Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Bremen

Pages: 1 ... 16 17 [18] 19 20 ... 48
256
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 10, 2012, 07:25:43 pm »
With regards to missiles, I did some checking and just capturing a stockpile doesn't give us the ability to build missiles, nor does it seem to let me see the stats. If people want I could probably do some SMing and come up with a missile design I could claim was the Automaton one, though, which we could build with the 2 salvaged ordinance factories.

For using them, I was kind of toying with the idea of shipping them to Earth (which would require developing a collier ship) and building a missile base there as a last line of defense. But with only 662 missiles I'm not sure if it's really worth it.

257
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 10, 2012, 05:13:49 pm »
Well, actually, missiles are so powerful using them ain't no fun. Using only scavenged design and facotries means it got a huge drawback, which make using missile more balanced.

It'd just feel silly not using missiles when we've got thousands of them stockpiled.
I was thinking more along the lines of using them in silly ways, hence dwarfy. =P
Speaking of silly ways, question number one. Not related to our tech whatsoever, of course. Can missiles have stealth? Would there even be a point to such things?

Missiles can have ECM, but not stealth. They're innately very hard to detect, though; the sensors on a Rodney can only detect 15 ton or smaller missiles at about 250,000 km, which is the edge of long range beam weapon ranges at the current tech level (and probably less than 10 seconds travel time for a missile). ECM doesn't make them harder to detect, but makes them harder to hit with defensive fire.

258
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 09, 2012, 09:18:54 pm »
March 25, 2022: Flush with victory, the gunboats quickly check out the system's sole planet before returning to their carriers. The planet is clear, but the system possesses a second star in a distant orbit, far beyond the range of most ships. There may be other aliens there.

May 4, 2022: Scientists discover a breakthrough in capacitor technology, that promises to improve the fire rate of beam weapons. They begin work on a way to use the improved capacitors for smaller jump drives, hopeful of developing gunboats capable of jumping without their carriers.

May 18, 2022: Engineers on Alpha Centauri-A 1 manage to restore an alien research facility. Freighters are dispatched to move it to Earth.

August 2nd, 2022: The New York, escorted by a squadron of cruisers and carriers, loads the 1st Marine Brigade and sets course for the Lacaille 9352 system to deal with the asteroid colonies of the AC Automatons.

October 21, 2022: Marines assault an asteroid complex in Lacaille to find what appears to be automated sensor equipment. With a little tinkering it is set to report to the UHF navy.

November 17, 2022: Marines take two more listening posts in the Lacaille system, also finding what appears to be a stockpile of several hundred anti-ship missiles. The system is then declared clear.

November 23, 2022: Scientists develop an improved fire control design that should help track particularly fast targets. Since the Jones has just recently arrived from Alpha Centauri with samples of the laminate composite armor used by the AC Automatons, a new team is formed to backwards-engineer the technology.

January 23, 2023: Word comes in that the Martian atmosphere now contains enough oxygen to breathe. Of course, the pressure is still so low that a human's lungs would rupture, but the oxygen is there. Work will continue until the atmosphere is thick enough for humans to walk around unaided.

April 11, 2023: Economic analysts have examined Earth's mineral situation and urge caution. While nothing except Corundium is anywhere near critical, most stockpiles have dropped from where they were a year ago.



While not coming out and saying it, the undertone of the analysis is that military expansion is outstripping the economy. Currently there are two cruisers, 4 carriers, and 25 gunboats in production; once they finish it is likely production will be slowed.

Earth's factories are ordered to concentrate on the production of automated mines. In addition, the Outreach is currently working on a jump gate to Barnards Star which should open up the rich mineral deposits of that system.

April 16, 2023: Due to the greenhouse effect of its rapidly increasing atmosphere, the Martian Polar ice sheets begin to melt.

April 27, 2023: Researchers develop a 600 ton jump drive capable of bringing 5 gunboats through a jump point. It's still disappointingly bulky, but with further research in the area a gunboat assault force may be possible. For now, researchers begin work on an improved fusion reactor using the principles of the AC Automaton fusion drive.

January 14, 2024: Earth runs out of Corundium; a freighter sets out to retrieve the 8,000 tons currently stockpiled on Hope.

February 16, 2024: The 56th Engineer Brigade issues a report on the ruins at Alpha Centauri. So far they have been able to restore 2 Research Labs, 2 Genetic Modification Centers, 1 Fighter Factory, 2 Ordinance Factories, 5 maintenance facilities, and 400,000 liters of fuel. 11 sites still appear intact enough for restoration.

259
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 09, 2012, 01:46:13 pm »
What was that "evasive maneuver" stuff? Pure RP?

It probably meant "they reversed course".

Actually, it meant they had a better initiative than us; the gunboats would move on top of them, then they would fly away at full speed and get to 50 kkm out in the same round. The net result was that despite being faster, then gunboats couldn't get closer than 50kkm.

But I thought "the gunboats fly up before they suddenly dart away" would sound weird :P

Update is coming!

260
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: February 08, 2012, 04:35:04 pm »
It's not easy. I've only been able to edit the types of stars present. I plan to find a nearby trinary system and regenerate it over and over until it's got something that looks interesting.

The Myriad in my LP game have a fun one. Three stars (with orbits close enough they're inside the planetary system), four cost 2 planets, two asteroid belts, hundreds of planets and moons and dozens of rich mineral deposits.

Considering what they're based on, it's really quite suitable.

261
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 08, 2012, 12:11:55 am »
Yeah, the AI occasionally does that thing where they concentrate fire, regardless of how little sense it makes. What's even funnier is if your ships can survive a single salvo, and the AI decides to shift targets instead of trying to finish it. If we're going for a disposable fleet strategy, FACs are the exact right route, as they don't cost anywhere near as much to replace as cap ships.

It was pretty hilarious overkill. At least once a FAC exploded after a single meson hit sent its engine critical, and 50+ meson shots got wasted.

262
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 07, 2012, 10:24:19 pm »
May I have another ship please, any kind... Hopefully with less (Your entire command has been wiped out) fun.

Welcome Rear Admiral Elfeater Jr. of the CS Zeus.

263
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 07, 2012, 10:20:43 pm »
September 2, 2021: Overall opinion in the UHF is that we cannot afford to forfeit the Ross 128 jump point chain to the enemy. Vice Admiral Hannah Avram agrees, and points out that this will enable us to gather better intelligence on our enemy without putting the Hope colony in immediate danger.

For now, the jump point is the best location to hold them. The 1st Fleet launches its gunboat complement and has them maintain a 24 hour picket of the location; the carriers will move to the Hope jump point while still supporting the gunboat squadron. For better or for worse the jump point to the Hope system is less than a billion kilometers from the jump point to WX Ursae Majoris.

With Humanity facing a war against a dangerous new opponent, it needs strong leadership. The UHF issues an immediate promotion of Hannah Avram to the rank of Sky Marshal. She immediately orders the 2nd Fleet to load all available armed gunboats and move forward to support the Ross system.

Two new craft designs are also commissioned.

Code: [Select]
Comet class Jump Scout    800 tons     77 Crew     142 BP      TCS 16  TH 184  EM 0
11500 km/s    JR 1-50     Armour 1-7     Shields 0-0     Sensors 11/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 17.16 Years     MSP 111    AFR 5%    IFR 0.1%    1YR 1    5YR 11    Max Repair 46 MSP

J1000(1-50) Military Jump Drive     Max Ship Size 1000 tons    Distance 50k km     Squadron Size 1
GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 140,000 Litres    Range 40.4 billion km   (40 days at full power)

Short Range Targeting Sensor (1)     GPS 21     Range 2.3m km    Resolution 1
Thermal Sensor TH1-11 (1)     Sensitivity 11     Detect Sig Strength 1000:  11m km

If the navy is to have any hope of assaulting the WX system, they must know if the enemy is picketing the far side. The Comet is designed to scout the far side of a jump point before the fleet risks itself by jumping through.

Code: [Select]
Pegasus class Tanker    5,800 tons     250 Crew     764 BP      TCS 116  TH 400  EM 0
3448 km/s     Armour 1-28     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 82    Max Repair 50 MSP

Civilian Magneto-plasma Drive (2)    Power 200    Fuel Use 6%    Signature 200    Armour 0    Exp 1%
Fuel Capacity 3,000,000 Litres    Range 15516.0 billion km   (52083 days at full power)

For the navy to remain on long deployments, it will need to be refueled. The Pegasus is not a complicated ship, simply a very large fuel tank with engines.

September 14, 2021: Deploying all of the Navy's armed ships away from Sol is not popular with the home system.



In the short term, a brigade of mobile infantry will be stationed on Mars to make sure the protests don't spiral out of control. In the long term, however, it's believed that some form of fixed defenses should be developed so that the navy is free to deploy where needed. Inspiration comes from early studies to understand and replicate the alien meson weapons.

Code: [Select]
Watchman class Planetary Defence Centre    6,250 tons     794 Crew     1005 BP      TCS 125  TH 0  EM 0
Armour 5-30     Sensors 1/21     Damage Control Rating 0     PPV 92.76

Quad Small Meson Cannon Turret (6x4)    Range 60,000km     TS: 16000 km/s     Power 12-12     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
PDC PD Fire Control (3)    Max Range: 120,000 km   TS: 16000 km/s     92 83 75 67 58 50 42 33 25 17
Fusion Reactor (6)     Total Power Output 72    Armour 0    Exp 5%

Short Range Targeting Sensor (1)     GPS 21     Range 2.3m km    Resolution 1

The meson beams are capable of penetrating a planet's atmosphere (or even the planet itself) just as easily as they penetrate armor. By making use of this trait the Watchman bases can defend the planet they are stationed on from missile bombardment and troop landings. They should also serve as a highly visible sign that the population of a planet is being protected.

November 27, 2021: The 1st Engineering Brigade arrives on Alpha Centauri-A I and begins work excavating the ruins.

January 7, 2022: Scientists analyzing records of the WX Alien communications have come to the conclusion that communication will be impossible. In fact, they are of the opinion that the signals are not signs of intelligence at all, but rather communication at an animal-like level.

This news gives hope to the fleet; if the enemy encountered in WX is somehow not intelligent, it may not be guarding the jump point after all. Orders go out to bring up a Comet jump scout with the next wave of reinforcements.

March 24, 2022: Four new Lexington carriers arrive in Ross, carrying reinforcements for the blockade as well as 2 JSC Comets. Available ships line up at the jump point, ready to make a massive assault if the word is clear.

One of the Comets, crewed entirely by volunteers, approaches the jump point and transitions into the WX system. No enemy vessels are visible within range of the jump point, so the 1st and 2nd fleets jump through. As soon as they do, the active sensors of the enemy large craft are detected, but quite far away.

The combined fleets launch 106 Brazwell and 24 Rodney class gunboats, then the carriers jump back into Ross. The rest will be up to the gunboats.

The combined gunboat force begins to close on the large contact, and soon sensors detect the enemy small ships. This time there are 70 rather than 67, and it is noticed that the 3 wrecked Brazwells have disappeared. It appears that the enemy may be salvaging wreckage and using the parts to build new ships.

The gunboat squadron drives straight towards the enemy formation as they open fire. The goal will be to endure the enemy fire long enough to close to plasma range. They accomplish that, but only just; at a range of 55,000 km the enemy begins evasive maneuvers to prevent the gunboat squadron from closing the range. Plasma fire lances out, but it is weak and inaccurate at that range.

Plasma rounds continue to lance out, and one of the enemy ships breaks apart. Sensor evidence shows that it is venting fluid as it does so. This might possibly be evidence of an aquatic race, but analysts are beginning to suspect something even stranger.



Combat continues, but is not going well for the human forces. Unable to close the range to where their weapons are most effective, the enemy is destroying two ships for every one the navy is able to destroy.

Then, fortune strikes. One of the enemy vessels is struck hard by plasma cannon and stops moving, but is not destroyed. Rather than abandon it, the rest of the gunboats stop and hold position around it, allowing the human forces to close the distance.

The pilots are stunned by what they see; rather than technological vessels, the enemy is revealed to be an enormous number of strange, floating jellyfish like creatures. But the pilots of the the UHF are hardened veterans, and the strangeness of the sight doesn't stop them. Orders go out to spread fire and attempt to damage as many enemies as possible.

It quickly becomes a massacre; the creatures are poorly armored and clearly unsuited for a close in dogfight. Their tactics are also quite poor, focusing fire on individual human gunboats instead of spreading their fire and destroying large numbers. The entire swarm is destroyed even as they singly target only four gunboats, each with massive overkill. Then the gunboats set course for the larger sensor contact.

When they close into sensor range they see just how much larger it actually is; active sensors determine that the enemy vessel is approximately 60,000 tons; four times the size of a Lexington carrier.  5 6,000 ton craft escort it.



The smaller vessels exhibit no weapons, attempting to ram the gunboats and claiming one kill before they are destroyed. The larger vessel proves a different story; as the squadron approaches large number of meson weapons lance out, destroying Brazwell 033. The gunboats return fire, firing dozens of plasma and railgun rounds at the giant jellyfish only to have them all intercepted by some sort of force field. But the detection system of the Semmes reports that their energy strength has dropped by 70%

Return fire makes more gunboats explode, and then a second swarm of the enemy's small ships emerge from the larger creature; but this time there are only 20, at least. Rather than break off and let the enemy recharge what seems to be some sort of energy shield, orders go out for the gunboats to keep pounding. More gunboats explode, but the shields buckle and the large creature begins to stream liquid. The squadron continues firing and eventually the creature comes completely apart. The gunboats then turn finish off the smaller vessels.

The battle appears to be won, though a detailed survey of the system will be necessary to make sure. Total losses for the UHF are 18 Brazwell, 4 Rodney, and 1 Semmes.

Spoiler (click to show/hide)

264
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 07, 2012, 12:36:46 pm »
Why lasers? I don't want lasers. I hate lasers. Why not use a Plasma defense satellite?

Also, I'd put the defense bases on the Ross128-WX Ursae Majoris Jump Point. We don't want to loose the whole chain. We can cycle them using carriers for overhaul on Earth.

In the meantime, stations the 2nd Fleet on the Jump Point.

The problem with plasma is that they are shorter range than the swarm meson weapons, and nothing lives long inside the range of 67 swarm soldiers.

We might be able to hold the warp point indefinitely by stationing a big chunk on it, but if we ever want to take the system we're going to need either laser or missile armed ships.

265
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 06, 2012, 11:27:30 pm »
Analysis of battle recordings show that the enemy beam weapon was completely unaffected by armor. They are clearly an enormous threat to the navy in its current form, and it seems that plasma weapons are particularly unsuited to dealing with them. New designs using coherent laser weapons have been proposed.

Code: [Select]
Starburst class Jump Point Defence Base    2,000 tons     296 Crew     440 BP      TCS 40  TH 0  EM 0
1 km/s     Armour 1-14     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 23.2
Maint Life 20.53 Years     MSP 619    AFR 7%    IFR 0.1%    1YR 3    5YR 42    Max Repair 144 MSP

Fuel Capacity 5,000 Litres    Range N/A

Single Laser Cannon Turret (5x1)    Range 240,000km     TS: 8000 km/s     Power 6-3     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Anti-Gunboat Fire Control (1)    Max Range: 240,000 km   TS: 8000 km/s     96 92 88 83 79 75 71 67 62 58
Small Fusion Reactor (5)     Total Power Output 15    Armour 0    Exp 5%

Deployed near a jump point by a Lexington class carrier, the Starburst (or ideally, a large number of Starburst class) could fire on any ship attempting to enter the system with powerful laser cannon on fast tracking turrets.

Code: [Select]
Everest class Cruiser    15,000 tons     1925 Crew     2978 BP      TCS 300  TH 400  EM 0
1333 km/s     Armour 1-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 23     PPV 148.48
Maint Life 11.65 Years     MSP 2854    AFR 78%    IFR 1.1%    1YR 39    5YR 580    Max Repair 144 MSP

Civilian Magneto-plasma Drive (2)    Power 200    Fuel Use 6%    Signature 200    Armour 0    Exp 1%

Single Laser Cannon Turret (32x1)    Range 240,000km     TS: 8000 km/s     Power 6-3     RM 4    ROF 10        6 6 6 6 4 4 3 3 2 2
Anti-Gunboat Fire Control (8)    Max Range: 240,000 km   TS: 8000 km/s     96 92 88 83 79 75 71 67 62 58
Fusion Reactor (8)     Total Power Output 96    Armour 0    Exp 5%

Designed with an eye towards using the same shipyards as currently produce the Lexington and the Zeus, the Everest is a large cruiser that bristles with laser cannon. It is slow, using civilian drives that are considerably less likely to explode when damaged, and mounts many redundant systems to ideally stay in the fight. Unfortunately, it risks catastrophic failure if one of its 8 fusion reactors is hit and unable to safely eject.

Code: [Select]
Pikeman class Gunboat    900 tons     115 Crew     254.5 BP      TCS 18  TH 184  EM 0
10222 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 5
Maint Life 0.48 Years     MSP 18    AFR 64%    IFR 0.9%    1YR 37    5YR 558    Max Repair 144 MSP

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 5,000 Litres    Range 1.3 billion km   (34 hours at full power)

Light Particle Projector (1)    Range 240,000km     TS: 10222 km/s     Power 5-3    ROF 10        2 2 2 2 2 2 2 2 2 2
Anti-Gunboat Fire Control (1)    Max Range: 240,000 km   TS: 8000 km/s     96 92 88 83 79 75 71 67 62 58
Small Fusion Reactor (1)     Total Power Output 3    Armour 0    Exp 5%

The Pikeman is an attempt to fit a particle weapon onto a gunboat hull while still keeping a faster speed than the enemy gunboats, which it only just accomplishes. The Pikeman has little room for fuel and must stay near a mothership regardless, as once launch its experimental systems will begin to fail within days. The combination of speed and range should enable it to chip away at the enemy vessels from beyond their observed range.

Better question: does he have them on yet? Because if we get wormholes popping into Sol any time soon, this could end rather abruptly.

I do not.

Spoiler (click to show/hide)

266
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 06, 2012, 07:59:26 pm »
So, I just had to post in this because of 'Ad Astra Per Aspera'.

To Kill a Mockingbird reference, and also it translates as 'from mud to the stars'. Very apt.

http://en.wikipedia.org/wiki/File:LC34plaque2.jpg

It's used in a lot of places.

267
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 06, 2012, 07:48:36 pm »
Is it possible to use these guys as a renewable resource (harvesting wrecks), or do they somehow draw resources from systems they visit?  ;)

Uh... it's more like they use us as a renewable resource.

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

268
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 06, 2012, 07:07:56 pm »
Is it possible to use these guys as a renewable resource (harvesting wrecks), or do they somehow draw resources from systems they visit?  ;)

Uh... it's more like they use us as a renewable resource.

Spoiler (click to show/hide)

269
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 06, 2012, 05:55:34 pm »
Code: [Select]
Sol ----- Hope ----- Ross 128 ----- WX Ursae Majoris (Alien controlled)
                             \----- FL Virginis (Survey in progress)

Vice Admiral Hannah Avram has submitted several proposals to deal with the new aliens, who currently need a name.

A) All out attack. Within one month, the navy will be able to field 89 Brazwell and 24 Rodney class gunboats. This may be sufficient to overwhelm the enemy with sheer numbers.

Advantages: Quickest; potentially destroys the enemy ships before they can be reinforced.
Disadvantages: If the enemy is waiting at the jump point the carriers may be destroyed with gunboats still in their hangars.

B) Fortify the Ross 128 - WX jump point. Just as the jump point presents an obstacle for a UHF attack, so will it cause problems for the aliens. Using a jump drive has proven to disable electronic systems for at least half a minute, during which time the enemy would be helpless. Additionally, unless their gunboats are individually jump capable they would have to ferry them through aboard some sort of carrier. Fortification could be done with gunboat squadrons, defensive satellites, and/or minefields.

Advantages: Enables defense in depth; Ross 128 possesses a fairly habitable Martian type planet, maintains connection with FL Virginis
Disadvantages: Logistical problems; fortification must be done without a jump point connection, and units would need to leave the system for resupply unless a forward base is developed.

C) Fortify the Hope - Ross 128 jump point. Currently the Ross 128 system holds nothing of particular value to the UHF, and there are several advantages of creating a defensive line in the Hope system instead. By constructing fixed defenses on the planet a fallback position could be created for jump point defenders.

Advantages: Easier to maintain defenses, fortifying a colony system may be useful even after the current enemy is defeated
Disadvantages: If defenses fail millions will be left vulnerable, allows the aliens to expand into the Ross 128 and FL Virginis systems

D) Picket the Ross 128 - WX jump point. It is unknown if the aliens even have jump point technology, and even if they do it will likely take them time to locate the Hope system. By stationing a small gunboat squadron or possibly sensor buoys on the jump point, the fleet should receive advance warning of any incursion into Ross 128 in time to defend the Hope system.

Advantages: Cheap
Disadvantages: Risky

270
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 06, 2012, 04:35:07 pm »
The former.

Pages: 1 ... 16 17 [18] 19 20 ... 48