• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

unmerged(361462)

Second Lieutenant
9 Badges
Aug 9, 2011
110
0
  • Crusader Kings II
  • Europa Universalis III Complete
  • Divine Wind
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Rome: Vae Victis
Greetings, gentlemen. This is the first briefing of the Strategic Headquarters of the United Nations Space Defense Force (UNSDF). The UNSDF, as you recall was founded nearly 13 years ago, after HST, discovered an alien spacecraft purely by accident. UNSDF, has been bringing resources up, and is readying for their duties. We have yet to build a sufficient navy, but we must to protect our children's upbringings. So gentlemen, this is our proposal of a list of priorities right now:

1) Colonize Mars; Start Looking for Sorium
2) Build orbital habitats, when we find Sorium.
3) Build up space-defense fleet
4) Figure out a way to get out of the system.

OOC: Alright, so we will be starting an Aurora game, and it starts on January 1st, 2013. We possess four shipyards, two military, of four slipways, and two civilian of two slipways. We have 29 research facilities, and a 1.5 Billion population. I am thinking till we can have contact with alien life, the UNSDF, will have a carrier battle group focus with carriers, and battlecruisers/cruisers armed with railguns. So what does everyone think?
 
Reserved for Paradoxians.

Randakar-Naval Commander; Rear Admiral (lower half); Commands Lexington, Task Force 5.1
Rendap-Naval Commander;
Adamus; Exploration Commander;
Blue Emu; Fighter Commander; Commands 1st Squadron.
 
Last edited:
Sign me up as a naval commander please.

OOC: Alright, so we will be starting an Aurora game, and it starts on January 1st, 2013. We possess four shipyards, two military, of four slipways, and two civilian of two slipways. We have 29 research facilities, and a 1.5 Billion population. I am thinking till we can have contact with alien life, the UNSDF, will have a carrier battle group focus with carriers, and battlecruisers/cruisers armed with railguns. So what does everyone think?

Railguns? Not sure those are really worth it. Unless you use them for PDC's / planetary bombardment, maybe. So why them?
One drawback of that tech is that it uses the same research school as missiles and gauss cannons, and those two things - especially the gauss cannons - I think are more important.

Good old fashioned lasers battleships, and particle beam-armed fast attack craft work rather nicely in my own game, though.
What are you planning to put on the carriers?

Secondly, have you assigned starting research points yourself, or did you let the game pick?
 
Sign me up as a naval commander please.



Railguns? Not sure those are really worth it. Unless you use them for PDC's / planetary bombardment, maybe. So why them?
One drawback of that tech is that it uses the same research school as missiles and gauss cannons, and those two things - especially the gauss cannons - I think are more important.

Good old fashioned lasers battleships, and particle beam-armed fast attack craft work rather nicely in my own game, though.
What are you planning to put on the carriers?

Secondly, have you assigned starting research points yourself, or did you let the game pick?

Myself. I am not going with 7 Billion people for overpopulation, but 1.5 Billion. The carriers will have around six-twelve CIWS, four AMM missile launchers (Anti-Missile Missile), for the light carriers, a squadron jump drive (hopefully). I was thinking of having some battlestars possibly as essentially 200,000 tonne ships, with their own jump drive, and magneto-plasma drives, with two-four strike groups. An essential part of all carrier groups, will be two AWACS and two jump capable reconnaissance ships at the minimum. Also for the naval commanders, they can propose certain requests, as in designs and such. By midnight GMT, the outlay should be up. I have yet to choose the technologies, but I am going with 3,600,000 research points, and I did SM the shipyards, so there are six, two civilian shipyards with 3 slipways each, and four military yards with 2 slipways for two, 3 slipways for one, and one with one. The single slipyard is a 25000-ton capable, the two slipways are 10000-ton, and the three slipway is 15000-ton. The civilian are both 60000-ton capable.
 
Ach So, the UNSDF decides to go for building a true Space Navy?

And there will be a chance to Captain a Panzerschiff?

Panzerschiff.... Reminds me of the stories I have read in the family journal from my Urgrossvater from his time in the Navy... As a Leutnant on the Scharnhorst before ze Krieg. Of his sailing on ze Ostzee before he was transferred to land....

Not to mention the rest of ze Familie... Since the fist of my ancestors took commision on ze Rother Löve im 1685 our Familie have been linked to the Zee.

Oh, the stories there are in those books...

Well, if the future is outside the Earths Athmostphere, that's where the Rabenstrange Familie will go!

Kapitän zur Zee Rendap von Rabenstrange requesting transfer from German Frigate F217 Bayern for Service in ze UNSDF
 
I try to keep shipyard slip sizes pretty much the same. Mostly because I try to keep designs to the same sizes, so that it's more likely that the shipyards can choose and pick what to build rather than being stuck to a single design.
Whatever floats your boat though. :)

As for your population size numbers and research point layout: That's a pretty quick start. I prefer a conventional start with 2-500 million people myself.
Are you going to enable invaders?
Are you going to build dropship gunboats for boarding enemy vessels? (I'd love to see some of those in action in a forum game.. loats of potential for 'fun'.)
 
That is indeed the advantage with the Aurora games. There are no "Best Design" that always work.

Granted, missile warfare gives an advantage, but you need a large volume of factories and minerals for that where as Energy Weapons "just" require research and speed.....

And Sorium? That sounds to me like you've already spotted a mineral problem.... Or are you still looking at the information?

Mars is an obvious first stop, all though in my current game I found a 0-cost world 1 just from Sol so I've skipped Mars while building up some infrastructure instead.

Will be looking forward to seeing what designs you think up... :)
 
Private Adamus reporting for duty, sir.

I have just finished military training as a pilot and i one day wish to pilot any new exploration ships that may be manufactured.

Until then i shall continue with training.


OOC: would love to see a game that doesnt focus on missles and facs and sticks to a more laser based theory of development. Purely for aar reasons of course.
 
Invaders, Swarm, and Prix are all enabled for this. I will be designing the exploration ships as FAC's/Fighters for ease of production. A Panzerschiffe, would most likely be either a heavy cruiser or a battlecruiser in this navy. And I am getting a decent-sized research budget is to get the game going quickly, and so we don't get our asses kicked. I should have the update up by 730 EST.
 
Power and Propulsion:

Fuel Efficiency 1, 2, 3, 4
Fighter Engine
Ion Engine Technology
Gas Cooled Fast Reactor Technology
Pebble Bed Reactor Technology
Nuclear Pulse Engine Technology
Nuclear Pulse Missile Drive
Capacitor Recharge Rate 2, 3, 4

Logistics/Ground Combat:

Assault Infantry
Brigade Headquarters
Command Module
Crew Quarters-Small
Engineering Section-Small, Tiny, Fighter
Fuel Storage-Small, Tiny
Ground Combat Unit-12
Troop Transport Bay

Construction/Production:

Construction Rate-12, 14BP
Fighter Production-12, 14BP
Mining Rate-12, 14BP
Research Rate-240RP
Shipbuilding-450BP
Shipyard Rate-5%, 10%
Sorium Harvestor

Defensive Systems

High Density Duranium Armor
Composite Armor
Damage Control
Thermal Reduction-75%, 50%

Energy Weapons

Laser Focal Size: 12cm, 15cm, 20cm
Turret Tracking Speed 10%: 2000/3000/4000/5000km/s
Visible Light Laser
Near Ultraviolet Laser
Ultraviolet Laser

Missiles/Kinetic Weapons

Boat Bay, Hangar Deck
Implosion Warhead, Levitated Implosion Warhead
Magazine Ejection System: 80%, 85%, 90%
Magazine Feed System: 80%, 85%, 90%
Ordnance Production: 12, 14BP
Missile Agility: 32, 48MSP
Missile Launcher Reload Rate: 2, 3
All Missile Size Cutdowns

Sensors and Active Fire Control

Gravitational Sensors
Thermal Sensitivity 6, 8
EM Sensor Sensitivity 6, 8
Electronic Hardening Level 1, 2
Active Grav Sensor Strength 12, 16
Beam Fire Control Range 16,000, 24,000km
Fire Control Speed Rating 2000km/s, 3000km/s, 4000km/s

I will be showing the military designs soon. Should the survey bird be both geological/gravitational or not?
 
Last edited:
The three current military ships in the fleet:

Essex class Destroyer 11,150 tons 1076 Crew 1983.6 BP TCS 223 TH 240 EM 0
2152 km/s Armour 4-44 Shields 0-0 Sensors 40/40/0/0 Damage Control Rating 34 PPV 80.68
Maint Life 5.98 Years MSP 1557 AFR 71% IFR 1% 1YR 75 5YR 1119 Max Repair 217 MSP
Magazine 384

Rolls Royce I-600M (8) Power 60 Fuel Use 60% Signature 30 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 80.7 billion km (434 days at full power)

Twin Northrop 20cm-Ultraviolet Laser Turret (2x2) Range 144,000km TS: 20000 km/s Power 20-8 RM 4 ROF 15 10 10 10 10 8 6 5 5 4 4
Martin BFC-72.8 (1) Max Range: 144,000 km TS: 8000 km/s 93 86 79 72 65 58 51 44 37 31
Northrop Gas-Cooled Reactor-45 (1) Total Power Output 45 Armour 0 Exp 5%

Boeing ML-8 (3) Missile Size 8 Rate of Fire 80
Lockheed MFC-3002.2 (1) Range 59.5m km Resolution 60
ASM-4A (48) Speed: 15,000 km/s End: 41.7m Range: 37.5m km WH: 8 Size: 8 TH: 110 / 66 / 33

Grumman Thermal Sensor-8.5 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
Boeing EM Detection-5.8 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km

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

Lexington class Light Carrier 29,150 tons 2101 Crew 4561.6 BP TCS 583 TH 600 EM 0
2058 km/s Armour 4-84 Shields 0-0 Sensors 40/40/0/0 Damage Control Rating 80 PPV 113.36
Maint Life 10.04 Years MSP 6868 AFR 113% IFR 1.6% 1YR 124 5YR 1860 Max Repair 217 MSP
Flag Bridge Hangar Deck Capacity 6000 tons Magazine 1440

Rolls Royce I-600M (20) Power 60 Fuel Use 60% Signature 30 Armour 0 Exp 5%
Fuel Capacity 750,000 Litres Range 77.2 billion km (434 days at full power)

Twin Northrop 20cm-Ultraviolet Laser Turret (4x2) Range 144,000km TS: 20000 km/s Power 20-8 RM 4 ROF 15 10 10 10 10 8 6 5 5 4 4
Martin BFC-72.8 (1) Max Range: 144,000 km TS: 8000 km/s 93 86 79 72 65 58 51 44 37 31

ASM(F)-7A (360) Speed: 10,000 km/s End: 62.5m Range: 37.5m km WH: 8 Size: 4 TH: 53 / 32 / 16

Lockheed Search Sensor Active-3004.2 (1) GPS 3840 Range 39.7m km Resolution 60
Grumman Thermal Sensor-8.5 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
Boeing EM Detection-5.8 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km

Strike Group
26x F-20 Fighter Speed: 5806 km/s Size: 6.2

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

F-20 class Fighter 310 tons 6 Crew 80.9 BP TCS 6.2 TH 18 EM 0
5806 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2.4
Maint Life 5.4 Years MSP 16 AFR 7% IFR 0.1% 1YR 1 5YR 14 Max Repair 48 MSP
Magazine 16

Rolls Royce FI-600F (1) Power 36 Fuel Use 6000% Signature 18 Armour 0 Exp 25%
Fuel Capacity 5,000 Litres Range 0.5 billion km (23 hours at full power)

Boeing MLB-4/3 (4) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
Lockheed MFC-3002.2 (1) Range 59.5m km Resolution 60
ASM(F)-7A (4) Speed: 10,000 km/s End: 62.5m Range: 37.5m km WH: 8 Size: 4 TH: 53 / 32 / 16

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 Fighter for production, combat and maintenance purposes

So, I have already made the ships, with five destroyers and the light carrier. Jump drives will be developed, and then 'introduced' with the Lexington-II class light carrier, able to jump five ships at once.
 
Let's see .. hmm.

20 CM lasers and capacitator recharge rate 4 .. better research C5 quick, because that makes a lot of difference to these lasers. They need 10 power per shot, with C4 it takes 15 seconds, with C5 merely 10.

No combat drop modules OR marine battalions / companies. Drat :p

Or, in fact, gunboat engines..

No gauss cannons(!)

So, looking at this you're going for lasers and missile boats. Given that you have no gauss cannons, it seems to me you'll want to design some size 1 AMM's for anti-missile defense.
One other think you might want to go for is ECM. Researching a level or two isn't expensive, and it helps your defenses quite a bit, especially against beam-armed opponents.
(For missiles, it merely reduces the firing range; For beams, however, it reduces the hit % by 10% per ECM level. Meaning that any shot that has less than 10 x ECM level hit chance will always miss..)
 
Let's see .. hmm.

20 CM lasers and capacitator recharge rate 4 .. better research C5 quick, because that makes a lot of difference to these lasers. They need 10 power per shot, with C4 it takes 15 seconds, with C5 merely 10.

No combat drop modules OR marine battalions / companies. Drat :p

Or, in fact, gunboat engines..

No gauss cannons(!)

So, looking at this you're going for lasers and missile boats. Given that you have no gauss cannons, it seems to me you'll want to design some size 1 AMM's for anti-missile defense.
One other think you might want to go for is ECM. Researching a level or two isn't expensive, and it helps your defenses quite a bit, especially against beam-armed opponents.
(For missiles, it merely reduces the firing range; For beams, however, it reduces the hit % by 10% per ECM level. Meaning that any shot that has less than 10 x ECM level hit chance will always miss..)

Crap, knew I forgot something. You are a Low-Grade Rear Admiral, with 30% fighter ops bonus. And I did include marine battalions. Wish I remembered those gauss cannons. The first jump drive will be available around 2014/2015, but the light carrier Saratoga will be in 2015 when finished, so the Lexington-class will have jump drives. Also for squadron sizes do they include that ship or not?

And no Propulsion scientist.

EDIT: The colony ships will be ready in 2015...
 
Last edited:
Essex class Destroyer 11,150 tons 1076 Crew 1983.6 BP TCS 223 TH 240 EM 0
2152 km/s Armour 4-44 Shields 0-0 Sensors 40/40/0/0 Damage Control Rating 34 PPV 80.68
Maint Life 5.98 Years MSP 1557 AFR 71% IFR 1% 1YR 75 5YR 1119 Max Repair 217 MSP
Magazine 384

Rolls Royce I-600M (8) Power 60 Fuel Use 60% Signature 30 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 80.7 billion km (434 days at full power)

Twin Northrop 20cm-Ultraviolet Laser Turret (2x2) Range 144,000km TS: 20000 km/s Power 20-8 RM 4 ROF 15 10 10 10 10 8 6 5 5 4 4
Martin BFC-72.8 (1) Max Range: 144,000 km TS: 8000 km/s 93 86 79 72 65 58 51 44 37 31
Northrop Gas-Cooled Reactor-45 (1) Total Power Output 45 Armour 0 Exp 5%

Boeing ML-8 (3) Missile Size 8 Rate of Fire 80
Lockheed MFC-3002.2 (1) Range 59.5m km Resolution 60
ASM-4A (48) Speed: 15,000 km/s End: 41.7m Range: 37.5m km WH: 8 Size: 8 TH: 110 / 66 / 33

Grumman Thermal Sensor-8.5 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
Boeing EM Detection-5.8 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km

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

A few comments:
1) Those turrets have a tracking speed of 20.000 km/sec, but the fire controls for the turrets only track at 8000 km/sec. The way this works is that for any combination of energy weapon and fire control only the lowest tracking speed counts.
So either make the fire controls faster (preferably) or the turrets slower. Either way you're wasting space here.
What are those turrets supposed to do? Defend against incoming missile fire? Then we're going to need a bigger fire control, I reckon.

2) The reactor has an output of 45 power, but the turrets can only consume 2x4 = 8 power per time increment, each. Bringing you to a total of 16 power. Meaning 29 power will go completely unused ;-)
3) Maintenance life - that maintenance life of 5+ years is a tad high. You can probably free up some space by reducing it to somewhere slightly above 3 years.
4) Something similar applies to fuel - 400 days is quite a lot, you should be fine with fuel for about 250 days, instead. (And honestly, even that is probably overkill for most situations.)
5) The sensors - how large are they? Strength 40 seems to suggest something sorta large .. which is fine if they're meant to patrol alone, but not without an active sensor in there as well, and if they're not, those sensors should probably be put in a dedicated sensor vessel.


Lexington class Light Carrier 29,150 tons 2101 Crew 4561.6 BP TCS 583 TH 600 EM 0
2058 km/s Armour 4-84 Shields 0-0 Sensors 40/40/0/0 Damage Control Rating 80 PPV 113.36
Maint Life 10.04 Years MSP 6868 AFR 113% IFR 1.6% 1YR 124 5YR 1860 Max Repair 217 MSP
Flag Bridge Hangar Deck Capacity 6000 tons Magazine 1440

Rolls Royce I-600M (20) Power 60 Fuel Use 60% Signature 30 Armour 0 Exp 5%
Fuel Capacity 750,000 Litres Range 77.2 billion km (434 days at full power)

Twin Northrop 20cm-Ultraviolet Laser Turret (4x2) Range 144,000km TS: 20000 km/s Power 20-8 RM 4 ROF 15 10 10 10 10 8 6 5 5 4 4
Martin BFC-72.8 (1) Max Range: 144,000 km TS: 8000 km/s 93 86 79 72 65 58 51 44 37 31

ASM(F)-7A (360) Speed: 10,000 km/s End: 62.5m Range: 37.5m km WH: 8 Size: 4 TH: 53 / 32 / 16

Lockheed Search Sensor Active-3004.2 (1) GPS 3840 Range 39.7m km Resolution 60
Grumman Thermal Sensor-8.5 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
Boeing EM Detection-5.8 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km

Strike Group
26x F-20 Fighter Speed: 5806 km/s Size: 6.2

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

Hmm .. res 60 search sensor. So 3000 tons.

Most opponents I've seen so far have one of 4 options for military ship sizes:
1) 800 ton FAC
2) 6500 ton destroyer
3) 13500 ton cruiser
4) Titanic

3000 tons is what I expect to find in a geo or grav survey vessel. Is that really what you want to optimise for? ;-)


F-20 class Fighter 310 tons 6 Crew 80.9 BP TCS 6.2 TH 18 EM 0
5806 km/s Armour 1-4 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 0 PPV 2.4
Maint Life 5.4 Years MSP 16 AFR 7% IFR 0.1% 1YR 1 5YR 14 Max Repair 48 MSP
Magazine 16

Rolls Royce FI-600F (1) Power 36 Fuel Use 6000% Signature 18 Armour 0 Exp 25%
Fuel Capacity 5,000 Litres Range 0.5 billion km (23 hours at full power)

Boeing MLB-4/3 (4) Missile Size 4 Hangar Reload 30 minutes MF Reload 5 hours
Lockheed MFC-3002.2 (1) Range 59.5m km Resolution 60
ASM(F)-7A (4) Speed: 10,000 km/s End: 62.5m Range: 37.5m km WH: 8 Size: 4 TH: 53 / 32 / 16

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 Fighter for production, combat and maintenance purposes

Looks like these can be made a lot smaller and faster by reducing the number of missile launchers. With just one launcher on a fighter you may not be able to put as many missile launchers on a single carrier but speed makes a big difference in terms of strike turnaround time, and the reduced size makes them a lot harder to spot on sensors as well..
 
Righto. Once I get jump drives, I'll start on the Mk. II designs. Need to add a reactor to the carrier... and CIWS. Hopefully I'll have faster tracking by then, or switch to a lower speed one. And any other kinds of ships do we need right now, you think?
 
Civilian designs, of course :)

And right now, I'd design just enough ship types to keep your slipways busy. If I've learned one thing from Aurora it's that there's always more dedicated types of ships you can design ;-)
Honestly though, as things stand right now - especially with only Ion engine tech - getting ships built and getting them into TF training is less important than the actual design. Getting ships to 100% TF training takes quite a long time, and your tech will need to catch up before you're ready to face evil things like the Swarm and the Precursors anyway.
 
As well as Invaders. Is this a good 16500-ton design? I did SM to make new turrets for 8000 speed. I am ashamed of myself, but I can't wait two years for a new turret. This has been ordered.

Portland class Cruiser 16,500 tons 1481 Crew 3253.2 BP TCS 330 TH 300 EM 0
1818 km/s Armour 4-57 Shields 0-0 Sensors 40/40/0/0 Damage Control Rating 56 PPV 162.02
Maint Life 3.47 Years MSP 1972 AFR 136% IFR 1.9% 1YR 251 5YR 3763 Max Repair 393 MSP
Flag Bridge

Rolls Royce I-600M (10) Power 60 Fuel Use 60% Signature 30 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 27.3 billion km (173 days at full power)

Quad Northrop 20cm-Ultraviolet Laser Turret (2x4) Range 144,000km TS: 8000 km/s Power 40-16 RM 4 ROF 15 10 10 10 10 8 6 5 5 4 4
Single Northrop 20cm-Ultraviolet Laser Turret (4x1) Range 144,000km TS: 8000 km/s Power 10-4 RM 4 ROF 15 10 10 10 10 8 6 5 5 4 4
Martin BFC-72.8 (2) Max Range: 144,000 km TS: 8000 km/s 93 86 79 72 65 58 51 44 37 31
Northrop Gas-Cooled Reactor-45 (2) Total Power Output 90 Armour 0 Exp 5%

Lockheed Search Sensor Active-3004.2 (1) GPS 3840 Range 39.7m km Resolution 60
Grumman Thermal Sensor-8.5 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km
Boeing EM Detection-5.8 (1) Sensitivity 40 Detect Sig Strength 1000: 40m km

This design is classed as a Military Vessel for maintenance purposes
 
Last edited:
Don't worry about it, design mistakes happen. A lot :p
I've had to fudge my way around the fact that I forgot to put power generators in a laser warship once. I justified the fudge based on the simple fact that no shipyard in it's right mind would accept that design without some major question marks.
It happens. ;-)


Regarding that ship - Well, it doesn't lack for firepower. With that tracking speed you'd use it for anti-ship combat, yes?
Missiles tend to be quite a bit faster.

The reactors are a tad overkill. You have two quads and 4 single laser turrets. With each barrel consuming 4 power per 5 seconds you use 12x4 = 48 power every 5 seconds. Those two reactors combined give you 90 power.
So you can probably save yourself some space there.
One thing that may be worth it when it comes to reactors is the 'overclock' engine research line. It provides for higher output for engines AND reactors, at a cost of fuel efficiency (engines only) and explosion chance (more fun!).

The main worry about your ship designs in general though is that they tend to be on the slow side. Currently I use 20* engines in my 12000 ton cruisers - here you have a design that is 1.25 times that size and uses half that number.
And especially when it comes to beam ships, speed matters. If you outrun your opponent they can't get away, or they can't catch you. The other way around, however ..
With Ion engines you can't really do much about it, though.

Here's an example from my (much higher tech) game:

Thunder 2114 class Battlecruiser 12,000 tons 1352 Crew 4235 BP TCS 240 TH 845.25 EM 1710
10062 km/s Armour 5-46 Shields 57-300 Sensors 1/1/0/0 Damage Control Rating 26 PPV 48
Maint Life 3.52 Years MSP 1323 AFR 192% IFR 2.7% 1YR 164 5YR 2460 Max Repair 450 MSP

Internal Confinement Fusion Drive E6.5-M 2109 (21) Power 115 Fuel Use 65% Signature 40.25 Armour 0 Exp 12%
Fuel Capacity 1,055,000 Litres Range 243.4 billion km (280 days at full power)
Epsilon R300/15 Shields 2111 (19) Total Fuel Cost 285 Litres per day

20cm C5 Far Ultraviolet Laser 2113 (8) Range 384,000km TS: 10062 km/s Power 10-5 RM 5 ROF 10 10 10 10 10 10 8 7 6 5 5
Fire Control S08 192-12500 H70 AS 2111 (1) Max Range: 384,000 km TS: 12500 km/s 97 95 92 90 87 84 82 79 77 74
MCF Reactor Technology PB-1 40 2113 (1) Total Power Output 40 Armour 0 Exp 5%

Active Search Sensor MR1-R1 2114 (1) GPS 9 Range 1.2m km Resolution 1

ECCM-1 (1) ECM 10

This design is classed as a Military Vessel for maintenance purposes

*) Well, 12 engines, actually. But that's because I wanted this design to break 10.000 KPS. Otherwise I'd have left it at 20 ;-)