Posted by: Agraelgrimm
« on: June 03, 2021, 09:17:09 PM »Couple of points on your new version.
1. First up that MSP, it's massive and you mention having 3 of these in a fleet. So around 1 million MSP is getting burned up by 3 ships every 24 months. Going by my own games Industry I hope you have a couple of worlds with a few thousand MSP production factories each running 24/7 just to support that single fleet.
2. The AFR is massive too, so it's causing that huge amount of MSP to drain so fast. Definitely needs at least double the engineering spaces.
3. No jump drive, i'm not sure if you are planning to have this paired up with a jump tender for fleet movements over systems. Dropping off a bunch of beams in favour of a JD lets this class operate anywhere on it's own if needed, which then saves a bunch of minerals and fuel running a seperate jump tender. Also your jump tender has to move at least as fast as this ship otherwise it just acts like a dead ankle weight to the fleet, which is tough to do without using military drives.
4. The fuel capacity and range is huge. This will fly across about 10-12 systems on a single tank of fuel, but why? It is fast sure, but not fast enough to cover that distance in a short enough time to act as a reaction force to threats. So you still need lots more ships to cover the ground, in which case this ship now hogs half your civilizations fuel and never makes full use of it. It's acting as just dead weight slowing you down.
5. Only one missile firecon. I am guessing these are designed for AMM defence only, in which case if you get hit with multiple volleys you end up only protecting against one.
5. Two huge sensors consume alot of tonnage, you could easily have a variant of this ship with one type of sensor each. Since you want them in a fleet you get now two leaner faster more capable ships each.
Big ships are great and I love them, but until you hit the 1-2mt mark then they still need to be specialised, as the same basic rules still govern. Any ship that tries to do too much ends up suffering so much it looses effectivness. Be aware at AM level tech you could well face opponents that throw missiles with 25 warhead damage, moving at around 150,000kms+, and multiple volleys of 30 at you. You only need 4 such volleys to connect with this ship and the shields are gone, the armour is still quite thin for this tonnage.
I will add to that in the sense that having more than one ship like this, as he said is too much of a burden so you may want to make smaller ships, and i mean *smaller* and tag along for squadron fight. Make this the command ship.
The ship itself its too fast, wich means too many engines, too much weight. Last one was a slug, this one is diesel, however it burns everything too fast and if you lose it, well... You are in a world of pain. (And belive me, you could lose that ship, especially with not enough beam fire controls and missile controls. You need at least 3 beam fire controls and 4 missile fire controls. You can get away with 2 each, but its cutting close. You will only be able to deal with 2 targets for beam and 2 for missiles. Anything more than that will overwhelm you. (One guy had to deal with 17.3 million missiles being thrown by one NPR. I will let you digest that)
But really, the main problem im seeing is that you are getting too excited with the ship and being too exagerated. In this game usually less is more. You can probably cut half the ship's weight by regulating the engines, with less weight the speed will be easily maintained with smaller engines thus reducing the msp you will have to use. You may want to cut a few particles beams too. The more weapons you have more MSP you will burn. Especially when they start to malfunction. Then if your ship gets hit you will use more msp for repairs, and you can see where this will go. And you dont even need to be in a battle to lose that amount of MSP.