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Messages - Bremen

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286
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 03, 2012, 09:51:38 pm »
February 24, 2018: Analysis of the UHF's mineral situation shows that once again, Corundium is becoming a problem. The deposits on Asteroids #138 and #170 will both be exhausted within months, and Earth's own deposits, while still extensive, are extremely slow and difficult to mine. The only extensive deposit left in the Sol system is Asteroid #309, a Kuiper belt object more than 10 billion km from Earth, and Comet #6 which is currently even farther. Both represent more than a five month round trip for our current freighters.

In comparison, a round trip to the colony on Hope is less than a month and a half. The quickest solution to the Corundium crisis is therefor seen to be establishing automated mines in Hope's asteroid belt. Six Liberty class freighters begin ferrying mass drivers and automated mines into the Hope system. Minerals from the asteroid mine will be sent in packets to the Hope colony, where freighters can pick up corrundium as needed for transport to Earth, dropping off needed resources at Hope on the return trip.

Until the corundium crisis can be resolved, construction of more gunboats will have to wait. Scientist Homer Bickford claims his new magneto-plasma drive will be ready in November, so it may be to the UHF's advantage to wait regardless.

February 29, 2018: In a miracle of modern engineering, teams aboard the CVL Lee manage to restore the Rodney 003 to pristine condition.

March 30, 2018: Phoenix Yards completes work on the first four Genesis orbital terraformers, which immediately set course for Mars where they will begin adding Oxygen to the atmosphere.

April 26, 2018: Scientists develop updated economic theories that should greatly expand the size of the UHF economy and, indirectly, tax income. Their next project will be to increase the speed of our orbital terraformers.

June 14, 2018: With the Alpha Centauri system now cleared, and the recent construction of the first Semmes (TH) class, it is time to restart geological survey efforts. A modification of the Bravski Doctrine will be used; a CVL will enter and deploy a group consisting of an Opportunity and Semmes (TH). The group will then survey the system for minerals while also watching for drive plumes of unknown vessels.

August 10, 2018: The population of Hope is now over 10.5 million, and the colonists are starting to complain that they deserve military protection from threats like the Myriad or the AC Automatons. For now a squadron of gunboats is sent to the planet, and freighters will transport the necessary supplies to maintain them. In the future it may be worth developing fixed defenses to free up the fleet's mobile units. Alternately, a troop transport ship may be called for to transport troops to police the population.

August 18, 2018: A civilian company starts up a mining colony on Hope-A V Moon 3 to sell to the fledgling industry there. While the budget is still strained, the colony needs the minerals so for now the output is purchased by the UHF.

Now that the system is clear, the Outreach class gate constructor begins work on a jump gate to Alpha Centauri.

November 16, 2018: Designs are completed for a magneto-plasma drive much more powerful than current spaceship drives. Scientists begin work on improving the fuel efficiency of these new drives.

New designs for both gunboats and capital ships flood in to use the new technology.

Code: [Select]
Brazwell III class Gunboat    800 tons     96 Crew     183.5 BP      TCS 16  TH 184  EM 0
11500 km/s     Armour 3-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 4.54 Years     MSP 50    AFR 14%    IFR 0.2%    1YR 4    5YR 59    Max Repair 72 MSP

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 20,000 Litres    Range 5.8 billion km   (5 days at full power)

Light Plasma Cannon (1)    Range 60,000km     TS: 11500 km/s     Power 6-3     RM 1    ROF 10        6 3 2 1 1 1 0 0 0 0
Gunboat Fire Control III (1)    Max Range: 80,000 km   TS: 12000 km/s     88 75 62 50 38 25 12 0 0 0
Small Fusion Reactor (1)     Total Power Output 3    Armour 0    Exp 5%

The new Brazwell design is nearly 3,000 km/s faster and its weapon tracks nearly 50% better, improving its ability to shoot down incoming missiles significantly. It also boasts increased armor.

Code: [Select]
Rodney II class Command Ship    800 tons     91 Crew     210.5 BP      TCS 16  TH 184  EM 0
11500 km/s     Armour 3-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 4.81 Years     MSP 58    AFR 14%    IFR 0.2%    1YR 4    5YR 62    Max Repair 72 MSP

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 20,000 Litres    Range 5.8 billion km   (5 days at full power)

10cm Railgun V4/C3 (1x4)    Range 40,000km     TS: 11500 km/s     Power 3-3     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Gunboat Fire Control III (1)    Max Range: 80,000 km   TS: 12000 km/s     88 75 62 50 38 25 12 0 0 0
Small Fusion Reactor (1)     Total Power Output 3    Armour 0    Exp 5%

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

As the Horo already filled most of the Rodney's role, the two have been combined. The Rodney II provides command ship capabilities and also a small amount of point defense with its railgun.

Code: [Select]
Scipio II class Scout    800 tons     70 Crew     236 BP      TCS 16  TH 184  EM 0
11500 km/s     Armour 3-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 4.34 Years     MSP 65    AFR 14%    IFR 0.2%    1YR 6    5YR 83    Max Repair 126 MSP

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 100,000 Litres    Range 28.8 billion km   (29 days at full power)

Long Range Search Radar (1)     GPS 17640     Range 164.0m km    Resolution 140

Code: [Select]
Semmes II (EM) class Early Warning Craft    800 tons     75 Crew     171 BP      TCS 16  TH 184  EM 0
11500 km/s     Armour 1-7     Shields 0-0     Sensors 1/55/0/0     Damage Control Rating 1     PPV 0
Maint Life 13.9 Years     MSP 134    AFR 5%    IFR 0.1%    1YR 1    5YR 19    Max Repair 55 MSP

GB Magneto-plasma Drive (1)    Power 184    Fuel Use 780%    Signature 184    Armour 0    Exp 36%
Fuel Capacity 190,000 Litres    Range 54.8 billion km   (55 days at full power)

EM Detection Sensor EM5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

The wide variety of sensor gunboats also receive updates, all using the same template.

Code: [Select]
Lexington II class Strike Carrier    15,000 tons     720 Crew     1947 BP      TCS 300  TH 1200  EM 0
4000 km/s     Armour 4-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
Maint Life 4.84 Years     MSP 1487    AFR 300%    IFR 4.2%    1YR 105    5YR 1573    Max Repair 40 MSP
Hangar Deck Capacity 8000 tons     

Military Magneto-plasma Drive (15)    Power 80    Fuel Use 60%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 200.0 billion km   (578 days at full power)

Code: [Select]
Zeus II class Strike Cruiser    15,000 tons     1245 Crew     3489 BP      TCS 300  TH 1200  EM 0
4000 km/s    JR 5-50     Armour 6-54     Shields 0-0     Sensors 55/55/0/0     Damage Control Rating 12     PPV 61.82
Maint Life 1.9 Years     MSP 1744    AFR 150%    IFR 2.1%    1YR 625    5YR 9374    Max Repair 1296 MSP
Flag Bridge   

J15000(5-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 5
Military Magneto-plasma Drive (15)    Power 80    Fuel Use 60%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 60.0 billion km   (173 days at full power)

Quad Advanced Coil Gun Turret (2x12)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Point Defense Fire Control (1)    Max Range: 128,000 km   TS: 16000 km/s     92 84 77 69 61 53 45 37 30 22

Missile Warning System (1)     GPS 105     Range 11.6m km    Resolution 1
Long Range Search Radar (1)     GPS 17640     Range 164.0m km    Resolution 140
Thermal Sensor TH5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM Detection Sensor EM5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

Before the first ship even finishes, the new fleet ships are obsolete. The decision is made not to update the Cornwallis class; they are extremely slow and vulnerable to begin with, and updating the engines wont be enough to change that. Once sufficient Lexington class ships are available the Cornwallis class may be scrapped or delegated to escort and survey duties.

287
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 03, 2012, 05:34:26 pm »
Good news is that you'll be able to cram larger weapons in now.


I also oppose the use of AMM for practical reasons. They can't do anything a few heavy PD cruisers with shitloads of gauss turrets can't do better.



The main issue with particle beams has always been that their extreme (comparative) range is supposed to be an advantage, but is crippled by the fact that similar levels of FC tech will only let you use a small portion of that range, and they hit the hard cap on EW FC range much sooner than the other EW tracks.

Actually, they don't. Assuming equal particle beam and FC tech particle beams will always be slightly lower range.


Incorrect. Assuming all FCs and PBs are equal tech, and that the FC has the 4x range multiplier, then:

TL1: FC: 40k km; PB: 60k km
TL2: FC: 64 km; PB: 100k km
TL5: FC: 160k km; PB: 240k km
TL8: FC: 300k km; PB: 500k km
TL12: FC: 700k km; PB: 1200k km

And so on and so forth.

That's for 50% accuracy though; the actual max range of a FC is double that.

288
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 03, 2012, 03:16:42 pm »
You mean that you should have moved out of railgun range?

No, the fact that every single gunboat design has a bridge.

As for moving out of railgun range, while the plasma cannons do outrange them they only do 1 damage at long range instead of 6 at point blank. Considering the fleet was still taking missile fire point blank was the way to go.

Edit: Its one of the damaged components.

289
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 03, 2012, 03:00:13 pm »
January 8, 2017: First Fleet arrives at Earth and begins refueling. Four Horo class gunboats are drawn from second fleet to replace losses.

February 1, 2017: With the new shipbuilding efforts, Earth's economy is begining to show the strain. In the month of January, the UHF spent nearly 1.2 billion credits more than it received. At this rate they will be in debt before December.



The two largest expenses are research and shipbuilding, but between the Myriad and the AC Automatons making cuts in these areas seems unwise. Instead, it is decided to stop purchasing civilian minerals and rely on government owned mines for now. This has a double effect in that it removes an expense and the sale of minerals on the open market will also be taxable. On the downside, once the minerals are gone they are gone; every ton of duranium sold to the private sector is a ton the UHF can't mine.

May 3, 2017: With the budget crisis mostly solved, the UHF economists begin to look outward. A fleet of Liberty freighters begin transporting construction factories to Hope, and Earth continues coverting some mines with full automation. It is hoped with a few mining colonies Hope will one day be a self-sufficient production center.

September 11, 2017: Scientists develop new software to improve the range and accuracy of fire control systems. Their next project will be to develop a small unit of space marines suitable for boarding enemy vessels. Using the new technology plus the earlier designs for a fusion power plant, engineers produce an improved Brazwell design

Code: [Select]
Brazwell II class Gunboat    800 tons     92 Crew     155 BP      TCS 16  TH 138  EM 0
8625 km/s     Armour 2-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 7.04 Years     MSP 61    AFR 10%    IFR 0.1%    1YR 2    5YR 32    Max Repair 48 MSP

High Performance Ion Drive (1)    Power 138    Fuel Use 780%    Signature 138    Armour 0    Exp 36%
Fuel Capacity 50,000 Litres    Range 14.4 billion km   (19 days at full power)

Light Plasma Cannon (1)    Range 60,000km     TS: 8625 km/s     Power 6-3     RM 1    ROF 10        6 3 2 1 1 1 0 0 0 0
Gunboat Fire Control mkII (1)    Max Range: 80,000 km   TS: 8000 km/s     88 75 62 50 38 25 12 0 0 0
Small Fusion Reactor (1)     Total Power Output 3    Armour 0    Exp 5%

More accurate and longer ranged, the Brazwell II's power plant also has a greatly reduced chance of exploding.

January 8, 2018: The last three Cornwallis class light carriers are completed; from now on Drake Yards will be producing the Lexington class.

With 12 carriers capable of ferrying 60 gunboats, Admiral Hannah Avram decides it is time to deal with the Alpha Centauri aliens once and for all by destroying their orbital platforms.

Naval officers quickly move to quash rumors that the Navy is just looking to get rid of a bunch of old Brazwell class gunboats.

To attempt to minimize incoming fire, the gunboat squadron will make a stealth approach at slow speed in order to minimize the chance of detection. Accompanying them will be a Semmes(EM) class early warning craft, whose sensors specialize in detecting targeting sensors. As soon as the orbital platforms begin targeting the gunboats, they will go to active sensors and rush the platforms.

The plan should be mostly foolproof.

January 15, 2018: First Fleet enters Alpha Centauri and launches a squadron consisting of 1 Scipio, 1 Semmes, 3 Rodney, 25 Horo, and 30 Brazwell. The gunboats quietly set course for the innermost planet.

January 18, 2018: The gunboats reach the midpoint of their journey and reduce speed.

January 28, 2018: While tedious, the slow approach is paying dividends. The fleet has approached within 5 million kilometers of Alpha Centauri with no sign they have been detected. The gunboats reduce speed still further and begin their final approach.



At 2.5 million kilometers, the Semmes detects enemy targeting emissions. The gunboats activate their sensors and go to full speed. It will take the gunboats slightly less than 5 minutes to close to point blank range.

Less than a minute after activating their sensors the squadron detects 62 incoming size 1 missiles, confirming speculation that they were fired from the platforms. As expected, point defense fire proved ineffective and gunboats begin to explode, but it's too late to turn back now.

The gunboats reach extreme plasma range at great cost; only the Semmes, a Rodney, 13 Horo, and 18 Brazwells still remain functional. As there is no way to be sure which of the targets is firing the missiles, the gunboats open fire on the larger structure.



As the gunboats fire, the unit designated Shulpavu opens up with large numbers of kinetic weapons, believed to be similar in function to the UHF coil guns. Dozens of tiny impacts shred the Brazwell 016. It's now a slugging match.

Five Brazwells fall, but their sacrifice is not in vain; after hundreds of plasma and railgun hits the Shulpavu begins to disintegrate. The remaining gunboats turn their guns on the Nyati.

The Nyati proves to be the source of the small missiles and continues to launch salvos as it is pounded, but it soon falls as well. It has been a bloody victory, but a victory none the less.



Total losses for the UHF were 1 Scipio, 3 Rodney, 12 Horo, and 20 Brazwell. Less than half the gunboat squadron remains, but when tonnage is considered both sides losses were roughly equal; and the enemy was two orbital platforms with weapons well suited to combat against gunboats. The squadron begins rescuing lifepods and then returns to the carriers.

Amazingly, a closer inspection reveals that one of the Rodney class, presumed destroyed, is still intact and her surviving crew remains inside.



Its armor is completely gone and every system is damaged except the crew quarters and some fuel tanks, but the ship is intact and repairable. It cannot restore its engines or move, but one of the Cornwallis class should be able to retrieve it now that the system is presumed clear of hostiles.

(Experienced Aurora players will notice something wrong here; Yes, I am an idiot)

February 20, 2018: The carriers arrive in the inner system and retrieve their small craft. Engineers begin attempting to restore the Rodney 003

290
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 03, 2012, 12:58:28 pm »
I also oppose the use of AMM for practical reasons. They can't do anything a few heavy PD cruisers with shitloads of gauss turrets can't do better.



The main issue with particle beams has always been that their extreme (comparative) range is supposed to be an advantage, but is crippled by the fact that similar levels of FC tech will only let you use a small portion of that range, and they hit the hard cap on EW FC range much sooner than the other EW tracks.

Actually, they don't. Assuming equal particle beam and FC tech particle beams will always be slightly lower range.

Which is actually their biggest flaw, I think. Lasers and railguns can outrange particle beams because they get a range multiplier for their size, which at anything beyond starting tech usually means that heavy weapons are only limited by FC range. Which means there's a small window where lasers and railguns can hit but particle beams can't; they'll do tiny, tiny damage but if you can't close the range tiny damage will eventually be enough.

Railgun's big advantage is they do full damage out to almost maximum range.

291
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 03, 2012, 12:04:53 pm »
No, I don't think any of us are quite that stupid. And if the unconventional weapons really bother you, feel free to write up a bit of fluff about internal politics and weapons contracts to excuse a shift to missiles, lasers, and gauss.

Its... interesting. They don't really bother me, but my inner perfectionist struggles against using them in roles where they're extremely unsuited (Plasma cannons are really only worthwhile in larger sizes, and particle beams are innately long range weapons that are also more efficient at larger sizes).

Bremen, this is very fun to read.  :)

I'm glad people are enjoying it! Feel free to suggest anything you'd like to see in the updates.

Are you allowing the use of anti-missile missiles?

There's no rule against missiles, really, but they're nerfed to do half damage. This makes anti-missiles significantly less effective at low tech, and I've never been a big fan of them anyways (I prefer PD; that way your fleet doesn't suddenly go boom when you run out of ammo).

292
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 02, 2012, 08:46:29 pm »
December 26, 2016: The UHF is riding high on the success of its Alpha Centauri campaign, but fleet officers are already urging caution. The fleet is unlikely to be as successful in other areas; the Bravski Doctrine is as yet unable to deal with the high speed missile gunboats used in the Battle of Lacaille, or the swarms of small missiles used in the first battle of Alpha Centauri. And analysis of that battle now seems to indicate that one of the AC orbital stations may be the source of those missiles.

Additionally, any attempt to re-enter the Lacaille system must deal with the fact that the carriers would have to endanger themselves to ferry gunboats into range of the system's planets.

New designs are proposed with an eye towards future combat operations

Code: [Select]
Lexington class Strike Carrier    15,000 tons     720 Crew     1797 BP      TCS 300  TH 900  EM 0
3000 km/s     Armour 4-54     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
Maint Life 5.51 Years     MSP 1449    AFR 300%    IFR 4.2%    1YR 80    5YR 1204    Max Repair 30 MSP
Hangar Deck Capacity 8000 tons     

Military Ion Drive (15)    Power 60    Fuel Use 60%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 1,000,000 Litres    Range 200.0 billion km   (771 days at full power)

Code: [Select]
Zeus class Strike Cruiser    15,000 tons     1245 Crew     3339 BP      TCS 300  TH 900  EM 0
3000 km/s    JR 5-50     Armour 6-54     Shields 0-0     Sensors 55/55/0/0     Damage Control Rating 12     PPV 61.82
Maint Life 1.85 Years     MSP 1670    AFR 150%    IFR 2.1%    1YR 621    5YR 9311    Max Repair 1296 MSP
Flag Bridge   

J15000(5-50) Military Jump Drive     Max Ship Size 15000 tons    Distance 50k km     Squadron Size 5
Military Ion Drive (15)    Power 60    Fuel Use 60%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 60.0 billion km   (231 days at full power)

Quad Advanced Coil Gun Turret (2x12)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Point Defense Fire Control (1)    Max Range: 128,000 km   TS: 16000 km/s     92 84 77 69 61 53 45 37 30 22

Missile Warning System (1)     GPS 105     Range 11.6m km    Resolution 1
Long Range Search Radar (1)     GPS 17640     Range 164.0m km    Resolution 140
Thermal Sensor TH5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
EM Detection Sensor EM5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

Rather than mounting a jump drive on every carrier, The Zeus class utilizes an enhanced jump drive that is capable of transporting four other ships. It is also capable of providing sensor and point defense cover for carriers in its Flotilla, and possess a flag bridge for a command staff to oversee gunboat operations. Combined with the enhanced capabilities of the Lexington, a fleet should be much less vulnerable when forced to move in-system.

Code: [Select]
Semmes (TH) class Early Warning Craft    800 tons     75 Crew     185 BP      TCS 16  TH 48.3  EM 0
8625 km/s     Armour 1-7     Shields 0-0     Sensors 55/1/0/0     Damage Control Rating 1     PPV 0
Maint Life 13.54 Years     MSP 145    AFR 5%    IFR 0.1%    1YR 1    5YR 22    Max Repair 60 MSP

Stealth Gunboat Ion Drive (1)    Power 138    Fuel Use 780%    Signature 48.3    Armour 0    Exp 36%
Fuel Capacity 190,000 Litres    Range 54.8 billion km   (73 days at full power)

Thermal Sensor TH5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

Code: [Select]
Semmes (EM) class Early Warning Craft    800 tons     75 Crew     185 BP      TCS 16  TH 48.3  EM 0
8625 km/s     Armour 1-7     Shields 0-0     Sensors 1/55/0/0     Damage Control Rating 1     PPV 0
Maint Life 13.54 Years     MSP 145    AFR 5%    IFR 0.1%    1YR 1    5YR 22    Max Repair 60 MSP

Stealth Gunboat Ion Drive (1)    Power 138    Fuel Use 780%    Signature 48.3    Armour 0    Exp 36%
Fuel Capacity 190,000 Litres    Range 54.8 billion km   (73 days at full power)

EM Detection Sensor EM5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km

In the Battle of Lacaille, the gunboat squadron found it necessary to shut down their active sensors in order to escape detection. This had the side effect of leaving them blind, making it an act of desperation. One of the proposed methods for dealing with the missile armed station in Alpha Centauri is to make a stealth approach as close as possible before engaging, but this is hampered by the inability of the fleet to realize when it has been detected.

With the new Semmes class, based on the Scipio hull, a gunboat squadron will have an enhanced ability to detect enemy vessels without the use of active sensors. In addition, the Semmes class has long range and special engines with reduced thermal signature, making it an ideal stealth/spy ship to determine the enemy disposition.

Code: [Select]
Genesis class Terraformer    34,500 tons     403 Crew     920 BP      TCS 690  TH 1050  EM 0
1521 km/s     Armour 1-94     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 17    Max Repair 500 MSP
Terraformer: 1 module(s) producing 0.0015 atm per annum

Civilian Ion Engine (7)    Power 150    Fuel Use 6%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 43.5 billion km   (330 days at full power)

With all the money and effort being spent on the navy, it is easy to overlook the civilian side of the UHF. The colonies on Mars and Hope are both growing in population, but handicapped by the need for extensive life support infrastructure. A group of these ships could, over several years, alter the planet's atmosphere to the point where the population can live unhindered.

Spoiler (click to show/hide)

293
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 02, 2012, 01:25:00 pm »
So the basic tactic your using is to bumrush the enemy, and shoot them point blank until they die. Sounds good.

You are missing the key point of doing the bumrushing with cheap, replaceable ships.

294
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 02, 2012, 12:00:50 pm »
So, considering that I have no idea as to the actual mechanics of this game, let me see if I got some stuff right:

The main naval battle tactic is to shoot down the enemy missiles, then blast them at plasma at close range.  Is there something we can do to the humans ships to make this more efficient?

Also, this EMC thing, how can you counteract that?

The main naval tactic we're using is to load carriers with gunboats, jump them in to a system, then have the gunboats fly around while the unarmed and unarmored carriers cower at the jump point and run at the first sign of danger. Something like the Doolittle raid in WW2 except the gunboats can land on the carrier again.

Shooting down the enemy missiles is less a tactic than an act of desperation; the weapons on the gunboats only have something like 16% accuracy against the size 3 missiles and 23% against the slower and heavier size 5s. Fortunately there are a lot of gunboats and a lot of weapons. The goal is to close the range and hammer them with short range weapons fire, yes.

ECM is a system you can put on a ship that lowers the accuracy of weapons fire against it. As mentioned it can be reduced by ECCM, overengineering our fire controls to be more accurate, or having better trained crews. The first two require either better research or adding more weight to our gunboats, the third requires time. ECM is just generally effective against small craft though; it might be only 1% the weight of a large combat ship but the small craft can't compensate without devoting 10% of their tonnage to ECCM. Of course, small craft can close to point blank range where accuracy is pretty good regardless. The gunboats were getting 61% accuracy at point blank rather than the 103% or so they'd have if the enemy had no ECM.

With approximately 12,000 RP we could get compact ECCM 1, which would be a 50 ton module that reduces the accuracy penalty by 10% (so 30% instead of 40%). Probably not worth it at this point. Besides, once we close to beam range the enemy is probably going down, ECM or no. The problem is getting there, and ECCM wont help against missiles.



Also, is there anything people would like to see change in this LP? Less detailed combat? More detailed combat? More emphasis on economic development or narrative?

295
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 02, 2012, 01:35:55 am »
Since that battle didn't accomplish much, have a bonus update!

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December 15, 2016: The CVLs Lee and Napoleon launch from Drake orbital docks. Taking aboard their respective gunboat squadrons, they join First Fleet and head for the Alpha Centauri system.

December 21, 2016: First Fleet enters Alpha Centauri. The plan is similar to the one for Lacaille, which was (relatively) successful; the notable exception is that the carriers can wait at the jump point and flee at the first sign of trouble.

The size 1 missiles encountered on the previous excursion are a grave threat to the gunboats; unfortunately there does not seem to be any strategy against them other than trying to endure them until the ships reach firing range.

December 26, 2016: After a rather tense Christmas celebration, the Scipio's long range sensors detect an enemy vessel approaching at high speed. The ship has the same targeting profile as the Mamba class from the previous battle, but seems to be operating alone. Sensing the chance to defeat the enemy in detail, the GBs change course to meet the Mamba head on.

Thiry minutes later, the Sebo is detected approaching from a vector in line with Alpha Centauri-A I. It may have been refueling at a planetary depot when the gunboats were detected. The gunboat squadron will attempt to destroy the Mamba before its friend can join the battle.



Shortly thereafter, two additional contacts are detected in orbit of Alpha Centauri-A I. As their thermal signatures were not detected in the previous battle and they do not appear to be leaving orbit, it is assumed that these are orbital weapons platforms or maintenance bases. Without the ability to move they cannot interfere in the current battle, so they will be ignored for now.

At 0300 hours 6 incoming missiles are detected. Their vector indicates they were launched by the Mamba.

A hail of plasma and railgun projectiles intercept the incoming missiles and reduce them to wreckage. A single missile from a second wave manages to evade and impact Horo 011, but its armor absorbs the blow. The fleet endures 3 further salvos with only minor damage.

With sensors showing no additional missiles, the gunboat squadron closes to point blank range on the Mamba and opens fire with all weapons.

The Mamba appears to be using some form of ECM to interfere with a target lock, but at point blank range it is only partially effective. The Mamba is hit by 6 plasma cannon rounds and over two dozen railgun projectiles, but shows no sign of damage. It attempts to ram Brazwell 025, but the nimble craft manages to evade.

Intelligence hypothesizes that the Mamba is exclusively missile armed and has exhausted its magazines.



The Mamba goes for another ramming attempt while the plasma cannon are recharging, and this time the Brazwell 025 is unable to avoid it. The Brazwell is splattered like a fly on a windshield before its crew can make it to the escape pods, but the Mamba is damaged by the impact as well and its targeting emissions abruptly cease. Two more plasma cannon shots lance out and the Mamba splits in two. There is no sign of the ship losing atmosphere, supporting the theory that they are automated vessels.



For the first time, a ship of the AC Automatons has been destroyed, and the Human forces have lost only a single gunboat. The Sebo is still approaching; the decision is made to hold position at the wreck and try to entice the Sebo further from the possible support of the orbiting platforms.

As the Sebo reaches 2.5 million kilometers, a salvo of 16 missiles is detected. The Squadron reverses course in order to reduce the closing velocity and hopefully buy more time to shoot down the missiles.

Wave after wave of missiles home in, but the prove easy targets and the gunboats only take a few hits. Then a missile manages to avoid counter fire and hit the damaged the engines of the Horo 012; the ship stops dead in space, and the squadron commander decides to hold position and defend the ship until its engineers can repair the drive. More salvos arrive, and eventually a second missile hits the Horo 012. Damage is heavy, but amazingly the ship still survives.



Unfortunately there is no longer any hope of repairing the engines. The crew of the Horo 012 is ordered to abandon ship, and the life pods are picked up by the squadron. Seeking vengeance, the squadron then sets a direct course for the Sebo. More missiles continue to land as the distance closes, and then an unlucky hit to the Horo 011 damages the ion drive. Unlike with the Horo 012, the drive fails catastrophically and the ship explodes



Although the missiles have wrecked great destruction on the gunboat squadron, they are nearly to firing range against the Sebo



Mindful of the Mamba's attempts to ram, the gunboat squadron stays a cautious distance from the Sebo and begins bombarding it with plasma projectiles. The shorter range railguns of the Horo class remain on guard against point blank missile launches. Unfortunately the ECM of the Sebo greatly reduced accuracy, and the Plasma projectiles effectiveness is also severely degraded.

After taking several salvos of plasma hits without sign of damage, the Sebo launches yet another salvo of missiles. Without the help of the Brazwell class, five missiles manages to penetrate the last minute point defense fire and destroy the Horo 013.

New orders are issued; the squadron is to close to point blank and attempt to destroy the Sebo before it can launch another salvo. The ramming is believed to be a lesser threat.

Plasma rounds and kinetic slugs tear into the ship, and its thermal signature begins to drop, indicating that it is losing engines. It makes no attempt to ram but instead appears to maneuver for another missile launch. If so, it never gets the chance; three more salvos of point blank fire reduces it to a burning wreck.

The fleet has destroyed over 30,000 tons of AC Automaton ships for the loss of only four gunboats, proving the viability of the Bravski doctrine. Though the two stationary contacts remain, they can wait; the gunboat squadron stops to pick up lifepods and then retreats to its carriers for repairs.

296
Wow, you don't see conventional rocket engine craft much  :D It's barely twice as fast as Mercury itself.

297
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 01, 2012, 05:18:46 pm »
January 1, 2016: As part of the Bravski Doctrine, a new gunboat variant is developed.

Code: [Select]
Scipio class Scout    800 tons     70 Crew     209.2 BP      TCS 16  TH 138  EM 0
8625 km/s     Armour 2-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 5.09 Years     MSP 82    AFR 10%    IFR 0.1%    1YR 5    5YR 79    Max Repair 126 MSP

High Performance Ion Drive (1)    Power 138    Fuel Use 780%    Signature 138    Armour 0    Exp 36%
Fuel Capacity 30,000 Litres    Range 8.7 billion km   (11 days at full power)

Long Range Search Radar (1)     GPS 17640     Range 164.0m km    Resolution 140

Whereas the sensors of the Rodney class are intended for combat and firing purposes, the long range sensors of the Scipio are meant to locate enemy vessels at long range, so that gunboats can hunt them down or perhaps flee. If there had been a Scipio at Alpha Centauri, it is possible that the fleet would have had a better idea what they were dealing with.

Once construction on the newest carrier, the Caeser, finishes in June, it will be time for the UHF navy to finally strike back against the AC Automatons. But rather than attempting to destroy the ships in Alpha Centauri the first strike will take place at Lacaille, where only 6 small vessels were detected. The new Scipio class can provide advance warning if there are more hostile ships than anticipated. Once the new units are tested in combat, a strike on Alpha Centauri can be considered.

Until then, other business must take higher priorities. Earth's mineral deposits are rapidly being depleted, and stockpiles of Corundium in particular are critically low. The mineral is used to create mines as well as the energy weapons used in many warships.

The Sol system has only minor deposits of Corundium, but for now they will have to do. Freighters begin transporting automated mines to Asteroids #138 and #170, which each possess approximately 2,500 tons of the element. The Hope system contains several large deposits of corundium, including on the colony of Hope-A II, but they are quite low in accessibility.

With the population of Hope rapidly expanding, Earth begins construction of a sector command building to organize and track the new interstellar economy.

June 24, 2016: The CVL Caeser finishes on schedule; however the powerful sensors of the Scipio class are proving difficult to construct and the first ship is not expected to be ready until August.

June 29, 2016: A team of scientists develops a practical fusion reactor to provide power to energy weapons. Their next project will be to use the technology for a more powerful plasma based drive.

August 8, 2016: The first Scipio is ready for combat, and the navy begins organizing for a strike into Lacaille.

The First Fleet, consisting of the CVL Alexander, Caeser, Cornwallis, Hannibal, Leonidas, Nobunaga, and Washington, plus their gunboat wings of 21 Brazwell, 13 Horo, and 1 Scipio, will enter the system. Due to the distance from the jump point to the system primary, they will then travel inwards to the location referred to as Waypoint 1. It is hoped that emissions control and the low thermal signature of the carriers will keep them from being detected.



Gunboats will then be launched and proceed to the wreck of the Discovery II. If the Scipio detects more enemy ships than expected, the gunboats will retreat to the jump point at maximum speed and rendezvous with the carriers.

August 16, 2016: Construction of a Sector Command HQ is completed on Earth. Majorie Ives takes over as governor of Earth Sector, and Mayme Bax takes her old position as Governor of Earth.

September 10, 2016: The First Fleet arrives at the Lacaille jump point near Pluto and enters the system.

September 19, 2016: The First Fleet arrives at Waypoint 1, launches gunboats, and then retreats back to the jump point.

September 20, 2016: The long range sensors of the Scipio detect 3 AC ships of an as yet unseen class, designated the Simbwaye. The ships are approaching the gunboats at 7095 km/s. As this is well below the Gunboat's speed of 8625 km/s the gunboats should be capable of avoiding combat.

Unfortunately, the carriers have not yet reached the jump point back to Sol. The decision is made to try to lead the enemy vessels away from the carriers.



Slightly over an hour later two ships of yet another new class are detected by the Scipio. This class is designated the Anzone. After another hour, it becomes obvious that the enemy ships are pursuing the gunboat squadron rather than the carriers. This is good news; the gunboat squadron can avoid action with the slower ships but would be forced to defend the carriers or risk being stranded in the system.



At 22 hundred hours, the original 6 Nyryat contacts are detected at 3 million kilometers. The Scipio's sensors are able to determine that the ships are only 1,000 tons; hardly larger than the gunboats themselves. Their high speed means they are closing on the gunboat squadron, but Admiral Hannah Avram is confident that the 35 Terran ships will be able to overwhelm the enemy ships if they choose to engage without support.



At a range of 1.5 million KM, active targeting systems are detected from the Nyryat ships. The gunboat squadron reverses course and attempts to close to firing range. Seconds later, 55 Size 3 missiles are detected; it appears the Nyryat are missile armed. The gunboats prepare for point defense fire.

Plasma and railgun projectiles destroy 27 of the 55 missiles. The remaining 28 missiles destroy three Brazwell gunboats with multiple strength 5 nuclear explosions. Seconds later, the Nyryat contacts change course and begin fleeing the gunboat squadron. It is assumed they are out of missiles. As the gunboat squadron cannot hope to catch the faster vessels, it comes about and begins rescuing lifepods.

Admiral Hannah Avram is left with a difficult choice. If the enemy vessels have a source of reloads in system, there is nothing stopping them from launching salvo after salvo against the gunboats. Instead, the decision is made to attempt to disengage. The carriers drop speed by half to minimize their drive plumes, and the gunboats disengage all active sensors. It is hoped that the enemy vessels will not be able to track either group.

12 hours later, the Scipio briefly activates its active sensors to find that no enemy ships are in range. Either they have disengaged, or they have gone after the carrier. The group sets a course paralleling that of the carriers and once again shuts down their sensors. The waiting is tense; the carriers have no sensors and the first warning that the ploy was unsuccessful would likely be the detonation of missiles.

Several days later, the gunboat squadron rendezvous with the carriers and the ships proceed to the jump point.

October 1, 2016: The First Fleet jumps back into the Sol System. Its gunboats are deployed to guard the jump point while the carriers return to Earth for fuel and resupply.

The fleet has been defeated again, but this time most of the forces were able to escape; the loss of three Brazwell gunboats is to be regretted but at least their crews could be rescued. In return humanity has gained valuable intelligence about the enemy.

The strength and number of the enemy ships in Lacaille is troubling; at least 5 medium size vessels plus what appears to be 6 missile armed gunboats, possibly with a mothership.

Alpha Centauri now appears to be the weaker force. Two additional carriers are scheduled to be completed in December, bringing the total force projection of the First Fleet to 45 gunboats. Perhaps it is time to take the fight back to Alpha Centauri.

298
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: February 01, 2012, 04:08:52 pm »
Srg. Johnson leading a company of Marines.

The lowest rank in the game is Colonel, but I made a Colonel Johnson and he can get a company of marines once we have the research.

299
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: January 31, 2012, 09:04:33 pm »
Something I will try eventually. Or maybe railguns, I always liked railgun fighters.

The Ghost of Sheb can rest easy, though; the gunboats will have their fun before the inevitable march of technology results in them being "miniaturized" to fighters.

300
Play With Your Buddies / Re: Let's Play Aurora - Ad Astra per Aspera
« on: January 31, 2012, 07:54:01 pm »
After spending a lot of time going over officer and mothership assignments, I'm tempted to go with the laser fighters for the reduced micromanagement. Beam fighters are unconventional enough, right? Right? ???

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