Author Topic: Primitive NPR  (Read 1617 times)

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Offline non sequitur (OP)

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Primitive NPR
« on: October 27, 2017, 02:43:52 PM »
So newbie question

I ran into an NPR today on a planet.  No ships in the system, planet with every trans-newtonian mineral.  Is there anyway to tell if this is a primitive NPR or do I just guess?
 

Offline Erik L

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Re: Primitive NPR
« Reply #1 on: October 27, 2017, 03:04:42 PM »
Begin communications with them.

Offline non sequitur (OP)

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Re: Primitive NPR
« Reply #2 on: October 27, 2017, 03:12:51 PM »
sorry, I'm pretty dense sometimes.  Where would that information show up? Just in the event updates?
 

Offline obsidian_green

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Re: Primitive NPR
« Reply #3 on: October 27, 2017, 03:57:29 PM »
Intelligence window (last button on the System Map menu bar), political relations tab is what you're looking for. Make sure to select the aliens with which you are trying to deal.
 

Offline Gabethebaldandbold

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Re: Primitive NPR
« Reply #4 on: March 04, 2018, 09:57:13 PM »
puting a diplomatic team to work with them also helps a lot
To beam, or not to beam.   That is the question
the answer is you beam. and you better beam hard.
 

Offline Seolferwulf

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Re: Primitive NPR
« Reply #5 on: March 05, 2018, 09:17:16 AM »
Make sure they know you exist if you want to talk to them.
I had it once that my scouts found a primitive NPR homeworld but they in turn didn't detect them.
The relations seemingly improved and they told me their civ's name, but only after firing a transponder signal in their system did they start to give me benefits like allowing trade and stuff.
 

Offline Andy8583

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Re: Primitive NPR
« Reply #6 on: April 04, 2018, 03:12:48 PM »
Whats a transponder? And how do you get such nice neighbours haha, the first I knew about aliens was when they sent 5 missile boats against one of my gate constructors.  Thankfully the gate wasn't finished before it died cuz I had no military yet to stop any invasions.

On that note, how soon should you start on a fleet? And how do I know if I'm even doing well?

I'm about 35 years in so far, and my first warship has just come out of the shipyard, can you tell me how it is? Aside from this I have a fleet of about 20 freighters with about 5 cargo holds each, 2 gate constructors left, about 7 automated mining colonies, 1 civvie mining colony, and 1 population colony I just started.  Also a couple scout ships, but they're pretty useless now, only geosurveys and gravsurveys on them, no actives.

Here's my first warship btw: Broadsword class Missile Cruiser    29 700 tons     613 Crew     4215. 92 BP      TCS 594  TH 1400  EM 60
2356 km/s     Armour 5-85     Shields 2-300     Sensors 12/12/0/0     Damage Control Rating 15     PPV 120
Maint Life 1. 48 Years     MSP 10444    AFR 1411%    IFR 19. 6%    1YR 5355    5YR 80327    Max Repair 700 MSP
Intended Deployment Time: 12 months    Spare Berths 0   
Magazine 477    Cargo Handling Multiplier 20   

1400 EP Magneto-plasma Drive (1)    Power 1400    Fuel Use 81. 03%    Signature 1400    Exp 17%
Fuel Capacity 10 500 000 Litres    Range 78. 5 billion km   (385 days at full power)
Wright Systems Gamma R300/192 Shields (1)   Total Fuel Cost  8 Litres per hour  (192 per day)

Doherty Aeromarine Size 10 Missile Launcher (12)    Missile Size 10    Rate of Fire 75
Kennedy Cybernetics Missile Fire Control FC132-R40 (4)     Range 132. 8m km    Resolution 40

Kennedy Cybernetics Active Search Sensor MR132-R40 (1)     GPS 16800     Range 132. 8m km    Resolution 40
Ball-Griffiths Thermal Sensor TH2. 5-12 (1)     Sensitivity 12     Detect Sig Strength 1000:  12m km
Ball-Griffiths EM Detection Sensor EM2. 5-12. 5 (1)     Sensitivity 12. 5     Detect Sig Strength 1000:  12. 5m km

This design is classed as a Military Vessel for maintenance purposes

And here's the missle I'm  planning to load on it.

Missile Size: 10 MSP  (0. 5 HS)     Warhead: 16    Armour: 0     Manoeuvre Rating: 20
Speed: 20000 km/s    Engine Endurance: 228 minutes   Range: 273. 2m km
Cost Per Missile: 8. 4517
Chance to Hit: 1k km/s 400%   3k km/s 120%   5k km/s 80%   10k km/s 40%
Materials Required:    4x Tritanium   4. 4517x Gallicite   Fuel x750

My thinking was that I'd keep at range with about 4-5 of these ships and hopefully the enemy would be dead before they reach me.  Fore reference the enemy has at least 5 military ships as of 5 years ago, and their average speed was 4. 5km/s, they used missles from range (not sure how far but hopefully not as far as me. ) and then a LOT of beams weapons once they got closer.
 

Offline tobijon

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Re: Primitive NPR
« Reply #7 on: April 04, 2018, 04:16:01 PM »
a transponder is an option you can activate where the ship will let its location be known to everyone in the system

some advice on your ship
I assume that you mean 4. 5k km/s (4500km/s) for your opponents ships, your own warship is a little slow, also shields arent very helpfull in small numbers, a shield strength of 2 isnt worth much.
Why do you have cargo handling systems, you dont need them. 
Your fire controls and sensors have a much smaller range than your missile, you can remove fuel till the range is 150m km, this will make the missile smaller, allowing you to load more and making them faster
 

Offline Seolferwulf

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Re: Primitive NPR
« Reply #8 on: April 06, 2018, 12:49:31 PM »
When you open the Task Groups window and have a look at the orders you can give you'll find the order to activate/deactivate the transponder.
As tobijon said this is a way to make sure others in the system know you're there.

As for your ship:
- Fit two engines onto it. If the enemy manages to take out your ships only engine it is as good as gone.
- Anti-missile stuff! CIWS, turrets with a fast speed rating, anti-missile missiles. You should put something onto your ship besides plain armor.
- Use Engineering Spaces instead of Maintenance Storage Bays. Engineering Spaces also reduce your ship's annual failure rate in addition to storing maintenance supplies.

Here are some of my designs, although I don't know how useful they'll be...
They aren't exactly battle tested D:
The Fighter-Scouts are for surveying and scouting for stuff, the Cerberus are for protection and the Shuttles for escape scenarios.
I mainly use them for exploring new systems.

Code: [Select]
Hound Lord class Light Carrier    50 000 tons     1121 Crew     8905.25 BP      TCS 1000  TH 200  EM 0
2500 km/s    JR 3-50     Armour 7-120     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 100     PPV 16
Maint Life 2.41 Years     MSP 7792    AFR 285%    IFR 4%    1YR 1845    5YR 27673    Max Repair 1487 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 265   
Hangar Deck Capacity 15000 tons     Magazine 1546   

Hound Lord Jump Drive     Max Ship Size 50000 tons    Distance 50k km     Squadron Size 3
Hound Lord Magnetic Fusion Drive (4)    Power 625    Fuel Use 2.21%    Signature 50    Exp 5%
Fuel Capacity 1 500 000 Litres    Range 244.3 billion km   (1131 days at full power)

CIWS (1x6)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Size 1 Missile Launcher (16)    Missile Size 1    Rate of Fire 5
AMM MFC II (4)     Range 6.9m km    Resolution 1
Cerberus ASM (946)  Speed: 21 900 km/s   End: 164.7m    Range: 216.4m km   WH: 4    Size: 1    TH: 226/135/67
AMM (600)  Speed: 65 800 km/s   End: 1.3m    Range: 5m km   WH: 1    Size: 1    TH: 1381/829/414

AMM ASS II (1)     GPS 34     Range 8.1m km    MCR 878k km    Resolution 1
1k ASS (1)     GPS 19200     Range 1 030.4m km    Resolution 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Blood Hound class Fighter-Scout    500 tons     14 Crew     248.65 BP      TCS 10  TH 5.6  EM 0
7000 km/s     Armour 1-5     Shields 0-0     Sensors 120/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 4.19 Years     MSP 62    AFR 10%    IFR 0.1%    1YR 6    5YR 85    Max Repair 120 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

Fighter Scout Magnetic Fusion Drive (2)    Power 35    Fuel Use 57.4%    Signature 2.8    Exp 14%
Fuel Capacity 100 000 Litres    Range 62.7 billion km   (103 days at full power)

Hound Thermal Sensor (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km

This design is classed as a Fighter for production, combat and maintenance purposes
Code: [Select]
Terror Hound class Fighter-Scout    500 tons     14 Crew     248.65 BP      TCS 10  TH 5.6  EM 0
7000 km/s     Armour 1-5     Shields 0-0     Sensors 1/120/0/0     Damage Control Rating 0     PPV 0
Maint Life 4.19 Years     MSP 62    AFR 10%    IFR 0.1%    1YR 6    5YR 85    Max Repair 120 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

Fighter Scout Magnetic Fusion Drive (2)    Power 35    Fuel Use 57.4%    Signature 2.8    Exp 14%
Fuel Capacity 100 000 Litres    Range 62.7 billion km   (103 days at full power)

Hound EM Detection Sensor (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km
This design is classed as a Fighter for production, combat and maintenance purposes
Code: [Select]
Graviton Hound II class Fighter-Scout    500 tons     14 Crew     278.65 BP      TCS 10  TH 5.6  EM 0
7000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/2/0     Damage Control Rating 0     PPV 0
Maint Life 4.32 Years     MSP 70    AFR 10%    IFR 0.1%    1YR 6    5YR 91    Max Repair 150 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

Fighter Scout Magnetic Fusion Drive (2)    Power 35    Fuel Use 57.4%    Signature 2.8    Exp 14%
Fuel Capacity 100 000 Litres    Range 62.7 billion km   (103 days at full power)

Improved Gravitational Sensors (1)   2 Survey Points Per Hour

This design is classed as a Fighter for production, combat and maintenance purposes
Code: [Select]
Ore Hound class Fighter-Scout    500 tons     14 Crew     328.65 BP      TCS 10  TH 5.6  EM 0
7000 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/3     Damage Control Rating 0     PPV 0
Maint Life 3.91 Years     MSP 82    AFR 10%    IFR 0.1%    1YR 9    5YR 128    Max Repair 200 MSP
Intended Deployment Time: 3 months    Spare Berths 3   

Fighter Scout Magnetic Fusion Drive (2)    Power 35    Fuel Use 57.4%    Signature 2.8    Exp 14%
Fuel Capacity 100 000 Litres    Range 62.7 billion km   (103 days at full power)

Advanced Geological Sensors (1)   3 Survey Points Per Hour

This design is classed as a Fighter for production, combat and maintenance purposes
Code: [Select]
Cerberus II class Fighter    300 tons     2 Crew     288.7 BP      TCS 5.99  TH 12  EM 0
25041 km/s     Armour 3-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 1.05
Maint Life 16.83 Years     MSP 120    AFR 3%    IFR 0%    1YR 1    5YR 12    Max Repair 103.125 MSP
Intended Deployment Time: 0.1 months    Spare Berths 2   
Magazine 7   

Fighter Magnetic Fusion Drive (2)    Power 75    Fuel Use 385.82%    Signature 6    Exp 30%
Fuel Capacity 50 000 Litres    Range 7.8 billion km   (3 days at full power)

Size 1 Box Launcher (7)    Missile Size 1    Hangar Reload 7.5 minutes    MF Reload 1.2 hours
Cerberus MFC (1)     Range 244.4m km    Resolution 50
Cerberus ASM (7)  Speed: 21 900 km/s   End: 164.7m    Range: 216.4m km   WH: 4    Size: 1    TH: 226/135/67

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and maintenance purposes
Code: [Select]
Shuttle class Shuttle    272 tons     1 Crew     127.25 BP      TCS 5.44  TH 5.6  EM 0
12867 km/s    JR 1-50     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 16.68 Years     MSP 58    AFR 2%    IFR 0%    1YR 0    5YR 6    Max Repair 48.125 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3   
Cryogenic Berths 200   

Shuttle Jump Drive     Max Ship Size 300 tons    Distance 50k km     Squadron Size 1
Fighter Scout Magnetic Fusion Drive (2)    Power 35    Fuel Use 57.4%    Signature 2.8    Exp 14%
Fuel Capacity 50 000 Litres    Range 57.6 billion km   (51 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
« Last Edit: April 06, 2018, 12:51:07 PM by Seolferwulf »