From The Depths

From The Depths

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DEG-02 Aegis
   
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9 Feb, 2020 @ 3:54am
24 Feb, 2020 @ 3:50pm
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DEG-02 Aegis

In 1 collection by Raszul
[FtD / Blueprints] Hyrungian Fleet
9 items
Description
< flavor text coming soon >

The Aegis is a guided missile escort destroyer. She is designed to protect the fleet from torpedoes first and foremost while crippling or severely damaging any surface targets in the area. Her CIWS is rather potent vs missiles as well but truly shines as an AA weapon.

In addition to her active fleet defenses, she also got a full electronic warfare suite, ranging from high-quality sensors linked into the fleet's targeting network (via Inter-Vehicle Transmitters) to ECM systems that play havoc with enemy signal analysis and targeting.

Lastly, she is equipped with a potent mix of HEAT missiles as well as HEAT torpedoes, most of which are remotely guided and thus ignore any decoys the enemy might use, as well as a light APS main gun designed to destroy exposed surface targets and pop turrets.

All in all, she is a very potent escort that can also handle some light to moderate combat on her own without struggling too much.




Statistics
Cost: 122k RP (in combat: 26 RP/s; 1,560 RP/min)

Type: Ship
Size: Destroyer (63 m long, 13 m wide, 23 m high @4819 m³ @2461 blocks)
Speed: 21 m/s

Class: Missile Destroyer
Role: Escort
Tier: 2
Difficulty: Expert
Campaign Strength: 30

Range: 1.75 km optimal / 3.0 km max
Spawn Distance: 1.5-2.0 km
Endurance: 20 min combat / 50 min campaign

Armament:
  • 1x2 163mm Main Gun (52 RPM; HESH-Frag 'all-weather' shell)
  • 1x6 76mm CIWS/AA Gun (302 RPM; airburst flak)
  • 4x1 20mm R-Class AA Gun (600 RPM burst; 190 RPM sustained; airburst HE)
  • 1x12 SS/SA VLMS (medium 7m; target prediction frag/EMP; remote guided HEAT/EMP)
  • 1x4 VLTS (medium 7m; sonar guided HE/EMP; remote guided HE/EMP)

Defenses:
  • 40 Hull Armor
  • armored citadel
  • multi-layer strength 2.73 reflect shields
  • 1x4 IR/Radar Decoys (2-block)
  • 1x16 & 1x4 Torpedo Interceptors (2-block small torpedoes)
  • IR-Blinding Lasers Defense (can cause IR-seekers to loose their target lock)
  • Chaff Emitter (0.5 km radar signature; 5 mat/s)
  • ECM (-35% enemy sensor accuracy)
  • 4 repair bots
  • 2 repair tentacles

Storage & Power:
  • 31k RP
  • 10.8k ammo
  • 21 ammo processors
  • 10k fuel
  • 4k fuel engine
  • 18k battery
  • 0.7k electric engine


Naming - Designation
My naming scheme is: <category + suffix>-<number of classes of that category> <name>

Since this is a Destroyer the category is DD.
It is neither a Light nor a Heavy craft and thus gets no suffix.
With it being the second destroyer class I ever finished, it gets the -02 numeric.
Finally, the class is named Aegis.

Together that's DEG-02 Aegis for category, suffix and class number.


Naming - Class & Vessels
Ships below cruiser size only get a class name, not a name for each craft.

For cruisers and above I use Topic + Instances Of The Topic for selecting the actual names of the class and the vessels of the class.
A topic is chosen for the class then all vessels of that class are named after instances of that topic.


Naval Categories
I use the following numbers as rough guidelines for categorizing naval vessels.
Since FtD does not follow the same limitations as RL does I only categorize vessels by size not by their role on the battlefield.

Corvette: <= 25m, <= 25k RP, ~35 m/s average speed
Frigate: 25-50m, <= 50k RP, ~30 m/s average speed
Destroyer: 50-75m, <= 75k RP, ~25 m/s average speed
Cruiser: 75-110m, <= 125k RP, ~20 m/s average speed
Battleship: 110-160m, <= 250k RP, ~15 m/s average speed
Dreadnought: 160-200m, <= 500k RP, ~10 m/s average speed

The RP limit is for T1 vessels. T2 vessels have twice the budget and T3 ones four times.
T1: Early Game
T2: Mid Game
T3: Late Game


My ships are designed with the idea in mind of using a single one of the largest craft I can afford per fleet plus escorts. Each craft is supposed to have two escorts of the next smaller size. Frigate sized escorts are optional and there are no corvette sized escorts.


Corvette sized craft are meant as sub-vehicles of other craft and not used on their own. They are also the primary craft assigned to naval bases. That being said, they can sometimes be detached and sent on small, very short missions of their own - like baiting enemies into more favorable positions or salvaging a battlefield.

Frigates are only used on their own during the early game. Past that they become escorts and are either attached to supply convoys or larger task forces and fleets, though some may also be used for patrolling the area near friendly bases.

Destroyers are primarily used as escorts though they can also work in small groups to hunt enemy convoys and smaller fleets using wolf-pack tactics. Small groups of destroyers, sometimes with a few frigates mixed in, can often be seen on patrol and small raids near enemy borders.

Cruisers are the workhorses of my navy and are designed to work in just about any situation: on their own, as the flagship of a small fleet or task force or as part of a larger fleet or operation. While they can do everything to some degree, they do benefit from having some escorts along.

Battleships are the heavy firepower and usually used to defend key assets, only moving out to engage the enemy if they too bring out their heavier ships or in major operations to take on enemy fortifications and their operational HQs. With their slow speed and focus on heavy firepower, they end up being vulnerable to swarm attacks and anti-capital weaponry. Thus, they are never sent out without a significant escort group.


Note:
I used the following fleet colors on the ship:
main: charcoal (R 0.03 / G 0.02 / B 0.00 / A 0.55 / S 0 )
secondary: white (R 0.89 / G 0.90 / B 0.95 / I 0.75 / S 2 )
trim: copper (R 0.68 / G 0.26 / B 0.13 / I 0.60 / S 3 )
detail: teal (R 0.01 / G 0.30 / B 0.75 / I 0.55 / S 3 )