There has been some discussion of this topic on this forum and for me this was all so many polish villages.
That prompted me to lift the ban on firing up the game before 3.0 and see for myself.
Baseline: A virtual fictional empire with all tech projects researched, if a cost of 20k points or less per project is not exceeded (just shy of particle lance technology).
This is what I came up with:
Commercial Carrier class Freighter 161,000 tons 1,529 Crew 6,884.7 BP TCS 3,220 TH 5,120 EM 0
1590 km/s JR 3-50(C) Armour 1-263 Shields 0-0 HTK 190 Sensors 0/0/0/0 DCR 1-0 PPV 0
MSP 6,656 Max Repair 322 MSP
Hangar Deck Capacity 33,000 tons
Captain of the List Control Rating 1 BRG
Intended Deployment Time: 3 months Flight Crew Berths 660 CDE 50%
Maintenance Modules: 13 module(s) capable of supporting ships of 32,500 tons
JC161K Commercial Jump Drive Max Ship Size 161000 tons Distance 50k km Squadron Size 3
Commercial Magneto-plasma Drive EP1280.00 (4) Power 5120.0 Fuel Use 2.21% Signature 1280.00 Exp 5%
Fuel Capacity 1,000,000 Litres Range 50.6 billion km (368 days at full power)
This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Carrier for auto-assignment purposes
The baseship.
I
Military Hangar Station class Carrier 32,498 tons 119 Crew 3,224.7 BP TCS 650 TH 0 EM 0
1 km/s Armour 1-90 Shields 0-0 HTK 132 Sensors 0/0/0/0 DCR 1-0 PPV 0
Maint Life 0.01 Years MSP 62 AFR 8449% IFR 117.3% 1YR 8,283 5YR 124,241 Max Repair 100 MSP
Hangar Deck Capacity 30,000 tons
Captain of the List Control Rating 1 BRG
Intended Deployment Time: 3 days Flight Crew Berths 600 CDE 50% Morale Check Required
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Carrier for auto-assignment purposes
The military hangar station.
Particular class Destroyer 30,000 tons 468 Crew 6,898.5 BP TCS 600 TH 3,840 EM 10,710
6400 km/s Armour 9-86 Shields 357-476 HTK 138 Sensors 28/28/0/0 DCR 12-4 PPV 153.8
Maint Life 0.58 Years MSP 1,724 AFR 600% IFR 8.3% 1YR 2,993 5YR 44,899 Max Repair 960 MSP
Tractor Beam
Captain of the List Control Rating 2 BRG AUX
Intended Deployment Time: 15 days CDE 50% Morale Check Required
Magneto-plasma Drive EP1920.00 (2) Power 3840.0 Fuel Use 14.43% Signature 1920.00 Exp 10%
Fuel Capacity 274,000 Litres Range 11.4 billion km (20 days at full power)
Epsilon S119 / R476 Shields (3) Recharge 476 seconds (0.8 per second)
Particle Beam-6 (18) Range 240,000km TS 6,400 km/s Power 15-5 ROF 15
Triple Gauss Cannon R400-100 Turret (2x12) Range 40,000km TS 20000 km/s Power 0-0 ROF 5
Direct Fire Control R160-TS20000 (SW) (20%) (2) Range 160,000 km TS 20,000 km/s ECCM-3
Direct Fire Control R320-TS6400 (20%) (1) Range 320,000 km TS 6,400 km/s ECCM-3
Stellarator Fusion Reactor R91 (1) Total Power Output 90.6 Exp 5%
Active Search Sensor AS115-R100 (20%) (1) GPS 14000 Range 115.9m km RES 100 ECCM-3 EH-80
EM Sensor EM2-28 (20%) (1) Sensitivity 28 Detect 1000: 41.8m km
Thermal Sensor TH2-28 (20%) (1) Sensitivity 28 Detect 1000: 41.8m km
Electronic Warfare Jammers: Sensor 4 Fire Control 4 Missile 4
This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
A basic beam combatant. Just to get a feel for the concept.
Hotter engines might be a good thing.
I put the destroyer into the military hangar station and that into into the commercial carrier ship.
The destroyer will be kept at 0 deployment and won’t need maintenance because it is in a military hangar.
When the destroyer does sortie forth it will accrue deployment and consume MSP.
The deployment will be reduced once it is back in its hangar and the MSPs will be refilled by the nearest supply ship (the Commercial carrier most likely).
The military hangar station will be kept at 0 deployment and will be maintained by the modules mounted in the commercial carrier. It will stay in the commercial hangar at all times.
The Commercial carrier will not need MSPs and will not care about deployment because it is a Commercial ship. It needs to be flagged as a supply ship to take care of its parasites.
The total maintenance cost per year of the three ships in standard configuration (nested doll) is that of the military hangar station (816.175 points - its construction cost/4).
The complete combination runs roughly 2.5 times the construction cost of the destroyer alone. It is a lot cheaper to maintain though (a bit under half for the displayed beam combatant, a missile component will mean less savings due to being cheaper to begin with), so with a long enough service life (about 12 years in this case) you will eventually break even.
You will need a lot of crew too - 2116 versus 468 for the destroyer alone.
The destroyer takes 1.97 years to build, the ComCarrier 1.5 and the hangar station takes 0.86 years. I need a military yards of 32.5kton capacity, another one of 30ktons and a commercial yard of 161ktons.
If 6650 points (8 years if the Destroyer is never launched) prove too few it is no big deal to modify the carrier to hold more.
Having a tanker or two in the vicinity is never wrong and some kind of sensor capability would be nice too.
Of course the fighting component is up for debate, but that debate would be slightly off topic. It is included only to get a feel for the operational characteristics of this concept.
Is that about right?
What did I miss?