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sebmojo
Oct 23, 2010


Legit Cyberpunk

is there any point in making a specialist point defence cruiser to shoot down missiles? are missiles still optimal at this stage of the tech tree?

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Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!



code:
45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5525 km/s     Power 53-3     RM 5    ROF 90

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

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







sebmojo posted:

is there any point in making a specialist point defence cruiser to shoot down missiles? are missiles still optimal at this stage of the tech tree?

A thousand times yes, to both. If anything, they've only gotten better with the engine tech upgrade.

Tythas
Oct 3, 2013



The Final Version of the new Beam Heavy Cruiser


code:
Lucifer class Heavy Cruiser    9 900 tons     307 Crew     2025.2 BP      TCS 198  TH 1094  EM 900
5525 km/s     Armour 5-41     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 27     PPV 38
Maint Life 3.11 Years     MSP 959    AFR 104%    IFR 1.5%    1YR 149    5YR 2238    Max Repair 273.6 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

547.2 EP Ion Drive (2)    Power 547.2    Fuel Use 58.68%    Signature 547.2    Exp 12%
Fuel Capacity 500 000 Litres    Range 15.5 billion km   (32 days at full power)
Delta R300/360 Shields (12)   Total Fuel Cost  180 Litres per hour  (4 320 per day)

15cm C3 Far Ultraviolet Laser (6)    Range 300 000km     TS: 5525 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5525 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
Fire Control S03 160-7500 (2)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 27    Armour 0    Exp 5%

Active Search Sensor MR26-R80 (50%) (1)     GPS 1680     Range 26.3m km    Resolution 80

This design is classed as a Military Vessel for maintenance purposes
Alternatively
code:
Lucifer - Copy class Heavy Cruiser    9 900 tons     284 Crew     2034.2 BP      TCS 198  TH 1094  EM 900
5525 km/s     Armour 7-41     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 25     PPV 30
Maint Life 1.88 Years     MSP 642    AFR 156%    IFR 2.2%    1YR 233    5YR 3494    Max Repair 273.6 MSP
Intended Deployment Time: 18 months    Spare Berths 2    

547.2 EP Ion Drive (2)    Power 547.2    Fuel Use 58.68%    Signature 547.2    Exp 12%
Fuel Capacity 500 000 Litres    Range 15.5 billion km   (32 days at full power)
Delta R300/360 Shields (12)   Total Fuel Cost  180 Litres per hour  (4 320 per day)

45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5525 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
15cm C3 Far Ultraviolet Laser (4)    Range 300 000km     TS: 5525 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S03 160-7500 (2)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 27    Armour 0    Exp 5%

Active Search Sensor MR26-R80 (50%) (1)     GPS 1680     Range 26.3m km    Resolution 80

Compact ECCM-1 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes

Tythas fucked around with this message at Sep 20, 2017 around 08:41

Nick Esasky
Nov 10, 2009


Special Reports from the Skunkworks re: Big rear end Guns

Recent advances in our technological prowness have resulted in the following advances in our abilities to throw directed energy weapons about :

1) Fire Control:

We have all sorts of shiny new sensor tech now. As far as non-PD/turret purposes goes, you get to have this to point your big ol' guns about :

code:
Fire Control S02 160-5000 H50

50% Accuracy at Range: 160,000 km     Tracking Speed: 5000 km/s
Size: 100 Tons    HTK: 1    Cost: 180    Crew: 8
Chance of destruction by electronic damage: 50%
Yes, this does mean we can engage targets up to 320k KM away. Do note that 320k is the point at which base CTH goes to 0, so this is probably not a good idea, especially if one's opponent has shields.

2)Weapon Capacitors
We have Cap Recharge 3 Now! This means a big ol' cut to all our ROF, most notable with 10cm lasers and railguns getting to fire every 5 seconds now.

3) Plasma Gunnery
We have big honking 40cm Plasma Carronades now. Specs with falloff follow. Falloff is in 10k range increments

code:
40cm C3 Plasma Carronade (1)    Range 320,000km     TS: 5000 km/s     Power 40-3     RM 1    ROF 70        40 20 13 10 8 6 5 5 4 4
that is one shot per minute there for 40 damage. The thing weighs in at 600 tons. Note that the damage goes to rather meh territory about 60k off from the target

4)Lasers
Lots and lots of new stuff here. First up, we're up to Far Ultraviolent wavelenght, which basically pumps up the range on all our lasers in exchange for them costing a bit more. Second, we've had Multiple upgrades in laser focus size, right up to 30cm. This means that we can
toss out all of the existing plasma weapons for same size laser equivalents with much better range. As an example, take the new 30cm laser we've gone and cooked up and compare it to the plasma. Again, 10k range brackets

code:
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

30cm C3 Plasma Carronade (1)    Range 240,000km     TS: 5000 km/s     Power 24-3     RM 1    ROF 40        24 12 8 6 4 4 3 3 2 2
5)Giant Spinal Doom Lasers
You recall all the shiny Ship Wrapped Around A Giant Laser designs for the Schiaperelli that got tossed for Impractical Thinking or Heresy Against The Cult Of Plasma or some such hogwash? Welp, we've gone and redone that weapon again. Behold The Giant Ion Cannon Of Doom, only 700 tons.

code:
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
This thing WILL penetrate the armor of any opponent that isn't a Giant Brick Of Armor And Absolutely Nothing Else. For illustrative purposes, we went and shot the thing at a giant brick of armor we had sitting around and recorded the damage pattern:



Even the sheer impact of being hit by the thing is almost guranteed to break SOMETHING inside an enemy warship. Do note that we recommend a good sized secondary battery on any ship that carries this weapon, due to the 90 second firing rate on it. Use on a cruiser to open up holes for smaller lasers to exploit along with potential enemy crippling at the start of a battle is one projected role for these.

6)Gauss
We have made no significant advacements in Gauss/Railgun technology. We do note that improved turret and sensor technology is likely to substantially improve the performance of gauss-based point defence installations, even if the actual gun remains the same.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

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







It's hard to emphasize just how much the Giant Spinal Doom Lasers will gently caress poo poo up. They'll be one-shotting destroyers and crippling cruisers in the first tick of fire, which gives us a huge edge through the rest of the beam duel. And even if they end up shooting at impeneterable bricks of armor like an Earth BB or something, they still have a ~175% or so chance to inflict shock damage on the internals. We want as many of them as we can get, they're a huge edge I doubt Earth can match. And they're only 700 tons to top it all off, we can put them in anything destroyer-sized or bigger. Every beam design should be built around one.

Nick Esasky
Nov 10, 2009


TBH, i'm rather doubtful of the wisdom of doing that for our smaller designs. 15cm lasers will be firing 9 times for every time we fire the Giant Spinal Doom Laser, so if you miss with that one shot, your destroyer-sized ship is very likely to be hosed up by equal size opposition. I'd certainly prefer a 30cm and 15cm laser instead of a 45cm on a Schiaperelli sized platform, for instance.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

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







Hrm, true, a 30cm is nearly as good. Point is, though, the Cult of Plasma is dead, long live the Cult of the Ion Cannon.

Bremen
Jul 20, 2006

Our God..... is an awesome God

On the note of maximizing the number of giant doom lasers, I'm going to put forward my suggestion for a missile cruiser with beam secondaries. While primarily missile armed, it has a healthy punch with a spinal laser and two secondaries, enough to remain dangerous even after expending all of its missiles.

code:
Lowell class Heavy Cruiser    9 850 tons     295 Crew     1734 BP      TCS 197  TH 864  EM 600
4385 km/s     Armour 5-40     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 4     PPV 44.5
Maint Life 1.77 Years     MSP 440    AFR 194%    IFR 2.7%    1YR 173    5YR 2597    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 336    

Hephaestus Drive Yards Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 400 000 Litres    Range 11.0 billion km   (29 days at full power)
Delta R300/360 Shields (8)   Total Fuel Cost  120 Litres per hour  (2 880 per day)

15cm C3 Far Ultraviolet Laser (2)    Range 300 000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
45cm C3 Far Ultraviolet Laser (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
Fire Control S02 160-5000 (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 (1)     Total Power Output 9    Armour 0    Exp 5%

Size 3 Missile Launcher (75% Reduction) (10)    Missile Size 3    Rate of Fire 60
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80
Size 3 Anti-ship Missile (112)  Speed: 24 000 km/s   End: 70.6m    Range: 101.6m km   WH: 4    Size: 3    TH: 136/81/40

Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1
Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80

ECCM-2 (1)         ECM 20

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
They may say jack of all trades, master of none, but I figure if instead of having 5 beam ships and 5 missile ships we can have 3 beam ships and 7 missile ships with beam secondaries, we'll come out ahead at both ranges. Plus the last war taught us how chancy highly specialized designs can be.

Also the first time an enemy encounters them they might assume they're just a slow missile ship until they close to point blank range for the giant doom laser.

Bremen fucked around with this message at Sep 20, 2017 around 01:30

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

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







I feel like a spinal is pretty overkill on a missile ship, I'd trade it for more launchers/mag space. Don't get me wrong, our missile ships definitely should have some lasers and decent shields/armor to get in the beam fight with everyone else, but a spinal is too much a beam ship with some ancillary missiles than a missile ship with some ancillary beams.

Nick Esasky
Nov 10, 2009


My opinion continues to be that ships with the majority of their tonnage devoted to not-beam related things have absolutely no buissness wanting to get involved in beam fights. The 1400 tons i see devoted to the lasers, reactor, and fire control on that design could much better devoted to such pursuits as doubling the magazine size from the currently pitiful 11 volleys along with fixing the ROF on the launchers so its 30 seconds per volley instead of 60. I simply do not see any benefit in halving our long range firepower per ship simply to throw some weak additions into a beam fight they could contribute to much better by blowing up the combatants beforehand.

sloshmonger
Mar 21, 2013


Just a few quick work ups. Should cover most of the requirements for a fleet, and open to tweaking. I don't think multi-purpose ships are that useful -- if you're going to do something, do it all the way. Some of these are not as useful at this tech level -- like the missile escort cruiser -- but can get better easily with better missile tech, which requires 0 modifications to the ship.
We 100% need some fast fuel tenders to go along with these fleets to give them any sort of legs, but they fit the requirements.

code:
4500 Escort class Escort    4 500 tons     129 Crew     845 BP      TCS 90  TH 432  EM 0
4800 km/s     Armour 3-24     Shields 0-0     Sensors 18/1/0/0     Damage Control Rating 5     PPV 23.33
Maint Life 4.86 Years     MSP 587    AFR 32%    IFR 0.4%    1YR 41    5YR 615    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

432 EP Ion Drive (1)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 250 000 Litres    Range 15.1 billion km   (36 days at full power)

Triple Gauss Cannon R3-100 Turret (1x9)    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 S02 40-20000 (1)    Max Range: 80 000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0

Active Search Sensor MR14-R1 (1)     GPS 105     Range 14.7m km    MCR 1.6m km    Resolution 1
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECM 20

This design is classed as a Military Vessel for maintenance purposes
code:
3000 Destroyer class Destroyer    3 000 tons     101 Crew     739 BP      TCS 60  TH 288  EM 0
4800 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 12
Maint Life 4.15 Years     MSP 308    AFR 36%    IFR 0.5%    1YR 29    5YR 430    Max Repair 180 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Cryogenic Berths 200    

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)

15cm C3 Far Ultraviolet Laser (3)    Range 300 000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S03 160-7500 (1)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 9    Armour 0    Exp 5%

Active Search Sensor MR46-R10 (1)     GPS 1050     Range 46.5m km    Resolution 10

This design is classed as a Military Vessel for maintenance purposes
code:
3000 Jump Destroyer class Jump Destroyer    3 000 tons     84 Crew     579 BP      TCS 60  TH 288  EM 0
4800 km/s    JR 3-50     Armour 3-18     Shields 0-0     Sensors 36/7/0/0     Damage Control Rating 2     PPV 0
Maint Life 3.75 Years     MSP 241    AFR 36%    IFR 0.5%    1YR 27    5YR 402    Max Repair 144 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Cryogenic Berths 200    

J3000(3-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 3
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)

Active Search Sensor MR46-R10 (1)     GPS 1050     Range 46.5m km    Resolution 10
Active Search Sensor MR147-R100 (1)     GPS 10500     Range 147.0m km    Resolution 100
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM0.5-7 (1)     Sensitivity 7     Detect Sig Strength 1000:  7m km

This design is classed as a Military Vessel for maintenance purposes
code:
4500 Missile Frigate class Missile Frigate    4 500 tons     109 Crew     755.2 BP      TCS 90  TH 432  EM 0
4800 km/s     Armour 3-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 15
Maint Life 5.13 Years     MSP 524    AFR 32%    IFR 0.4%    1YR 33    5YR 497    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Magazine 228    

432 EP Ion Drive (1)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 260 000 Litres    Range 15.7 billion km   (37 days at full power)

Size 6 Missile Launcher (50% Reduction) (5)    Missile Size 6    Rate of Fire 300
Missile Fire Control FC55-R10 (1)     Range 55.8m km    Resolution 10
Size 6 Anti-ship Missile (38)  Speed: 28 000 km/s   End: 29.2m    Range: 49m km   WH: 6    Size: 6    TH: 177/106/53

Active Search Sensor MR46-R10 (1)     GPS 1050     Range 46.5m km    Resolution 10

Compact ECCM-1 (1)         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
code:
4500 Frigate class Frigate    4 500 tons     159 Crew     934 BP      TCS 90  TH 432  EM 0
4800 km/s     Armour 3-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 20
Maint Life 5.92 Years     MSP 649    AFR 32%    IFR 0.4%    1YR 32    5YR 474    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 1    

432 EP Ion Drive (1)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 350 000 Litres    Range 21.1 billion km   (50 days at full power)

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
Fire Control S03 160-7500 (1)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (4)     Total Power Output 18    Armour 0    Exp 5%

Compact ECCM-1 (1)         ECM 20

This design is classed as a Military Vessel for maintenance purposes
code:
4500 Jump Missile Frigate class Jump Frigate    4 500 tons     124 Crew     709.6 BP      TCS 90  TH 432  EM 0
4800 km/s    JR 3-50     Armour 3-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 5     PPV 6
Maint Life 5.06 Years     MSP 493    AFR 32%    IFR 0.4%    1YR 32    5YR 481    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 111    

J4500(3-50) Military Jump Drive     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
432 EP Ion Drive (1)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 260 000 Litres    Range 15.7 billion km   (37 days at full power)

Size 6 Missile Launcher (50% Reduction) (2)    Missile Size 6    Rate of Fire 300
Missile Fire Control FC55-R10 (1)     Range 55.8m km    Resolution 10
Size 6 Anti-ship Missile (18)  Speed: 28 000 km/s   End: 29.2m    Range: 49m km   WH: 6    Size: 6    TH: 177/106/53

Active Search Sensor MR46-R10 (1)     GPS 1050     Range 46.5m km    Resolution 10

Compact ECCM-1 (1)         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
code:
9900 Jump Cruiser class Jump Cruiser    9 900 tons     312 Crew     1958 BP      TCS 198  TH 864  EM 60
4363 km/s    JR 3-50     Armour 4-41     Shields 2-300     Sensors 36/28/0/0     Damage Control Rating 6     PPV 22
Maint Life 2.47 Years     MSP 742    AFR 130%    IFR 1.8%    1YR 168    5YR 2519    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

J9900(3-50) Military Jump Drive     Max Ship Size 9900 tons    Distance 50k km     Squadron Size 3
432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 750 000 Litres    Range 20.6 billion km   (54 days at full power)
Delta R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

45cm C3 Far Ultraviolet Laser (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
15cm C3 Far Ultraviolet Laser (2)    Range 300 000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S03 160-7500 (2)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 9    Armour 0    Exp 5%

Active Search Sensor MR46-R10 (1)     GPS 1050     Range 46.5m km    Resolution 10
Active Search Sensor MR147-R100 (1)     GPS 10500     Range 147.0m km    Resolution 100
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM2-28 (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km

Compact ECCM-1 (2)         ECM 20

This design is classed as a Military Vessel for maintenance purposes
code:
9900 Battlecruiser class Battlecruiser    9 900 tons     304 Crew     2046 BP      TCS 198  TH 864  EM 360
4363 km/s     Armour 7-41     Shields 12-300     Sensors 18/14/0/0     Damage Control Rating 6     PPV 38
Maint Life 2.85 Years     MSP 775    AFR 130%    IFR 1.8%    1YR 140    5YR 2100    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Cryogenic Berths 200    

432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 750 000 Litres    Range 20.6 billion km   (54 days at full power)
Delta R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

45cm C3 Far Ultraviolet Laser (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
15cm C3 Far Ultraviolet Laser (6)    Range 300 000km     TS: 5000 km/s     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Fire Control S03 160-7500 (2)    Max Range: 320 000 km   TS: 7500 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (5)     Total Power Output 22.5    Armour 0    Exp 5%

Active Search Sensor MR46-R10 (1)     GPS 1050     Range 46.5m km    Resolution 10
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECCM-2 (2)         ECM 20

This design is classed as a Military Vessel for maintenance purposes
code:
9900 Missile Cruiser class Missile Cruiser    9 900 tons     262 Crew     1510 BP      TCS 198  TH 864  EM 360
4363 km/s     Armour 5-41     Shields 12-300     Sensors 18/14/0/0     Damage Control Rating 6     PPV 36
Maint Life 2.71 Years     MSP 572    AFR 130%    IFR 1.8%    1YR 112    5YR 1677    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Magazine 543    Cryogenic Berths 200    

432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 750 000 Litres    Range 20.6 billion km   (54 days at full power)
Delta R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

Size 6 Missile Launcher (75% Reduction) (8)    Missile Size 6    Rate of Fire 120
Missile Fire Control FC176-R100 (1)     Range 176.4m km    Resolution 100
Size 6 Anti-ship Missile (90)  Speed: 28 000 km/s   End: 29.2m    Range: 49m km   WH: 6    Size: 6    TH: 177/106/53

Active Search Sensor MR73-R100 (1)     GPS 5250     Range 73.5m km    Resolution 100
Thermal Sensor TH1-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

ECM 20

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
code:
9900 Escort Cruiser class Escort Cruiser    9 900 tons     222 Crew     1600.8 BP      TCS 198  TH 864  EM 360
4363 km/s     Armour 4-41     Shields 12-300     Sensors 36/1/0/0     Damage Control Rating 5     PPV 16
Maint Life 2.16 Years     MSP 556    AFR 142%    IFR 2%    1YR 160    5YR 2395    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Magazine 808    Cryogenic Berths 200    

432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 750 000 Litres    Range 20.6 billion km   (54 days at full power)
Delta R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

Size 1 Missile Launcher (16)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC17-R1 (4)     Range 17.6m km    Resolution 1
Size 1 Anti-missile Missile (808)  Speed: 31 200 km/s   End: 2m    Range: 3.7m km   WH: 1    Size: 1    TH: 197/118/59

Active Search Sensor MR14-R1 (1)     GPS 105     Range 14.7m km    MCR 1.6m km    Resolution 1
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECM 20

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
code:
9900 Point Defense Cruiser class Escort Cruiser    9 900 tons     241 Crew     1740 BP      TCS 198  TH 864  EM 360
4363 km/s     Armour 5-41     Shields 12-300     Sensors 36/1/0/0     Damage Control Rating 6     PPV 62.31
Maint Life 2.36 Years     MSP 659    AFR 130%    IFR 1.8%    1YR 162    5YR 2423    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Cryogenic Berths 200    

432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 750 000 Litres    Range 20.6 billion km   (54 days at full power)
Delta R300/360 Shields (5)   Total Fuel Cost  75 Litres per hour  (1 800 per day)

Twin Gauss Cannon R3-100 Turret (1x6)    Range 30 000km     TS: 20000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
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 S02 40-20000 (2)    Max Range: 80 000 km   TS: 20000 km/s     88 75 62 50 38 25 12 0 0 0

Size 6 Anti-ship Missile (90)  Speed: 28 000 km/s   End: 29.2m    Range: 49m km   WH: 6    Size: 6    TH: 177/106/53

Active Search Sensor MR14-R1 (1)     GPS 105     Range 14.7m km    MCR 1.6m km    Resolution 1
Thermal Sensor TH2-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

ECM 20

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

LLSix
Jan 20, 2010

The real power behind countless overlords

All beams all the time.


I've got a fever and the only cure is more beams!

Bremen
Jul 20, 2006

Our God..... is an awesome God

Nick Esasky posted:

My opinion continues to be that ships with the majority of their tonnage devoted to not-beam related things have absolutely no buissness wanting to get involved in beam fights. The 1400 tons i see devoted to the lasers, reactor, and fire control on that design could much better devoted to such pursuits as doubling the magazine size from the currently pitiful 11 volleys along with fixing the ROF on the launchers so its 30 seconds per volley instead of 60. I simply do not see any benefit in halving our long range firepower per ship simply to throw some weak additions into a beam fight they could contribute to much better by blowing up the combatants beforehand.

The fire rate is a personal preference; I find larger and slower salvos more effective. Nor does 1400 tons of beams get magically more effective if you put it on a different hull. For what it's worth, it has about 65% the launchers and magazine of a dedicated missile ship, and about 50% the beam firepower of the beam ship posted earlier.

The advantage comes from the armor; it might have 50% of the beam firepower of a dedicated beam ship, but it has about the same health, so two would outlast a single beam ship, while having more missiles than a single missile ship.

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell


A couple things to keep in mind when designing ships:

We should have all anti-ship missile launchers use the same ROF so fleet wide missile volleys are as concentrated as possible.

Jump ships can bring along others so not every ship has to have a jump drive, but only if the the jump drive is designed for ships of that size or smaller. So a ship with a Battleship class jump drive can jump cruisers or destroyers with it, but not the other way around. Since early tech level jump drives take up such a huge percentage of a ship's tonnage just to be able to accomadate that ship, it's impractical to fit an oversized jump drive onto a smaller ship. Any taskforce will need at least 1 jump drive equipped 9900 ton ship or we won't be able to field any really big guns outside of the Solar system.

Hessi
Oct 28, 2010


Given that the next battles might be fought a jump or even multiple jumps away from home, giving the missile ships a backup weaponery after they run out of missiles seems prudent to me, we will run into missile logistics problems sooner or later. The chance that a missile ship is run down after a fight by an enemy beam ship is just too high and getting empty ships captured by a few enemy fighters would be just too embarassing.

I do agree with Cryo though that it should be backup weaponery, so i d replace the doom laser with 1-2 additional 15cms, upgrade the reactor if needed and use the saved weight to increase the magazine. The missile ships should try to exploit the craters that are struck by the doomlasers of the beam ships.

For the missile rate of fire, as our next opponent most likely is UT, which so far have not fielded any designs with shields that we know of, i don t think a slower rate of fire is an issue, especially given the missile ranges (we ll always be empty long before the knifefight begins).

Nick Esasky
Nov 10, 2009


the big issue with the ROF thing, aside from possibly getting blown up before all/most of your missiles have reached their target/been launched, is the possibility of someone deploying AMMs. your typical AMM is size 1 and the launcher cycles every 10 seconds. A set of AMM launchers getting 6 shots off at your incoming salvo before another one shows up is a lot more thinning out of your missiles than 3 shots.

Fray
Oct 22, 2010



College Slice

If it's not obvious, the Discord crew got to see this stuff about a week ago and has been furiously theorycrafting. Here's a proposal of our high-level ideas so we can design to a coherent doctrine.

Composition
-We mainly use tenders for fleet jumping so we don't have to burden warships with massive drives.

-The main combat force consists of 9,900 ton heavy cruisers. We need CA designs for a pure beam combatant, a primarily or solely missile-based design (I'll let others argue over which, I honestly don't care), and gauss PD. An AMM PD cruiser is also a possibility.

-Antifighter missile frigates or DDGs provide screening against fighters and FACs. We can probably just modernize the Hubble II, frankly.

-A 9,900 ton escort carrier. Modernize the Phobos and fix the Type 009 by giving it a railgun.

-A long range, fast corvette for commerce raiding.

-Miscellaneous support like an updated Gale, FSV, etc, that can use our jump tenders.

-A 17,000 ton general-purpose Dreadnought. It won't be able to use jump tenders so we intend it for operations in Sol only. They don't leave the barn unless poo poo has gotten Really Real (or we just want to have fun with a big fuckoff ship).

Speed Standard
-4 kkps for the general fleet speed. This would be missile boats, support ships, carriers, transports, etc. This will be our usual strategic speed.

-Beam combatants go somewhat faster for closing range or kiting.

Missiles
-We propose going to S3 as our standard antiship missile size, with 100Mkm range. We have a design with good accuracy and higher damage than our current S2.

TheWetFish
Mar 30, 2006

by FactsAreUseless


Nick Esasky posted:

TBH, i'm rather doubtful of the wisdom of doing that for our smaller designs. 15cm lasers will be firing 9 times for every time we fire the Giant Spinal Doom Laser, so if you miss with that one shot, your destroyer-sized ship is very likely to be hosed up by equal size opposition. I'd certainly prefer a 30cm and 15cm laser instead of a 45cm on a Schiaperelli sized platform, for instance.

This is a decent point but remember that bigger shots are disproportionately better once the shields are down, as well as dps advantages at longer range. We're liking situationally pairing the 15cm lasers with the spinal lasers because we situationally value the refire rate there. Generally bigger lasers are better lasers although spinal mounts take this to an extreme and there are a few different schools of thought on it;
Our maximum spinal laser for reference;
code:
45cm C3 Far Ultraviolet Laser
Damage Output 53     Rate of Fire: 90 seconds     Range Modifier: 5
Max Range 2 650 000 km     Laser Size: 14 HS    Laser HTK: 7
Power Requirement: 53    Power Recharge per 5 Secs: 3
Cost: 109    Crew: 42
Spinal Weapon Only
Materials Required: 21.8x Duranium  21.8x Boronide  65.4x Corundium

Development Cost for Project: 1090RP
- Strike hard, strike once
If you're only practically going to get one shot, only take one shot. We now have access to 50% reduced size lasers. This disproportionately tanks the fire rate (by 20x) but a full 50% reduction in weight. Double down & use capacitor 1 instead of 3 since reduced size already inherently tanks the fire rate below anticipated beam combat time frames;
code:
45cm C0.05 Far Ultraviolet Laser
Damage Output 53     Rate of Fire: 5300 seconds     Range Modifier: 5
Max Range 2 650 000 km     Laser Size: 7 HS    Laser HTK: 3
Power Requirement: 53    Power Recharge per 5 Secs: 0.05
Cost: 18    Crew: 21
Spinal Weapon Only
Materials Required: 3.6x Duranium  3.6x Boronide  10.8x Corundium

Development Cost for Project: 180RP
350 tons potentially enables some form of destroyer scale, ultra fast beam striker. At a 1/6th of the cost we can have roughly 5 of them for every full sized spinal mount. This compresses the equivalent of seven & a half minutes of full sized spinal fire into only one pass. It will take an hour & a half to recharge between combats however

- The primary role of a ship is to stay afloat
Full sized spinal mounts will outperform single shot first strikers given enough time so we give them that time. We have access to Ceramic Composite armour that provides excellent weight to thickness. This has enabled us to make light paper ships with only 4 armour but it also enables us to build super heavy armour at reasonable weights. We need to sustain 7 & 1/2 of enemy fire to break even with reduced sized spinal lasers and this armour can get us that time by using 10+ armour layers. At 12 armour layers it could curb even our own spinal lasers!



Hessi posted:

we will run into missile logistics problems sooner or later. The chance that a missile ship is run down after a fight by an enemy beam ship is just too high and getting empty ships captured by a few enemy fighters would be just too embarassing

If we want to field missiles in a multi-system context then we want a lot more focus on logistics than we have been

Jack2142
Jul 17, 2014

Shitposting in Seattle


An AMM Frigate, essentially a supersized Hubble with a huge sensor.

code:
Hubble Mk.II class Missile Frigate    4 500 tons     115 Crew     884.5 BP      TCS 90  TH 360  EM 0
4000 km/s     Armour 4-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 8
Maint Life 2.28 Years     MSP 338    AFR 58%    IFR 0.8%    1YR 88    5YR 1315    Max Repair 252 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 314    

North-Palmer 360 EP Ion Drive (1)    Power 360    Fuel Use 70.98%    Signature 360    Exp 12%
Fuel Capacity 210 000 Litres    Range 11.8 billion km   (34 days at full power)

Hill Armaments Size 1 Missile Launcher (8)    Missile Size 1    Rate of Fire 10
North-Palmer Missile Fire Control FC35-R1 (1)     Range 35.3m km    Resolution 1

North-Palmer Active Search Sensor MR35-R1 (1)     GPS 252     Range 35.3m km    MCR 3.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
AMM Cruiser

code:
 Hoplon class Missile Defence Cruiser    9 900 tons     232 Crew     1748.5 BP      TCS 198  TH 864  EM 600
4363 km/s     Armour 6-41     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 23     PPV 20
Maint Life 1.06 Years     MSP 386    AFR 224%    IFR 3.1%    1YR 343    5YR 5149    Max Repair 252 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 691    

Dixon-Reed Turbines 432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 410 000 Litres    Range 11.3 billion km   (29 days at full power)
Holmes-Lewis Kinetics Delta R300/360 Shields (8)   Total Fuel Cost  120 Litres per hour  (2 880 per day)

Hill Armaments Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 10
North-Palmer Missile Fire Control FC35-R1 (1)     Range 35.3m km    Resolution 1

North-Palmer Active Search Sensor MR35-R1 (1)     GPS 252     Range 35.3m km    MCR 3.8m km    Resolution 1

Compact ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes
My Anti-Ship Missile Cruiser

code:
Taiaha  - Copy class Missile Cruiser    9 900 tons     251 Crew     1605 BP      TCS 198  TH 864  EM 600
4363 km/s     Armour 6-41     Shields 20-300     Sensors 1/1/0/0     Damage Control Rating 24     PPV 33
Maint Life 1.4 Years     MSP 380    AFR 209%    IFR 2.9%    1YR 212    5YR 3174    Max Repair 216 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 638    

Dixon-Reed Turbines 432 EP Ion Drive (2)    Power 432    Fuel Use 66.25%    Signature 432    Exp 12%
Fuel Capacity 400 000 Litres    Range 11.0 billion km   (29 days at full power)
Holmes-Lewis Kinetics Delta R300/360 Shields (8)   Total Fuel Cost  120 Litres per hour  (2 880 per day)

Carey-Turnbull Size 3 Missile Launcher (11)    Missile Size 3    Rate of Fire 30
Marsh-Spencer Cybernetics Missile Fire Control FC109-R60 (1)     Range 109.3m km    Resolution 60

Marsh-Spencer Cybernetics Active Search Sensor MR102-R60 (1)     GPS 5670     Range 102.5m km    Resolution 60

Compact ECCM-1 (1)         ECM 10

This design is classed as a Military Vessel for maintenance purposes

Bremen
Jul 20, 2006

Our God..... is an awesome God

For what it's worth, we ran a sim in the Discord chat of 1 Lucifer and 3 Lowells vs 2 Lucifers and 2 specialized missile ships, and the hybrid approach won pretty handily. Both sides took heavy damage, but the hybrids got off to a slightly better start since both fleets lost a cruiser in the missile engagement, which cost the specialized ships half their launchers but the hybrids only a third, and then got anther boost since the missile ships were effectively "dead" once they ran out of missiles. Ended up with 2 Lowells surviving and all the specialized ships dead.

Basically, I maintain that the hybrid design approach is far superior.

Another lesson from the sim: Don't underestimate the 15cm lasers, they killed two of the lucifers by hitting holes in their armor left by missile combat. The giant spinal doom laser is great against undamaged ships, though.

Also, it's probably a good idea to hold fire with the spinal until 50,000 km or so. That 90 second recharge is huge.

Nick Esasky
Nov 10, 2009


I'd note that the Lucifer was most definitely trading armor for speed, and that i think a different beam spec design could've handily won.

Nick Esasky fucked around with this message at Sep 20, 2017 around 07:14

TheWetFish
Mar 30, 2006

by FactsAreUseless


If you have never designed in Aurora and would like to learn then jump now into the Discord chat in the aurora_design_chat channel. It can be somewhat daunting without active help but there's going to be a lot of help available for the next little while

Designers, please have some consideration for Emergency Cryo bays for survivors. Also for clarity the recommended general use +20% boost or less refers to engines using Engine power modifier x1.2, which has x1.58 fuel usage and explosion chance 12%

TheWetFish fucked around with this message at Sep 20, 2017 around 12:02

VanSandman
Feb 16, 2011


How ridiculous a ship could we get if we made a fuckoff dreadnaught and went all in on death-star lasers?

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

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







Unfortunately, you can only ever bring one Spinal Doom Laser per hull because they're, well, spinal. If you want more spinals, bring more hulls. If you want just max raw damage output, surround your Doom Laser with 40cm plasma (this is the one niche where plasma is still competitive, the largest laser we can normally build is 30cm so big plasma still outdamages non-spinal lasers).

Tactical_Torpedo
Feb 26, 2017

When all else fails?

FIRE EVERYTHING!

Then bravely run away.


Grimey Drawer

So, after going through with the helpful critics at Discord (Love you guys really!), this is my latest CVL design.

code:
I Suck At Names M3 class Light Carrier    9 900 tons     162 Crew     1323 BP      TCS 198  TH 828  EM 300
4181 km/s     Armour 4-41     Shields 10-300     Sensors 1/1/0/0     Damage Control Rating 24     PPV 0
Maint Life 3.29 Years     MSP 1334    AFR 196%    IFR 2.7%    1YR 186    5YR 2790    Max Repair 207 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 76    
Hangar Deck Capacity 3000 tons     Magazine 272    Cryogenic Berths 200    

414 EP Ion Drive 1.15 30HS (2)    Power 414    Fuel Use 59.56%    Signature 414    Exp 11%
Fuel Capacity 600 000 Litres    Range 18.3 billion km   (50 days at full power)
Delta R300/360 Shields (4)   Total Fuel Cost  60 Litres per hour  (1 440 per day)

This design is classed as a Military Vessel for maintenance purposes
It's rather constrained by 9900 Tons & I'm not happy with the hanger size/Missile storage space, but it has sufficient MSP & Fuel for operating in deep space & can field 6 Full size fighters.

Running 2x Rail fighters & 4x F-B's (With a Phobos style Weapons load) gives roughly 2.83 reloads of missile space.


EDIT: So, after going through a joke 45cm Spinal fighter in Discord, SOMEHOW it's been changed to an actually legit Rail fighter.

code:
Rail MC RailFace class Interceptor    482 tons     3 Crew     105.4 BP      TCS 9.64  TH 72  EM 60
7468 km/s     Armour 3-5     Shields 2-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 96%    IFR 1.3%    1YR 15    5YR 230    Max Repair 36 MSP
Intended Deployment Time: 0.1 months    Spare Berths 1    

72 EP Ion Drive 2.00 3HS (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)
Delta R300/360 Shields (1)   Total Fuel Cost  15 Litres per hour  (360 per day)

10cm Railgun V3/C3 (1x4)    Range 30 000km     TS: 7468 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S00.2 40-2500 (FTR) (1)    Max Range: 80 000 km   TS: 10000 km/s     88 75 62 50 38 25 12 0 0 0
Gas-Cooled Fast Reactor Technology PB-1.15 (1)     Total Power Output 3.1    Armour 0    Exp 12%

Interceptor Search Sensor MR0-R10 (1)     GPS 21     Range 920k km    Resolution 10

This design is classed as a Fighter for production, combat and maintenance purposes
It's mainly planned for anti fighter & anti Missile work, will add simulated missile chances when back from work.

3rd Edit: Since I've not seen one yet in-thread, here is the end product of: Ripping out and installing new engines in a Phobos. Full credit goes to whoever designed the original.
code:
Phobos M2 class Fighter-bomber    472 tons     2 Crew     96.8 BP      TCS 9.44  TH 72  EM 0
7627 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3.6
Maint Life 0 Years     MSP 0    AFR 94%    IFR 1.3%    1YR 7    5YR 106    Max Repair 36 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2    
Magazine 24    

72 EP Ion Drive 2.00 3HS (1)    Power 72    Fuel Use 329.23%    Signature 72    Exp 20%
Fuel Capacity 10 000 Litres    Range 1.2 billion km   (42 hours at full power)

Size 1 Box Launcher (8)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Size 2 Box Launcher (8)    Missile Size 2    Hangar Reload 15 minutes    MF Reload 2.5 hours
F-B Missile Fire Control FC30-R6 (1)     Range 30.2m km    Resolution 6

F-B Search Sensor MR0-R6 (1)     GPS 13     Range 720k km    Resolution 6

This design is classed as a Fighter for production, combat and maintenance purposes
I really don't need to explain much here, TBH. It's got modern engines, some more fuel, 2 Armour and slightly better Actives.

Tactical_Torpedo fucked around with this message at Sep 21, 2017 around 23:51

mossyfisk
Nov 8, 2010

FF0000


I assume the fleet can just drag around a giant can full of missiles for resupply in extra-solar theaters?

TheWetFish
Mar 30, 2006

by FactsAreUseless


mossyfisk posted:

I assume the fleet can just drag around a giant can full of missiles for resupply in extra-solar theaters?

Yep, sure can. It's not entirely a trivial thing as missile colliers have a tendency to cascade explode internally from combat, in spectacular fashion. Alternatively significant internal armour and less missile capacity. I think we even had a few volunteers for collier captaincy

LLSix
Jan 20, 2010

The real power behind countless overlords

TheWetFish posted:

If you have never designed in Aurora and would like to learn then jump now into the Discord chat in the aurora_design_chat channel. It can be somewhat daunting without active help but there's going to be a lot of help available for the next little while

Designers, please have some consideration for Emergency Cryo bays for survivors. Also for clarity the recommended general use +20% boost or less refers to engines using Engine power modifier x1.2, which has x1.58 fuel usage and explosion chance 12%

Overcrowding doesn't kick in for 5 days. I.e. until after the battle is over. If you really want to bring cryo, put them on support ships where they aren't degrading the effectiveness of combat vessels.

sloshmonger
Mar 21, 2013


LLSix posted:

Overcrowding doesn't kick in for 5 days. I.e. until after the battle is over. If you really want to bring cryo, put them on support ships where they aren't degrading the effectiveness of combat vessels.

It's really fun when your combat occurs during that 5 day production cycle. And I think Saros has the production cycle set to a much shorter period, though I might be mistaken on that.

Your point still stands, though.

Fray
Oct 22, 2010



College Slice

I figure cryo can be handled just fine by FSVs and jump tenders.

Crazyeyes24
Sep 14, 2014

Your good vision is your fatal weakness!

I fully support the Church of Spinal Mounts and think that the doctrine of striking first, striking hard, and ending the fight quickly is a thoroughly Martian thing. Most of our previous battles were heavily influenced by our ability to reach out at touch someone before they can hit us.

Fray
Oct 22, 2010



College Slice

I have a rail interceptor design of my own. It contrasts with TT's by giving up the armor and shields for pure speed. The core concept of a rail fighter is to maximize the speed since that's the source of your tracking, and therefore your PD capability. Against 20k missiles, this design has a mean shootdown rate of 2.1/shot. Protection is then derived from speed and the ability to provide highly effective Final Fire PD against antifighter missiles. High speed also makes intercepting enemy bombers much more likely.

Unfortunately, it's not very possible to cram in both an antifighter sensor and a missile sensor. I propose that we combine with AWACS-mounted missile detection when away from the fleet so the fighters can cover themselves with Final Fire. When the fighters are with the fleet, they can simply share the sensor on our bigger PD ships.

code:
Mustang class Interceptor    497 tons     4 Crew     112.4 BP      TCS 9.94  TH 120  EM 0
12072 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 99%    IFR 1.4%    1YR 29    5YR 431    Max Repair 60 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0    

120 EP Ion Drive (1)    Power 120    Fuel Use 322.44%    Signature 120    Exp 20%
Fuel Capacity 5,000 Litres    Range 0.6 billion km   (12 hours at full power)

10cm Railgun V3/C3 (1x4)    Range 30,000km     TS: 12072 km/s     Power 3-3     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S00.5 40-3000 (FTR) (1)    Max Range: 80,000 km   TS: 12000 km/s     88 75 62 50 38 25 12 0 0 0
Gas-Cooled Fast Reactor Technology PB-1.15 (1)     Total Power Output 3.1    Armour 0    Exp 12%

Active Search Sensor MR0-R7 (1)     GPS 15     Range 770k km    Resolution 7

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

Fray fucked around with this message at Sep 20, 2017 around 15:26

Tactical_Torpedo
Feb 26, 2017

When all else fails?

FIRE EVERYTHING!

Then bravely run away.


Grimey Drawer

Yeah, if we're using them to shoot down missiles Fray's design beats mine hands down(a converted laser Anti-Capitol design). Although I know which I'd prefer being in when getting shot at.

Then again, +/- fanatics.

VanSandman
Feb 16, 2011


How does one set up manufactories and infrastructure anyway? If we get a self-sufficient military base with manufacturing capabilities and the ability to pump out ships beyond the jump point, we'll have serious control over the system. Are AI systems a possibility?

GenericOverusedName
Nov 24, 2009


I have no experience in this game or its ship design aspects, but I do know that I am a member of the cult of giant loving lasers.

Nevets
Sep 11, 2002

Be they sad or be they well,
I'll make their lives a hell


VanSandman posted:

How does one set up manufactories and infrastructure anyway? If we get a self-sufficient military base with manufacturing capabilities and the ability to pump out ships beyond the jump point, we'll have serious control over the system. Are AI systems a possibility?

Easiest way is building factories on Mars, then shipping them piece by piece to a new colony. You also need enough colonists to run the factories, and enough infrastructure to support those colonists if you aren't on a planet close enough to Earth norms. Throw in a few mines if the planet has some local resources, or ship in some from around the local system, and then you can start using them to make make more factories & mines & infrastructure on site.

With that in place you can build dedicated fighter & missile factories, fuel refineries, shipyards, etc. on your new world.

Fray
Oct 22, 2010



College Slice

VanSandman posted:

How does one set up manufactories and infrastructure anyway? If we get a self-sufficient military base with manufacturing capabilities and the ability to pump out ships beyond the jump point, we'll have serious control over the system. Are AI systems a possibility?

It takes a while for colonies to become both significant and self-sufficient. Initially you just have to bootstrap it by shipping in factories and minerals, or mines to produce minerals locally. Once you reach a decent level, you can start growing from local production. However, population is in turn limited by infrastructure depending on how habitable the world is (the purpose of terraforming is to reduce infrastructure needs per population). Fortunately the worlds in Rangi are pretty good and amenable to terraforming.

For a pure military base we just need some maintenance facilities, some defenses and sensors, and perhaps a shipyard. Yards and maintenance facilities require some population though.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!



Mars is actually pretty well positioned new colony setup-wise as the climate has been improving thanks to Terraforming efforts (reduces Colony cost aka tons of infra needed per person) faster than the population grows into the existing infrastructure so there's actually a bunch of surplus infrastructure sitting around that can using Aurora rules be boxed and carted to a new system.

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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 we're pretty uniquely placed to be good at colonizing, like Saros said we've got lots of spare infra just laying around, and beyond that we've got decades of experience with terraforming that the Terrans don't. Also, a decentralized federation like us is probably gonna adjust to communications lag and colonies wanting self-government way better than the highly centralized Earth.

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