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Posted by: Potat999
« on: January 06, 2021, 07:22:13 PM »

Jumping back to the math and point defense efficiency again, maybe throwing gun tonnage and range at area defense is actually not the optimal solution.  The efficiency is very dependent on the relative speed of the vessel/missile - both for tracking speed and for engagement time.

If you know you are going to face a big burp of missiles, it might be most efficient to send your beams out to the missiles, rather than letting the missiles come to your beams.

If you could design a light craft that was basically all engine with one gauss, such that it can keep pace with a barrage and ride it in sitting at 10km astern, you could potentially blatt down the whole barrage over the course of a few million km following it in AD mode.  Say 2000-4000 tons of max boost engine and one or two 10mm rails or reduced size gauss and a BFC.  You would not even need a turret for such a high velocity craft.

Of course, I'm not sure if that is actually workable in practice, since missile boost can be higher than ship boost.  It might require a significant tech advantage to pull off.  Fortunately for my play through, I have the tech... bwahhaah. 

You would still need sufficient detection range to see the incoming FAC wave and send your own spoiler ships out to meet them before they launch.  You may also need lots of pickets to detect inbound missiles if the FAC launch is at too long a range.  Long range missiles may be better for you tho if you can detect them, since more fuel = more weight = less missiles or slower missiles. 

Edit: Oof that engine costs a lot to research xD     

Oh god what have I done this thing feels wrong:

Quote
Alcibiades class Corvette (P)      3 884 tons       221 Crew       1 584.2 BP       TCS 78    TH 2 880    EM 0
37081 km/s      Armour 1-22       Shields 0-0       HTK 20      Sensors 0/0/0/0      DCR 1      PPV 9
Maint Life 0.38 Years     MSP 254    AFR 121%    IFR 1.7%    1YR 671    5YR 10 058    Max Repair 720.00 MSP
Adept    Control Rating 1   BRG   
Intended Deployment Time: 3 days    Morale Check Required   

Magneto-plasma Drive  EP1440.00 (2)    Power 2880.0    Fuel Use 450.00%    Signature 1440.00    Explosion 30%
Fuel Capacity 100 000 Litres    Range 1.03 billion km (7 hours at full power)

10cm Railgun V10/C3 (3x4)    Range 10 000km     TS: 37 081 km/s     Power 3-3     RM 10 000 km    ROF 5        1 0 0 0 0 0 0 0 0 0
Beam Fire Control R48-TS20000 (1)     Max Range: 48 000 km   TS: 20 000 km/s     43 32 20 9 0 0 0 0 0 0

Active Search Sensor AS4-R1 (1)     GPS 4     Range 4m km    MCR 360.5k km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

To hit is vs 37000km/s missile

(yeah I forgot a power plant but you get the idea xD)

Of course this could be countered by not launching until close range since this thing has no armor and can't actually tangle with a beam FAC escort but at least you'd force some sort of beam fighter engagement in that case I suppose.  Also, they could switch to a faster lower payload missile a lot easier than you could speed this monster up, but at least you'd sort of have accomplished your mission of lessening the volley size in that case. 

Hmm yeah but it looks like at similar tech I can make a 40-50k missile pretty easily so... poo, lol.  You can continue to strap more engines on this thing but it starts to get a bit absurd - 3 and 4 engines are basically the same speed (40kkm/s) because the engines are just pushing more engines at that point, haha.  Removing fuel or guns will buy you a bit more but not too much. 

I suppose if the missiles are just one or two kkm/s faster you could switch to lasers and still get a large number of shots off, but for a bigger speed differential it isn't really worthwhile.  Also they could just, you know, shoot you in that case, but I guess that also would draw some of the volley off target after a fashion xD.  Lasers would potentially let you snipe down the launching FACs tho, which is an interesting twist.     
Posted by: Jorgen_CAB
« on: January 06, 2021, 05:47:38 PM »

While I agree that a change in how fire-control works in general would be interesting we have to understand there is only one person doing the changes so perhaps it will see some change down the line. I know that Steve have acknowledge that the system do have their flaws and that it could be better. He has done a few things for C# to improve point-defence as in you no longer need multiple fire-controls for each salvo anymore.

Aurora is strongly suggested to use role-play to make it play the way you like. Personally I never abuse box launcher and but physical limitations on my self how they can be utilised.

If I would improve the system I would certainly tie it into a way of controlling missiles and targets. The sensor need to be broken down into a sensor link and target acquisition part. How many missiles and targets can the sensor track and how many missiles can it guide at the same time. Then you can have technology that can improve those capabilities and I also would want an electronic sensor and communication module for all missiles as well.

In terms of launchers then box launchers needs to have a few more realistic disadvantages. It should be quite difficult to launch and guide too many missiles at the same time on targets. There also should be a bonus of engaging targets that are "close" to each other as that is actually easier in the real world as well even if distances might be larger in Aurora they are not very different in terms of tracking. ECM also should be stronger on larger rather than smaller salvos. This is why in the real world you want missiles to attack from multiple vectors as that makes it harder for both sensors and weapons to engage incoming missiles.

In general I think that perhaps making missiles hit harder but we shoot less of them in general would be good if the mechanic supported it. We already have the issue with AMM spam before beam combat as well. It obviously is not unrealistic to use AMM against ships, this is done in real life as well as many AMM can target surface targets as well as air targets.

In general electronic warfare perhaps also could be a bit more evolved as well which would both help and hurt missile warfare.

Obviously if you can overwhelm the enemy missile defences that is the point... If you shoot at the enemy and missiles are trickling in they will not do any damage. I just think that in the current mechanic there are just two things that matter (more or less) and that is missile speed and launcher density. Point defences are just too expensive against anything but AMM spam, but if you use box launched missiles you don't need to worry much about that anyway as you destroy the enemy with missiles anyway long before you get that close (or you get destroyed if you did not bring enough missiles).

There certainly don't need to be any direct balance between beam weapons and missiles but it would be even more fun if the salvo mechanic, missiles and both AMM and beam PD had more options from a mechanical standpoint.

In my games I, for example, require all missiles to carry at least some bare minimum of electronics... that also includes AMM missiles. Missiles designated as AMM (or anti fighter) require at least 0.25 MSP electronics and every other types of missiles 0.5 MSP. That can be thermal, EM, ECM or ECCM or whatever... just something. In terms of box launchers I just design the ships more sensibly so they can't be abused too much in general.

In terms of ship design I also include allot of soft design decisions that are more political than military in general, that is a factor the game leave entirely up to the player.

There is nothing wrong with putting limits on how you use the game to make it a bit more challenging or fun. Trying to find ways to exploit the mechanics in order to "win" will eventually just end up making you frustrated, at least that is my experience.
Posted by: Potat999
« on: January 06, 2021, 04:23:14 PM »

However, there is one problem right now which is that MFCs are very, very cheap tonnage-wise at only 1/4 the cost of equivalent active sensors, so the actual tonnage impact may be quite minimal unless this is changed.

Agreed on this.  I was a bit floored when I realized my box launcher spam platform for short range missiles could just mount 10 MFCs to make point defense that much more of a PITA.

I understand why a narrow beam sensor should have longer range/lower tonnage than a wide angle one from a lore perspective. 

Still, it seemed that a 5x5ton MFCs supporting 1000 tons of launcher was a bit skewed against the the 200-400T BFC supporting 1000T of PD weaponry.   In the normal launcher case magazine tonnage compensates for this but not so in the box case.

Just spitballing, but maybe if box launchers or large salvos for some reason were incentivized to use missiles with on board sensors that would lower the total effective payload of the salvo compared to traditional launchers.  Maybe ECM could cause loss of lock to a % of missiles instead of a flat hit chance malus, and also impact larger salvos (or smaller MFCs) more strongly?

I haven't really played the game much tho so I'm in no position to make balance judgements, lol. 


Posted by: nuclearslurpee
« on: January 06, 2021, 03:10:22 PM »

The problem is balance but in my opinion also reality... in real life there are rarely such a thing as 0 and 1 mechanics as this is. For example it is nearly impossible to make launchers of this type to expend all the ordnance at the same time... the more launchers on any one platform the less likely it is they can all be launched at the same time for many different reasons... be it physical or electronic reasons. It just are quite unrealistic that you ever could launch 50 missiles at the same time from the same smallish platform even under the best of circumstances with all the complications it would make even if we talk about sci-fi there will be limitations and that is the problem with the mechanic as it is unbalanced without them.

snip

The main issue with missile warfare is one of balance in relation to fire-controls and the salvo mechanics. If this was redesigned then box launchers could become a more reasonable weapons and you would only use box launchers on smaller platforms where they make more sense. Not even Harpoon launchers on naval warship can be considered a box launcher as they can be reloaded at sea. The mark 41 VLS could be reloaded at sea if they had been designed for it but I don't think they can currently. Any way... no ship would be able to launch all their missiles at the same time (or within 5s time frame)... not even close.

It seems like an interesting and reasonable "fix" would be to make fire controls (of both types, if we're being honest) have an upper limit to how many weapons they can control at once. A bit of a crude fix that certainly can't capture the detail of real naval missile combat but it would certainly have an effect. Ideally with a tonnage requirement that increases nonlinearly so that the overall cost per weapon of a BFC goes up as the number of weapons increases, but not so quickly at small numbers of weapons that the optimal becomes one FC per weapon.

There is already some precedent in the single-weapon BFCs Steve is adding for 1.13 so this is a rational extension I think.

This would allow box launcher fighters/FACs to remain viable but greatly reduce the efficiency of mounting dozens or hundreds of box launchers on a full-size warship hull significantly. However, there is one problem right now which is that MFCs are very, very cheap tonnage-wise at only 1/4 the cost of equivalent active sensors, so the actual tonnage impact may be quite minimal unless this is changed.
Posted by: Jorgen_CAB
« on: January 06, 2021, 01:45:46 PM »

Ahh... I had kind of assumed that box launchers sat above the armor layer and took damage first and thus would easily blow up the whole vessel with secondary explosions if they happened to take a hit, or at least would have the whole box rack blown off leaving the vessel toothless.  I guess that isn't the case?

No... not directly... they will have a very high chance to blow up if hit though with a missile still in the tube (there is a specific technology that reduce the chance)... but armour still protects them. So I guess they are still built into the armour of the hull, there just are no internal mechanism to rearm them. Even if there would be a chance they took damage it would only be a slight issue. Most of the time a box launcher are likely to be empty before the ship is hit though unless you have had no possibility to shoot back before you are hit.

The issue with box launcher mass salvoes is that you don't need magazines so the space that otherwise goes to magazines and launchers can be entirely devoted to the launchers, this make box launched salvoes insanely large in comparison which render beam PD useless and even AMM usually are not up to the task most of the time. Just take a look at how many missiles you can cram into a FAC hull and then take about twenty of them and compare that to your regular cruiser at 20k and see how they compare, it is ridiculous almost.

If you have two squadrons of FAC with ten in each and each squadron have a leader with extra sensors... then each squadron pack about 135-180 size 4-6 launchers so each squadron can fire salvos at nearly 200 missiles and that is for 10k tonnage. There really are not much defenses that can realistically deal with that aside a 10k station dedicated to only AMM defenses. A standard 10k destroyer would stand no chance against such a threat, you probably would need 4-5 destroyers to have a decent chance to defend against that attack without horrendous losses.
Posted by: Zap0
« on: January 06, 2021, 01:05:46 PM »

No, but that might be an interesting idea to balance them!
Posted by: Potat999
« on: January 06, 2021, 01:02:06 PM »

Ahh... I had kind of assumed that box launchers sat above the armor layer and took damage first and thus would easily blow up the whole vessel with secondary explosions if they happened to take a hit, or at least would have the whole box rack blown off leaving the vessel toothless.  I guess that isn't the case?
Posted by: Jorgen_CAB
« on: January 06, 2021, 08:49:07 AM »

I still insist that box launchers are not some kind of 'loophole', it makes logical sense that any device capable of being able to massively front load firepower that would otherwise get intercepted would have an advantage, and box launchers are that sort of device.

I also think it should probably be possible to do something similar on the beam PD side, but the missiles being useful in their own right is in no way a loophole because it stands to reason that they would work that way.

The problem is balance but in my opinion also reality... in real life there are rarely such a thing as 0 and 1 mechanics as this is. For example it is nearly impossible to make launchers of this type to expend all the ordnance at the same time... the more launchers on any one platform the less likely it is they can all be launched at the same time for many different reasons... be it physical or electronic reasons. It just are quite unrealistic that you ever could launch 50 missiles at the same time from the same smallish platform even under the best of circumstances with all the complications it would make even if we talk about sci-fi there will be limitations and that is the problem with the mechanic as it is unbalanced without them.

In reality when military talk about being able to overload enemy point defences in naval warfare it is nothing like in Aurora. You want to have missiles coming in through as many vectors as possible and in as many tight waves as possible. The more vectors it becomes increasingly difficult for weapons systems to target and defeat incoming threats. This is both a mechanical and electronic or sensor issue.

The main issue with missile warfare is one of balance in relation to fire-controls and the salvo mechanics. If this was redesigned then box launchers could become a more reasonable weapons and you would only use box launchers on smaller platforms where they make more sense. Not even Harpoon launchers on naval warship can be considered a box launcher as they can be reloaded at sea. The mark 41 VLS could be reloaded at sea if they had been designed for it but I don't think they can currently. Any way... no ship would be able to launch all their missiles at the same time (or within 5s time frame)... not even close.

Steve have many times said that it is up to us if we want to abuse it... I'm fairly sure that he intended box launchers to mainly be used on ether small platforms or in at least limited fashion. He has at least hinted at that many times.

There really are no real defence against abusive box launched attacks using glass cannon fleets other than another similar fleet that fire just a bit further or with faster missiles... more or less.
Posted by: Droll
« on: January 05, 2021, 08:58:57 PM »

I still insist that box launchers are not some kind of 'loophole', it makes logical sense that any device capable of being able to massively front load firepower that would otherwise get intercepted would have an advantage, and box launchers are that sort of device.

I also think it should probably be possible to do something similar on the beam PD side, but the missiles being useful in their own right is in no way a loophole because it stands to reason that they would work that way.

I suggested some sort of AOE microwave pulsewave variant that I think might be useful for targetting whole salvos but Steve seems to believe that missiles are already too weak so he is hesitant to make anything that strengthens beam PD.
Posted by: QuakeIV
« on: January 05, 2021, 07:35:29 PM »

I still insist that box launchers are not some kind of 'loophole', it makes logical sense that any device capable of being able to massively front load firepower that would otherwise get intercepted would have an advantage, and box launchers are that sort of device.

I also think it should probably be possible to do something similar on the beam PD side, but the missiles being useful in their own right is in no way a loophole because it stands to reason that they would work that way.
Posted by: Potat999
« on: January 04, 2021, 02:29:39 PM »


No beam PD are really good at mass box launched salvos.

Hold my beer, now I gotta try  ;D

Serious tho the box launcher cheese was the best idea I had for my under teched conventional start PR to pose a credible threat to my TN  laser based PR, since any beam range engagement will get them thrashed with their puny low tech armor.   So now I'm in a PD layering & ECM vs salvo count/size and ECCM arms race with myself, haha.  I'm not actually sure who's in the lead, guess I need to run some wargames.
Posted by: Jorgen_CAB
« on: January 04, 2021, 10:49:29 AM »

Lasers are a pretty good DP weapons because say a 15cm lasers is effective at all types if beam combat not just PD in final fire mode but also at area PD and pure beam combat. Small railguns are decent PD but not very effective in beam combat. Medium caliber railguns might still be decent PD but still not that good in beam combat.

There is a reason why we usually recommend lasers as you weapon if choice if you only want to invest in one weapon system. Railguns is a good choice too though... a bit better in PD but lack in powerful beam fight in comparison, even if railguns have more DPS than lasers.

No beam PD are really good at mass box launched salvos. At some point you need role-play to balance the game. The game have too many mechanical loopholes for min/max play.
Posted by: brondi00
« on: January 04, 2021, 02:12:59 AM »

With min maxing you will find that even the most powerful spoiler is no match for you. 

I always leave them all turned on and unless a certain one shows up early game I never worry about them.

Playing against yourself by RP'ing several different empires is a lot of fun and usually more challenging since you can let them all specialize in different ways and min/max in different ways.

Have fun
Posted by: Potat999
« on: January 04, 2021, 01:09:09 AM »

I appreciate you trying to quantify it with math.  And I so find it interesting, but, this game really is more about RP.  I'd encourage any new players reading this to really just pick one or two beams to use and use them and don't worry about what is most efficient.  If you do that you really take the fun out of the game.

Eh, games can be about both RP and min-maxing with math, if that's what floats your boat.  I'm playing with two PRs so if I thrash the AI too hard with my munchkining I can always fight myself.  One of my PRs went full box launcher madness so the other kinda needs to figure out how PD works STAT :)

Also I may or may not have turned on all the spoilers not knowing what they did... so I might need to minmax a bit.
Posted by: Nori
« on: January 03, 2021, 11:57:12 PM »

I've always heard of (and used) lasers in area defense as being a defense in layers option. You set it up not because its good per se, but because it is one more layer you can put in without a huge amount of cost, plus it doubles as a close quarters (or planet bombardment) weapon.