Author Topic: The Battle Fleet of the Nullan Collective  (Read 2306 times)

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Offline Redshirt (OP)

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The Battle Fleet of the Nullan Collective
« on: July 13, 2012, 02:36:38 PM »

The Nullan are a happy little race of fuzzy methane breathers, who share a collective consciousness (hive mind.) Their homeworld, Nebulon, is located in the middle of a level 4 nebula, and home to nearly 2.5 billion hard-working Nullan (I got a bit lucky in system/world gen.)

As a rule, all of their ships are fast and heavily armored, to deal with the large amount of dust within their system. The nebula is expansive, containing at least nineteen nearby systems, and most of their colonies are built within its comforting haze. Only recently did they expand outside of its confines, to a system called Sil-Gamir, rich in mineral resources. Exploration of the outside systems proved somewhat of a shock for the agoraphobic little Nullan, and you can imagine their surprise upon discovering an alien race one jump point from Sil-Gamir.

-- Contact: thermal(warm).
Quizzical-mood"interested? Large. Four ships(eggs).
Quizzical-mood"suprised? More? Small, unarmored ships(eggs)? Very fast. Very many. Approaching. Unmanned.
Quizzical-mood"apprehensive? ... Friendly? --

At which point the first wave of enemy missiles impacted with the geosurvey ship.

The Nullan sat, stunned, for five seconds, until the next wave impacted, blasting through the armor, and the ship exploded.

Horrified, the remaining survey fleet immediately stopped everything they were doing and raced towards the Sil-Gamir jump point at full speed. A few days later, their first battle fleet arrived and took up station on the friendly side of the point. It was a rag-tag collection of beam destroyers and gun boats. While they were the undesputed kings within the nebula, these ships were completely unprepared to fight against the horrific new weapons that had been used upon the Nullan. Their only hope was they might be able to focus enough damage on anything that came through the jump point to destroy it before it could fire back. In the meantime, the Collective began frantically turning its resources towards understanding and developing anti-missile technology. It would be a useless waste of resources within the nebula, but apparently was critical for survival outside of it.

As they improved their understanding, they began to make plans for the next-generation of combat ships, a fleet which would let them safely extend their reach into the vast expanse of open space.

(Note: I am playing with overhaul and maintenance off, so these are a little light on maintenance storage.)

First- their destroyer groups. These would be comprised of eight ships each- two Destroyers, two destroyer escourts, and four gunboats. Their primary purpose was defense of their colonies within the cloud of the nebula, where they could utilize the system of jump gates the Nullan had built.
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Fang class Gunboat    7,000 tons     670 Crew     1245 BP      TCS 140  TH 960  EM 150
6857 km/s     Armour 6-32     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 31.28
Maint Life 0.78 Years     MSP 111    AFR 392%    IFR 5.4%    1YR 142    5YR 2136    Max Repair 77 MSP

Magneto-plasma Drive E8 (12)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 32.1 billion km   (54 days at full power)
Delta R300/20 Shields (2)   Total Fuel Cost  40 Litres per day

Twin Gunboat R6/C4 Meson Cannon Turret (4x2)    Range 60,000km     TS: 16000 km/s     Power 6-8     RM 6    ROF 5        1 1 1 1 1 1 0 0 0 0
PD Fire Control S04 32-16000 (4)    Max Range: 64,000 km   TS: 16000 km/s     84 69 53 37 22 6 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 (4)     Total Power Output 24    Armour 0    Exp 5%

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Blasstumaam class Destroyer    13,300 tons     1525 Crew     2490 BP      TCS 266  TH 1840  EM 300
6917 km/s     Armour 6-50     Shields 10-300     Sensors 1/1/0/0     Damage Control Rating 11     PPV 70
Maint Life 0.19 Years     MSP 117    AFR 1415%    IFR 19.7%    1YR 607    5YR 9100    Max Repair 115 MSP

Magneto-plasma Drive E8 (23)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 33.8 billion km   (56 days at full power)
Delta R300/20 Shields (4)   Total Fuel Cost  80 Litres per day

Particle Beam-4 (10)    Range 150,000km     TS: 6917 km/s     Power 10-4    ROF 15        4 4 4 4 4 4 4 4 4 4
Destroyer PB Fire Control S06 128-6000 (2)    Max Range: 256,000 km   TS: 6000 km/s     96 92 88 84 80 77 73 69 65 61
Destroyer Stellarator Fusion Reactor Technology PB-1 (9)     Total Power Output 108    Armour 0    Exp 5%

Active Search Sensor MR9-R95 (1)     GPS 1520     Range 9.4m km    Resolution 95

The design of the Destroyer escourt was not yet completed, but would feature a more expansive sensor array, and additional point-defense mesons. For extra-nebular combat, a second class of Destroyer would add a jump engine that could take it, along with a destroyer and two gunboats, through a jump point. It would also remove the mesons- nowhere near fast enough to track missiles (despite the best efforts of the Nullan to develop the technology.) Instead, it would utilize the new Thorn Series Anti-Missile Missile:
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Missile Size: 1 MSP  (0.05 HS)     Warhead: 1    Armour: 0     Manoeuvre Rating: 15
Speed: 51200 km/s    Endurance: 1 minutes   Range: 3.0m km
Cost Per Missile: 1.2283
Chance to Hit: 1k km/s 768%   3k km/s 255%   5k km/s 153.6%   10k km/s 76.8%

The missile technology developed by the Nullan also opened up a new tactical possibility they had not considered before- fighters. Small, fast, unarmored ships. Completely useless within the nebula due to their poor armor, but outside of it, they might be a great tactical benefit. Thus they also imagined a new class of ship- a carrier. It would be accompanied by two additional escourts, based off the extra-nebular destroyer escourt, but without jump drives. Instead, the carrier itself could take these through the jump point.

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Seguetuur class Carrier    27,350 tons (?)    1713 Crew     4122 BP      TCS 547  TH 3760  EM 450
6873 km/s     Armour 5-80     Shields 15-300     Sensors 36/36/0/0     Damage Control Rating 11     PPV 0
Maint Life 0.01 Years     MSP 94    AFR 5984%    IFR 83.1%    1YR 6800    5YR 102002    Max Repair 210 MSP
Flag Bridge    Hangar Deck Capacity 10000 tons     

Magneto-plasma Drive E8 (47)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
(Under design- jump engine, unknown tonnage)
Fuel Capacity 500,000 Litres    Range 41.1 billion km   (69 days at full power)
Delta R300/20 Shields (6)   Total Fuel Cost  120 Litres per day

Carrier Active Search Sensor MR168-R100 (1)     GPS 21000     Range 168.0m km    Resolution 100
Active Search Sensor MR5-R1 (1)     GPS 96     Range 5.8m km    Resolution 1
Thermal Sensor TH6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km
EM Detection Sensor EM6-36 (1)     Sensitivity 36     Detect Sig Strength 1000:  36m km

The Seguetuur would also carry 24 fighters, broken into four combat wings of six each.
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Sting class Fighter    310 tons     11 Crew     42.5 BP      TCS 6.2  TH 53  EM 0
8548 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 62%    IFR 0.9%    1YR 3    5YR 41    Max Repair 11 MSP

FTR Magneto-plasma Drive E960 (1)    Power 52.8    Fuel Use 9600%    Signature 52.8    Armour 0    Exp 50%
Fuel Capacity 5,000 Litres    Range 0.3 billion km   (9 hours at full power)

Fighter Meson Cannon (1)    Range 15,000km     TS: 8548 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
Fire Control S01 24-3000 (FTR) (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Fighter Stellarator Fusion Reactor Technology PB-1 (1)     Total Power Output 3    Armour 0    Exp 5%

FTR Active Search Sensor MR0-R5 (1)     GPS 11     Range 280k km    Resolution 5

Every carrier group would always be accompanied by two additional extra-nebula destroyer groups, so the full battle group is comprised of 19 ships:
1x Carrier
2x Carrier Escourts
4x Beam Destroyers
8x Gunboats
4x Destroyer Escourts

Additionally, there will be several low-profile long range scout ships, utilizing passive-only sensors, and engines with 35% thermal emissions. Sacrificing the traditional armor for speed, they will be almost non-functional within the nebula, far too slow, but outside of it, they should help provide advanced threat warning and response.
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Palintir class Scout    4,500 tons     430 Crew     925 BP      TCS 90  TH 224  EM 240
7111 km/s    JR 3-50     Armour 1-24     Shields 8-300     Sensors 80/80/0/0     Damage Control Rating 1     PPV 0
Maint Life 1.08 Years     MSP 128    AFR 162%    IFR 2.2%    1YR 110    5YR 1644    Max Repair 81 MSP

J4500(3-50) Military Jump Drive     Max Ship Size 4500 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E7 Low Thermal (8)    Power 80    Fuel Use 70%    Signature 28    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 57.1 billion km   (93 days at full power)
Delta R300/20 Shields (3)   Total Fuel Cost  60 Litres per day

Thermal Sensor TH10-80 (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km
EM Detection Sensor EM10-80 (1)     Sensitivity 80     Detect Sig Strength 1000:  80m km

Although untested, the standard operating procedure for systems with known threats will be for the scouts to jump in-system and begin spreading out. They will be followed by the destroyer wings, and finally, the carrier, which should be able to remain far behind the fleet while still supporting them with its massive sensor array. Hopefully the AMM technology will be effective enough to allow the destroyers and gunboats to get within range of their targets.

(I don't really know, I've never built a whole beam-heavy fleet before...)
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Offline Redshirt (OP)

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Re: The Battle Fleet of the Nullan Collective
« Reply #1 on: July 13, 2012, 04:43:34 PM »
Designs for the Jump Destroyer Escourt and Destroyer Escourt are now complete.
Code: [Select]
Spiral class Jump Destroyer Escort    20,000 tons     1700 Crew     4541.4 BP      TCS 400  TH 2720  EM 150
6800 km/s    JR 4-50     Armour 2-65     Shields 5-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 12
Maint Life 0.01 Years     MSP 142    AFR 3200%    IFR 44.4%    1YR 14999    5YR 224981    Max Repair 1936 MSP
Magazine 1244   

J20000(4-50) Military Jump Drive     Max Ship Size 20000 tons    Distance 50k km     Squadron Size 4
Magneto-plasma Drive E8 (34)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 28.1 billion km   (47 days at full power)
Delta R300/20 Shields (2)   Total Fuel Cost  40 Litres per day

Size 1 AMM Launcher (12)    Missile Size 1    Rate of Fire 10
AMM Missile Fire Control FC21-R1 (4)     Range 21.4m km    Resolution 1
Thorn Size 1 Anti-missile Missile (1244)  Speed: 51,200 km/s   End: 0.7m    Range: 2.3m km   WH: 1    Size: 1    TH: 256 / 153 / 76

AMM Active Search Sensor MR3-R1 (1)     GPS 42     Range 3.4m km    Resolution 1
DE Active Search Sensor MR16-R100 (1)     GPS 2100     Range 16.8m km    Resolution 100

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

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Spiral CE class Carrier Escourt    11,000 tons     776 Crew     1865.4 BP      TCS 220  TH 1200  EM 300
5454 km/s     Armour 4-44     Shields 10-300     Sensors 1/1/0/0     Damage Control Rating 1     PPV 12
Maint Life 0.27 Years     MSP 106    AFR 968%    IFR 13.4%    1YR 387    5YR 5807    Max Repair 89 MSP
Magazine 1244   

Magneto-plasma Drive E8 (15)    Power 80    Fuel Use 80%    Signature 80    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 51.1 billion km   (108 days at full power)
Delta R300/20 Shields (4)   Total Fuel Cost  80 Litres per day

Size 1 AMM Launcher (12)    Missile Size 1    Rate of Fire 10
AMM Missile Fire Control FC21-R1 (4)     Range 21.4m km    Resolution 1
Thorn Size 1 Anti-missile Missile (1244)  Speed: 51,200 km/s   End: 0.7m    Range: 2.3m km   WH: 1    Size: 1    TH: 256 / 153 / 76

AMM Active Search Sensor MR3-R1 (1)     GPS 42     Range 3.4m km    Resolution 1
DE Active Search Sensor MR16-R100 (1)     GPS 2100     Range 16.8m km    Resolution 100

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
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Offline Redshirt (OP)

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Re: The Battle Fleet of the Nullan Collective
« Reply #2 on: July 14, 2012, 12:22:52 AM »
Note to self- the Sting is useless, because despite being almost 3500km/s faster than the ship it's being ordered to follow, it is, for some reason, unable to get closer than 26k.
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Offline Hawkeye

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Re: The Battle Fleet of the Nullan Collective
« Reply #3 on: July 14, 2012, 02:08:53 AM »
Note to self- the Sting is useless, because despite being almost 3500km/s faster than the ship it's being ordered to follow, it is, for some reason, unable to get closer than 26k.

This might be due to the pilots "Fleet Movement Initiative".
This stat influences the order, in which TGs move.
If your pilots have a lower rating as the enemy, your fighters will first close to point blank range, then the target ship will move away from the fighter, resulting in it never being able to stay on top of its target.

Standard initiative for a TG is set to 100. You can set it as high as the TG-commanders (the senior officer who is displayed in the TG screen) rating manually
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Offline blue emu

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Re: The Battle Fleet of the Nullan Collective
« Reply #4 on: July 24, 2012, 06:26:46 PM »
Try "Move to" instead of "Follow".

For Megneto-Plasma Drive level, your Carrier's battle management active sensor seems very short-ranged... at the same tech level, I use a 1.08 billion km range sensor for battle management and coordinating Fighter strikes.
 

Offline ardem

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Re: The Battle Fleet of the Nullan Collective
« Reply #5 on: July 26, 2012, 12:41:48 AM »
As for Fleet movement Initative I find you set it lower not higher, so you move last, which means right ontop of the other vessel. If your trying to run away set it higher not lower, you might get away from mesons.

It probably should be around the other way, meaning Fleet Initiative is then meaningful.

E.G. Highest number moves last, the only benefit for FMI is for laser contacts.

 

Offline Theokrat

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Re: The Battle Fleet of the Nullan Collective
« Reply #6 on: July 26, 2012, 02:23:36 AM »
As for Fleet movement Initative I find you set it lower not higher, so you move last, which means right ontop of the other vessel. If your trying to run away set it higher not lower, you might get away from mesons.

It probably should be around the other way, meaning Fleet Initiative is then meaningful.

E.G. Highest number moves last, the only benefit for FMI is for laser contacts.


My understanding is that indeed highest numbers do move last.
 

Offline Hawkeye

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Re: The Battle Fleet of the Nullan Collective
« Reply #7 on: July 26, 2012, 09:52:24 AM »
My understanding is that indeed highest numbers do move last.

That´s my understanding too
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Offline Thiosk

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Re: The Battle Fleet of the Nullan Collective
« Reply #8 on: July 26, 2012, 08:05:54 PM »
i like the idea of a cute little nebulonic race struggling to survive outside the comforting glow of the dust cloud.
 

Offline Redshirt (OP)

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Re: The Battle Fleet of the Nullan Collective
« Reply #9 on: July 27, 2012, 07:15:18 PM »
 ;D I did too, which is why I generated them.

The Nullans just had their first encounter with an actual NPR (as opposed to any spoiler races). It was a complete surprise- the planetary sensors on a system one jump away from their homeworld detected alien craft. Their military seems to be hostile, according to the diplomatics screen, but the ships haven't diverged from their routes or attacked any Nullan commerce ships, which fuels the suspicion that they are geosurvey craft. The evidence is backed up by their course, which is straight towards a survey point. The Nullan fleets were immediately recalled to the system, but the ships passed out of sensor range and were lost.

Communications were established fairly quickly with the aliens, but they seem unwilling to talk. The Nullans have sent their fleet to the most likely entry jump point, and from there, will need to determine their homeworld. They're not afraid of an invasion- the scout ships in the nebula were limited to a speed below 200 km/s- but they feel the need to confront a potentially hostile race before they decide to start expanding into the hallowed cloud.
« Last Edit: July 27, 2012, 07:20:27 PM by Redshirt »
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