09, 2021, 07:03:02 PM by Kristover »
 

Offline ArcWolf

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Re: Common Ship Classes
« Reply #10 on: October 10, 2021, 12:51:07 AM »
My old system was based on 5k Ton Increments. Frigates & Destroyers were 10k Tons. Destroyers being pure PD platforms and Frigates being beam/missile vessels. Light Cruisers at 15K, Cruisers @ 20k, Heavy Cruiser @ 25k, Battle Cruisers @ 30k, Battleships @ 40k +. Carriers would range between 25-50k depending on when they were build & their role/complement.

The system i am testing right now for 1.4/2.0 is using a more 'fluid' design doctrine. Frigates are meant for shorter range but higher speeds then my "fleet standard". So if I'm at Ion, "Fleet standard" might be 5k km/s, and frigates would have a speed of 5.5k to 6k. They are for chasing down & finishing off fleeing ships. Destroyers are again, pure defense (save the single spinal mount that every ship gets), but also have a recon version which carries EWS craft and long range active/passives. I also have Destroyer Escorts that will escort commercial ships. So they can be much slower (about 50% faster then commercial vessels) and long range and deployment time (roughly 2 years and 40bil km) which matches the fuel endurance of my commercial crafts.

Cruisers will be armed with 8-15 lasers with a ROF no more then 10 and roughly 2/3 the PD of a DD. Battle Cruisers will be independent/small squadron hunter-killers and just up-sized cruisers in armaments, but faster.

Battleship and Carriers will pretty much be like what everyone else builds them to be.