Author Topic: first UEFN military vessels to leave the production line  (Read 969 times)

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Offline babygenaral (OP)

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first UEFN military vessels to leave the production line
« on: December 05, 2024, 11:10:42 PM »
these are the first UEFN military ships deemed fit for service they will be used to guard colony's and patrol empty sectors
 
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Offline paolot

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Re: first UEFN military vessels to leave the production line
« Reply #1 on: December 06, 2024, 04:45:38 PM »
Mmmmhhh!!
The Corvette has at least one active sensor and a passive EM sensor.
While the Cruiser and the Destroyer have no sensors at all. They are borning blind.  :-[
Using passive sensors (EM or thermal), they can try to sneak inside an enemy territory with reduced emission, but able to look around anyway.
« Last Edit: December 06, 2024, 04:49:33 PM by paolot »
 

Offline Andrew

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Re: first UEFN military vessels to leave the production line
« Reply #2 on: December 06, 2024, 05:58:12 PM »
The warships really need an active sensor, you cannot shoot at something you do not have on active sensors
No armour and no shields mean that any hit these ships take will inflict internal damage, they will not last long in battle. Missile salvo's almost always have some leaks through point defense and each missile will be very bad for the ships.
The ElLINT module on the destroyer is odd, it will gather intelligence if you sit around an npr world but if you do that with a warship, they will open fire. A similar size EM Sensor is better.
Not sure why you have 12000 tracking speed fire controls , none of your weapons are on turrets or ships with a 12000 speed so the sensors are not doing anything for them, on the other hand I often have slightly too fast fire controls because they are used fully on another ship and I don't want too many designs;

Also you belong to the odd number heresy!. All ships should be rounded off to a nice neat figure with extra fuel or maintence , it is the way :(
 

Offline babygenaral (OP)

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Re: first UEFN military vessels to leave the production line
« Reply #3 on: December 06, 2024, 10:06:15 PM »
The warships really need an active sensor, you cannot shoot at something you do not have on active sensors
No armour and no shields mean that any hit these ships take will inflict internal damage, they will not last long in battle. Missile salvo's almost always have some leaks through point defense and each missile will be very bad for the ships.
The ElLINT module on the destroyer is odd, it will gather intelligence if you sit around an npr world but if you do that with a warship, they will open fire. A similar size EM Sensor is better.
Not sure why you have 12000 tracking speed fire controls , none of your weapons are on turrets or ships with a 12000 speed so the sensors are not doing anything for them, on the other hand I often have slightly too fast fire controls because they are used fully on another ship and I don't want too many designs;

Also you belong to the odd number heresy!. All ships should be rounded off to a nice neat figure with extra fuel or maintence , it is the way :(
i dint even realise i left the sensors out thanks for letting me know and I've
 tried to round out the numbers but i cant it either makes them too slow or too big for my shipyards
 

Offline GrandNord

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Re: first UEFN military vessels to leave the production line
« Reply #4 on: December 07, 2024, 04:34:47 AM »
The ships themselves look fine, even if they have some issues (lack of sensors and really thin armor for beam warships).

My main issue is that what you have here is essentially three time the same ship, just with different sizes. They do the same job in basically the same way, just with minor differences in speed, efficiency and build cost. Ideally I would try to find the best parts of all three ships and try to consolidate them into one single class.

When you make two different classes ,of ships they should generally have either different jobs or be part of something like a High/Low fleet concept (part of a fleet with lower capability and lower cost for everyday missions like patrols and system protection and part of a fleet with high capability but higher cost for more involved missons.

There are a lot of factors you can vary in your ships to specialize them, you should try to ask : "What is the best combination for the job I want this ship to do?" and most importantly : "What do I want this ship to do?".
For example : Is this an in-system patrol vessel? Is this a light sprinter to catch fleeing enemy or intercept them more easily? I this a long range escort for your civilian ships? Is this a pure brawler ship that's only ever going to be used in ship engagments? I this a Scout ship? Is it anti ship? Anti-missile? Anti-Fighter? Etc...

If you try to have your ships do everything they'l probably end up a bit mediocre and not particularly efficient. I'm not saying to hyperspecialize every ships, as some versatility can be good, especially for ships you intend to have working relatively independant from fleet or logistic support, but you need to have a clear idea of what you want them to do.
 
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Offline Michael Sandy

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Re: first UEFN military vessels to leave the production line
« Reply #5 on: December 17, 2024, 02:52:02 AM »
I had a weird RP where no ship which had weapons that could damage a planet had active sensors.  So the armed ships needed sensor ships to provide the targeting info. Obviously, no ship could ever operate alone, but that was sort of the point. It was quite workable for the sorts of engagements the fleet was designed around. But it absolutely depended on thorough scouting to learn the ranges of enemy sensors and targeting.