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TheWetFish
Mar 30, 2006

by FactsAreUseless

Jack2142 posted:

vote in thread

1B. Hybrids

2B. Size 4



There's quite a lot of in-depth debate in discord. Specialisation nets us somewhere in the ballpark of 5% to 20% better tonnage efficiency. The persuasive selling point for me is that a hybrid fleet degrades the enemies ability to selectively target our fleet capabilities.

We've done this ourselves to our enemies, to great effect. We're holding the range open? Pummel their missile ships. We want a beam fight? Make sure they have no beam assets alive. By hybridising the fleet we ensure that we fight on our terms, not the enemies. Bringing more ships or more efficient tonnage sounds great until the enemy gets to easily and more efficiently pick & choose which parts they want to selectively remove.

Full disclosure I also have an irrational love for torpedoes. Firing long range missiles at long range then torpedoes at shorter ranges is the warm & fuzzy bonus of hybridised ships.

We almost always want bigger tubes. Changing missile tube standards is painful so we're practically stuck with the tubes for ages, while missiles will continue to get better. Bigger tubes gives us a lot more options for missile design not just now but over the life of the standard

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Gridlocked
Aug 2, 2014

MR. STUPID MORON
WITH AN UGLY FACE
AND A BIG BUTT
AND HIS BUTT SMELLS
AND HE LIKES TO KISS
HIS OWN BUTT
by Roger Hargreaves
I thinl torp bombers are flavourful and cool so I want more of them.

Nick Esasky
Nov 10, 2009
1A)
2b)


I am very much of the view that losing 5-20% tonnage efficiency to hybridize our ships is too high a price to pay vs. just simply devoting our ships to one aspect of combat to excel at. Missile tonnage has no buissness wanting to advance any closer to the enemy than it takes to fire missiles at them, and intentionally bringing them into a beam fight means having to devote a great deal of tonnage to the idea of surviving and contributing for a long period there, tonnage which i believe would be much more usefully spent on magazines to hold more missiles to fire and more launchers to fire them with, and perhaps engines to make sure that any enemy beam ships don't catch up with them. Torpedos are all well and good, but i think it should be the job of a dedicated torpedo bomber off a carrier to deliver them, not a missile cruiser charging into a place where a majority of its weaponry will be deadweight.

If we are worried about the possibility of an enemy choosing to concentrate fire on one part or another of our fleet, then the solution is additional point defence vessels, not to water down the combat power of our individual ships in the name of them not being picked off. We have done quite well for ourselves with generalist beam and missile-only designs for everything short of outright capital ships during this past IC war, and i see no reason to change that now.

On a related note, this is what my idea of a dedicated beam combat ship looks like, as a replacement for the general role of the Cassini in the current fleet:

code:
Ersatz Cassini class Cruiser    9,900 tons     314 Crew     2271 BP      TCS 198  TH 864  EM 1200
4363 km/s     Armour 7-41     Shields 40-300     Sensors 18/14/0/0     Damage Control Rating 24     PPV 38
Maint Life 2.23 Years     MSP 573    AFR 196%    IFR 2.7%    1YR 156    5YR 2336    Max Repair 180 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Flag Bridge    

288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 450,000 Litres    Range 10.8 billion km   (28 days at full power)
Triton Navy Yard Delta R300/360 Shields (16)   Total Fuel Cost  240 Litres per hour  (5,760 per day)

Triton Navy Yard 45cm C3 Far Ultraviolet Ion Cannon (1)    Range 320,000km     TS: 5000 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
Orion 15cm C3 Far Ultraviolet Laser (5)    Range 300,000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
R9/C3 High Power Microwave (1)    Range 90,000km     TS: 5000 km/s     Power 6-3     RM 9    ROF 10        1 1 1 1 1 1 1 1 1 0
Bradshaw-Wright Limited Fire Control S02 160-5000 H50 (2)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (4)     Total Power Output 21.6    Armour 0    Exp 16%

Active Search Sensor MR45-R60 (50%) (1)     GPS 2520     Range 45.5m km    Resolution 60
Triton Navy Yard Thermal Sensor TH1-18 (50%) (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
Triton Navy Yard EM Detection Sensor EM1-14 (50%) (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-2 (1)         ECM 20
and also, two variants of an upteched Schiaperelli design, one meant simply to increase the armor somewhat and switch the plasma for lasers while staying at the 3k ton limit, and the other also adding another engine and heavy shields to serve something of an fast interceptor.

code:
Ersatz Schiaparelli class Destroyer    3,000 tons     98 Crew     744 BP      TCS 60  TH 288  EM 0
4800 km/s     Armour 5-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 13
Maint Life 4.13 Years     MSP 310    AFR 36%    IFR 0.5%    1YR 29    5YR 437    Max Repair 180 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

288 EP Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 150,000 Litres    Range 11.9 billion km   (28 days at full power)

Orion 15cm C3 Far Ultraviolet Laser (1)    Range 300,000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Orion 30cm C3 Far Ultraviolet Laser (1)    Range 320,000km     TS: 5000 km/s     Power 24-3     RM 5    ROF 40        24 24 24 24 24 20 17 15 13 12
Bradshaw-Wright Limited Fire Control S02 160-5000 H50 (1)    Max Range: 320,000 km   TS: 5000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (2)     Total Power Output 6.48    Armour 0    Exp 16%

Active Search Sensor MR45-R60 (50%) (1)     GPS 2520     Range 45.5m km    Resolution 60

Compact ECCM-1 (1)         ECM 10
code:
Ersatz Schiaparelli class Destroyer    4,500 tons     131 Crew     1003 BP      TCS 90  TH 576  EM 600
6400 km/s     Armour 4-24     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 13
Maint Life 2.25 Years     MSP 279    AFR 81%    IFR 1.1%    1YR 75    5YR 1119    Max Repair 225 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

288 EP Ion Drive (2)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 150,000 Litres    Range 7.9 billion km   (14 days at full power)
Triton Navy Yard Delta R300/360 Shields (8)   Total Fuel Cost  120 Litres per hour  (2,880 per day)

Orion 15cm C3 Far Ultraviolet Laser (1)    Range 300,000km     TS: 6400 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Orion 30cm C3 Far Ultraviolet Laser (1)    Range 320,000km     TS: 6400 km/s     Power 24-3     RM 5    ROF 40        24 24 24 24 24 20 17 15 13 12
Fire Control S02.5 160-6250 H50 (1)    Max Range: 320,000 km   TS: 6250 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1.2 (2)     Total Power Output 6.48    Armour 0    Exp 16%

Active Search Sensor MR33-R50 (1)     GPS 1680     Range 33.3m km    Resolution 50

Compact ECCM-1 (1)         ECM 10
And i suppose i may as well throw in my baseline Max Gauss PD boat as well. 27 shots ATM, could be upped to 36 at the cost of things like half the armor and the two seperate fire controls. A jump tender variant is possible that fits in a 9900-ton jump drive by dropping one of the turrets, the shields, and two armor layers.

code:
Ark Royal class Escort Cruiser    9,900 tons     242 Crew     2216 BP      TCS 198  TH 864  EM 450
4363 km/s     Armour 6-41     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 69.99
Maint Life 1.56 Years     MSP 560    AFR 196%    IFR 2.7%    1YR 265    5YR 3975    Max Repair 270 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 500,000 Litres    Range 12.0 billion km   (31 days at full power)
Triton Navy Yard Delta R300/360 Shields (6)   Total Fuel Cost  90 Litres per hour  (2,160 per day)

Triple Gauss Cannon R3-100 Turret (3x9)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S03 60-20000 H50 (3)    Max Range: 120,000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17

Active Search Sensor MR5-R1 (1)     GPS 42     Range 5.9m km    MCR 640k km    Resolution 1
Sept 25th update: Jumpship Version of that PD cruiser

code:
Ark Royal - Copy class Jump Escort Cruiser    9,900 tons     267 Crew     1638 BP      TCS 198  TH 864  EM 0
4363 km/s    JR 5-250     Armour 4-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 46.66
Maint Life 1.21 Years     MSP 414    AFR 196%    IFR 2.7%    1YR 291    5YR 4371    Max Repair 270 MSP
Intended Deployment Time: 12 months    Spare Berths 1    

J9900(5-250) Military Jump Drive     Max Ship Size 9900 tons    Distance 250k km     Squadron Size 5
288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 400,000 Litres    Range 9.6 billion km   (25 days at full power)

Triple Gauss Cannon R3-100 Turret (2x9)    Range 30,000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S03 60-20000 H50 (1)    Max Range: 120,000 km   TS: 20000 km/s     92 83 75 67 58 50 42 33 25 17

Active Search Sensor MR5-R1 (1)     GPS 42     Range 5.9m km    MCR 640k km    Resolution 1
Comments appreciated, of course.

Nick Esasky fucked around with this message at 04:49 on Sep 26, 2017

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


If we were talking about fighting another war in the Sol system I'd agree that the efficiency losses of hybrid ships aren't worth it, but out among the stars you're working with a totally different paradigm. Relying on a proper full fleet with all the specialized roles and sufficient PD to prevent targeted degradation and needing a major fleet base nearby to support all the ship tonnage and munitions is a big ask for random colonial squadrons scattered across half the galaxy. I'd rather have a generalist approach that's not as efficient but also can still fight a war if the local PD cruiser or beam brawler had to go in for overhaul, or they ran their magazines dry last month and the nearest munitions factory is 6 jumps away.

Crazycryodude fucked around with this message at 05:27 on Sep 22, 2017

sebmojo
Oct 23, 2010


Legit Cyberpunk









Crazycryodude posted:

If we were talking about fighting another war in the Sol system I'd agree that the efficiency losses of hybrid ships aren't worth it, but out among the stars you're working with a totally different paradigm. Relying on a proper full fleet with all the specialized roles and sufficient PD to prevent targeted degradation and needing a major fleet base nearby to support all the ship tonnage and munitions is a big ask for random colonial squadrons scattered across half the galaxy. I'd rather have a generalist approach that's not as efficient but also can still fight a war if the local PD cruiser or beam brawler had to go in for overhaul, or they ran their magazines dry last month and the nearest munitions factory is 6 jumps away.

A pure missile ship is utterly helpless when it's dry, and a hybrid ship isn't. We are likely to want to project force well beyond our current lines of supply, so assuming unbroken ammunition supplies isn't safe.

Plus it's not like we need 100% hybrids, they can coexist well enough - go crazy with missile box ships, but leave a bit of tonnage for beams on the larger ships.

1B, 2B

tatankatonk
Nov 4, 2011

Pitching is the art of instilling fear.
1A
2A

Nick Esasky
Nov 10, 2009
My view in response to that is that the currently extant threat is UT, and i cannot imagine any near-future conflict with them that would not have the heavy majority of the fighting taking place in Sol. The fleet should be built with a war in Sol as the primary consideration, and logistical concerns regarding supporting forces in Ragni or other extrasolar arenas should not be allowed to decrease the effectiveness of the fleet in the main area of conflict. If we must have a hybrid, it should be exclusively for colonial duties at best, and not basing the entire fleet on them.

Cthulhu Dreams
Dec 11, 2010

If I pretend to be Cthulhu no one will know I'm a baseball robot.

Nick Esasky posted:

My view in response to that is that the currently extant threat is UT, and i cannot imagine any near-future conflict with them that would not have the heavy majority of the fighting taking place in Sol. The fleet should be built with a war in Sol as the primary consideration, and logistical concerns regarding supporting forces in Ragni or other extrasolar arenas should not be allowed to decrease the effectiveness of the fleet in the main area of conflict. If we must have a hybrid, it should be exclusively for colonial duties at best, and not basing the entire fleet on them.

I don't think anyone is suggesting basing the entire fleet on hybrid designs. Bremen's original proposal was basically instead of building 6 missile cruisers, 6 beam cruisers, instead we might build 3 beam, 3 missile and 6 hybrid. Or 4 beam, 4 missile, 4 hybrid. Or 5/5/2

Further more, the cruisers our primary approach for colonial service as the battle-cruisers are to big for our current jump drives and will be left in Sol.

Voting for hybrids

The size 3vs4 thing is way more opaque, and I don't have any real idea.

Cthulhu Dreams fucked around with this message at 06:21 on Sep 22, 2017

Nick Esasky
Nov 10, 2009
proposing to make half or more of the fleet hybrids IS basing the fleet entirely on them, as the fleets' behaviour will have to be dictated by their limitations. That is far too drastic a doctrinal change for a reason that should have little relevance for this generation of ships. Why is it that we didn't make hybrid cruisers before if it was such a good idea?

lizurcainnon
May 5, 2008
If long range logistics for missile dedicated ships are a concern, build colliers. They'll also be useful suppling missile bases on fledgeling colonies, or purely military outposts without production of their own, which'll help free up our mobile forces.

Hybrids will do worse at range, and consequently worse close in, unless the loss in effectiveness is compensated by sheer numbers or by significant tech or design superiority over the enemy the hybrid ship/fleet encounters. We'll lose more, and do less damage with them.

Innocent_Bystander
May 17, 2012

Wait, missile production is my responsibility?

Oh.
Counterpoint to hybrids: instead of making a hybrid cruiser, why not make a beam destroyer and missile destroyer for the same resources?

Colonial vessels will likely be small and thinly spread, but we can still specialise the tonnage we do have.

Anta
Mar 5, 2007

What a nice day for a gassing
Voting 1B for hybrids.

I'm not really all that convinced by the arguments that specialized designs are more effective. Sure, in a sterile fleet-on-fleet clean vacuum engagement, probably, but as we've seen in the fight against the IC, specialized missile ships turn into liabilities that can't contribute once they're empty. We saw that both for us and for the enemy.

The Titan fight ended up hinging on a single fighter while a bunch of missile ships were just uselessly hanging out. Surviving the missile fight already requires the specialized missile ships to be fairly well-armored unless we intend them to be single-use, and hybrid missile ships contribute in the beam fight just by being there and having enough teeth to force the enemy to shoot at them too.

Tythas
Oct 3, 2013

Never felt at home in reality
Always hiding behind avatars


Two new ideas for Fighters and Bombers


first is a Torpedo Bomber

code:
Tyrant class Torpedo Bomber    462 tons     1 Crew     83.2 BP      TCS 9.24  TH 72  EM 0
7792 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.8
Maint Life 0 Years     MSP 0    AFR 92%    IFR 1.3%    1YR 11    5YR 159    Max Repair 36 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3    
Magazine 32    

72 EP Ion Drive (1)    Power 72    Fuel Use 329.23%    Signature 72    Exp 20%
Fuel Capacity 5 000 Litres    Range 0.6 billion km   (21 hours at full power)

Size 8 Box Launcher (4)    Missile Size 8    Hangar Reload 60 minutes    MF Reload 10 hours
Missile Fire Control FC8-R100 (50%) (1)     Range 8.8m km    Resolution 100
Size 8 Anti-ship Missile (1)  Speed: 24 900 km/s   End: 0.6m    Range: 0.8m km   WH: 14    Size: 8    TH: 149/89/44

Active Search Sensor MR2-R80 (1)     GPS 168     Range 2.6m km    Resolution 80

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
And a Fighter
code:
Nemesis class Fighter    450 tons     1 Crew     81.3 BP      TCS 8.99  TH 72  EM 0
8008 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.65
Maint Life 0 Years     MSP 0    AFR 89%    IFR 1.2%    1YR 3    5YR 51    Max Repair 36 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3    
Magazine 31    

72 EP Ion Drive (1)    Power 72    Fuel Use 329.23%    Signature 72    Exp 20%
Fuel Capacity 5 000 Litres    Range 0.6 billion km   (21 hours at full power)

Size 1 Box Launcher (31)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC8-R100 (50%) (1)     Range 8.8m km    Resolution 100

Active Search Sensor MR2-R80 (1)     GPS 168     Range 2.6m km    Resolution 80

This design is classed as a Fighter for production, combat and maintenance purposes

habituallyred
Feb 6, 2015
1a, 2b I signed up to be a missile boat captain, with crazy multi stage loadouts. These votes get me closer to that goal.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Except we're not designing the whole fleet right now. There're no BB's and BC's and CV's and in-Sol CA's being proposed here. Of course the Home Fleet shouldn't be hybrids, but we're not designing the Home Fleet. We're designing explicitly the jump-capable colonial forces right now, I'm sure if there's ever a war in Sol, we'll have a proper OOB with specialized ships like we did for the IC war.

Colliers aren't a solution to logistical issues, just a patch. As we saw during the IC war, even with colliers a fleet is only good for 2-3 engagements, that's not enough when your deployment time is 18 months and your rear areas aren't secure enough to guarantee the FSV's can just pop home and refill every other battle.

So obviously I'm a 1B. As to question 2, changing missile standards is a massive pain in the rear end so I'd get it as big as we can now so we don't have to bother changing for another few generations 2B

Crazycryodude fucked around with this message at 12:48 on Sep 22, 2017

KYOON GRIFFEY JR
Apr 12, 2010



Runner-up, TRP Sack Race 2021/22
if space colonial conflicts are anything like Earf colonial conflicts you will want very autonomous units that are jacks of all trades and masters of none which tends to lend itself to 1B 2B. just having an asset on station is going to matter a lot, and a specialist asset is a lot less useful.

is there an aviso class type? there should be

KYOON GRIFFEY JR fucked around with this message at 12:43 on Sep 22, 2017

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


(1A is the vote for specialized assets, are you sure that's what you meant to vote for based on the rest of your post?)

GunnerJ
Aug 1, 2005

Do you think this is funny?

Nick Esasky posted:

If we are worried about the possibility of an enemy choosing to concentrate fire on one part or another of our fleet, then the solution is additional point defence vessels,

Will we have to devote more than 5% - 20% of our overall ship tonnage to these additional PD vessels?

KYOON GRIFFEY JR
Apr 12, 2010



Runner-up, TRP Sack Race 2021/22

Crazycryodude posted:

(1A is the vote for specialized assets, are you sure that's what you meant to vote for based on the rest of your post?)

im illiterate thanks

HiHo ChiRho
Oct 23, 2010

1B
2B

GunnerJ
Aug 1, 2005

Do you think this is funny?
1B
2B


Though I might change depending on an answer to my previous question.

mossyfisk
Nov 8, 2010

FF0000
I'd have thought most military conflict with UT would take place in the colonies; if it heats up to the point of large scale combat in Sol, both sides have thousands of giant interplanetary nuclear missiles for MAD.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

....Is that still a valid thing to jingoistically blow out of proportion?


Yeah that's the fundamental paradox of the matter, everything important is in Sol right now, but anybody actually threatening major assets in Sol triggers MAD. Personally, I think we'll be seeing deniable "pirate" raids against each others' far-flung colonies and the like. Low intensity brushfire poo poo until something happens that kicks it into high gear.

Jackson Taus
Oct 19, 2011
1A 2A - I like the idea of hybrid BC & BBs, but I think CGs and DDGs are too small to be able to just grab a couple beams and slap them on. I also think more S3 missiles will be more important than stronger S4 missiles. We're going to be outnumbered, and being outnumbered even by lovely PD is bad news, since PD is largely about numbers.

Tythas posted:

Two new ideas for Fighters and Bombers


first is a Torpedo Bomber

code:
Tyrant class Torpedo Bomber    462 tons     1 Crew     83.2 BP      TCS 9.24  TH 72  EM 0
7792 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.8
Maint Life 0 Years     MSP 0    AFR 92%    IFR 1.3%    1YR 11    5YR 159    Max Repair 36 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3    
Magazine 32    

72 EP Ion Drive (1)    Power 72    Fuel Use 329.23%    Signature 72    Exp 20%
Fuel Capacity 5 000 Litres    Range 0.6 billion km   (21 hours at full power)

Size 8 Box Launcher (4)    Missile Size 8    Hangar Reload 60 minutes    MF Reload 10 hours
Missile Fire Control FC8-R100 (50%) (1)     Range 8.8m km    Resolution 100
Size 8 Anti-ship Missile (1)  Speed: 24 900 km/s   End: 0.6m    Range: 0.8m km   WH: 14    Size: 8    TH: 149/89/44

Active Search Sensor MR2-R80 (1)     GPS 168     Range 2.6m km    Resolution 80

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

Fire Control of 8.8m km range, Sensor range of 2.6m km, missile range of 0.6m km? Seems like those should be better balanced? I get that we want to future proof, but that feels like a bit much.

Also, how do we plan on getting within 0.6m km of an enemy to fire them? Isn't that within PD range, and doesn't any PD (even lovely PD) basically murder fighters? Like it doesn't matter for adding torpedos to big ships because (1) the enemy is probably out of PD by then, (2) bigger ships can probably take the hits, and (3) you'd be taking those hits on either your missile ship w/ torpedos or on your beam ship.

Tythas posted:

And a Fighter
code:
Nemesis class Fighter    450 tons     1 Crew     81.3 BP      TCS 8.99  TH 72  EM 0
8008 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.65
Maint Life 0 Years     MSP 0    AFR 89%    IFR 1.2%    1YR 3    5YR 51    Max Repair 36 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3    
Magazine 31    

72 EP Ion Drive (1)    Power 72    Fuel Use 329.23%    Signature 72    Exp 20%
Fuel Capacity 5 000 Litres    Range 0.6 billion km   (21 hours at full power)

Size 1 Box Launcher (31)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Missile Fire Control FC8-R100 (50%) (1)     Range 8.8m km    Resolution 100

Active Search Sensor MR2-R80 (1)     GPS 168     Range 2.6m km    Resolution 80

This design is classed as a Fighter for production, combat and maintenance purposes

Your search sensor is Resolution 80 on this fighter. Are you planning on bringing an AWACS or something?

lizurcainnon
May 5, 2008

Crazycryodude posted:

Except we're not designing the whole fleet right now. There're no BB's and BC's and CV's and in-Sol CA's being proposed here. Of course the Home Fleet shouldn't be hybrids, but we're not designing the Home Fleet. We're designing explicitly the jump-capable colonial forces right now, I'm sure if there's ever a war in Sol, we'll have a proper OOB with specialized ships like we did for the IC war.

Colliers aren't a solution to logistical issues, just a patch. As we saw during the IC war, even with colliers a fleet is only good for 2-3 engagements, that's not enough when your deployment time is 18 months and your rear areas aren't secure enough to guarantee the FSV's can just pop home and refill every other battle.


As we've seen in the IC war, 2 engagements leaves very little fleet left in a combat capable state. They'd be even less so were they to sacrifice overall efficiency on a ship-by-ship basis. The reason the beam equipped vessels could carry the day was because of the attrition done by the missile vessels. Hybrid vessels will empty their magazines faster than dedicated missile ships, and sending them into further engagements with empty stocks seems a bigger waste of ships than planning for and bringing a proper logistic train for a fleet destined for long deployment. If we can't secure escort for supply, are we also not securing escort for our cripples? Are the fleets meant to stand and die on the frontier?

xthetenth
Dec 30, 2012

Mario wasn't sure if this Jeb guy was a good influence on Yoshi.

It looks like the spinal mounts are the most weight-effective means of adding beams to a ship, so the usual arguments in favor of specialization are weakened, and there's a lot of really good reasons for hybrids outside the main system.

I do think that we'll need to optimize for striking power inside our missiles as far from supply as we'll be. S4 gives more flexibility, but can we use miniaturization to bring more functions to the S3 missiles over time? I'm concerned about giving up mass of salvo in return for some benefits that seem more secondary.

1B 2A

Zurai
Feb 13, 2012


Wait -- I haven't even voted in this game yet!

Both warheads and missile engines get smaller (or more effective for the same weight) over time, so yes miniaturization will benefit the S3 missiles either through increasing yield and speed or through slower gains in those but the addition of extra features like sensors. Honestly I don't think I ever use S4 missiles except maybe as part of a multi-stage missile.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

Jackson Taus posted:

Also, how do we plan on getting within 0.6m km of an enemy to fire them? Isn't that within PD range, and doesn't any PD (even lovely PD) basically murder fighters?
Your search sensor is Resolution 80 on this fighter. Are you planning on bringing an AWACS or something?

600,000km is not all that close, really, and isn't within PD range. Beam fire controls are the current cap on beam range. Those max out at around 300k, and also their accuracy degrades with range, so it's like a 40% shot at that distance. Of course, you still have something of a point - the purpose of a torpedo is to hit before (non CIWS) PD even gets a chance to fire. PD activates every 5-second tick, and you want a safety margin, so a 25000km/s torp's effective combat range is ~100k km. That means the bomber can be hit by laser PD, but the range of gauss is still down at like 10-20k km.

Beams are a point-blank knife-fight option in Aurora.

As to the resolution, res80 is optomized for 4000 ton (or larger) ships, which seems perfectly reasonable for a torpedo bomber. A, they're going to launch from about four inches away anyway, so they should be able to pick up anything bigger than another fighter, and B, if they're doing standoff for some reason, anything below 4 kilotons doesn't really rate a torpedo.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


Nick Esasky posted:

proposing to make half or more of the fleet hybrids IS basing the fleet entirely on them, as the fleets' behaviour will have to be dictated by their limitations. That is far too drastic a doctrinal change for a reason that should have little relevance for this generation of ships. Why is it that we didn't make hybrid cruisers before if it was such a good idea?

The logic of "If it were a good idea, we'd already be doing it, so it must be poo poo" is the most hilariously realistic Bureaucrat thinking I've seen to date.

Fray
Oct 22, 2010

Ceebees posted:

As to the resolution, res80 is optomized for 4000 ton (or larger) ships, which seems perfectly reasonable for a torpedo bomber. A, they're going to launch from about four inches away anyway, so they should be able to pick up anything bigger than another fighter, and B, if they're doing standoff for some reason, anything below 4 kilotons doesn't really rate a torpedo.

That's about a "fighter," not a torpedo bomber. If it's meant to engage enemy fighters then yes, it needs significantly lower resolutions.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

Fray posted:

That's about a "fighter," not a torpedo bomber. If it's meant to engage enemy fighters then yes, it needs significantly lower resolutions.

I do not think it is intended to splat other fighters with a WH14 torpedo.

Although that would be pretty funny...

Fray
Oct 22, 2010

Ceebees posted:

I do not think it is intended to splat other fighters with a WH14 torpedo.

Although that would be pretty funny...

Look at the post again. This is regarding the fighter with S1 launchers.

Jackson Taus
Oct 19, 2011

Ceebees posted:

600,000km is not all that close, really, and isn't within PD range. Beam fire controls are the current cap on beam range. Those max out at around 300k, and also their accuracy degrades with range, so it's like a 40% shot at that distance. Of course, you still have something of a point - the purpose of a torpedo is to hit before (non CIWS) PD even gets a chance to fire. PD activates every 5-second tick, and you want a safety margin, so a 25000km/s torp's effective combat range is ~100k km. That means the bomber can be hit by laser PD, but the range of gauss is still down at like 10-20k km.

Beams are a point-blank knife-fight option in Aurora.

Sorry, probably should've specified that I was mostly referring to AMM PD.

But if the plan is to get that close, do we really need 8.8m km range on the MFC on the Tyrant? I mean there's future-proofing, and then there's "11x the range of the missile" future-proofing. Or is that purely a "even if they have ECM-5 or something, we'll still be able to get a lock at missile range" thing?

And for that matter, if we're staying out of beam range, why are we doing electronic hardening on the MFC. That feels like a few extra BP we could save.

Ceebees posted:

As to the resolution, res80 is optomized for 4000 ton (or larger) ships, which seems perfectly reasonable for a torpedo bomber. A, they're going to launch from about four inches away anyway, so they should be able to pick up anything bigger than another fighter, and B, if they're doing standoff for some reason, anything below 4 kilotons doesn't really rate a torpedo.

That was in reference to the Nemesis fighter, which is why I wrote it below a quote block containing the Nemesis fighter :-)

Crazyeyes24
Sep 14, 2014

Your good vision is your fatal weakness!
I support hybrids. Especially thise which mount GSLoD systems.

Someone design an F35 hybrid fighter for maximum cost plz.

punched my v-card at camp
Sep 4, 2008

Broken and smokin' where the infrared deer plunge in the digital snake
Resupply in the colonies is also complicated by the whole "crew exposed to eldrich horrors when warping" thing, so in that regard hybrids are a good idea.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey
Nobody's designed a Microwave fighter yet, have they? Here's one from me:

code:
Pandora class Fighter    407 tons     4 Crew     117.4 BP      TCS 8.14  TH 72  EM 0
8845 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 8.67 Years     MSP 36    AFR 6%    IFR 0.1%    1YR 1    5YR 13    Max Repair 30 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0    

24 EP Ion Drive (3)    Power 24    Fuel Use 336.02%    Signature 24    Exp 20%
Fuel Capacity 5,000 Litres    Range 0.7 billion km   (20 hours at full power)

Vector Works R4.5/C3 High Power Microwave (1)    Range 45,000km     TS: 8845 km/s     Power 3-3     RM 4.5    ROF 5        1 1 1 1 0 0 0 0 0 0
Fire Control S00.5 40-5000 (FTR) (1)    Max Range: 80,000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0
CSL Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 3.15    Armour 0    Exp 5%

Fighter Active Search Sensor MR2-R80 (50%) (1)     GPS 168     Range 2.6m km    Resolution 80

This design is classed as a Fighter for production, combat and maintenance purposes

Pharnakes
Aug 14, 2009
One the whole I think 1B and 2A. The deeper magazines is more useful with the S3 than re-targeting ability I think.

Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester
Why can't there be an option 1C that has us pursuing a hybrid design for one or two classes, but continue also with specialization for the rest?

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose

Leif. posted:

Why can't there be an option 1C that has us pursuing a hybrid design for one or two classes, but continue also with specialization for the rest?

That's what option 1A is. The question is "should we build hybrid ships at all", because there are a lot of people who say No.

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Leif.
Mar 27, 2005

Son of the Defender
Formerly Diplomaticus/SWATJester

Friend Commuter posted:

That's what option 1A is. The question is "should we build hybrid ships at all", because there are a lot of people who say No.

I don't see how you get that? The question was "Should we continue with specialized, or should we develop hybrids?"

quote:

1. Should we continue developing Specialized ASM Cruisers such as the Argyre, or should we develop a Hybrid Design that dedicates tonnage to include secondary beam weaponry?

1A. Specialized
1B. Hybrids

I guess I can see an argument that 1B really just means "one" hybrid design, but the way discussion has gone, it seems to be implying that 1A is "base entire fleet around specialized" and 1B is "base entire fleet around hybrids".

I'm advocating for a 1C which is "Continue developing specialized ships, but add in one or two hybrid's for multirole/frigate work."

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