Symphony D.
Deity
Praxzen Fleet Concept RED DAWN
Mixed Laser/Particle Defense Fleet, T3, CON4, MTR4, Advancer, Poor Safety:
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Coccinellidae class Command Frigate
1 Twist Drive
12 Metal Capacitors (Refined)
3 Pulse Drive
1 Command Deck
1 Command Staff
1 Fire Control Teams
1 Computer Module
1 Scanners
1 Commlinks
1 Scanners
6 Jammers
6 EW Broadcasters
12 Coilgun (Refined) [TRI-COUPLED]
1 Lubricants (Refined)
1 Barrel Casings (Refined)
1 Plasma Shield
7 Carbon Armor (Refined)
2 Tungsten Armor
1 Heavy Cladding
292e (131e) / 85m / 15v / 0a / 0t / 98s
Size: 77 / Mass: 77 / IS: 5 / IP: 1
Range: 0 / Power: 42 / Heat: -5
Init: 4 (12) / Dodge: -19 / Avoid: 12 / Armor: 34 / Shield: 16
Refine: 488e / 122s
Projectile Gun Total Damage: 24 (4x5D through A18/S1)
Fires Controlled p/t: 1
Init Bonus to Fleet: 8
EW Attacks: YES
EW Score: 24
EW Vulnerability: 38
Jammer Init Debuff: 5
Notes: Immune to same tech-level Particle Weapons. 0% Hit Chance by FMs at Long Range through enemy 15 Init. 1% Hit Chance through enemy 16 Init.
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Reduviidae class Attack Frigate
1 Twist Drive
17 Metal Capacitors (Refined)
3 Pulse Drive
1 Scanners
6 Coilguns (Refined) [TRI-COUPLED]
1 Lubricants (Refined)
1 Barrel Casings (Refined)
3 Microwave Beamer (Refined)
1 Plasma Shield
2 Carbon Armor (Refined)
1 Tungsten Armor
1 Heavy Cladding
152e (68e) / 79m / 14v / 0a / 0t / 56s
Size: 77 / Mass: 76 / IS: 14 / IP: 1
Range: 0 / Power: 108 / Heat: -5
Init: 2 (10) / Dodge: -17 / Avoid: 7 / Armor: 19 / Shield: 34
Refine: 229e / 57s
EM Total Damage: 1035L (3x24D through A50/S#)
Projectile Gun Total Damage: 12 (2x5D through A18/S1)
Notes: Immune to same tech-level Particle weapons. 0% Hit Chance by FMs at Long Range through enemy 5 Init. 6% Hit Chance through enemy 6 Init.
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These can rapidly be moved to patrol friendly/home systems with local power sources. Uncoupled Reduviidae beams let them strike multiple targets while still focusing firepower; between the four of them, they will melt any possible command ship near their own tech level, dropping Fleet Init and allowing them to survive ranged missile strikes. The Coccinellidae is basically immune to anything but the same strategy at long range and strong in EW, allowing it to suppress enemy C&C and help the Reduviidae to lock down the battlefield. Once any command ship is dealt with, Reduviidae can one-shot 12 small ships per turn or carve up somewhat fewer large ships. Coilguns also provide close-in defense should fast platforms get through.
There are of course probably counters, but this feels pretty robust.
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To demonstrate I'm not just making things up with regard to this kind of fleet modeling, here's an analysis of Steel Reign using the same model. As can be seen, the APR of Red Dawn and Steel Reign is roughly similar (2960 vs. 2998), although Red Dawn's science investment is 2.67 times higher. This seems roughly in line for what one would expect for a high-s, high-e, low-m/v society fighting a low-s, mid-e, high-m/v society. Making e, m, and v all equal on a one-to-one basis has its problems, but is far more reflective of things than a flat-cap, in my opinion. 1250s or 1500s is probably a more realistic science cap, considering we were previously allowing 1000s for refinement on top of whatever ships cost.
Mixed Laser/Particle Defense Fleet, T3, CON4, MTR4, Advancer, Poor Safety:
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Coccinellidae class Command Frigate
1 Twist Drive
12 Metal Capacitors (Refined)
3 Pulse Drive
1 Command Deck
1 Command Staff
1 Fire Control Teams
1 Computer Module
1 Scanners
1 Commlinks
1 Scanners
6 Jammers
6 EW Broadcasters
12 Coilgun (Refined) [TRI-COUPLED]
1 Lubricants (Refined)
1 Barrel Casings (Refined)
1 Plasma Shield
7 Carbon Armor (Refined)
2 Tungsten Armor
1 Heavy Cladding
292e (131e) / 85m / 15v / 0a / 0t / 98s
Size: 77 / Mass: 77 / IS: 5 / IP: 1
Range: 0 / Power: 42 / Heat: -5
Init: 4 (12) / Dodge: -19 / Avoid: 12 / Armor: 34 / Shield: 16
Refine: 488e / 122s
Projectile Gun Total Damage: 24 (4x5D through A18/S1)
Fires Controlled p/t: 1
Init Bonus to Fleet: 8
EW Attacks: YES
EW Score: 24
EW Vulnerability: 38
Jammer Init Debuff: 5
Notes: Immune to same tech-level Particle Weapons. 0% Hit Chance by FMs at Long Range through enemy 15 Init. 1% Hit Chance through enemy 16 Init.
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Reduviidae class Attack Frigate
1 Twist Drive
17 Metal Capacitors (Refined)
3 Pulse Drive
1 Scanners
6 Coilguns (Refined) [TRI-COUPLED]
1 Lubricants (Refined)
1 Barrel Casings (Refined)
3 Microwave Beamer (Refined)
1 Plasma Shield
2 Carbon Armor (Refined)
1 Tungsten Armor
1 Heavy Cladding
152e (68e) / 79m / 14v / 0a / 0t / 56s
Size: 77 / Mass: 76 / IS: 14 / IP: 1
Range: 0 / Power: 108 / Heat: -5
Init: 2 (10) / Dodge: -17 / Avoid: 7 / Armor: 19 / Shield: 34
Refine: 229e / 57s
EM Total Damage: 1035L (3x24D through A50/S#)
Projectile Gun Total Damage: 12 (2x5D through A18/S1)
Notes: Immune to same tech-level Particle weapons. 0% Hit Chance by FMs at Long Range through enemy 5 Init. 6% Hit Chance through enemy 6 Init.
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Code:
[b][u]REFINEMENT COSTS[/b][/u]
[b][u]NAME IND SCI[/b][/u]
Metal Capacitors 300e 100s
Coilguns 300e 100s
Lubricants 400e 300s
Barrel Casings 400e 200s
Microwave Beamer 300e 100s
Carbon Armor 300e 150s
[i]Reduviidae[/i] class 229e 57s
[b]TOTAL: 1929e 1007s[/b]
Code:
[b][u]PFC RED DAWN[/b][/u]
[b][u]NAME NUM IND SCI MET VOL[/b][/u]
[i]Coccinellidae[/i] class 1x 292e 98s 85m 15v
[i]Reduviidae[/i] class (Ref.) 4x 272e (68e) 56s 316m (79m) 56v (14v)
[b]TOTAL: 564e 154s 401m 71v[/b]
Code:
[b][u]TOTAL RESOURCE INVESTMENT[/b][/u]
s: 1164
e: 2488
m: 401
v: 71
Agg. Prod./Res.: 2960
t: 4
a: 0
There are of course probably counters, but this feels pretty robust.
---
To demonstrate I'm not just making things up with regard to this kind of fleet modeling, here's an analysis of Steel Reign using the same model. As can be seen, the APR of Red Dawn and Steel Reign is roughly similar (2960 vs. 2998), although Red Dawn's science investment is 2.67 times higher. This seems roughly in line for what one would expect for a high-s, high-e, low-m/v society fighting a low-s, mid-e, high-m/v society. Making e, m, and v all equal on a one-to-one basis has its problems, but is far more reflective of things than a flat-cap, in my opinion. 1250s or 1500s is probably a more realistic science cap, considering we were previously allowing 1000s for refinement on top of whatever ships cost.
Spoiler :
Code:
[b][u]REFINEMENT COSTS[/b][/u]
[b][u]NAME IND SCI[/b][/u]
Kinetic Lances 300e 100s
Carbon Armor 300e 150s
[i]Beluga[/i] class 280e 70s
[i]Skipjack[/i] class 46e 12s
[i]Tortuga[/i] class 32e 8s
[b]TOTAL: 958e 340s[/b]
Code:
[b][u]PFC STEEL REIGN[/b][/u]
[b][u]NAME NUM IND SCI MET VOL[/b][/u]
[i]Beluga[/i] class (Ref.) 1x 77e 65s 57m 22v
[i]Skipjack[/i] class (Ref.) 32x 512e (16e) 17s 800m (25m) 544v (17v)
[i]Tortuga[/i] class (Ref.) 1x 11e 13s 7m 10v
[b]TOTAL: 600e 95s 864m 576v[/b]
Code:
[b][u]TOTAL RESOURCE INVESTMENT[/b][/u]
s: 435
e: 1558
m: 864
v: 576
Agg. Prod./Res.: 2998
t: 4
a: 0