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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?







nothing to seehere posted:

Just finished catching up for this LP, so Make me a captain . I'll take anything destroyer sized or larger, call it the Alien Vessel

Also: why is no one designing anything bigger than 9,900 tons? I understand we won't be able to jump with it, but we have gate tech, which will mean that modt systems worth defending will have wormholes to them, so larger ships can help defend them.

IIRC, because Word of Saros is "don't." We're designing just the jump-capable colonial fleet right now to reduce the design spam, nobody wants to try and keep track of like 30 different designs come voting time. If the main line fleet that fights in Sol/the gate network is ever relevant I think he'll be cooking it up, or we'll have another contest then.

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Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey


Crazycryodude posted:

IIRC, because Word of Saros is "don't." We're designing just the jump-capable colonial fleet right now to reduce the design spam, nobody wants to try and keep track of like 30 different designs come voting time. If the main line fleet that fights in Sol/the gate network is ever relevant I think he'll be cooking it up, or we'll have another contest then.

Not true at all, 9900 tons is simply the maximum our current Jump Engines are capable of handling. Maximum ship size is 17,000 tons as per Saros' post.

Nothingtoseehere
Nov 11, 2010


LLSix posted:


Design one and post it then.

Don't get to my computer till Tuesday, I will then (we need a proper-sized carrier at least, to go alongside a light carrier)

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

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







Scintilla posted:

Not true at all, 9900 tons is simply the maximum our current Jump Engines are capable of handling. Maximum ship size is 17,000 tons as per Saros' post.

Huh, so it is. Ok, ignore me, let's see the big poo poo

Fray
Oct 22, 2010



College Slice

When I get to my computer that has the Aurora install, I'll post my 17,000 ton dreadnought design. Generally it looks like:
- 45cm spinal and a 30cm secondary battery
- Secondary ASM armament (thinking of changing it to torpedoes to use during a beam fight)
- 9 armor, ~55 shields
- 4k speed

Doctrinally, let's keep the BBs in Sol since it's still our main strategic theater and even with gates, colonies won't have the maintenance cap for a long time to support BBs. In fact they probably won't leave Mars orbit unless we've gotten into it with earth or IC again. Tactically, their job is to assault strongly fortified bodies or enemy BBs in open space.


And while we're talking deployment doctrine, we should figure out our fleet disposition in Sol going forward. Now that Uranus and Saturn are friendly, Neptune isn't terribly relevant as a fleet base. We should rebase our outer system fleet to Uranus or Saturn. Both places need some new fixed defenses as well, especially Titan since Earth has that refueling station. We could use some designs for new-tech PDCs and weapon platforms.

HiHo ChiRho
Oct 23, 2010

Then you remember. You have a message to send.

Something everyone must know.

You have the power. You have the means.

Let it be known.




I think Neptune should still have either the same or more defences than before the start of the war with IC, but we should definitely be trying to build up Uranus as a primary shipyard thats outside of the UT's view.

VanSandman
Feb 16, 2011


I say the colonial/extrasolar fleet should be hybridized, while the solar fleet should not. We can afford the benefits and avoid the costs of specialization within Sol.

Scintilla
Aug 24, 2010

I BEAT HIGHFORT
and all I got was this
jackass monkey


We've had a lot of ship and fighter designs, so here's a PDC for variety:

code:
Schiltron class Beam Defence Base    9,050 tons     391 Crew     3106 BP      TCS 181  TH 0  EM 0
Armour 9-38     Sensors 1/63     Damage Control Rating 20     PPV 116.24
Intended Deployment Time: 3 months    Spare Berths 0    

Twin Orion 25cm C3 Far Ultraviolet Laser Turret (3x2)    Range 480,000km     TS: 14000 km/s     Power 32-6     RM 5    ROF 30  
Single Orion 20cm C3 Far Ultraviolet Laser Turret (6x1)    Range 480,000km     TS: 14000 km/s     Power 10-3     RM 5    ROF 20   
Orion 'Annihilator' 45cm C3 Far Ultraviolet Laser (1)    Range 480,000km     TS: 5000 km/s     Power 53-3     RM 5    ROF 90        
PDC Fire Control S06 240-15000 H50 (2)    Max Range: 480,000 km   TS: 15000 km/s     
Gas-Cooled Fast Reactor Technology PB-1 (2)     Total Power Output 54    Armour 0    Exp 5%

Active Search Sensor MR78-R80 (50%) (1)     GPS 5040     Range 78.9m km    Resolution 80

ECCM-2 (1)         
This design is classed as a Planetary Defence Centre and can be pre-fabricated in 4 sections 

Nick Esasky
Nov 10, 2009


Crazycryodude posted:

IIRC, because Word of Saros is "don't." We're designing just the jump-capable colonial fleet right now to reduce the design spam, nobody wants to try and keep track of like 30 different designs come voting time. If the main line fleet that fights in Sol/the gate network is ever relevant I think he'll be cooking it up, or we'll have another contest then.

TBH, i really think we should operate on the assumption that most of the not-capital/jump drive designs we're cooking up here get used both in Sol and the colonies. Whats the actual differrence in requirements between the two? 12-18 months deployment time already exists on the current fleet, the MSP storage on our ships being yanked up is a good idea no matter where they go, so the only theoretical requirement difference is fuel stowage. I think just making the entire fleet able to operate in either theatre would be a great help for strategic flexibility, and greatly eases the production logistics situation as well.

Pharnakes
Aug 14, 2009


The main difference is the logistical situation. Ships in Sol might have a theoretical 18 month deployment, but that doesn't mean they can't come back for more fuel, ammo and repairs whenever they need it. Our colonial fleets cannot. The 2 theatres call for very different design philosophies, so much that I believe a split fleet is the way to go despite its inherent complications.

HiHo ChiRho
Oct 23, 2010

Then you remember. You have a message to send.

Something everyone must know.

You have the power. You have the means.

Let it be known.




I wouldn't worry too too much on logistics aside from what Saros says we should worry about. I think the given for the LP is "what is going to make this as fun for Saros to run and for us to enjoy watching" more than anything else.

Fray
Oct 22, 2010



College Slice

The colonial fleets will have their own bases. Fuel, MSP and missiles cost nothing to store outside Sol so any colony can do it, and transporting them is inexpensive so we can build stockpiles during peacetime. The only reason a ship would need to return to Sol is for major repairs or refit, at least until the colonies are big enough to support their own yards, and that will be true no matter how you design the ships. Maintenance clocks are a factor, but that just means we won't be deploying very large ships like BBs outside Sol for a while.

Nick Esasky
Nov 10, 2009


i very much disagree on that point. The only requirement for a colonial ship that isn't also a very good idea on a Sol ship is the fuel requirement, and the only thing to be gained from losing that is perhaps one laser's worth of weaponry. Additional colonial ammo/repair logistical considerations are best handled by dedicated tenders, not by compromising on the combat effectiveness of our ships.

Fray
Oct 22, 2010



College Slice

Nick Esasky posted:

i very much disagree on that point. The only requirement for a colonial ship that isn't also a very good idea on a Sol ship is the fuel requirement, and the only thing to be gained from losing that is perhaps one laser's worth of weaponry. Additional colonial ammo/repair logistical considerations are best handled by dedicated tenders, not by compromising on the combat effectiveness of our ships.

Well yeah, that's what I'm saying. Colonial fleets aren't actually that hard to supply cause any colony can be a depot, so specialized colonial designs aren't necessary.

Pharnakes
Aug 14, 2009


HiHo ChiRho posted:

I wouldn't worry too too much on logistics aside from what Saros says we should worry about. I think the given for the LP is "what is going to make this as fun for Saros to run and for us to enjoy watching" more than anything else.

I thought that's exactly what Saros said we should worry about though?

LLSix
Jan 20, 2010

The real power behind countless overlords

Here is my partial answer to needing to assault a JP.

code:
Victory Mk2 class Suicide Fighter    97 tons     1 Crew     27.4 BP      TCS 1.94  TH 24  EM 0
12371 km/s     Armour 1-1     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.5
Maint Life 0 Years     MSP 0    AFR 19%    IFR 0.3%    1YR 1    5YR 13    Max Repair 12 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3    

Minimal 24 EP Ion Drive (1)    Power 24    Fuel Use 336.02%    Signature 24    Exp 20%
Fuel Capacity 5 000 Litres    Range 2.8 billion km   (62 hours at full power)

Paint Gun Gauss Cannon R3-8 (1x3)    Range 30 000km     TS: 12371 km/s
     Accuracy Modifier 8%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Minimal Fire Control S00.1 20-2500 (1)    Max Range: 40 000 km   TS: 2500 km/s     75 50 25 0 0 0 0 0 0 0

This design is classed as a Fighter for production, combat and maintenance purposes
These fighters aren't really intended to accomplish anything beyond dying gloriously. Stuff 41 of these target dummies into every last gen carrier we can lay hands on; drag the carriers up to the JP and then flood the fighters through in a standard jump. They're so fast that some of them might even live to continue distracting the enemy after soaking the first salvo. In any case, the rest of the fleet makes squadron jumps 5 seconds afterwards while the defenders are still reloading. Thanks to Ceebees for help with updating his original design

LLSix fucked around with this message at Sep 24, 2017 around 19:06

Jack2142
Jul 17, 2014

Shitposting in Seattle


My take on a DDG is a little different, essentially my logic is the DDG's are fairly fragile fleet assets, they just need the biggest magazine and biggest number of launchers possible to fit on a somewhat survivable chassis. In a fleet fight their main defense is other targets are likely a lot more dangerous or priority, however with 4 layers of armor they should be able to survive until their magazines are empty and they can withdraw. Their active sensor is mostly a backup unfortunately, and they will probably rely on fleet ships to maximize their missile throwing potential, although they aren't blind without a spotter ship either.

Between the Launchers, Magazine and FC/Sensor almost 46% of the platform is dedicated to firing of missiles.


code:
Bogdanov class Missile Destroyer    4,500 tons     121 Crew     697.5 BP      TCS 90  TH 374  EM 0
4155 km/s     Armour 4-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 20
Maint Life 2.41 Years     MSP 194    AFR 81%    IFR 1.1%    1YR 46    5YR 686    Max Repair 93.6 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 320    

187.2 EP Ion Drive (2)    Power 187.2    Fuel Use 82.34%    Signature 187.2    Exp 12%
Fuel Capacity 210,000 Litres    Range 10.2 billion km   (28 days at full power)

Randall Manufacturing Size 4 Missile Launcher (5)    Missile Size 4    Rate of Fire 40
Cooper Electronics Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Moore Manufacturing Active Search Sensor MR52-R80 (1)     GPS 3360     Range 52.6m km    Resolution 80

This design is classed as a Military Vessel for maintenance purposes

Jack2142 fucked around with this message at Sep 25, 2017 around 00:36

Tactical_Torpedo
Feb 26, 2017

When all else fails?

FIRE EVERYTHING!

Then bravely run away.


Grimey Drawer

After a session on Discord, I've made some further improvements to the Communism DDG design. (Thanks to LLSix and Jack2142 for Comparison designs).
code:
Communism Mk4 class Missile Destroyer    4 500 tons     125 Crew     689 BP      TCS 90  TH 378  EM 300
4200 km/s     Armour 3-24     Shields 10-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 20
Maint Life 2.46 Years     MSP 172    AFR 90%    IFR 1.2%    1YR 39    5YR 588    Max Repair 94.5 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 241    

189 EP Ion Drive 1.05 15HS (2)    Power 189    Fuel Use 57.61%    Signature 189    Exp 10%
Fuel Capacity 150 000 Litres    Range 10.4 billion km   (28 days at full power)
Delta R300/360 Shields (4)   Total Fuel Cost  60 Litres per hour  (1 440 per day)

Size 4 Missile Launcher (5)    Missile Size 4    Rate of Fire 40
Missile Fire Control FC109-R60 (1)     Range 109.3m km    Resolution 60

Destroyer Search Sensor MR69-R90 (1)     GPS 4725     Range 69.7m km    Resolution 90

This design is classed as a Military Vessel for maintenance purposes
The newer version has dropped 3 S4 missiles worth of Mag space & the Improved Damage Control for an additional S4 Missile lancher, giving 60 S4 Missiles of storage for 12 Salvos of 5 Missiles each.

LLSix
Jan 20, 2010

The real power behind countless overlords

I think the Ark Royal posted earlier is a fine Cruiser jump tender. So I don't feel the need to create a new one. Instead, here are jump tenders for both the Destroyer and frigate/corvette size ships.

First up is the Proletariat class jump tender. Intended to be deployed along with the Communist Mk4 class DDGs its single turret of two gauss cannon will help extend the lifespan of its quartet of DDGs.
code:
Proletariat class Jump Destroyer    4 500 tons     116 Crew     688 BP      TCS 90  TH 378  EM 240
4200 km/s    JR 5-250     Armour 3-24     Shields 8-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 15.65
Maint Life 2.12 Years     MSP 191    AFR 81%    IFR 1.1%    1YR 57    5YR 852    Max Repair 120 MSP
Intended Deployment Time: 17 months    Spare Berths 0    

Assault Destroyer J4500(5-250) Military Jump Drive     Max Ship Size 4500 tons    Distance 250k km     Squadron Size 5
SpaceX Outsystem Destroyer 189 EP Ion Drive (2)    Power 189    Fuel Use 57.61%    Signature 189    Exp 10%
Fuel Capacity 150 000 Litres    Range 10.4 billion km   (28 days at full power)
standard Delta R300/360 Shields (3)   Total Fuel Cost  45 Litres per hour  (1 080 per day)

Twin Last Ditch 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
Last Ditch 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

Terror Anti-ship Missile (74)  Speed: 24 400 km/s   End: 69.6m
    Range: 101.9m km   WH: 5    Size: 3.93    TH: 154/92/46

Last Ditch Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 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


For our various beam frigates, I present the novel Paw class jump frigate. Given the abundance of beam frigates in the Martian fleet and the sterling service of the Snaggletooth I wouldn't be surprised to see 2 or 3 of these giving good account of themselves in any hypothetical JP assault. It is essentially a Claw class frigate with the main laser replaced with a jump drive. Accordingly, recommend fleet doctrine is to make a squadron jump in a minimum distance from the JP to facilitate closing to beam range with the enemy immediately. Thanks to it's duo of cutting edge shields and lighter armament, any opponent foolish enough to prioritize targeting a Paw will quickly be taught regret by the quartet of Claws or other beam frigates it ferried in-system.
code:
Paw class Jump Frigate    3 000 tons     83 Crew     706.4 BP      TCS 60  TH 72.48  EM 150
5033 km/s    JR 5-50     Armour 5-18     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 4
Maint Life 1.35 Years     MSP 147    AFR 72%    IFR 1%    1YR 87    5YR 1298    Max Repair 302.4 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

Mars Navy Corvette J3000(5-50) Military Jump Drive     Max Ship Size 3000 tons    Distance 50k km     Squadron Size 5
Marine Baffled Outsystem 302.4 EP Ion Drive (1)    Power 302.4    Fuel Use 114.1%    Signature 72.576    Exp 14%
Fuel Capacity 250 000 Litres    Range 13.1 billion km   (30 days at full power)
standard Delta R300/360 Shields (2)   Total Fuel Cost  30 Litres per hour  (720 per day)

Orion Mk2 15cm C3 Far Ultraviolet Laser (1)    Range 300 000km     TS: 5033 km/s
     Power 6-3     RM 5    ROF 10        6 6 6 6 6 5 4 3 3 3
Mao-Kowalski 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
Safe Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 3.15    Armour 0    Exp 5%

Mao-Kowalski FC Sensor MR4-R10 (1)     GPS 105     Range 4.6m km    Resolution 10

This design is classed as a Military Vessel for maintenance purposes


Engine design:
The proletariat uses the same engine as the Communist:
2 15HS engines at 1.05% boost
The Paw uses the same engine as the previously posted Claw.

LLSix fucked around with this message at Sep 24, 2017 around 23:43

sloshmonger
Mar 21, 2013


I think I've come around to the hybrid approach, but with a kinda of Melissa Meyer twist. Using a crapton of box launchers, you can add a lot of missile capabilities while closing. Going to size 4 vs the size 6 I was anticipating changes the calculus also.
code:
9900 Hybrid - S4 Missiles class Cruiser    9 900 tons     263 Crew     1992.8 BP      TCS 198  TH 864  EM 0
4363 km/s     Armour 7-41     Shields 0-0     Sensors 18/1/0/0     Damage Control Rating 5     PPV 53.8
Maint Life 2.41 Years     MSP 629    AFR 156%    IFR 2.2%    1YR 149    5YR 2229    Max Repair 216 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 132    

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)

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
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 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 (4)     Total Power Output 18    Armour 0    Exp 5%

Size 4 Box Launcher (33)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC55-R10 (1)     Range 55.8m km    Resolution 10
Size 4 Anti-ship Missile (27)  Speed: 32 400 km/s   End: 34.8m    Range: 67.7m km   WH: 4    Size: 4    TH: 151/90/45

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

Compact ECCM-1 (2)         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
Or one with faster closing speed in exchange for less armor and range
code:
9900 Fast Hybrid - S4 Missiles class Cruiser    9 900 tons     280 Crew     2010.2 BP      TCS 198  TH 1080  EM 0
5454 km/s     Armour 5-41     Shields 0-0     Sensors 9/1/0/0     Damage Control Rating 4     PPV 50.2
Maint Life 1.87 Years     MSP 508    AFR 196%    IFR 2.7%    1YR 185    5YR 2775    Max Repair 180 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Magazine 108    

360 EP Ion Drive (3)    Power 360    Fuel Use 70.98%    Signature 360    Exp 12%
Fuel Capacity 500 000 Litres    Range 12.8 billion km   (27 days at full power)

45cm C3 Far Ultraviolet Laser (1)    Range 320 000km     TS: 5454 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
15cm C3 Far Ultraviolet Laser (5)    Range 300 000km     TS: 5454 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 (4)     Total Power Output 18    Armour 0    Exp 5%

Size 4 Box Launcher (27)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC55-R10 (1)     Range 55.8m km    Resolution 10
Size 4 Anti-ship Missile (27)  Speed: 32 400 km/s   End: 34.8m    Range: 67.7m km   WH: 4    Size: 4    TH: 151/90/45

Active Search Sensor MR147-R100 (1)     GPS 10500     Range 147.0m km    Resolution 100
Thermal Sensor TH0.5-9 (1)     Sensitivity 9     Detect Sig Strength 1000:  9m km

Compact ECCM-1 (2)         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
Edited for deployment time fixes, dropping some sensor ranges.

sloshmonger fucked around with this message at Sep 25, 2017 around 18:57

TheWetFish
Mar 30, 2006

by FactsAreUseless


sloshmonger posted:

I think I've come around to the hybrid approach, but with a kinda of Melissa Meyer twist. Using a crapton of box launchers, you can add a lot of missile capabilities while closing.

It's a cool line of thinking. Do consider that 27 box launchers for size 4 missiles is an 810 ton 0HTK void in the middle of a 9900 ton ship

25% size launchers only gets us 16 tubes but they can now reload without maintenance facilities. 33% size launchers is only 12 tubes but resolves the plaguing 0HTK issue by bringing it to 1HTK. (I'm a fan of the 33% size). 27 tubes is also a pretty good argument. Lots of considerations

Incidentally think the discord is firming up on 75% size launchers as a sort of middle ground. Test the viability of reduced launchers without diverging from old doctrine too much & keeping the 2HTK of full size launchers

Gridlocked
Aug 2, 2014

I should wake up at 4AM to watch Australia lose


Strap enough beams and missiles to a ship to make the season finale of Gundam SEED jelous.

Phrosphor
Feb 25, 2007

Urbanisation


Gridlocked posted:

Strap enough beams and missiles to a ship to make the season finale of Gundam SEED jelous.

I hope we can get to a stage where we are building ridiculous super battleships.

Nick Esasky
Nov 10, 2009


Fuel/Ammo/Maintnence Tenders

We're gonna need them, and i don't see any proposals floating about for them. I have a few. With JDs, so they can go fetch things themselves/pull things back to Sol for repair on their own. Potentially also can fill generic Sit On JP And Help Jump Things duty if not otherwise needed/its safe.

code:
Ersatz Eberswalde class Military Tanker    9,900 tons     163 Crew     1188 BP      TCS 198  TH 864  EM 0
4363 km/s    JR 3-50     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 1.3 Years     MSP 300    AFR 196%    IFR 2.7%    1YR 189    5YR 2829    Max Repair 144 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Cryogenic Berths 200    

J9900(3-50) Military Jump Drive     Max Ship Size 9900 tons    Distance 50k km     Squadron Size 3
288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 4,350,000 Litres    Range 104.4 billion km   (277 days at full power)
Basic military gas mover if we really need to send gas through an ungated JP. Would prefer commercial designs in other cases.

code:
Volcano class Ammunition Transport    9,900 tons     198 Crew     1215.5 BP      TCS 198  TH 864  EM 0
4363 km/s    JR 3-50     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 1.05 Years     MSP 211    AFR 285%    IFR 4%    1YR 191    5YR 2872    Max Repair 144 MSP
Intended Deployment Time: 11 months    Spare Berths 4    
Magazine 1360    

J9900(3-50) Military Jump Drive     Max Ship Size 9900 tons    Distance 50k km     Squadron Size 3
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)
Hauls our spare missiles around. A non-JD version has 1870 space and a few less design warts.

code:
REPAIRMAN PRIME class Maintenance Vessel    9,900 tons     197 Crew     1137 BP      TCS 198  TH 864  EM 0
4363 km/s    JR 3-50     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 12.67 Years     MSP 12287    AFR 196%    IFR 2.7%    1YR 142    5YR 2125    Max Repair 144 MSP
Intended Deployment Time: 18 months    Spare Berths 1    
Cryogenic Berths 600    Tractor Beam     

J9900(3-50) Military Jump Drive     Max Ship Size 9900 tons    Distance 50k km     Squadron Size 3
288 EP Ion Drive (3)    Power 288    Fuel Use 75.72%    Signature 288    Exp 12%
Fuel Capacity 600,000 Litres    Range 14.4 billion km   (38 days at full power)
Carries all the spare parts to fill those 2 x Max Repair ships y'all are trying to make. Also has a tractor beam and extra fuel if case you manage to break something that can't be fixed and need your shiny chariot taken back to Sol.

Jack2142
Jul 17, 2014

Shitposting in Seattle


Moved TOE to latter post

Jack2142 fucked around with this message at Sep 28, 2017 around 04:38

TheWetFish
Mar 30, 2006

by FactsAreUseless


Gridlocked posted:

Strap enough beams and missiles to a ship to make the season finale of Gundam SEED jelous.

You want something big or a lot of something?
code:
Gundam SEED class experimental    4 200 tons     27 Crew     1136 BP      TCS 84  TH 840  EM 0
10000 km/s     Armour 6-23     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 20
Maint Life 0.54 Years     MSP 169    AFR 141%    IFR 2%    1YR 312    5YR 4685    Max Repair 420 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5    
Magazine 20    

Gundam SEED 840 EP Ion Drive (1)    Power 840    Fuel Use 220.62%    Signature 840    Exp 20%
Fuel Capacity 100 000 Litres    Range 1.9 billion km   (53 hours at full power)

30cm C0.05 Far Ultraviolet Laser (1)    Range 320 000km     TS: 10000 km/s     Power 24-0.05     RM 5    ROF 2400        24 24 24 24 24 20 17 15 13 12
45cm C0.05 Far Ultraviolet Laser (1)    Range 320 000km     TS: 10000 km/s     Power 53-0.05     RM 5    ROF 5300        53 53 53 53 53 44 37 33 29 26
10cm Railgun V1/C3 (2x4)    Range 10 000km     TS: 10000 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S04 160-10000 H50 (1)    Max Range: 320 000 km   TS: 10000 km/s     97 94 91 88 84 81 78 75 72 69
Gas-Cooled Fast Reactor Technology PB-1 (4)     Total Power Output 12.6    Armour 0    Exp 5%

Size 4 Box Launcher (5)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC110-R80 (50%) (1)     Range 110.4m km    Resolution 80

Gundam SEED Active Search Sensor MR5-R1 (1)     GPS 42     Range 5.9m km    MCR 640k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
Clearly a substandard, inferior design. Yet aspects of it...a taste of things to come?

TheWetFish fucked around with this message at Sep 26, 2017 around 06:31

Saros
Dec 29, 2009

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

I set sail for the Planet of Lab Requisitions!!



One thing is for bigger ships instead of a hybrid I'd accept is towed missile pods which can be dropped after firing. Ideally the ships maintain the 4k fleet speed while towing though.

Tythas
Oct 3, 2013



I present my newest Creation

code:
Extinguisher class Missile Pod    48 tons     1 Crew     63 BP      TCS 9.7  TH 0  EM 0
1 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 9
Maint Life 0 Years     MSP 0    AFR 97%    IFR 1.3%    1YR 3    5YR 51    Max Repair 10 MSP
Intended Deployment Time: 0.1 months    Spare Berths 0    
Magazine 60    


Size 4 Box Launcher (15)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC8-R100 (50%) (1)     Range 8.8m km    Resolution 100

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

code:
Lucifer class Command Cruiser    9 900 tons     310 Crew     2156.2 BP      TCS 198  TH 1094  EM 960
5525 km/s     Armour 6-41     Shields 32-300     Sensors 1/1/0/0     Damage Control Rating 25     PPV 30
Maint Life 1.95 Years     MSP 681    AFR 156%    IFR 2.2%    1YR 235    5YR 3518    Max Repair 273.6 MSP
Intended Deployment Time: 18 months    Spare Berths 0    
Flag Bridge    

547.2 EP Ion Drive (2)    Power 547.2    Fuel Use 58.68%    Signature 547.2    Exp 12%
Fuel Capacity 350 000 Litres    Range 10.8 billion km   (22 days at full power)
Delta R300/360 Shields (13)   Total Fuel Cost  195 Litres per hour  (4 680 per day)

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
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

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 26, 2017 around 11:30

silentsnack
Mar 19, 2009


Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Saros posted:

One thing is for bigger ships instead of a hybrid I'd accept is towed missile pods which can be dropped after firing. Ideally the ships maintain the 4k fleet speed while towing though.

Are there any considerations for nonmilitary designs? It would save some MSP/etc to use commercial hulls for the noncombat fleet (like a civilian freezerbus, tanker, etc) especially since civilian-flagged ships can still mount 'military' jumpdrives... Or they could use civilian jumpdrives on bigger ships with bigger engines to tow the gently caress out of some slower military tonnage like a murderbarge full of box bombers. But that would probably be separate from / after the initial extrasolar combat fleet is up.


Also might be worth pointing out: you can't tractor a ship/station/etc through a non-gated JP if it doesn't have an engine. So they'll have to be jumped inside hangars.

Tactical_Torpedo
Feb 26, 2017

When all else fails?

FIRE EVERYTHING!

Then bravely run away.


Grimey Drawer

So, with the option of 75% Missile launchers, It potentially makes DDG's a viable ship type for the fleet suggestions Jack has put out.
I've got 3 Designs, but for the sake of Thread cluttering I'll just post the 2 that aren't using the freed tonnage for more Tubes.

Edit: Both Designs now with a Bigger Sensor to 97.6 Mil range.

The Communism B - Balanced.
code:
Communism Mk4 75% B Mk2 class Missile Destroyer    4 500 tons     113 Crew     726 BP      TCS 90  TH 378  EM 450
4200 km/s     Armour 4-24     Shields 15-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 15
Maint Life 2.57 Years     MSP 202    AFR 81%    IFR 1.1%    1YR 43    5YR 644    Max Repair 94.5 MSP
Intended Deployment Time: 12 months    Spare Berths 0    
Magazine 241    

189 EP Ion Drive 1.05 15HS (2)    Power 189    Fuel Use 57.61%    Signature 189    Exp 10%
Fuel Capacity 150 000 Litres    Range 10.4 billion km   (28 days at full power)
Delta R300/360 Shields (6)   Total Fuel Cost  90 Litres per hour  (2 160 per day)

Size 4 Missile Launcher 75% (5)    Missile Size 4    Rate of Fire 80
Missile Fire Control FC109-R60 (1)     Range 109.3m km    Resolution 60

Destroyer Search Sensor MR97-R90 Mk2 (1)     GPS 6615     Range 97.6m km    Resolution 90

This design is classed as a Military Vessel for maintenance purposes


It uses the freed Tonnage to add an additional Tube, while shoring up the ship design as a whole for more Fuel, Deployment & Defensive systems.

Next up is the one that fits into Jack's Fleet Ideas, the Communism H - Hybrid.
code:
Communism Mk4 75% H Mk2 class Missile Destroyer    4 500 tons     121 Crew     832 BP      TCS 90  TH 378  EM 150
4200 km/s     Armour 4-24     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 2     PPV 16
Maint Life 2.81 Years     MSP 231    AFR 81%    IFR 1.1%    1YR 42    5YR 637    Max Repair 120 MSP
Intended Deployment Time: 12 months    Spare Berths 1    
Magazine 237    

189 EP Ion Drive 1.05 15HS (2)    Power 189    Fuel Use 57.61%    Signature 189    Exp 10%
Fuel Capacity 150 000 Litres    Range 10.4 billion km   (28 days at full power)
Delta R300/360 Shields (2)   Total Fuel Cost  30 Litres per hour  (720 per day)

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
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-1.15 (1)     Total Power Output 3.1    Armour 0    Exp 12%

Size 4 Missile Launcher 75% (4)    Missile Size 4    Rate of Fire 80
Missile Fire Control FC109-R60 (1)     Range 109.3m km    Resolution 60

Destroyer Search Sensor MR97-R90 Mk2 (1)     GPS 6615     Range 97.6m km    Resolution 90

This design is classed as a Military Vessel for maintenance purposes
This version features better Armour & most importantly, a single 15cm Pew Pew laser. It's less for actually killing things, and more so it is counted as a potential threat for Beam fights & taking the heat off bigger Beam ships.


To add to the Confusion carefully organised Fleet plan, I present the Loose Change! (Because if a Pocket Carrier is 9900T...)
code:
Loose Change Mk2 class Light Carrier    4 500 tons     68 Crew     596 BP      TCS 90  TH 378  EM 0
4200 km/s     Armour 5-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 0
Maint Life 6.54 Years     MSP 1166    AFR 81%    IFR 1.1%    1YR 47    5YR 706    Max Repair 94.5 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 17    
Hangar Deck Capacity 1000 tons     Magazine 170    

189 EP Ion Drive 1.05 15HS (2)    Power 189    Fuel Use 57.61%    Signature 189    Exp 10%
Fuel Capacity 220 000 Litres    Range 15.3 billion km   (42 days at full power)


This design is classed as a Military Vessel for maintenance purposes
This is the answer to the unasked question of how to field different Fighter designs in deep space if we need 9900T ships to be heavier CG's and Beam combatants.
The design can hold 2 Full-size Fighters, features as much MSP as some full Fledged CVL's, Sufficient fuel for limited Operations (As it's engines are relatively efficient) & can store 42 S4 Missiles.
The design also features 5 Layers of Armour, making up for a lack of Shields & allowing it to survive any surprise attacks (That aren't several WH26 Torpedoes at once).

Tactical_Torpedo fucked around with this message at Oct 1, 2017 around 19:03

LLSix
Jan 20, 2010

The real power behind countless overlords

If we're talking fleet composition I'd hope it would be built around Jump tenders. That would mean 4 9900 ton cruisers, 4 or 8 4500 ton destroyers and 4, 8, or 12 frigates. With maybe some marine raiders attached. I'd hate to waste jump capacity by bringing in a lighter ship with a heavier jump tender. Having only 4 destroyers assisting an equal number of Cruisers would feel unbalanced to me. Given the way our ship designs are shaking out, I think I'd be delighted to get a fleet composition of:

1 9900 ton Assault Jump Tender carrying
3 CGs with secondary beam armaments (the hybrid missile/beam ships we've been discussing)
1 Beam Cruiser of some design.

2 4500 ton Assault Jump Tenders
4x DDGs
1 AMM DD
2 PD DDs
1 CVE with 3k - 4k tons of hanger space or another AMM

I think 2 4500 ton assault jump tenders would be good because we have a wide variety of DD designs and I really want a foursome of DDGs to boost the salvo density of our CGs.

1+ 3000 ton Assualt Jump Tenders
2 Fleet scouts
2 Fast Frigates armed with beams (arguably these duplicate the beam cruiser but I think they're behavior is different enough to be allowed, especially if the frigates emphasize speed over other design elements)

Has anyone even submitted any frigate design roles other than beam or scout? Maybe a JP assault specialist to replace the two fleet scouts when doing assault jumps?

I wouldn't mind bringing a 9900 CVL in the main colonial force, but it's going to be so, so vulnerable in any JP assault I'd rather plan around only having them available if we have a secured JP already. I don't mind the likely loss of the CVE so much. Expendable is right in the name after all.

Whatever Saros wants to give us in terms of a fleet will be awesome though.

Jack2142
Jul 17, 2014

Shitposting in Seattle


My logic on the fleet shaking down as carrying fewer ships was mostly to keep smaller Cru-Div sized forces, the logic would be that larger fleets could easily be formed by adding a jump tender(s) to carry more cruisers and destroyers.

Fray
Oct 22, 2010



College Slice

For our basic combat task group, I'd rather have multiple cruiser divisions than one cruiser division and two destroyer divisions. It makes our overall production, strategic deployment, and tender allocation simpler.

How about this for a basic TOE unit:

code:
-Heavy Cruiser Squadron
     -1x Fleet scout
     -2+ Cruiser Divisions
          -1x 9900 ton Tender
          -1x Beam CA
          -2x CG
          -1x Gauss CA
      -Support Division(leave out of JP assaults)
         -1-2x CVL
         -Mixed FSVs, troop transports, etc as appropriate for mission
Non-organic divisions of specialist DD for duties like AMM or raiding can then be attached as needed for an operation. I think this will be both well rounded and modular.

Fray fucked around with this message at Sep 26, 2017 around 17:24

Fray
Oct 22, 2010



College Slice

After some discord talk, I'd also propose this as our basic destroyer division:
-1x 4500 ton tender
-3x cavalry beam DD. Magnus's schiap design would work.
-1x AMM-PD DD

It can operate independently to defend or attack lesser objectives, or it can be attached to cruiser squadrons as a supporting formation.

Bremen
Jul 20, 2006

Our God..... is an awesome God

Saros posted:

One thing is for bigger ships instead of a hybrid I'd accept is towed missile pods which can be dropped after firing. Ideally the ships maintain the 4k fleet speed while towing though.

Comedy option:

code:
Vanguard class Heavy Cruiser    9 850 tons     290 Crew     1930 BP      TCS 197  TH 1152  EM 900
5847 km/s     Armour 7-40     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 34
Maint Life 1.76 Years     MSP 612    AFR 155%    IFR 2.2%    1YR 243    5YR 3647    Max Repair 288 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

576 EP Ion Drive (2)    Power 576    Fuel Use 56.79%    Signature 576    Exp 12%
Fuel Capacity 350 000 Litres    Range 11.3 billion km   (22 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: 5847 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
15cm C3 Far Ultraviolet Laser (5)    Range 300 000km     TS: 5847 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
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 (2)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1

ECCM-2 (1)         ECM 20
code:
Inexorable class Missile Pod    4 500 tons     41 Crew     591 BP      TCS 90  TH 0  EM 0
1 km/s     Armour 3-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 60
Maint Life 2.15 Years     MSP 82    AFR 162%    IFR 2.2%    1YR 24    5YR 355    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 2    
Magazine 400    Tractor Beam     


Size 4 Box Launcher (100)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80

ECCM-2 (1)
4000 km/s under tow, then it can drop the pod and run down pretty much anything with its beams. The missile pods could also double as colony defense, or jump point defense with torpedoes.

Crazycryodude
Aug 15, 2015

Lets get our X tons of Duranium back!

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







That seems.... disturbingly effective. Swap a 15cm for a microwave, and you will wreck poo poo.

Crazyeyes24
Sep 14, 2014

Your good vision is your fatal weakness!

Expendable missile pod? Sweet lets see wha-

code:
41 Crew
True heroes.

LLSix
Jan 20, 2010

The real power behind countless overlords

Crazyeyes24 posted:

Expendable missile pod? Sweet lets see wha-

code:
41 Crew
True heroes.

+/- Fanatics


Bremen posted:

Comedy option:

code:
Vanguard class Heavy Cruiser    9 850 tons     290 Crew     1930 BP      TCS 197  TH 1152  EM 900
5847 km/s     Armour 7-40     Shields 30-300     Sensors 1/1/0/0     Damage Control Rating 5     PPV 34
Maint Life 1.76 Years     MSP 612    AFR 155%    IFR 2.2%    1YR 243    5YR 3647    Max Repair 288 MSP
Intended Deployment Time: 12 months    Spare Berths 0    

576 EP Ion Drive (2)    Power 576    Fuel Use 56.79%    Signature 576    Exp 12%
Fuel Capacity 350 000 Litres    Range 11.3 billion km   (22 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: 5847 km/s     Power 53-3     RM 5    ROF 90        53 53 53 53 53 44 37 33 29 26
15cm C3 Far Ultraviolet Laser (5)    Range 300 000km     TS: 5847 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
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 (2)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor MR2-R1 (1)     GPS 21     Range 2.9m km    MCR 320k km    Resolution 1

ECCM-2 (1)         ECM 20
code:
Inexorable class Missile Pod    4 500 tons     41 Crew     591 BP      TCS 90  TH 0  EM 0
1 km/s     Armour 3-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 60
Maint Life 2.15 Years     MSP 82    AFR 162%    IFR 2.2%    1YR 24    5YR 355    Max Repair 100 MSP
Intended Deployment Time: 12 months    Spare Berths 2    
Magazine 400    Tractor Beam     


Size 4 Box Launcher (100)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Missile Fire Control FC110-R80 (1)     Range 110.4m km    Resolution 80

Active Search Sensor MR111-R80 (1)     GPS 7140     Range 111.8m km    Resolution 80

ECCM-2 (1)
4000 km/s under tow, then it can drop the pod and run down pretty much anything with its beams. The missile pods could also double as colony defense, or jump point defense with torpedoes.
I love it! 3 of those and a similar design with the laser replaced with gauss PD will wreck things up.

Jack2142
Jul 17, 2014

Shitposting in Seattle


Extrapolating on Frey's Organization, which is pretty similar to mine here is how I would say envision a operational chart for our forces for say a jump capable line fleet, and its support vessels.

The Big Advantage is this fleet cuts down on redundancy, each ship does its own thing and fills a vital role, and we don't have multiple beam cruiser designs, PD designs or missile boat designs. Everything is consolidated into fewer and more robust platforms. As a result there are only six combat designs in this fleet (CA, CG, FR, DD, CLAA, CVL) and Six support designs (FSV, CO, TK, JT-99, JT-45, FS). Right now for example the Martian navy has ~11 designs for Cruiser, Carriers & Destroyers alone.

Additional ships such as Troop Transports, Landing Ships, Marine Corvettes, Survey Ships all can be attached as auxiliary forces, while Capital Ships such as the Mariner Valley will form their own fleet groups as they are jump incompatible.

1st Interstellar Fleet

11th Cruiser Division
1x Fleet scout
111th Jump Cruiser Squadron
- 1x Jump Tender 9900 Tons
- 1x Beam Cruiser (Cruiser Division Flagship)
- 2x Missile Cruisers
- 1x PD Cruiser
112th Jump Destroyer Squadron
-1x Jump Tender 4500 Tons
-3x Calvary Beam Destroyers
-1x AMM Frigate

22nd Cruiser Division
1x Fleet scout
222nd Jump Cruiser Squadron
1x Jump Tender 9900 Tons
- 1x Beam Cruiser (Cruiser Division Flagship)
- 2x Missile Cruisers
- 1x PD Cruiser
223rd Jump Destroyer Squadron
-1x Jump Tender 4500 Tons
-3x Calvary Beam Destroyers
-1x AMM Frigate

1st Fleet Support/Reserve Squadron
1x FSV 9900 Ton (+Jump Drives)
1x Tanker 9900 Ton (+Jump Drives)
1x Collier 9900 Ton (+Jump Drives)
2x Light Carriers
2x AMM Frigates?or Beam Destroyers (Mix?)

The entire fleet numbers roughly 29 ships which makes for a very powerful and well rounded force. The Fleet can then be broken down into a pair of Cruiser-Divisions of 11 Ships which are similar in size although much more powerful than their current iteration. These Cruiser Divisions are composed of a Destroyer Squadron and a Cruiser Squadron based around their respective jump tenders. As a result for minor threats we could detach a single destroyer squadron, while major threats might necessitate a whole Cruiser-Div. In addition to these forces there will be a 5th "Reserve" Squadron likely based out of one of our major fleet bases such as Triton, which will command our Support Ships, Carriers and some reserve destroyers either for escort duty or to replace battle casualties.

2x 9900 Ton Tenders
4x Missile Cruisers
2x Beam Cruisers
2x PD Cruisers
2x Light Carriers
2x 4500 Ton Tenders
4x AMM Frigates
6x Calvary Beam Destroyer
2x Fleet Scouts
1x Collier
1x Tanker
1x FSV (MSP Bus)

Jack2142 fucked around with this message at Sep 28, 2017 around 04:37

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Nick Esasky
Nov 10, 2009


Fleet Scout

I have an upteched/upfueled Gale without a JD. That is all. Recommended if we want options to just be an annoying shadow on the enemy fleet like Windhund was doing during the leadup to 2nd Titan.

code:
Gale II class Scout    2,750 tons     83 Crew     828 BP      TCS 55  TH 69.12  EM 0
5236 km/s     Armour 1-17     Shields 0-0     Sensors 90/56/0/0     Damage Control Rating 2     PPV 0
Maint Life 3.18 Years     MSP 376    AFR 30%    IFR 0.4%    1YR 56    5YR 839    Max Repair 288 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

288 EP Baffled Ion Drive (1)    Power 288    Fuel Use 75.72%    Signature 69.12    Exp 12%
Fuel Capacity 150,000 Litres    Range 13.0 billion km   (28 days at full power)

Active Search Sensor MR296-R60 (1)     GPS 16380     Range 296.1m km    Resolution 60
Thermal Sensor TH5-90 (1)     Sensitivity 90     Detect Sig Strength 1000:  90m km
EM Detection Sensor EM4-56 (1)     Sensitivity 56     Detect Sig Strength 1000:  56m km

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