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Maybe include a CIC module. (not sure if it helps much)
A CIC module would allow another officer to add his bonus, on top of the Captain's.

Typically, that's what the added control modules do.
 
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What about the speed? 8200 kps is a fair bit slower than the 11000 kps sabre v. Not sure I understand why though, don't the two designs use the same engine?
One ship is four times as massive as the other, but only has three times the engine.
 
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sb-715.jpg


While the Gate Constructors are working to extend our jump-gate network into P Eridani and Iota Ursae Majoris, we might as well set up that Naval base in the Xi Bootes system. The only purpose of this base is to host a Sabre TRP (Trade Route Protection) squadron to hold open the corridor into the new areas we are exploring. Location! So there's not a lot of point in colonizing one of the planets - one is Ganymede-like and one is too small for normal life-support infrastructure. Neither one is convenient, and neither one has any minerals.

There isn't much in the system that's worth exploiting. One or two nice mineral deposits... so we'll ignore the planets and build our Naval base directly on top of the best source of minerals, Comet Yod.

Comet Yod
Tritanium 217,532 Acc 1
Corundium 142,724 Acc 0.9
Gallicite 66,668 Acc 0.7

Those two Fortress class Troop Transports are carrying a Garrison HQ plus four Battalions, and a full set of turrets (Laser anti-ship, Laser PD, Spinal Laser, Gauss PD). This STO force will defend the comet while the base is being constructed.
 
One ship is four times as massive as the other, but only has three times the engine.
Yeah, for some reason I thought it was 2000 tons like a sabre. Whoops.
 
I've been trying various designs in an attempt to raise the speed up over 10,000 kps (so that the main armament doesn't need to be turreted).

What about this one?



General III class Gunship (P) 5,995 tons 137 Crew 2,308.6 BP TCS 120 TH 302 EM 0
10508 km/s Armour 6-29 Shields 0-0 HTK 39 Sensors 8/14/0/0 DCR 2-3 PPV 30
Maint Life 2.63 Years MSP 3,806 AFR 144% IFR 2.0% 1YR 778 5YR 11,667 Max Repair 1260 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 1 months Morale Check Required

Magnetic Fusion Drive EP1260.00 (1) Power 1260 Fuel Use 53.79% Signature 302.40 Explosion 15%
Fuel Capacity 490,000 Litres Range 27.4 billion km (30 days at full power)

30cm C6 Far Ultraviolet Laser 2004 (3) Range 320,000km TS: 10,508 km/s Power 24-6 RM 50,000 km ROF 20
1998 Beam Fire Control R320-TS10000 MW (1) Max Range: 320,000 km TS: 10,000 km/s ECCM-1 97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor R19 (1) Total Power Output 18.5 Exp 5%

1992 CIV PD Sensor AS11-R1 (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
1992 CIV Sensor AS51-R100 (1) GPS 2800 Range 51.8m km Resolution 100
1993 EM Sensor EM1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes



Six layers of armor (the Sabre V has three). Speed 10,000 kps. Main armament in casemates (no turret). Three 24-damage guns. Fires once every four impulses (20 seconds). Enough spares to repair three breakdowns (Lasers risk breakdown with every shot). A full (but weak) sensor suite... Thermal, EM, PD RADAR, anti-ship RADAR. One month's fuel and life support endurance.
 
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Point Defense Escort?



Quality class Light Cruiser (P) 5,995 tons 99 Crew 2,054.2 BP TCS 120 TH 302 EM 0
10508 km/s Armour 6-29 Shields 0-0 HTK 37 Sensors 8/14/0/0 DCR 2-3 PPV 33.7
Maint Life 2.52 Years MSP 3,828 AFR 144% IFR 2.0% 1YR 840 5YR 12,607 Max Repair 1260 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 1 months Morale Check Required

Magnetic Fusion Drive EP1260.00 (1) Power 1260 Fuel Use 53.79% Signature 302.40 Explosion 15%
Fuel Capacity 440,000 Litres Range 24.6 billion km (27 days at full power)

Quad Gauss Cannon R400-100 2001 Turret (1x16) Range 40,000km TS: 25000 km/s Power 0-0 RM 40,000 km ROF 5
1998 PD Beam Fire Control R160-TS20000 (1) Max Range: 160,000 km TS: 20,000 km/s ECCM-1 94 88 81 75 69 62 56 50 44 38

1992 CIV PD Sensor AS11-R1 (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
1992 CIV Sensor AS51-R100 (1) GPS 2800 Range 51.8m km Resolution 100
1993 EM Sensor EM1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes



Same armor, same speed, same sensors... but a Gauss PD turret instead of the three casemated 30cm anti-ship Lasers.
 
I think the General class (for anti-ship work) and the Quality class (for PD escort) give us two-thirds of what we need for a hard-hitting Gunship squadron.

Now we just need a speed-compatible, heavily armored AWACS vessel.
 
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Looks pretty sweet to me.
It's 3/4th the size, and faster.

Not sure how much firepower / ton we're trading in for the extra speed - probably a little. If we were to put two generals + 1 quality in a formation it has the same tonnage as two multipurpose gunboats - about half the PD but a lot more laser power, I suspect.

Edit: my math is off.
3x8 - 24k ton for 3 multipurpose generals
3x6 + 1x6 - 24k ton for 3 laser gunships and 1 quality gauss PD ship

Gives the same number of lasers, more speed, and a lot more maintenance supplies, but 4 gauss barrels against the original 3x3.

Or you make it 50/50 and you lose 1/3th of the lasers but you get 8 gauss barrels instead of 4. One less than the multipurpose design, mind.

So yeah, definitely a little less firepower overall, traded for speed and longevity
 
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Looks pretty sweet to me.
It's 3/4th the size, and faster.

Not sure how much firepower / ton we're trading in for the extra speed - probably a little. If we were to put two generals + 1 quality in a formation it has the same tonnage as two multipurpose gunboats - about half the PD but a lot more laser power, I suspect.
Yes it's probably not THE most effective design, but it does look like AN effective design. I think we can go with this.

The only real drawback is that it fills three-quarters of a Carrier's hangar. I would REALLY prefer some even numbers here... HALF a hangar would be nice, or a full hangar.

I think I might just design a Tender. Something that will carry a couple of these puppies.
 
Oh, this game is all about tradeoffs. See also my edit above for the math.

Whatever you choose, this will be interesting to see in action for sure.
 
What is the model engagement you have in mind for these gunships? Is it going to be charge in to close quarters and inflict massive damage at short range? Or do you expect to outrange your opponents in which case I assume you want to stand off and simply grind your opponents down?
 
If we increased the size of one of our shipyards from 25,000 to 30,000 tons, we could build Mountains:



Mounrain class Fleet Support Vessel 29,979 tons 407 Crew 3,587 BP TCS 600 TH 3,300 EM 0
5504 km/s Armour 1-85 Shields 0-0 HTK 117 Sensors 0/0/0/0 DCR 11-3 PPV 0
Maint Life 2.19 Years MSP 10,822 AFR 654% IFR 9.1% 1YR 3,042 5YR 45,637 Max Repair 1650 MSP
Hangar Deck Capacity 12,000 tons Cargo Shuttle Multiplier 3
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Flight Crew Berths 240 Morale Check Required

1998 Magnetic Fusion Drive HS-150 PWR-110 EP-3300.00 (1) Power 3300 Fuel Use 16.38% Signature 3300 Explosion 11%
Fuel Capacity 5,050,000 Litres Range 185.1 billion km (389 days at full power)
Refuelling Capability: 100,000 litres per hour Complete Refuel 50 hours

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Carrier for auto-assignment purposes



Holds two Generals and/or Quality's. Can refuel and resupply, and carries tons of both.

No armor because it's just a Tender. It carries them to the battlefield, drops them off, and withdraws.

What is the model engagement you have in mind for these gunships? Is it going to be charge in to close quarters and inflict massive damage at short range? Or do you expect to outrange your opponents in which case I assume you want to stand off and simply grind your opponents down?
I'm pretty sure that when dueling with Guns at long range, I'll be able to chose a range where I am reliably punching right through his armor and inflicting internal hits with every shot, while he is only inflicting minor chip damage on me. So long-range gunnery is the plan. Only close in enough to get a decent to-Hit.

The above should be true unless we get out-teched in speed or range.
 
Still another possibility is one Spinal 45cm Laser (53 damage, one shot per 45 seconds) and one casemated 30cm Laser (24 damage, one shot per 20 seconds).



General IV class Gunship (P) 5,707 tons 127 Crew 2,224.3 BP TCS 114 TH 302 EM 0
11040 km/s Armour 6-28 Shields 0-0 HTK 37 Sensors 8/14/0/0 DCR 2-3 PPV 25
Maint Life 2.72 Years MSP 3,812 AFR 130% IFR 1.8% 1YR 739 5YR 11,080 Max Repair 1260 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 1 months Morale Check Required

Magnetic Fusion Drive EP1260.00 (1) Power 1260 Fuel Use 53.79% Signature 302.40 Explosion 15%
Fuel Capacity 490,000 Litres Range 28.7 billion km (30 days at full power)

45.0cm C6 Far Ultraviolet Laser 2004 (1) Range 320,000km TS: 11,040 km/s Power 53-6 RM 50,000 km ROF 45
30cm C6 Far Ultraviolet Laser 2004 (1) Range 320,000km TS: 11,040 km/s Power 24-6 RM 50,000 km ROF 20
1998 Beam Fire Control R320-TS10000 (SW) (2) Max Range: 320,000 km TS: 10,000 km/s ECCM-1 97 94 91 88 84 81 78 75 72 69
Tokamak Fusion Reactor R19 (1) Total Power Output 18.5 Exp 5%

1992 CIV PD Sensor AS11-R1 (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
1992 CIV Sensor AS51-R100 (1) GPS 2800 Range 51.8m km Resolution 100
1993 EM Sensor EM1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
 
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I have to admit the idea of a single massive gun sounds appealing. For the fun factor, mostly.
 
Almost all of our previous games have involved massive Carrier bttles, coordinated by Battle Management Vessels.

I'm quite interested in the success that our Sabres have had against the Pirates. They have virtually established a new Jeune Ecole doctrine... small, fast vessels specifically designed and equipped for taking down larger enemy ships; and used aggressively for that purpose.

Notice that even this "much larger" series of vessels that I've been designing, the Generals and the Qualitys are still just under 6,000 tons... which is equal to the SMALLEST ship in the fleet, the PD Corvettes.
 
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So which do you think?

The Spinal plus one Casemate version? The three-Gun Casemate version? Either one gets paired with the PD version.

The drawback to the Spinal version is of course rate-of-fire. A 45 second reload vs a 20 second reload.

We now have over 50 Sabre V completed... either on-station or in reserve.

Our Meson Cannon tech is starting to climb... Meson Armor Retardation 50% and 40% are both researched, and we are starting on the Meson Focusing tech line. There are a total of three or four required tech lines.
 
sb-716.jpg


EM Sensor Sensitivity 18. This allows more powerful (and/or more compact) avionics: sensors, fire control computers, etc.

More design work...
 
I vote for the spinal. Alpha strike is worth something, and as laser destroyers go, this is more or less it.
 
Spinal laser packing a bigger punch strikes me as more interesting. How many breakdowns does it have supplies for? If it is also three, can it be expected to stay in the fight a lot longer assuming the enemy can’t inflict significant damage? I assume it will suffer breakdowns at approximately 66% of the rate the triple gunned smaller ship will!

Does breakdown cost vary with the gun size? If not, would it be worth considering a variant of the monster spinal gun without the smaller casement?
 
Spinal laser packing a bigger punch strikes me as more interesting. How many breakdowns does it have supplies for? If it is also three, can it be expected to stay in the fight a lot longer assuming the enemy can’t inflict significant damage? I assume it will suffer breakdowns at approximately 66% of the rate the triple gunned smaller ship will!

Does breakdown cost vary with the gun size? If not, would it be worth considering a variant of the monster spinal gun without the smaller casement?
Unfortunately, that part of the mechanics is fairly opaque.

The only breakdown cost (in spare parts) that actually gets listed on the design specs is "Max Breakdown" which is the most expensive repair. I'm almost certain that the listed 1260 max spare parts cost refers to the souped-up engine, not to the spinal gun... and if that's true, we might have enough spares onboard to last out any reasonable battle.

It might not be an issue.

Next time I have the game open, I'll test it by (pretending to) delete the engine, and see what the Lasers REALLY cost to repair.
 
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