TroopTrn3 is born. It doesn't have any weapons, but i'm figuring they could go well in a task force with those MassDriver3's. So, I don't TF up any of those ships either, waiting for the transports.
Your transports look pretty good, G. The autobuild gave them five pods (number of pods the most critical, need at least four, preferably five, to transport a whole Corps size gropo unit) and that's the main thing. The ships do have some space left over, though, which should be used either for sensors, jammers, faster engines or light weapons for defensive fire.
By contrast, the MassDriver4 design, erm, leaves MUCH to be desired. So now might be a good time to go over ship design in more detail.
Ships have two components: hull space and armor. The hull space is the interior of the ship and must account for crew, engines, weapons, shield generators, and electronics. The armor goes on the outside, and is NOT limited by space nor does it affect what you can put inside. Improving armor adds cost only. Armor does not come as a tradeoff to other items. So if your ships are going into combat, if their mission types will see them coming under fire, you pretty much want the best, thickest armor your technology will allow. The only times you might want to go with cheaper armor is to reduce costs on ships that you do not intend to allow the enemy to get close to or, preferably, even to fire on at all. Armor is thus a cost/benefit item. If you figure that the cost of better armor means that you can produce fewer of the ships in the same time, armor DOES come at the expense of other items, in the form of producing fewer, more expensive but better armored ships vs producing more ships not as well protected.
Some good rules of thumb about armor:
* Never use "No Armor" (except on colony and outpost ships) if you have an alternative.
* Never use "Very Light" armor if you have a better alternative.
* "Light" armor is a good solid armor for the price. This is the "cheap" armor. It gives some protection at little cost, and is still worth using even into the late game for some mission types.
* "Medium" and better armor must be researched. Any gunships you design for combat duty should have the best armor you can put on them. IF ships and Carriers can go lighter on armor if you protect them by keeping them in the rear while gunship TF's close and absorb the enemy's attention.
* Ships designed specifically as point defense and escort for IF and Carrier ships can go lighter on armor, just as the ships they guard, but you need to be clear about keeping these types of TF's in the rear and preferably minimizing their exposure to enemy fire.
* As far as armor TYPE, you pretty much always want to use the best available. In MOO1, better armor types were more expensive, so there was a cost tradeoff. Here there seems to be only a cost tradeoff on armor thickness. Better armor type seems to be cheaper, so as soon as a new type of ship armor is researched, all your new designs should use the best.
Now inside the hulls of the ships, the crew and such are automatic. (The designers should have just abstracted these elements). The starships engines, you always want the fastest available. The system engines, you always want the best type available, since like armor, improved tech seems to be improved all-around, with no tradeoffs to make. The only tradeoff is with system engine speed.
System Engine speed is critical. Since ALL your system ships are bunched in one TF, no matter how large it may grow, this TF will be as slow as your slowest ship. Arrgh. This means if you have System Ships from early in the game that you don't scrap, they will make sure all your system defense fleets are stuck at the slowest speed. For this reason, I have come to conclude that 1500 is the best speed for system defense ships, ALL of them. That's the fastest speed you can muster in the early game, and keeping all your system defense ships at this speed all game does render them slower than some enemy types, but gives you more space in the later game for weapons, space that would be wasted on faster engines that you won't get to put to use anyway.
By contrast, for starships, you have to be careful about the system engine speeds. The autobuild will build slower engines into certain mission types: missile ships, carriers, troopships. Yet you do not want your TF's with different engine speeds. So optimal ship design needs to factor in not just the ship type you are building, but the type of TF you want to build and which designs you intend to put into which TF's.
Short Range, Long Range TF's always want the fastest engines. Gunships need speed for closing with the enemy, for chasing down enemy fleets that are trying to maintain distance, and for maneuvering to protect your slower forces. Carrier fleets and missile fleets may want slower engines to pack more firepower, but if so, their escorts may also want to use the same engine speeds so they can also pack more firepower. Yet you don't then want these slower escorts to end up in with the gunship TF's, so you really have to be careful. If escort ships are given smaller engines, they need to be identified as escorts for slow TFs.
Now, what kind of ships you want to build depends largely on two things. The foremost is your available techs, the second is upcoming techs vs current techs vs obsolete techs. This starts to get more complex, where players need experience in interacting with the tech tree. I don't want to get into that too much yet. You do at least want to open up the tech panel and see what's currently being researched in the lower left box. These are techs you are actually researching, which are due in soon. And for example, looking there in the save I've inherited from Gris, I see two missile techs upcoming: Missile Shields and a new warhead type. This means I do NOT want to design any new missile ships until these techs come in. If we need more ships or new designs, I want to focus for now on some other type of ship, then build a new missile design as soon as key new missile techs come in, using the latest techs to build a design that will, I hope, not be rendered obsolete too quickly.
It is looking ahead to what techs are coming up soon, as well as what we're currently short on, that I can decide how best to focus the military on my round.
Now, in terms of designing ships, let's start with a gunship.
There are four considerations here.
1) Strategic needs and priorities.
2) Mission type, TF purpose.
3) Available guns.
4) Available gun upgrades.
Gris completely missed step four in her MassDriver4 design. She's got no upgrades at all on the guns! That's not always bad, but it is only acceptable if using state of the art guns that are so new, you don't HAVE any upgrades for them yet.
Also, it seems that Griselda built her design by modifying the MassDriver3 design. That's not a good idea. You can end up with all kinds of obsolete tech on a ship.
* We want the thickest available armor on a front line gunship. MD4 has "light" armor, while medium is available. Not good.
* We want the best type of armor available on a front line gunship. MD4 has Zortium, which is the worst armor type. Since it's our only available armor type, however, that is the best we can do, so that's a thumbs-up.
* We want the strongest shield type on a front line ship. MD4 has Class 1 shields, while Class 3 have recently been researched.
* We want the strongest shield generator on a heavy gunship. (Carriers or escort might go with weaker shields to save space/cost, but any ship taking a point position wants the best defense you can muster). MD4 has "small" shield generator, which is only half as strong as the "Standard" generator. That's not good either.
* We want the strongest overall gun for our front line ships. This will be either the latest guns, OR slightly obsolete guns fully decked out with upgrades. MD4 is sporting ancient guns rejected by the Homeworld Museum as too weak/old to be put on display.
* We want our Ships of the Line to bristle with firepower. MD4 has 20% of its space unused. (Perhaps the crews are playing zero-g volleyball in the unused areas). Not good. That space could be used for more items, or the ship hull size could be reduced if these are all the items we want.
The best way to make a new design is from scratch, with the aid of the autobuild. That is, forget existing designs and start over. Once you know what to do, it goes quickly -- in fact, more quickly than all the checking and messing around you have to do to ensure an effective upgrade from an existing design.
You select the desired hull size (colony ships are always destroyer class, gunships of the line and carrier/missile ships should invariably be made from your largest available hulls, while escorts or raiders may call out for being made in larger quantity from smaller hulls, and defense ships may need to be specific sizes to accomodate newer planets who lack for shipyard capacity). Then you select the appropriate ship type: orbital, system, starship. Then the most urgent, you select the correct mission.
* Gunships of the line should be Short Range Attack. You want them to close and destroy.
* Support-fire gunships intended to nibble at the enemy from a distance should be set to Long Range Attack. These ships will try to maintain distance from the enemy, closing to the outside edge of their attack range. They should have your longest available guns and mounts. Since the AI prefers this type of ship, however, there are few times when you can nibble at the enemy like this. It's only highly effective when you outrange the enemy, and more so if your engines are also faster. Thus, if you can fire with impunity because you can remain out of their range, these types of ships can be main line units. Otherwise, at best, they can provide rear guard fire support for the Line ships.
* Missile Ships should be Indirect Fire. These will mill around in the back lines.
* Carrier ships should be Carrier. These will seek a range behind the Long and Short range TFs, but not try to run/hide as dilligently as the missile ships.
* Escorts for IF and Carrier fleets should, in fact, be designated as Point Defense. This gives them an improved AI to understand that their only mission is to sit back and guard the heavy distance hitters. These ships can be made with ligher armor and shields, and short range weapons, since they are more likely to need to engage enemy fighters than anything else.
* Escorts for Line fleets should be programmed the same as the core ships: Short Range Attack for front line, Long Range for harassment and support fleets.
* Planet Busters (if we advance that far in tech) should be designated as such.
* Transports/Colony/Outpost should be designated as such.
* Large task forces require "Picket" ships which must be given the Recon mission, to go into the outermost ring of the formation. These ships can vary in design. You can add sensors, if you wish, or fighters, or guns, or electronics, you name it. You can even design core ships and assign them the Recon mission if you want to produce the heaviest, baddest task forces late in the game.
When assembling large Task Forces, an appropriate number of escort and picket ships must be avilable in applicable ratios. These are shown in the task force assembly panel.
OK, so you select the correct items from the three pull down menus (size, type, mission) and then click Autobuild. This is the START of your ship design. Next you want to modify what the shipyard viceroy has suggested. It helps to know what the autobuild will put on ships, not only for your own use, but in recognizing what the AI's will be putting onto their ships.
* For ALL combat ships, the autobuild selects the best armor "type", the latest shield "class", the latest starship engine (for starships; for system ships it leaves out the stardrive), the latest system engine, selects specials to add to certain mission types, selects armor thickness, shield generator size, and system engine speed according to mission type, then fills up the rest of the hull space with applicable weapons.
* Short Range Attack: the autobuild selects gun types of shorter range but bigger damage, and mounts them on spinal mounts. It fills up all the weapon space with such guns, then fills the remainder of the space (that last little bit) with point defense guns (or light mounts, if you don't have PD mounts). Short range attack ships are autodesigned with the thickest armor and heaviest shields, and given full speed on engines.
* Long Range Attack: the autobuild selects gun types of the longest available range and mounts them on spinal mounts. It fills up all the weapon space with such guns, then fills the remainder of the space with point defense guns. Long range attack ships are autodesigned with the thickest armor and heaviest shields, and given full speed on engines.
* Indirect Fire: the autobuild selects SMALL shields, LIGHT armor, slows down system engines considerably, then fills the hull space with your biggest, baddest, best missile racks: strongest warheads, largest delivery systems, and stocks all racks with five shots apiece. Any remainder of space will be filled with Point Defense Nuclear Missiles, also with five shots apiece. (I have found this general design to be highly competent, though I may increase the armor load and dump the nukes for a gun or a special).
* Carrier: the autobuild selects SMALL shields, LIGHT armor, but installs full speed system engines. It fills the combat space with your best available fighters with all available upgrades, with Space Control chassis. Any remainder of space is filled with sqauds of unimproved Laser Interceptors.
* Point Defense: the autobuild selects your best shields, armor, and engine speed, then fills the space with your best gun mounted on Point Defense mounts, or Light mounts if you don't have PD mounts.
* Recon: the autobuild selects SMALL shields, LIGHT armor, full speed engines, and fills the ship with electronics. (Not good. This could stand some improvement).
* Transport: the autobuild selects SMALL shields, LIGHT armor, slashes the system engine speed, and fills the space with troop pods.
(Continued...)