Author Topic: Alpha Centauri Fleet Challenge  (Read 11668 times)

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Offline Nightstar

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Re: Alpha Centauri Fleet Challenge
« Reply #60 on: August 11, 2013, 09:43:41 PM »
Huh. Well, I don't see any problems with submitting that. However, I'm not sure you can actually shoot anything without an active sensor.

Anyways, I decided to work on this pair of designs. Some obvious problems stand out: One, a 10 HS FC in a 60 HS ship can't be a good idea. Two, at that speed it should be using low power drives (cheaper!). Three, AMMs are leaky; it needs at least a little armor. Four, those AMMs have a lousy hitrate. Five, it should be able to use that giant range against fighters and the like, but 20mkm range on all AMMs is overkill. I'm not fond of the 12 month deployment time either.

So! Personal redesign #1.
4x Massacre
1x Spotter
Code: [Select]
Massacre class Cruiser    10,850 tons     217 Crew     1003.5 BP      TCS 217  TH 800  EM 0
3686 km/s     Armour 2-43     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 20
Maint Life 2.23 Years     MSP 347    AFR 156%    IFR 2.2%    1YR 94    5YR 1415    Max Repair 160 MSP
Intended Deployment Time: 6 months    Spare Berths 3   
Magazine 800   

400 EP Commercial Magneto-plasma Drive (2)    Power 400    Fuel Use 6.19%    Signature 400    Exp 5%
Fuel Capacity 120,000 Litres    Range 32.2 billion km   (100 days at full power)

Size 1 Missile Launcher (20)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC67-R1 (1)     Range 67.2m km    Resolution 1
Size 1 Anti-missile Missile (700)  Speed: 40,000 km/s   End: 3.2m    Range: 7.6m km   WH: 1    Size: 1    TH: 413/248/124
Size 1 LR Anti-missile Missile (100)  Speed: 28,000 km/s   End: 27.7m    Range: 46.6m km   WH: 1    Size: 1    TH: 242/145/72

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

This design is classed as a Military Vessel for maintenance purposes
Code: [Select]
Spotter class Cruiser    9,250 tons     150 Crew     1031.5 BP      TCS 185  TH 800  EM 0
4324 km/s     Armour 5-39     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 0
Maint Life 2.01 Years     MSP 488    AFR 97%    IFR 1.4%    1YR 161    5YR 2418    Max Repair 480 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

400 EP Commercial Magneto-plasma Drive (2)    Power 400    Fuel Use 6.19%    Signature 400    Exp 5%
Fuel Capacity 100,000 Litres    Range 31.4 billion km   (84 days at full power)

Active Search Sensor MR67-R1 (1)     GPS 480     Range 67.2m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
It's a quick build, could probably get another 10% out of it, but this is roughly how I'd have made that fleet, if not how I'd have made that archtype. Next up: Beam rush.

Oh yeah, predictions:

Artillery: Ar
Tank: Tk
Sniper: Sn
Kiting: Kt
Missile Rush: MR
Beam Rush: BR
Balanced Missile: BM
Balanced Beam: BB
Code: [Select]
   Ar Tk Sn Kt MR BR BM BB
Ar .  O  X  X  X  X  X  X
Tk X  .  X  O  X  X  X  O
Sn O  O  .  ?  X  X  X  O
Kt O  X  ?  .  ?  O  ?  O
MR O  O  O  X  .  X  ?  X
BR O  O  O  ?  ?  .  *  O
BM O  O  O  ?  ?  X  .  O
BB O  X  X  X  O  X  X  .
Comments: I have trouble figuring out exactly what's going to happen when it depends on TFT, and with the BB fleet. For example, BB vs. BM can probably wipe and capture a bunch of the fleet, but then the merchants' deployment time runs out, and BM starts repairing sensors. At that point, BB could get into trouble. Most of what I called as wins for BB could have the same problem.

MR vs. BM: Looks like both sides run out of missiles, heh. Didn't check the reinforcements.
BM vs. BR: Does BM really have a MFC for each launcher? I missed that on my first look. I think it wins if it does, loses if it doesn't.
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #61 on: August 11, 2013, 09:52:57 PM »
Xs are wins, then?

And Balanced Beam is the Boarding Fleet?

Also, I know that's a problem, but the ships they capture will start repairing stuff too.

For example, against the Tanks, it's going to be extra effective. Because you won't get more than one volley off on the Lightning, maybe a second while they're retreating, but beyond that...(and the volleys almost certainly won't hit/do much. They'll be at extreme range, and the Lightnings are almost seven times faster than the fire control)

The Merchants would have some issues, though. Take quite a few volleys before they reached, the Tanks are meant to defend against microwaves, and they'd basically be shredded. Good distractions, though, while the Lightnings board, then everyone retreats, and waits the few minutes until the marines get inside(over 20x as fast as the ogres, so automatic no casualties), and the few more until the marines win, and then the Ogres, since they each have their own sensors, can fight the other ogres. Which will result in 5 vs 4 at point blank range. The five may lose, but heavy casualties will be inflicted on both sides, and then the Lightnings are back up.

The artillery, will probably stalemate, in all honesty. I'll detect them before they detect me, and if/when I see missiles, the fighters will go out in the direction the missiles came from(or once they're within engagement range, whichever comes first), and head straight for the beacon. One volley of missiles is all the fighters can be reasonably expected to get off before the microwave fighter catch up(and that volley of missiles will do very little to 36 Microwave fighters; at most, you can destroy four to five, due to the speed of the microwave fighters and the armor they have, and that's from focusing 20 or more missiles on each fighter), and turn their fire controls into crisps(detection by thermal signature at extremely close range), followed by the Beacon becoming a Torch. Carriers will probably be near here, and I can capture it/the Beacon to destroy capability. However, I have no offensive weapons beyond microwaves, and not enough marines to board and capture everything. So; stalemate. Though, with reinforcements, it may be different. Of course, the other possibility is that I can't quite reach your units, and you can annihilate me at will.

Oh, and if I may, I want to make a quick change to the Boarding fleet, because I can easily accomodate it and Nightstar pointed out a minor issue. Just changing the 0.1 Deployment time to 0.5. Just makes them 500 Tons, a tiny bit more expensive, and the Imperial a little bit more expensive for the extra crew quarters, but not actually larger.

Would this be acceptable?
« Last Edit: August 11, 2013, 10:08:32 PM by Rolepgeek »
 

Offline Nightstar

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Re: Alpha Centauri Fleet Challenge
« Reply #62 on: August 11, 2013, 10:15:39 PM »
Depends which way you look at it, but I believe that would be a yes.

Yeah, though I'm not sure you can call it either a boarding fleet or balanced beam rightly. It's a great deal more like what I expected beam rush to be, only with a few boarding ships tacked on. Really, railgun fighters would be about as effective as the drop shuttles, and much less costly in RP.
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #63 on: August 11, 2013, 10:31:57 PM »
Not really. The boarding shuttles are practically an auto-death for any ship they catch. If I had gone for rail fighters, the fleet would also be obliterated by your Tank Fleet.

If I had gone with Mesons rather than microwaves, or had mesons in addition to microwaves, then it would be decent against everything in the way you suggest. And be Beam Rush. But as is, since my boarders are my only offensive option against non-sensor users? I'd call it a boarding fleet.
 

Offline sublight (OP)

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Re: Alpha Centauri Fleet Challenge
« Reply #64 on: August 15, 2013, 07:14:09 AM »
If you pretend 'Beam Balanced' is actually 'Beam, Other' then the Beam Boarder classification makes sense.

Of course, by the same logic I probably would have called Nightstar's Artillery fighters 'Missile, Other' and slotted that into the Missile Balanced slot.


As far as Standard Operating Procedure we first should agree on what starting knowledge of enemy fleets is available.

I'm thinking:
1) Admirals do NOT know in advance which opponent they will be fighting you, so the SOP will need to be written to apply to all fights.
2) Admirals DO know the design philosophy and theoretical technology of each potential opponent.
3) Admirals do NOT know component specifics or exact ship designs.
4) Admirals do NOT know enemy fleet composition in advance.

If these guidelines are acceptable then everyone, please PM me your SOP sometime next week. (I'll need the weekend to write my own.)


EDIT: This challenge is on indefinent hiatus on account of everyone, including myself, fizzling out. I think Rolepgeek is the only person who got all the way to the end and submitted a battle plan.

If/When a second person sends in their battle plan I'll see about reviving this challenge.
« Last Edit: September 21, 2013, 12:52:54 PM by sublight »
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #65 on: August 15, 2013, 12:09:34 PM »
About what I figured. Got most of it planned.
 

Offline Nightstar

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Re: Alpha Centauri Fleet Challenge
« Reply #66 on: August 15, 2013, 03:06:32 PM »
Theoretical tech is pretty significant, but sure. Shouldn't be a problem.
 

Offline Rolepgeek

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Re: Alpha Centauri Fleet Challenge
« Reply #67 on: November 30, 2014, 08:00:13 PM »
Code: [Select]
Imperial class Assault Carrier    12,000 tons     146 Crew     1000.4 BP      TCS 240  TH 240  EM 1200
1000 km/s     Armour 4-46     Shields 40-375     Sensors 1/120/0/0     Damage Control Rating 4     PPV 0
Maint Life 2.88 Years     MSP 1182    AFR 329%    IFR 4.6%    1YR 209    5YR 3142    Max Repair 120 MSP
Intended Deployment Time: 8 months    Flight Crew Berths 21   
Hangar Deck Capacity 3000 tons     Troop Capacity: 1 Battalion    Cryogenic Berths 200   

R240-T Ion Induction Drive (1)    Power 240    Fuel Use 3.54%    Signature 240    Exp 4%
Fuel Capacity 250,000 Litres    Range 105.9 billion km   (1226 days at full power)
'Aegis' B2-D Shield Projector (16)   Total Fuel Cost  280 Litres per hour  (6,720 per day)

Renault Type J EM Detection Sensor (1)     Sensitivity 120     Detect Sig Strength 1000:  120m km
This design is classed as a Military Vessel for maintenance purposes
Cost after fuel, marines, and discount: 756.2

Code: [Select]
Breakthrough class Assault Shuttle    600 tons     4 Crew     156.4 BP      TCS 12  TH 240  EM 0
20000 km/s     Armour 1-6     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 16.27 Years     MSP 81    AFR 5%    IFR 0.1%    1YR 1    5YR 9    Max Repair 15 MSP
Intended Deployment Time: 0.1 months    Spare Berths 6   
Drop Capacity: 1 Company   

R30-F Ion Booster Jet (8)    Power 30    Fuel Use 684.83%    Signature 30    Exp 25%
Fuel Capacity 30,000 Litres    Range 1.3 billion km   (18 hours at full power)

This design is classed as a Military Vessel for maintenance purposes
Cost after fuel, marines, and discount: 152.7

Code: [Select]
Honor class Carrier    12,000 tons     310 Crew     1062.4 BP      TCS 240  TH 240  EM 1500
1000 km/s     Armour 4-46     Shields 50-375     Sensors 1/1/0/0     Damage Control Rating 5     PPV 48
Maint Life 3.02 Years     MSP 277    AFR 230%    IFR 3.2%    1YR 45    5YR 681    Max Repair 48 MSP
Intended Deployment Time: 8 months    Flight Crew Berths 12   
Hangar Deck Capacity 3000 tons     

R240-T Ion Induction Drive (1)    Power 240    Fuel Use 3.54%    Signature 240    Exp 4%
Fuel Capacity 250,000 Litres    Range 105.9 billion km   (1226 days at full power)
'Aegis' B2-D Shield Projector (20)   Total Fuel Cost  350 Litres per hour  (8,400 per day)

10cm R1V Railgun (16x4)    Range 10,000km     TS: 4000 km/s     Power 3-1     RM 1    ROF 15        1 0 0 0 0 0 0 0 0 0
'Ricochet' Defensive Fire Control (2)    Max Range: 96,000 km   TS: 4000 km/s     90 79 69 58 48 38 27 17 6 0
M1 Gas-Cooling Reaction Chamber (35)     Total Power Output 15.75    Armour 0    Exp 5%

'Net' Missile Defense Sensor (1)     GPS 20     Range 1.6m km    Resolution 1

Strike Group
6x Merchant Heavy Fighter   Speed: 9000 km/s    Size: 10

This design is classed as a Military Vessel for maintenance purposes
Cost after fuel and discount: 980.5

Code: [Select]
Merchant class Heavy Fighter    500 tons     5 Crew     94.2 BP      TCS 10  TH 90  EM 0
9000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 22.66 Years     MSP 59    AFR 4%    IFR 0.1%    1YR 0    5YR 3    Max Repair 15 MSP
Intended Deployment Time: 0.1 months    Spare Berths 5   

R30-F Ion Booster Jet (3)    Power 30    Fuel Use 684.83%    Signature 30    Exp 25%
Fuel Capacity 20,000 Litres    Range 1.1 billion km   (32 hours at full power)

10cm R3H Focused Microwave (1)    Range 15,000km     TS: 9000 km/s     Power 3-3     RM 1.5    ROF 5        1 0 0 0 0 0 0 0 0 0
T8 Fighter Targeting System (1)    Max Range: 32,000 km   TS: 8000 km/s     69 37 6 0 0 0 0 0 0 0
M1 Gas-Cooling Reaction Chamber (6)     Total Power Output 2.7    Armour 0    Exp 5%

G-5 Fighter Sensor (1)     GPS 5     Range 400k km    Resolution 1

This design is classed as a Fighter for production, combat and maintenance purposes
Cost after fuel and discount: 70.6

Research:
Construction Rate 14 BP: 8k
Fighter Production Rape 14 BP: 8k
Mining Rate 14 tons: 8k
Fuel Production 24,000 Litres: 3k
Delta Shields: 14k
Composite Armor: 7.5k
Shield Regeneration Rate 2: 6k
Marine Company: 20k
Hangar Deck: 5k
Troop Transport Bay: 2k
Engineering Section - Small: 2k
Fuel Storage - Large: 1k
Capacitor Recharge Rate 3: 6k
Fuel Consumption: 0.7 per Engine Power Hour: 7k
Ion Drive Technology: 24k
Maximum Engine Power Modifier x2.5: 30k
Minimum Engine Power Modifier x0.4: 1k
Beam Fire Control Range 16k: 2k
EM Sensor Sensitivity 8: 6k
Fire Control Speed Rating 4000 km/s: 14k
Max Tracking Time Bonus vs Missiles 20%: 4k
Total: 178.5k

Components:
'Aegis' B2-D Shield Projector: 900
10cm R3H Focused Microwave: 600
10cm R1V Railgun: 150
M1 Gas-Cooling Reaction Chamber: 10
R240-T Ion Induction Drive 480
R30-F Ion Booster Jet: 150
G-5 Fighter Sensor: 50
'Net' Missile Defense Sensor: 200
Renault Type J EM Detection Sensor: 1200
Ricochet Defensive Fire Control: 290
T8 Fighter Targeting System: 50
Total: 4080

Left over:
 

Offline 83athom

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Re: Alpha Centauri Fleet Challenge
« Reply #68 on: November 30, 2014, 10:24:11 PM »
Both your carrier designs sucks. Add an additional engine to both, reduce the fuel by 50k or 100k. On the Honor class, change the railguns to turreted gauss cannons, and more flight crew births as they cant support your strike groups. On the Merchant, change the sensor to 50+ resolution or get rid of it, don't add a fighter engineering space, use an engine twice the size and use it instead of the 3 small ones, use a larger reactor or reactors as if one gets taken out your whole fighter will probably go, and possibly make a railgun version as well. On the Breakthrough, basically the same in regards to the engine and engineering, and try to get it at or under 500 tons to free up a shipyard.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline iceball3

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Re: Alpha Centauri Fleet Challenge
« Reply #69 on: January 25, 2015, 12:26:01 PM »
Is this thread dead? I considered applying for a fleet if possible, but if the curator of this event is AWOL then its not worth even attempting. .
 

Offline 83athom

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Re: Alpha Centauri Fleet Challenge
« Reply #70 on: January 25, 2015, 01:46:08 PM »
If the last post was almost 2 months ago, it's most likely dead.
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline sublight (OP)

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Re: Alpha Centauri Fleet Challenge
« Reply #71 on: January 26, 2015, 06:24:17 PM »
Yes, this challenge is dead. The last PM I ever received for it was sent on August 26, 2013... a year and half ago. About a month later this challenge was formally placed on hiatus.

EDIT: This challenge is on indefinent hiatus on account of everyone, including myself, fizzling out. I think Rolepgeek is the only person who got all the way to the end and submitted a battle plan.

If/When a second person sends in their battle plan I'll see about reviving this challenge.

« Last Edit: September 21, 2013, 08:52:54 PM by sublight »



That said, if there is interest we can revive it. Or better yet take the lessons learned from this failed attempt to make a leaner, meaner, better challenge that doesn't require multiple people to craft multiple fleets at the same time.

So, just as a quick check, is anyone beside iceball3 interested in creating a new fleet challenge thread? I don't have as much time as I used to, but I could probably still make a fleet and run the occasional match if we had one or two other people willing to both make fleets and run battles.