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1
The Academy / Re: Best route to mining Io
« Last post by David_H_Roarings on Today at 02:35:55 PM »
Io can be terraformed to 0. 0 cc eventually
2
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on Today at 02:24:20 PM »
Would it be possible to group "Neutral Contact Updates" by Race, e.g. "Neutral Contact Update: Vorpaller Conspiracy"? That way we could hide notifications for races we're not concerned about and not hide ones we're keeping an eye on?

That would require a separate event type for each race, which isn't how event types currently work.
3
The Academy / Re: Fighter strategy
« Last post by Droll on Today at 12:49:43 PM »
Disadvantages of beam fighters:
  • High casualties: since warship beam weapons have longer ranges than fighter beam weapons, you will most likely lose several fighters each sortie. This means that your carriers will frequently need to return home for reinforcements.
  • Expensive to upgrade: It's not really economical to upgrade beam fighters - you basically have to rebuild your fleet each time you inaugurate a new generation.
  • More tactical micromanagement: It is tedious to coordinate dozens/hundreds of fighters' fire controls. Fire at will might not focus on priority targets.

It's worth noting that the tactical micromanagement can be mitigated somewhat with micromanagement when the carrier is first build or using "assign fleet"/"assign sub-fleet" as those assignments copy targeting assignments as well. I like to split my carrier wings into squadrons so that I can group up fighters and have them target the same thing within the squadron without having to deal with it one-by-one. Granted, this also helps with missile fighters so the overall point about the beamy bois being more micro intensive still stands, especially as enemy ships get destroyed, forcing you to go back and designate a new target.
4
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Garfunkel on Today at 12:47:11 PM »
Please make "Show Civilian Lines" tick box remember its setting in the Fleet Window. When playing a game without civilian shipping lines, I want that first, automatically generated shipping line, to always be invisible. But since I always close the fleet window before progressing time, I have to untick that box every time.
5
Garfunkel's Fiction / Re: Solar Hegemony Redux
« Last post by Garfunkel on Today at 12:42:38 PM »
1959

Concerned about the growing US Army presence on Luna and the Red Army's lack of offensive power, STAVKA has ordered the tank factories to come up with suitable designs for mobile warfare on Earth's companion. The result: T-58 main battle tank and the MT-LB armoured personnel carrier. They will be built in sufficient numbers to form a number of Tank companies, whose mission will be to perform counter-attacks once the static defences have worn down the Capitalist forces.

Meanwhile, Rocketdyne brings four new engines to the American market. Similar to its Soviet counterpart, Glushko, Rocketdyne has opted to create three mainline engines - the F-4 prioritizes range, the F-5 strikes a balance between range and speed, and the F-6 goes all out on speed. Rocketdyne grabs the attention of Pentagon with their completely new product, the NR-150/9 F-7 engine that is small enough to fit inside a missile or for other special purposes. The rapid advances in missile technology, kickstarted by the primitive German V-1/V-2 missiles, has made this feat possible. Several countries are experimenting with missiles, adapting them to air combat, ship combat, long-range artillery fire and even for carrying nuclear devices across the globe. Intrigued, Pentagon orders feasibility studies on the development of a bomber and a missile, that could reliably hit the Soviet Krivak gunships. This is expected to take several months, during which the existing American space fleet will be replaced by new craft, now that better armour and engines are available. This leads Pentagon to announce a new classification system. So far, each shuttle or vessel has been its own special program, named after Greek gods. This would no longer be feasible as it was anticipated that the type of space planes would increase. As a stopgap measure, Pentagon adopted the Tri-Service aircraft designation system that was about to be announced, only slightly modified for space use:
  • A - shuttles equipped with short-range missiles, meant to engage all types of enemy shuttles in hit and run attacks
  • B - shuttles equipped with long-range missiles, meant for strategic attacks against priority targets
  • C - shuttles equipped for transport duties, whether troops, colonists or cargo
  • E - shuttles equipped with Active Early Warning sensors, meant for battle management
  • F - shuttles equipped with beam weaponry, meant to directly engage enemy combat shuttles and to protect friendly shuttles
  • K - shuttles equipped for transporting fuel, able to refuel other shuttles
  • R - shuttles equipped with passive sensors, meant for covert observation
  • S - shuttles equipped with survey sensors, meant for NASA research
  • U - shuttles equipped for utility work not covered by the other categories

Further letters could be added to the system if necessary. While NASA remained a semi-independent, civilian organization, its spacecraft would adhere to this ruling and most of its crews came from the military side and operationally its survey missions fell under Joint Space Command, itself under the relatively new Department of Space.

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E-1 Albatross class Early Warning Craft      500 tons       15 Crew       90.5 BP       TCS 10    TH 10    EM 0
1000 km/s      Armour 1-5       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0-0      PPV 0
Maint Life 1.36 Years     MSP 11    AFR 20%    IFR 0.3%    1YR 6    5YR 96    Max Repair 72 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 4 months    Morale Check Required   

Rocketdyne NR-1000/9 Engine F-5 (1)    Power 10    Fuel Use 201.25%    Signature 10    Explosion 10%
Fuel Capacity 34,900 Litres    Range 6.2 billion km (72 days at full power)

Raytheon AN/APY-3 (1)     GPS 720     Range 25.3m km    Resolution 10

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Scout for auto-assignment purposes
The E-1 Albatross was a straight update of the Dionysus program. The mass savings earned moving to Composite Armour allowed more crew amenities, extending mission endurance from half a month to four months. This was deemed more important than expanding its range even further. With the fuel it carried, the Albatross could comfortably patrol the inner system, its 15 crew members busy interpreting the signals from the Raytheon AN/APY-3 area sensor. And at 1000 km/sec, the Albatross could easily outrun older Soviet Krivaks, albeit it was now clear that the Soviets had already mastered this new engine technology and any new enemy armed shuttles could prove a deadly menace to the Albatross.

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S-2 Prospector class Geological Survey Shuttle      500 tons       13 Crew       123.5 BP       TCS 10    TH 5    EM 0
500 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/1      DCR 0-0      PPV 0
Maint Life 3.53 Years     MSP 30    AFR 10%    IFR 0.1%    1YR 4    5YR 55    Max Repair 100 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 24 months    Morale Check Required   

Rocketdyne NR-500/9 Engine F-4 (1)    Power 5    Fuel Use 35.58%    Signature 5    Explosion 5%
Fuel Capacity 64,900 Litres    Range 65.7 billion km (1520 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Survey Ship for auto-assignment purposes
The S-2 Prospector was also a relatively straightforward update of the old Mercury Program, though with massively increase endurance for both the crew and for fuel. The 13 NASA personnel aboard could comfortably explore for two years before returning to Earth. Thanks to the economical F-4 engine, the shuttle could reach even the recently discovered gas giant Minerva, far into the icy depths of the outer system.

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R-3 Finch class Recon Craft      500 tons       14 Crew       55.3 BP       TCS 10    TH 5    EM 0
500 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 18/18/0/0      DCR 0-0      PPV 0
Maint Life 2.22 Years     MSP 6    AFR 20%    IFR 0.3%    1YR 2    5YR 25    Max Repair 18 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 6 months    Morale Check Required   

Rocketdyne NR-500/9 Engine F-4 (1)    Power 5    Fuel Use 35.58%    Signature 5    Explosion 5%
Fuel Capacity 29,900 Litres    Range 30.3 billion km (700 days at full power)

Raytheon AN/AAR-1 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Raytheon AN/ACR-2 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Scout for auto-assignment purposes
The R-3 Finch was to be the peacetime passive reconnaissance shuttle, with good endurance and fuel economy, able to shadow Soviet shuttles beyond the asteroid belt but as a slow, unarmed vessel, in case of hostilities it would remain under the watchful eyes of armed shuttles. War-time reconnaissance would be done by a different platform:

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R-4 Swallow class Fast Scout Craft      500 tons       11 Crew       56.3 BP       TCS 10    TH 15    EM 0
1500 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 18/18/0/0      DCR 0-0      PPV 0
Maint Life 2.37 Years     MSP 7    AFR 20%    IFR 0.3%    1YR 2    5YR 26    Max Repair 18 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Rocketdyne NR-1500/9 Engine F-6 (1)    Power 15    Fuel Use 554.57%    Signature 15    Explosion 15%
Fuel Capacity 39,900 Litres    Range 2.6 billion km (19 days at full power)

Raytheon AN/AAR-1 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km
Raytheon AN/ACR-2 (1)     Sensitivity 18     Detect Sig Strength 1000:  33.5m km

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Scout for auto-assignment purposes
The R-4 Swallow carried the same passive sensors as its slower sister but thanks to the powerful F-6 engine, it managed thrice the velocity. Pentagon hoped that this speed would allow it maintain safe distance from any hostiles it might encounter.

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K-5 Hippo class Tanker      500 tons       5 Crew       25.3 BP       TCS 10    TH 5    EM 0
500 km/s      Armour 1-5       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0-0      PPV 0
Maint Life 2.67 Years     MSP 3    AFR 20%    IFR 0.3%    1YR 1    5YR 9    Max Repair 5 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 2 months    Morale Check Required   

Rocketdyne NR-500/9 Engine F-4 (1)    Power 5    Fuel Use 35.58%    Signature 5    Explosion 5%
Fuel Capacity 299,900 Litres    Range 303.5 billion km (7024 days at full power)
Refuelling Capability: 10,000 litres per hour     Complete Refuel 29 hours

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a None for auto-assignment purposes
The K-5 Hippo would extend the range of American shuttles as needed for operational purposes. With nearly three hundred thousand litres of fuel onboard, each Hippo would be a juicy target for the Soviets and thus will require appropriate protection.

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C-6 Moray class Assault Shuttle      500 tons       5 Crew       28.5 BP       TCS 10    TH 15    EM 0
1500 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0-0      PPV 0
Maint Life 1.93 Years     MSP 3    AFR 20%    IFR 0.3%    1YR 1    5YR 16    Max Repair 9 MSP
Troop Capacity 250 tons     Boarding Capable   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Rocketdyne NR-1500/9 Engine F-6 (1)    Power 15    Fuel Use 554.57%    Signature 15    Explosion 15%
Fuel Capacity 74,900 Litres    Range 4.9 billion km (37 days at full power)

Ground Forces
1x USMC Assault Company

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Troop Transport for auto-assignment purposes
The C-6 Moray would bring the Marines into boarding action against disabled Soviet shuttles. Helpless against any threat, the Marines would have to rely on other shuttles for their safety before boarding commenced.

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C-7 Penguin class Troop Shuttle      500 tons       4 Crew       31.3 BP       TCS 10    TH 5    EM 0
500 km/s      Armour 1-5       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0-0      PPV 0
Maint Life 1.52 Years     MSP 3    AFR 20%    IFR 0.3%    1YR 1    5YR 22    Max Repair 15 MSP
Troop Capacity 250 tons     Drop Capable   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Rocketdyne NR-500/9 Engine F-4 (1)    Power 5    Fuel Use 35.58%    Signature 5    Explosion 5%
Fuel Capacity 49,900 Litres    Range 50.5 billion km (1168 days at full power)

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Troop Transport for auto-assignment purposes
The C-7 Penguin was not just an upgrade of the Ares Program. It was completely redesigned from ground up to allow quick disembarkation of the troops it carried, turning the lumbering transport Ares into a sleek landing ship Penguin. In essence, this meant that the US Army could conduct opposed landings on any body in the system.

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C-8 Mule class Shuttlecraft      500 tons       6 Crew       19.3 BP       TCS 10    TH 5    EM 0
500 km/s      Armour 1-5       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0-0      PPV 0
Maint Life 3.70 Years     MSP 2    AFR 20%    IFR 0.3%    1YR 0    5YR 3    Max Repair 5 MSP
Cargo 250   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 2 months    Morale Check Required   

Rocketdyne NR-500/9 Engine F-4 (1)    Power 5    Fuel Use 35.58%    Signature 5    Explosion 5%
Fuel Capacity 99,900 Litres    Range 101.1 billion km (2340 days at full power)

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Freighter for auto-assignment purposes
The C-8 Mule would be the backbone of American logistics effort. It had increased cargo hold and an absolutely mind-blowing range, meaning that it could deliver multiple loads before it needed refuelling.

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C-9 Wombat class Shuttle      500 tons       3 Crew       40.1 BP       TCS 10    TH 5    EM 0
500 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0-0      PPV 0
Maint Life 1.87 Years     MSP 5    AFR 20%    IFR 0.3%    1YR 2    5YR 27    Max Repair 20 MSP
Cryogenic Berths 1,200   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 2 months    Morale Check Required   

Rocketdyne NR-500/9 Engine F-4 (1)    Power 5    Fuel Use 35.58%    Signature 5    Explosion 5%
Fuel Capacity 53,900 Litres    Range 54.5 billion km (1262 days at full power)

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Colony Ship for auto-assignment purposes
The C-9 Wombat would handle colonist transportation. Its capacity had increased significantly when compared to the old Aphrodite Program.

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F-10 Wasp class Fighter (P)      450 tons       6 Crew       33.6 BP       TCS 9    TH 15    EM 0
1666 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0-0      PPV 4
Maint Life 2.98 Years     MSP 4    AFR 16%    IFR 0.2%    1YR 1    5YR 10    Max Repair 8 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Rocketdyne NR-1500/9 Engine F-6 (1)    Power 15    Fuel Use 554.57%    Signature 15    Explosion 15%
Fuel Capacity 27,300 Litres    Range 2 billion km (13 days at full power)

Patriot Systems M410 Laser (1)    Range 80,000km     TS: 2,000 km/s     Power 4-2     RM 20,000 km    ROF 10        4 4 2 2 1 1 1 1 0 0
Raytheon AN/APG-7 (1)     Max Range: 96,000 km   TS: 1,500 km/s    ECCM-0     67 59 52 44 36 28 20 12 5 0
McDonnell-Douglass RT-Generator 2 (1)     Total Power Output 2    Exp 7%

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
As nobody on Earth had any experience of space combat, Pentagon hedged its bets and went with two slightly different designs. The F-10 Wasp was the heavier design, carrying the Patriot Systems M410 laser but had a strictly limited range. While loading more fuel would be possible, this would slow the fighter down too much. Crew included the pilot, navigator, weapon officer, capacitor technician, senior reactor technician and a junior reactor technician. To the dismay of the Air Force, the latter three would be Navy enlisted men while the former three would be Air Force officers or warrant officers, a mixture sure to bring joy and happiness to all.

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F-11 Hornet class Fighter (P)      400 tons       5 Crew       32.3 BP       TCS 8    TH 15    EM 0
1875 km/s      Armour 1-4       Shields 0-0       HTK 2      Sensors 0/0/0/0      DCR 0-0      PPV 3
Maint Life 4.16 Years     MSP 5    AFR 13%    IFR 0.2%    1YR 0    5YR 7    Max Repair 7.5 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Rocketdyne NR-1500/9 Engine F-6 (1)    Power 15    Fuel Use 554.57%    Signature 15    Explosion 15%
Fuel Capacity 29,700 Litres    Range 2.4 billion km (14 days at full power)

Patriot Systems M310 Laser (1)    Range 60,000km     TS: 2,000 km/s     Power 3-2     RM 20,000 km    ROF 10        3 3 2 1 1 1 0 0 0 0
Raytheon AN/APG-7 (1)     Max Range: 96,000 km   TS: 1,500 km/s    ECCM-0     67 59 52 44 36 28 20 12 5 0
McDonnell-Douglass RT-Generator 2 (1)     Total Power Output 2    Exp 7%

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
The F-11 Hornet was even faster than the Wasp but that was due to a compromise in its weaponry. Instead of the powerful M410, it carried the smaller M310 laser. This allowed the fighter to carry slightly more fuel while being slightly faster. Only time would tell which design would prove superior and for now, the United States would build both once the prototype components were fully tested and ready for mass production.

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A-12 Banshee class Heavy Fighter (P)      200 tons       2 Crew       18.8 BP       TCS 4    TH 15    EM 0
3751 km/s      Armour 1-3       Shields 0-0       HTK 1      Sensors 0/0/0/0      DCR 0-0      PPV 0.6
Maint Life 11.20 Years     MSP 5    AFR 3%    IFR 0.0%    1YR 0    5YR 1    Max Repair 7.5 MSP
Magazine 4 / 0   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Rocketdyne NR-1500/9 Engine F-6 (1)    Power 15    Fuel Use 554.57%    Signature 15    Explosion 15%
Fuel Capacity 31,900 Litres    Range 5.2 billion km (15 days at full power)

Grumman B-2 Ordnance System (2)     Missile Size: 2.0    Hangar Reload 70 minutes    MF Reload 11 hours
Raytheon AN/APB-8 (1)     Range 9.2m km    Resolution 10

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
Confusingly classed as a heavy fighter despite being lighter than the actual fighters, the A-12 Banshee is meant for short-range missile attacks, thus the 'heavy' classification is talking about weaponry and the vehicles position as an attack craft, between fighters and bombers. It's incredible speed means that it can get in, launch its missiles, and scoot back to base to rearm before any counter-attack could reach it. Whether it can be as destructive in combat as the design appears to be, will depend on the missiles it will carry.

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B-14 Havoc class Bomber (P)      500 tons       4 Crew       46.7 BP       TCS 10    TH 10    EM 0
1000 km/s      Armour 1-5       Shields 0-0       HTK 4      Sensors 0/0/0/0      DCR 0-0      PPV 3.6
Maint Life 12.42 Years     MSP 17    AFR 7%    IFR 0.1%    1YR 0    5YR 3    Max Repair 12 MSP
Magazine 24 / 0   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Rocketdyne NR-1000/9 Engine F-5 (1)    Power 10    Fuel Use 201.25%    Signature 10    Explosion 10%
Fuel Capacity 109,900 Litres    Range 19.7 billion km (227 days at full power)

Grumman B-6 Ordnance System (4)     Missile Size: 6.00    Hangar Reload 122 minutes    MF Reload 20 hours
Raytheon AN/APB-9 (1)     Range 20.6m km    Resolution 10

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
Finally, the B-14 Havoc. Capable of carrying four size-6 missiles and with sufficient range to threaten Soviet assets out to the ice giants, the doctrine for the Havoc is to fly out to the void and launch a surprise missile strike from an unexpected direction before flying back to base. Again, whether this doctrine is sound or not will depend on the capabilities of the missiles it will carry.

During the spring, both superpowers built new shuttles, slowly reorganizing their fleets. In June, CCCP KOSMOS launched its most ambitious survey mission yet - to scan Saturn and its moons. July saw the Commonwealth finally complete the TN transformation of its industry. The first impact of that happened in September, as the first DTST came online and the British could finally take a proper look around their cosmic backyard, seeing what the Yankees and Russkies had been up to. At the same time, a trade treaty was agreed between London and Washington, covering TN-goods. The year ended with the USA running out of Corundium, which triggered the long-awaited movement of mines from Earth to Luna, a process that would take American cargo shuttles quite a long time to complete.
6
The Academy / Re: Fighter strategy
« Last post by gpt3 on Today at 12:36:34 PM »
What's the current view re beam fighters - I've noticed over the years that typically this hasnt been seen particularly effective compared with missile carrying fighters - but I thought I saw some recent posts (cant find them now) that suggested that beam boats were more viable again. Just wanted to check the consensus before I started a carrier fleet strategy.
Like every other question in Aurora, the answer is: it depends - what's your fleet doctrine?

Advantages of missile fighters:
  • Lower casualties: just like missile warships, they can unleash devastating salvoes from beyond enemy detection range (especially if you have dedicated scouts).
  • Cheap to upgrade: You can easily upgrade a missile fighter by swapping out its payload. Obsolete fighters can be used for planetary defense.
  • Less tactical micromanagement: You don't have to pay any attention to the targeting screen after missile launch.
  • Useable for ground combat: You can load box launchers with fighter pods to support your ground forces in an emergency.
Disadvantages of missile fighters:
  • Poor tactical flexibility: if your "devastating" salvo fails to devastate the enemy, then you're out of luck. Hopefully your strike group has time to reload at the carrier.
  • Expensive to use: 20x size-6 missiles is at least as expensive as sacrificing a 300-ton boat. Often much more expensive since missiles are densely packed with expensive components like boosted engines.
  • More strategic micromanagement: You have to establish ammunition manufacturing hubs, supply chains, and local stockpiles.
Advantages of beam fighters:
  • Good tactical flexibility: they can attack enemies, reprioritize targets based on the situation, and even serve as backup point-defense.
  • Overwhelm enemy targeting systems: Point-defense fire controls can target multiple missiles per round. On the other hand, each offensive fire control can only target one fighter per round. 50 fighters will always take longer to kill than 50 missiles or a 50-gun warship, even if the enemy has endgame weapons.
  • Less strategic micromanagement: Beam weapons only consume a small amount of MSP; logistics are probably negligible compared to the rest of your fleet.
Disadvantages of beam fighters:
  • High casualties: since warship beam weapons have longer ranges than fighter beam weapons, you will most likely lose several fighters each sortie. This means that your carriers will frequently need to return home for reinforcements.
  • Expensive to upgrade: It's not really economical to upgrade beam fighters - you basically have to rebuild your fleet each time you inaugurate a new generation.
  • More tactical micromanagement: It is tedious to coordinate dozens of fighters' fire controls. Fire at will might not focus on priority targets.

Also, when designing missiles for fighters to carry, would I be right in assuming that people generally designed them to be shorter range than ship borne variants - taking account of the distance a fighter would approach the target, or do people generally use the separation generated by the fighters to protect the main fleet
I think that depends on if the fighters are carrying their own active sensors (in which case you'd want a shorter-range missile) or if they're relying on forward scouts (in which case you'd want a longer-range missile).

In general it's best to use the separation generated by the fighters to protect the main fleet. Carriers and battlestars typically aren't as effective combatants as specialized beam warships, so you should keep them safe unless you have a creative tactic in mind.
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What does it mean that I'm seeing a [PARTIAL] after a contact's name on the tactical map? It's a neutral NPC ship that's sitting at the same gate as a ship of mine that has active sensor (turned on), thermal and EM sensors. The contact switches back and forth between showing and not showing the [PARTIAL] tag.

It usually means that the contact is displaying only a part of the information you know about it. Usually this happens when you have a passive contact but no active sensor lock, I suppose in this case it might indicate that you have thermal and active contacts but no EM signature if that contact has known sensor or shield emissions.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nakorkren on Today at 12:16:05 PM »
Would it be possible to group "Neutral Contact Updates" by Race, e.g. "Neutral Contact Update: Vorpaller Conspiracy"? That way we could hide notifications for races we're not concerned about and not hide ones we're keeping an eye on?
9
What does it mean that I'm seeing a [PARTIAL] after a contact's name on the tactical map? It's a neutral NPC ship that's sitting at the same gate as a ship of mine that has active sensor (turned on), thermal and EM sensors. The contact switches back and forth between showing and not showing the [PARTIAL] tag.
10
The Academy / Re: Fighter strategy
« Last post by Steve Walmsley on Today at 08:13:45 AM »
Missile fighters get killed less often, as they fight from a distance, but they can only fire once and they have to get through point defence. They will do more damage with a single attack, but it also costs money and resources every time they fire.

Beam fighters can fire for as long as their MSP last, so they can do a lot more damage overall in the right situation. They also usually fire every 5 second so can be devastating in swarms. They will take more losses than missile fighters, but replacing those losses is often cheaper than replacing the missiles expended by the missile fighters. Finally, beam fighters are very good at defending fleets against hostile missile attack.

A mix of both is probably best, but if I had to take one or the other, I would take beam fighters every time.

Check out this campaign for an example of beam fighters in action.
http://aurora2.pentarch.org/index.php?topic=12909.0

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