Just designed my 1st navy in Aurora C#.
Any glaring oversights to see?
There will be tankers.
Jump capability will be delivered by 2 of these:
[codeHercules class Jump Destroyer Escort 14 995 tons 366 Crew 2 087.2 BP TCS 300 TH 1 728 EM 1 650
5762 km/s JR 3-50 Armour 5-54 Shields 55-440 HTK 95 Sensors 0/0/0/0 DCR 25 PPV 14
Maint Life 4.48 Years MSP 1 348 AFR 116% IFR 1.6% 1YR 109 5YR 1 628 Max Repair 170.3 MSP
Magazine 374
Fregattankapitan Control Rating 2 BRG AUX
Intended Deployment Time: 12 months Morale Check Required
Ek-Nyström J15000(3-50) Military Jump Drive Max Ship Size 15000 tons Distance 50k km Squadron Size 3
Norberg & Henriksson Aeromarine Magneto-plasma Drive EP288.00 (6) Power 1728 Fuel Use 32.60% Signature 288 Explosion 9%
Fuel Capacity 1 000 000 Litres Range 36.8 billion km (73 days at full power)
Ugglas-Hansson Defence Technologies Epsilon S55 / R440 Shields (1) Recharge Time 440 seconds (0.1 per second)
Norberg Ordnance Size 1 Missile Launcher (14) Missile Size: 1 Rate of Fire 10
Holmgren Electronics Missile Fire Control FC24-R1 (2) Range 24.3m km Resolution 1
Nordin Ordnance Bataan AMM (370) Speed: 26 800 km/s End: 1.6m Range: 2.6m km WH: 1 Size: 1 TH: 196/117/58
Eliasson & Jonsson Electronics Active Search Sensor AS19-R1 (1) GPS 105 Range 19.2m km MCR 1.7m 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[/code]
Sensors are on 2 command ships:
Odysseus class Command Ship 10 094 tons 215 Crew 1 636 BP TCS 202 TH 1 152 EM 3 300
5706 km/s Armour 6-41 Shields 110-440 HTK 56 Sensors 11/11/0/0 DCR 7 PPV 5
Maint Life 3.22 Years MSP 709 AFR 116% IFR 1.6% 1YR 103 5YR 1 542 Max Repair 129.6 MSP
Magazine 185
Kapitan zur See Control Rating 2 BRG FLG
Intended Deployment Time: 12 months Morale Check Required
Norberg & Henriksson Aeromarine Magneto-plasma Drive EP288.00 (4) Power 1152 Fuel Use 32.60% Signature 288 Explosion 9%
Fuel Capacity 750 000 Litres Range 41 billion km (83 days at full power)
Ugglas-Hansson Defence Technologies Epsilon S55 / R440 Shields (2) Recharge Time 440 seconds (0.3 per second)
Norberg Ordnance Size 1 Missile Launcher (5) Missile Size: 1 Rate of Fire 10
Holmgren Electronics Missile Fire Control FC24-R1 (1) Range 24.3m km Resolution 1
Nordin Ordnance Bataan AMM (185) Speed: 26 800 km/s End: 1.6m Range: 2.6m km WH: 1 Size: 1 TH: 196/117/58
Eliasson & Jonsson Electronics Active Search Sensor AS19-R1 (1) GPS 105 Range 19.2m km MCR 1.7m km Resolution 1
Eliasson & Jonsson Electronics Active Search Sensor AS88-R100 (1) GPS 10500 Range 89m km Resolution 100
Nordström Sensor Systems EM Sensor EM1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Nordström Sensor Systems Thermal Sensor TH1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
The main punch will come from box launchers:
Dracon class Destroyer 14 947 tons 216 Crew 1 928.4 BP TCS 299 TH 1 728 EM 1 650
5780 km/s Armour 5-54 Shields 55-440 HTK 56 Sensors 0/0/0/0 DCR 21 PPV 90
Maint Life 3.57 Years MSP 887 AFR 162% IFR 2.3% 1YR 107 5YR 1 609 Max Repair 129.6 MSP
Magazine 600
Kapitan zur See Control Rating 2 BRG CIC
Intended Deployment Time: 12 months Morale Check Required
Norberg & Henriksson Aeromarine Magneto-plasma Drive EP288.00 (6) Power 1728 Fuel Use 32.60% Signature 288 Explosion 9%
Fuel Capacity 750 000 Litres Range 27.7 billion km (55 days at full power)
Ugglas-Hansson Defence Technologies Epsilon S55 / R440 Shields (1) Recharge Time 440 seconds (0.1 per second)
Norberg Ordonance Size 6.00 Box Launcher (100) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
Holmgren Electronics Missile Fire Control FC112-R100 (2) Range 112.6m km Resolution 100
Nordin Ordnance Brisbane Anti-Ship Missile (100) Speed: 22 400 km/s End: 35.7m Range: 48m km WH: 9 Size: 6 TH: 104/62/31
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
I shall have missile escorts and laser ones. The latter will be used if there isn't much coming our way and maybe to finish off stragglers.
Dionysus class Escort 9 972 tons 202 Crew 1 448.7 BP TCS 199 TH 1 152 EM 0
5776 km/s Armour 5-41 Shields 0-0 HTK 64 Sensors 0/0/0/0 DCR 7 PPV 15
Maint Life 3.65 Years MSP 681 AFR 106% IFR 1.5% 1YR 79 5YR 1 186 Max Repair 129.6 MSP
Magazine 735
Fregattankapitan Control Rating 1 BRG
Intended Deployment Time: 12 months Morale Check Required
Norberg & Henriksson Aeromarine Magneto-plasma Drive EP288.00 (4) Power 1152 Fuel Use 32.60% Signature 288 Explosion 9%
Fuel Capacity 750 000 Litres Range 41.5 billion km (83 days at full power)
Norberg Ordnance Size 1 Missile Launcher (15) Missile Size: 1 Rate of Fire 10
Holmgren Electronics Missile Fire Control FC24-R1 (3) Range 24.3m km Resolution 1
Nordin Ordnance Bataan AMM (735) Speed: 26 800 km/s End: 1.6m Range: 2.6m km WH: 1 Size: 1 TH: 196/117/58
Eliasson & Jonsson Electronics Active Search Sensor AS19-R1 (1) GPS 105 Range 19.2m km MCR 1.7m km Resolution 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
Zeus class Escort 9 983 tons 255 Crew 1 704 BP TCS 200 TH 1 152 EM 0
5770 km/s Armour 5-41 Shields 0-0 HTK 68 Sensors 0/0/0/0 DCR 9 PPV 45.54
Maint Life 4.27 Years MSP 960 AFR 89% IFR 1.2% 1YR 85 5YR 1 269 Max Repair 129.6 MSP
Fregattankapitan Control Rating 1 BRG
Intended Deployment Time: 12 months Morale Check Required
Norberg & Henriksson Aeromarine Magneto-plasma Drive EP288.00 (4) Power 1152 Fuel Use 32.60% Signature 288 Explosion 9%
Fuel Capacity 750 000 Litres Range 41.5 billion km (83 days at full power)
Quad Dahlberg & Arvidsson Precision Arms 10cm C3 Far Ultraviolet Laser Turret (3x4) Range 64 000km TS: 16000 km/s Power 12-12 RM 50 000 km ROF 5
Vikström & Larsson Beam Fire Control R64-TS16000 (3) Max Range: 64 000 km TS: 16 000 km/s 84 69 53 38 22 6 0 0 0 0
Lindberg & Hellström Aero Engines Stellarator Fusion Reactor R6 (6) Total Power Output 36 Exp 5%
Eliasson & Jonsson Electronics Active Search Sensor AS19-R1 (1) GPS 105 Range 19.2m km MCR 1.7m km Resolution 1
It just seems like a lot of tonnage for the bang, I know I used to have smaller ships, even at this techlevel.
1. At your apparent TL, shields are going to eat up a lot of tonnage for not much benefit. Unless I'm misremembering they also burn a lot of fuel, which will hurt the already bad fuel economy ships have had since the drive update.
2. Box launchers as your primary/only armament on your missile carriers is a
bad idea if those carriers aren't strike craft, FACs, or monitors operating out of a colony. You will have no way to rearm those in the field. There's nothing wrong with using a complement of box launchers to give your ships a bigger salvo or two when they need to punch through a good PD network, but not having any standard launchers at all will give you grief.
3. Most of the ships don't actually have that much MSP, even though their maintenance life isn't awful. If you take damage to key components it's good odds you won't be able to make many repairs. This can still be workable, but you'll need to make sure that the logistics element of whatever fleet you deploy them with has a service vessel carrying lots of supplies.
4. Personally I'd go for a heavier weight of energy/ballistic PD and fewer AMMs, especially at lower TLs. If that's the flavor you want, it's fine, just so long as you're aware that AMMs are drastically inefficient and kill a fleet's ability to operate in combat for long periods of time.
5. Armor's looking pretty thin. Look at it this way: a single one of your ASMs would blow straight through any of your ships and do internal damage. Even your PD lasers would make short work of them. It's usually a good idea to make sure your ships could take a couple hits from their own weapons unless your tech is drastically unbalanced.
6. Your missile boats don't have their own active sensor. If your command ship goes down (which is likely, since the AI likes to shoot at active sensors), they're going to be blind. Having a dedicated sensor ship is pretty standard, but usually the idea is that you plonk a big system-wide (or as close as you can manage) AS inside it and still give your combat ships AS modules tuned to their respective combat ranges. You can also make two variants, one a command variant with the sensor and the second a standard variant with a few more launchers/turrets. Also, although R100 isn't as myopic as it used to be thanks to ships being larger all around, it's still going to eat into your effective engagement range even further.
7. Yeah, ships are going to trend bigger because several updates over the years have killed a lot of the things that made sub-10k ships viable at TL3-6. The main thing is the drive rework, since that completely murdered the power-to-weight ratio/fuel economy. Bigger drives with more fuel meant that ships got larger, slower, and more expensive, so you couldn't justify making them totally disposable like you used to with those little 4-8k ton buggers; that meant more armor, more PD weapons, and in turn larger JDs, and then more maintenance space and crew space to support all that. Now it's damn near impossible to make a ship under 10k tons at anything below high tech that doesn't totally sacrifice key elements of performance.
How did you learn this game without a tutoriel,btw ?
Spent a few weeks poking at everything to see what it did and starting new games.