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Author Topic: Aurora 4x - The Io Insurrection  (Read 2662 times)

Khan Boyzitbig

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Aurora 4x - The Io Insurrection
« on: March 17, 2018, 02:59:58 pm »

The year is 2025, the Terran Empire has defeated all other Human nations on Earth and subdued the Martian and Luna colonies.
Only the Io colony, a research base near Jupiter studying an ancient city and its long derelict terraformers remains free, the few imperial ships that came near have vanished, presumably destroyed by an unknown force.


Now the brave 214 million colonists must decide their future among the stars and hopefully one day put an end to the Terran Empire and liberate the Earth.

Spoiler: Io's Status (click to show/hide)

Spoiler: Imperial Status (click to show/hide)
Imperial Fleet Design and Deployment Doctrines:
Spoiler: Commercial Marine (click to show/hide)
Spoiler: Imperial Support Fleet (click to show/hide)
Spoiler: Escort Fleet (click to show/hide)
Spoiler: The Imperial Armada (click to show/hide)

The People of Io Look to their Boldest and Brightest for inspiration on how to proceed, so my friends what say you?



This is an asymmetric interactive playthrough, all the !!FUN!! stuff (baring NPRs right now, they will be there later though) is active, anyone can ask for a character/ship/class and suggest techs to research or designs to use/build etc. For the sake of RP the Terran Empire will not investigate Jupiter unless their active sensors pick up a ship from the Io Republic there (and even then, some situations will cause them to ignore that) and Imperial ships (or at least the Imperial Armada) will take about 30 minutes to react officially to any combat from initial hostile action (such as boarding actions) however they may lob missiles at anything in range that is hostile even if the ship/s aren't officially reacting yet. The Empire will not react to Thermal contacts, but EM signatures (Such as shields or active search sensors but not Colonies) will draw attention.

Some important stuff: You can choose between yourselves upto 10 free techs (5000 cost max, no rushing magneto-plasma drives instantly) and 10 ship components (turrets are free, just cost a turret mountable weapon, same goes with 1 missile magazine, missile launchers and fire controls), you start with Marines (both), assault inf, construction brigades, basic jump-related techs, troop transport bays and normal drop bays. Not much point building Jumpgates, needs a big ship and The Empire will build them anyway.

I'm thinking that this should be done in 30-day Intervals (not the ingame interval, but 1st of month till 1st of month interval) with general plans of what should be done and how. Obviously there can be a time skip until the first ship is built, little will happen in that time anyway (baring !!FUN!! from the ruins).

Feel Free to provide tips both about gameplay and the whole narrative stuff, not done one of these kinds of things before. Also feel free to ask about stuff too. BTW, Jupiter is about 330 million km from Ceres, and the Empire has a 226m km range missile as its current max.
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Hanzoku

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Re: Aurora 4x - The Io Insurrection
« Reply #1 on: March 18, 2018, 01:25:28 pm »

What’s the mechanic that is keeping the Imperial armada at bay, and what stops the Empire from just chuckling to themselves and lobbing a few thousand missiles all at once at Io and calling it a day?
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Khan Boyzitbig

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Re: Aurora 4x - The Io Insurrection
« Reply #2 on: March 18, 2018, 02:28:54 pm »

What’s the mechanic that is keeping the Imperial armada at bay, and what stops the Empire from just chuckling to themselves and lobbing a few thousand missiles all at once at Io and calling it a day?
The Empire did try, something stopped them. Something that they couldn't target with their missiles, moving far faster than anything manmade and able to engage them with ease.
The only warning the Imperial ships had was a change in Jupiter's background signals, for a brief moment Jupiter seemed to become a Supergiant Star, followed shortly by a pair of ship signatures.

Also, The Empire would want to capture the ruins intact, missile spam at range would destroy anything of value, not to mention how easy it would be to throw out lots of anti-missile platforms and shoot them all down (compared to getting launchers in range, and then keeping the launchers supplied with ammo).
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Madman198237

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Re: Aurora 4x - The Io Insurrection
« Reply #3 on: March 18, 2018, 04:42:12 pm »

PTW, for now. I'll probably participate once I see how this shapes up.
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Khan Boyzitbig

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Re: Aurora 4x - The Io Insurrection
« Reply #4 on: March 20, 2018, 09:25:17 am »

There is a lot to be done in the background of this, but its not as bad as the other idea I had which involved 6 or 7 factions.

Anyway, here is some background lore:


During the Third World War a multitude of counties and states from various nations declared themselves "The Empire of the 32" and quickly took over their neighbours who were weakened by the fighting. In a few short months the Empire had managed to occupy 40% of the world, while half of the other nations refused to seek peace with each other, those that did seek peace formed a coalition against the Empire. By this point the Empire had activated the nuclear weapons they had taken during the war and proceeded to fire upon the Coalition nations most of whom had lost their nuclear capacity to Imperial forces already, the result was most of the Earth's population and industry was destroyed with the Empire annexing the few survivors and re-branding themselves The Terran Empire.
The Luna colony, having very little industry or manpower anyway, surrendered without a fight while the Mars colony launched a handful of small ships and fighters to try and keep the Empire at bay and for a few years this worked as the Empire had too few warships to push through. This changed when the first Eclipse class cruiser was finished, at 17900t it was the largest spacefaring warship built by humans to date with thick armour and numerous weapons though not without flaws, with the fleet massively strengthened the Empire pushed through the tired defenders and the colony surrendered.
The Empire's attention now turned towards Io, the last free colony and surprisingly the largest, Io had been building up to prepare for the inevitable assault but even so it looked grim for the colony as the Empire now had a considerable number of heavy ships. The two sides met halfway between Ceres and Io in a slow yet brutal and obviously one-sided fight, the Empire's fleet had taken a few hits but was intact while the colonial fleet lay in ruins. As the Imperial fleet closed with Io an unusual event occurred, according the the Imperial sensors Jupiter became a Supergiant star briefly followed by two unusual ship signatures approaching nearly as fast as an imperial missile while from the Colony's perspective an M class Bright Giant (Specifically an M1-II) was detected through an unstable jump point near Jupiter and two alien capitalships came through, at 52800t they were far larger than the Eclipse class and though much faster their thermal signature was 10% smaller than the Eclipse however the energy field surround the Battleships was nearly equal to the EM signature of the Io colony. The Empire's reaction to these ships was hostile, as soon as they could target them they opened fire expecting their large numbers to win the day, only to find the alien ships had little trouble shooting down the missiles and then outranging the laser cannons of the Imperial fleet with their own. With the Imperial fleet destroyed the aliens entered orbit of Io and transmitted a short message in an as yet unknown language before jumping out of the system.

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Karlito

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Re: Aurora 4x - The Io Insurrection
« Reply #5 on: March 21, 2018, 03:36:10 pm »

Some important stuff: You can choose between yourselves upto 10 free techs (5000 cost max, no rushing magneto-plasma drives instantly) and 10 ship components (turrets are free, just cost a turret mountable weapon, same goes with 1 missile magazine, missile launchers and fire controls), you start with Marines (both), assault inf, construction brigades, basic jump-related techs, troop transport bays and normal drop bays. Not much point building Jumpgates, needs a big ship and The Empire will build them anyway.
Well I figure, Construction Rate 12/14, Mining Rate 12/14, Research Rate 240, Pebblebed Reactor, Nuclear Pulse Engines for sure, and then since we only have two labs we should build some more. Also a few levels of military academy so we can actually get some scientists.
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Khan Boyzitbig

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Re: Aurora 4x - The Io Insurrection
« Reply #6 on: March 24, 2018, 11:55:42 am »

Well thats 7 techs with 3 free ones available. Along with 10 components that are free. Should be able to make a lab or academy a year if focused by my calculations and might get some free ones with the ruins are exploited. Anyone have additional suggestions? Or should I go with what seems best?
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Karlito

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Re: Aurora 4x - The Io Insurrection
« Reply #7 on: March 24, 2018, 12:27:54 pm »

Ah yes, the ruins. I forget the exact mechanics there, but our exploitation rate is dependent on the number of construction brigades we have yes? So we should train a few of those.
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Culise

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Re: Aurora 4x - The Io Insurrection
« Reply #8 on: March 25, 2018, 01:47:04 pm »

Ah yes, the ruins. I forget the exact mechanics there, but our exploitation rate is dependent on the number of construction brigades we have yes? So we should train a few of those.
I'm fairly sure that's correct; construction inherited the xenology and manufacturing side of the engineer/construction split.  If I recall the matter properly, since it's still unknown race/size, we'll also want a xenology team to survey the ruins first.  We'll probably also also want a proper defensive force on the ground because reasons of the Terran Empire.  No other reasons, honest.
« Last Edit: March 25, 2018, 01:48:51 pm by Culise »
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Khan Boyzitbig

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Re: Aurora 4x - The Io Insurrection
« Reply #9 on: March 25, 2018, 02:16:52 pm »

Well current base defence strength (minus HQs and modifiers) is 120 from 12 battalions, although the Empire does have much more. I will provide a fighting chance to Io if danger threatens to overwhelm too early, not much of a story if it ends in the prologue right? At the very least it will end with style.

There already is a Xenology team on Io looking at the ruins, and I know I queued some construction brigades somewhere already but that might have been on Mars, would have to check.
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Khan Boyzitbig

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Re: Aurora 4x - The Io Insurrection
« Reply #10 on: March 31, 2018, 11:20:49 am »

Io wasn't training Construction Brigades, now they are. Techs added. As for Construction, 2 Academies and labs have been queued at 50% each, is this enough? for them all to be built will take about 3 and a half years.

Seeing as no suggestion for ships and components were made here is a few options I came up with (Names are open for changing, just used default ones for designing them):
Spoiler: New craft (click to show/hide)
Note that about 25% of the tonnage on those frigates is armour (and 11% of the fighter's tonnage) and 40-50% is the engines. On the other hand they are faster than Imperial ships if somewhat shorter ranged.
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Vivalas

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Re: Aurora 4x - The Io Insurrection
« Reply #11 on: April 18, 2018, 03:13:11 pm »

PTW
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