Author Topic: Starting a Nebula Game  (Read 1707 times)

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Offline AtomikKrab (OP)

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Starting a Nebula Game
« on: March 13, 2010, 12:15:26 AM »
Well I decided that since my last game got way to buggy to work (shipyard problem with 5.02 and some other stuff) I made a new game, where in I created my race in a level 20 nebula... this required a change in tactics to say the least since ships have a max speed of 125 km/s per armor level in it and missiles and shields don't work. The first thing is that fighters are completely useless since there is no way to get enough armor on them to matter at least with current tech, gunboats are nearly so as well within the home system, and small ships I might as well not bother with. I also have very limited resources available in system so I need to estabilish colonies in other systems as soon as I can.

Thus my exploration fleet, also note how reducing everything to first letter acronyms can backfire for active search sensors

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Enterprise class Jump Tender    20000 tons     1918 Crew     4900.5 BP      TCS 400  TH 600  EM 0
1500 km/s    JR 3-50     Armour 12-65     Shields 0-0     Sensors 6/6/4/4     Damage Control Rating 90     PPV 0
Annual Failure Rate: 35%    IFR: 0.5%    Maint Capacity 13781 MSP    Max Repair 1600 MSP    Est Time: 6.46 Years

Ymir Engine Productions LTD J20000(3-50) MJD     Max Ship Size 20000 tons    Distance 50k km     Squadron Size 3
Gup Power Solutions IE E9 (10)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 1,010,000 Litres    Range 101.0 billion km   (779 days at full power)

Rinzt Finders Inc. ASS MR1-R1 (1)     GPS 160     Range 1.3m km    Resolution 1
Rintz Finders Inc. TS TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Rintz Finders Inc. E.M.D.S. EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Gravitational Survey Sensors (4)   4 Survey Points Per Hour
Geological Survey Sensors (4)   4 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

Jump Tender, Basically a jump engine and enough regular engines and armor to keep up in system, and other things to make it up to 20k tons thrown in

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Lexington class Fleet Scout    20000 tons     1733 Crew     3703.5 BP      TCS 400  TH 600  EM 0
1500 km/s     Armour 12-65     Shields 0-0     Sensors 300/300/1/1     Damage Control Rating 53     PPV 0
Annual Failure Rate: 60%    IFR: 0.8%    Maint Capacity 6134 MSP    Max Repair 800 MSP    Est Time: 4.54 Years

Gup Power Solutions IE E9 (10)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 1,010,000 Litres    Range 101.0 billion km   (779 days at full power)

Rinzt Finders Inc. ASS MR1-R1 (1)     GPS 160     Range 1.3m km    Resolution 1
Rinzt Finders Inc. A.S.S. MR960-R200 (1)     GPS 160000     Range 960.0m km    Resolution 200
Rintz Finders Inc. TS TH50-300 (1)     Sensitivity 300     Detect Sig Strength 1000:  300m km
Rintz Finders Inc. EMDS EM50-300 (1)     Sensitivity 300     Detect Sig Strength 1000:  300m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a military vessel for maintenance purposes

A scout ship designed for in nebula use. For those unaware, all sensors have their functions divided by the level of the nebula, so these only get 1/20th of what they show in the home system

and

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Spruance class Light Cruiser    20000 tons     1723 Crew     3520.5 BP      TCS 400  TH 600  EM 0
1500 km/s     Armour 12-65     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 27     PPV 120
Annual Failure Rate: 118%    IFR: 1.6%    Maint Capacity 2970 MSP    Max Repair 259 MSP    Est Time: 3.92 Years

Gup Power Solutions IE E9 (10)    Power 60    Fuel Use 90%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 1,010,000 Litres    Range 101.0 billion km   (779 days at full power)

Quad Dmy Laser Technologies 10cm C3 NUL Turret (6x4)    Range 90,000km     TS: 12000 km/s     Power 12-12     RM 3    ROF 5        3 3 3 2 1 1 1 1 1 0
Dmy Laser Technologies FC S16 96-12000 H50 (3)    Max Range: 192,000 km   TS: 12000 km/s     95 90 84 79 74 69 64 58 53 48
Kyr Power Corp G-C FRT PB-1 AR-0 (2)     Total Power Output 72    Armour 0    Exp 5%

Rinzt Finders Inc. ASS MR1-R1 (1)     GPS 160     Range 1.3m km    Resolution 1
Rintz Finders Inc. TS TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Rintz Finders Inc. E.M.D.S. EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a military vessel for maintenance purposes

a "light" cruiser, or a whole lot of 5 second firing time lasers, not really useful in home system yet since it's fire control is degraded to something like 9600 km

oh and as for civilian construction I have only designed this

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Builder class Construction Ship    100000 tons     1664 Crew     6212.7 BP      TCS 2000  TH 3000  EM 0
1500 km/s     Armour 12-191     Shields 0-0     Sensors 6/6/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 39 MSP    Max Repair 38 MSP
Jump Gate Construction Ship: 180 days

Gup Power Solutions IE E0.9 (20)    Power 150    Fuel Use 9%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 10,050,000 Litres    Range 2010.0 billion km   (15509 days at full power)

Rintz Finders Inc. TS TH1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km
Rintz Finders Inc. E.M.D.S. EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a commercial vessel for maintenance purposes

i'll put together some cargo and colony ships once I find another system with planets.
 

Offline Aldaris

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Re: Starting a Nebula Game
« Reply #1 on: March 14, 2010, 03:16:58 AM »
Looks like you would have been better off using a thinner nebula. Still, interesting.
 

Offline Shinanygnz

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Re: Starting a Nebula Game
« Reply #2 on: March 14, 2010, 06:37:46 AM »
Yeah, 20 is a LOT.  Blimey, you could almost breathe it   :D
I think I'd get pretty bored waiting for things to get places.  IIRC there's a good chance of adjoining systems having the same level nebula too.  Have a search for Steve's initial posts on them.
Good luck

Stephen
 

Offline waresky

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Re: Starting a Nebula Game
« Reply #3 on: March 14, 2010, 10:10:08 AM »
:shock:  Atomik..but but!..Incredible..UR Immense Huge&Universal Dimension Naval Doctrine are changed?:DDDDDDDD


now..a "little" puny 20ktons Cruiser?????


AHHA mate u make me happy:D
Good work Atomik.
 

Offline Major786

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Re: Starting a Nebula Game
« Reply #4 on: April 23, 2010, 02:39:04 PM »
I can see an advantage if he gets invaded though. A fleet designed specifically to fight in nebula conditions would have an impressive advantage against a generalist fleet. Talk about a nasty suprise!