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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« Last post by TheBawkHawk on Yesterday at 07:57:02 PM »
I took the advice and blasted the 4 ships out of the sky. I believe that they were actually salvage ships, as they were beelining for a wreck in the outer system, didn't change course as the missiles approached, and only had one layer of armour. I don't know if this is better or worse, as they must be fairly comfortable in this space to be having their salvage ships around here.

After the incident, the 3rd Battlefleet was sent from Sol to blockade the Donwaltz jump point and reinforce Centaurus. At the same time, the DDG Bumble Bee was loaded with sensor buoys and tasked with extending the buoy network to cover the colonies past Proxima Centauri.

Sure enough, just a few days after the initial encounter, the aliens launched a counter-attack through the Donwaltz jump point, confirming that is where they came from. A total of 14 heavy cruisers jumped through in no less than 5 groups, and immediately scattered away from the jump point and the awaiting warships of the 3rd. The alien cruisers sped off at a speed of 11k km/s, faster than any ship I had, and over half as fast as my fighters. The battleships of the 3rd, the Europa and Deimos, took the brunt of the initial salvos. They suffered severe armour damage, with hull breaches in multiple places, yet they suffered no internal damage. As the range opened and the Gauss turrets could open fire on the enemy missiles, the incoming damage was slowed to a trickle. As the enemy cruisers were destroyed, the incoming missiles were increasingly unable to penetrate the shield of defensive fire around the fleet.

After a few minutes of fierce beam and missile combat, the enemy was defeated, and Humanity stood as the victors in the first engagement of the war.

Well that was fun, and oh man I've got to get some minefields set up around here. I nearly lost not only the battleships, but one of my support vessels nearly got destroyed due to a lucky hit to one of her engines. How do you guys usually design your mines? I've had luck in the past with concentric rings of small mines, but I'm not sure if that's the best way to go about it.
The Academy / Re: Question on Beam Damage's
« Last post by Barkhorn on Yesterday at 07:38:51 PM »
TS is tracking speed.  It's how fast their target can be before they start taking penalties.

The long series of numbers, like the ten 10's, is meant to show how the damage drops off.  The first number is the damage at point-blank range, each number after that is the damage at further and further ranges.

Mesons do not do anything specifically against sensors.  Mesons do only one damage at all ranges, but ignore shields and armor.  Microwaves only damage sensors.  They also drain shields at 3x their damage.
The Academy / Question on Beam Damage's
« Last post by Tor Cha on Yesterday at 07:24:36 PM »
On a HDD( Heavy Destroyer ) I have 2 Twin 20Cm C16 Gamma ray Laser Turrets, 1 90 Cm C16 ASM (advanced Spinal Mount ) Gamma ray laser, and 2 80CM C16 Gamma ray Lasers.
each has a Range, TS (turret speed or Tracking speed?), Power, RM (range Modifier?), ROF (rate of fire ) then on the 20 cm's the number 10 ten times, the 90 CM 212 ten times, then on the 80 CM 168 ten times.
the Question i have is the Number that is ### ten times is the Damage??
On Meson cannon and Microwave they both Mess with the Sensors of units that they are used against, What does each Affect? & how Bad?
Gauss Cannons R6-100 Range, TS, Power, RM, ROF, then 6 #1's then 4 #0's the #'s 1 & 0 are the Damage?

I know simple and Basic questions
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« Last post by TT on Yesterday at 05:59:06 PM »

I think the prudent thingto do is keep your fleet concentrated. If they out tech you then you are going to want to maintain numbers as much as you can. I'd drop probes on all of your jump points and start systematticly searching your systems. destroy any ships you find and take advantage of the salvage. Good luck
C# Aurora / Re: C# Aurora Changes Discussion
« Last post by TheBawkHawk on Yesterday at 03:27:27 PM »
Has the Fighter weight limit been decreased to 500 tons from 1000 tons?
The Fighter mass limit has always been at 500 tons - FAC's have the 1000 ton limit.

Can Troop Transport Ships smaller than 500 tons deliver troops on planet without a drop bay or shuttles?
If my understanding of the rules is correct, then yes we should be able to use fighters as drop ships.
C# Aurora / Re: C# Aurora Changes Discussion
« Last post by Hazard on Yesterday at 02:54:21 PM »
Questions which have become relevant:

How large for transportation is a Cargo Shuttle Station?
Has the Fighter weight limit been decreased to 500 tons from 1000 tons?
Can Troop Transport Ships smaller than 500 tons deliver troops on planet without a drop bay or shuttles?
Will there be a dependency check for the construction/operation of shipyards and habitats for a spaceport or Cargo Shuttle Station?
C# Aurora / Re: Replacing PDCs
« Last post by Admiral666 on Yesterday at 01:42:39 PM »
This is all fantastic. You're absolutely right in saying that the various interactions are starting to come together.

One question (apologies if I overlooked it already being discussed): If you choose to do a non-Abandon drop, and you lose half of your drop pods/ships to STO/AA fire during that drop, how is that reflected? Will you be able to pick up your troops at a 50% slower rate, or will you be unable to pick them up at all? Will the Troop Bay component reflect that partial damage, no damage at all, or be completely destroyed?
C# Aurora / Re: C# Aurora Changes List
« Last post by Steve Walmsley on Yesterday at 01:32:33 PM »
Cargo Shuttle Bays

Part of the background in C# Aurora will be that large TN ships function only in space and cannot move any closer to planetary bodies than low orbit. Small craft below a limit of 500 tons, such as fighters and shuttles, are capable of landing on planets. Ship are built in orbit and habitats are assembled in orbit. Only fighters can be built on the ground.

As part of this change, Cargo Handling Systems have been replaced by Cargo Shuttle Bays. They function in a similar way, although they are larger (10 HS) and more expensive.

Because large ships cannot land on planets, a freighter or colony ship cannot load / unload unless it has at least one Cargo Shuttle Bay, or the target population has either a Spaceport or a Cargo Shuttle Station (new installation, 1200 BP). Spaceports and Cargo Shuttle Stations can service any number of ships simultaneously but they do not stack. In effect they count as a single Cargo Shuttle Bay for any ship at the population.

All races start with conventional shuttles available for their cargo shuttle bays and stations. Conventional shuttles do not reduce loading time but do enable cargo deliveries to planets without Spaceports or Cargo Shuttle Stations. Three levels of advancement in shuttle technology are available:

1) TN Shuttles (5000 RP): This reduces loading time by 2 per bay (so two bays means speed reduced by 4, three bays means speed reduced by 6).
2) Improved Shuttles (15,000 RP): Reduces loading time by 3 per bay.
3) Advanced Shuttles (40,000 RP): Reduces loading time by 5 per bay.

All bays and stations use the new shuttles once they are available.

Base cargo load times have been reduced by about 45% for all situations (36s per cargo point to 20s per cargo point and 18s to 10s per colonist), which means a ship with a standard cargo bay and a single Cargo Shuttle Bay with TN Shuttle tech will take slightly longer than the same ship with a cargo handling system in VB6.

This will affect troop transport in a different way and that will be covered in a separate post.
Aurora Bugs / Re: Official v7.10 Bugs Reporting Thread
« Last post by wiking333 on Yesterday at 12:54:30 PM »
IT WORKED!!! Thanks a lot!
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« Last post by joeclark77 on Yesterday at 12:51:40 PM »
Shoot first and make up a roleplaying reason later, is what the experts generally do.  You might go with something like a back-channel request for help from your ally.  Or with some officer deciding that you'd better not wait for the ally to be beaten, because then the alien will be able to concentrate his forces on your.  Combine that with certain elements who see this as an opportunity to expand Earth's power, and there you go.

Be careful with your ammunition, though, don't waste all your missiles on these ships if there might be another fleet ready to counter-attack.
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