Aurora 4x
VB6 Aurora => Aurora Chat => Topic started by: Sheb on May 13, 2016, 08:53:39 AM
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So, I was thinking of running a ship design championship. Everyone get a set amount of BP to use to design a ship. I get the ship design and any doctrine for its use, and make them fight. Winner gets to move to the next level, until the Forum Champion of Design as been found.
This is my tentative ruleset:
Technology
All techs costing less than 5000 RP are allowed are allowed for the first round. Later round will take place at a higher tech level. Race-specific tech don't count (so you can have a humungous sensor if you want).
Design
Player gets 5000 BP to spend on ship(s) during the first round. Later round will include more BPs. The design are submitted privately (to avoid the other side optimizing its design for a specific opponent) and revealed when both side have submitted their design.
There is no restriction on the designs apart that your ship or task group must be able to travel at least 7 billions km (it's not fun if both side runs out of fuel before the fight).
Combat
All combat take place in Sol (No, you can't have PDCs). Players get to put their ship anywhere within the orbit of Pluto. I then run the fight according to the player's instructions. If the instruction cause the game to stall (for exemple, both sides are camping with actives sensors off), I will not respect them. If neither side can detect the other, I'll simply send all ships toward Sol until they can detect each other.
Victory
The last side to have ships win. If the match get stuck because no side is able to damage the other one, whoever got the less damage (expressed in number of BP) wins.
Player List:
1. Panopticon
2. Thanatos
3. Iranon
4. Sublight
5. Lenson
6. MarcAFK
7. Drgong
Matches:
First Round:
1. Panopticon vs. Thanatos (http://aurora2.pentarch.org/index.php?topic=8650.msg92438#msg92438): Thanatos victory!
2. Lenson vs. Drgon
You can still join! Just post in the thread, and PM your design and fighting instructions!
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I'm in! Some observations...
Tech: I think some amount of RP budgeting may be advisable.
Otherwise, design approaches dependent on multiple lines get a major boost, and those that need one key tech just above the threshold may be unable to compete although they'd require half the total RP.
I'd favour a mixed approach, along the lines of "All techs up to 10k are free, discretionary budget of 100k". This gives entrants some leeway, but avoids most of the beancounting.
Game setup: It's probably a good idea to set some modest requirement for fleet speed, range, maintenance life and deployment time for anything not carried in a hangar, to avoid designs that are good at winning battles but utterly impractical.
Ordnance should probably also count towards the BP budget, if we just create things with Fast OOB it's free.
Some really cool ideas about to spice things up for consecutive rounds. I'd be wary about creating an unstable equilibrium though... part of it is rock/paper/scissors, we shouldn't be rewarded too highly for countering something hard in round one.
In a limited form, this could be interesting and also take into account the operating costs of different approaches: BP increased, replacement of losses (and repair costs if that's easy to track) is heavily discounted, fuel and ordnance will be restrocked at list price. Left over budget can be spent on new designs.
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If people are willing to do the beancounting themselves (aka, provide a list of tech price they used), I might consider the tech budget. Or maybe for another game.
Missile should cost BP as well. Spent missile will also count toward the damage counter in case were both sides still have ships at the end of the engagement.
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I'd be interested to see what the results of this are. One thing I thought of is whether the BP budget is large enough to allow for fleet actions - do you want this to be more of a "which single ship is better" or a "which fleet composition is better" competition? Perhaps it might even be worth splitting those two up into separate categories. Also, will the budget be restrictive of the "big ship" designs that some like to use?
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I'm thinking we could operate in tiers, based on average research level needed for competent Military vessels at various tech levels, ion tier, magneto plasma, etc. BP should be somewhere around 30-40ktons for the first test then increasing by 50% for each new level. I'm going to poke around in SM mode and see what looks like a good standard. I'll also check the design forum and see what kind of BP/ Rp cost the average ION era ships there seem to be.
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I like this idea. I am game for it.
As far as tech and BP goes. I'd combine the ideas: IE, enter the tournament with a ship at the same engine tech level, but give a budget for weapons and peripheralia.
It is very important to start at the same engine tech level, or someone could very easily plug all their RP into engines, and be uncatchable.
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So for we seem to have 3/4 players. I'll wait to see if I can get at least 8 to make 3 tiers of championships.
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The tournament rules prohibit running away forever, and that's perfectly realistic: If your fleet wants to claim a tie by running away forever, nasty things will happen to your home planet.
The other speed- related problem, "if you outrange and outrun them, you're untouchable", actually becomes worse with fixed engine tech. Those who want to go for this can now focus entirely on long-ranged firepower. They now have the guarantee that nobody will be able to close the range quickly, without blowing much of their budget on engine tech.
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I propose literally fixed engine tech level, but each design has leeway on power modifier, size etc. at a cost of research points and build cost of course.
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Would that necessitate running the contest across various tech levels then? I feel like certain ship concepts are only really feasible in specific tech ranges, as an example (at least for me) fighters are only good at magneto-plasma or higher engine tech (and maxed multipliers)
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It's going to be fixed tech level. I'm not going to keep track of RP (It'll be a "you can use all techs costing less that X RP" thing). Tech level will go up as the tournament progress. (So, maybe Nuclear Pulse for the first round, magneto-plasma for the semi final, hightech for the final), with number of BP going up as well.
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I'm in, sounds interesting!
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Count the newbie in as well :D
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Yeah alright, I'll give it a go.
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Perhaps it might be worth keeping a sort of registration list in the opening post? That way we can get an idea of the numbers at a glance.
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I'm in if you are accepting veterans.
1. Iranon
2. AL
3. MarcAFK
4. Thanatos
5. Garfunkel
6. xXKageAsashinXx
7. Panopticon
8. sublight
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Great! With 8 participants, we can start. If more people wants to join, they feel free to join. I'll put up the brackets once I've got the design in.
For the first round of the tournament, you can use all technologies worth 5000 RP or less (Nuclear Pulse, Near UV Laser...)*. Your designs should have a combined cost (including any missiles) of 5000 BP or less.
Mail me the design by MP. Please include a screenshot of the design window so I know exactly what's in there.
*I'm not counting race-specific tech in thise, so feel free to have a gigantic sensor array.
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Any restrictions on deployment time, maintenance life, minimum speed or range, to keep the designs fit for general use?
EDIT: Also, is this meant to be a single ship or can it be several? First post implies the former, but isn't clear.
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If can be a ship, or several ships. I expect most people to field single ships since we're not constrained by shipyard size, but it'd be nice to see fighter swarms or some more complex design (ship towing an alpha strike missile pod?).
Good to remind me about the limits. I don't want to be too strict, but I don't want to have ship run out of fuel before they get to fight either. So your ship or Task Group must have a range of at least 7 billions km (enough to make it from Pluto to Sol and some.)
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Do we allow any "exploits" of possible game mechanic flaws? I might show a screenshot of what I mean when I get back on my home computer.
And with regard to start locations, can we say we want to start x distance from the other guy? If so, is x=0 allowed?
Also, what's the deadline for submissions?
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Depend on the exploits, I'll rule on them when I see them.
No, the enemy's starting location is secret.
There is no deadline yet, I'll run matches as I get submissions. Deadline for the first round will be the start of the second round. :D
Also, I'd help me if you could give a team name and write a short description of the team. Think of the whole thing as some kind of bloodsport. :D
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I sent my designs in.
I shall be 'Thanatos Transport Solutions'. Because we are businessmen. Funny acronym intended.
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Here's two "exploits" - one's pretty harmless while the other is most likely not.
Consider this design:
Weapon class Destroyer 100 950 tons 5230 Crew 9414.2 BP TCS 2019 TH 0 EM 0
1 km/s Armour 10-193 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 1536
Maint Life 0 Years MSP 58 AFR 81527% IFR 1132.3% 1YR 3607117 5YR 54106761 Max Repair 5120 MSP
Intended Deployment Time: 3 months Spare Berths 4
T256-MB-200 (1x256) Range 200 000km TS: 3000 km/s Power 2560-256 RM 20 ROF 50 1 1 1 1 1 1 1 1 1 1
Fire Control S02 192-2000 (1) Max Range: 384 000 km TS: 2000 km/s 97 95 92 90 87 84 82 79 77 74
Pebble Bed Reactor Technology PB-1 (86) Total Power Output 258 Armour 0 Exp 5%
Junk (1) GPS 100 Range 800k km Resolution 100
This design is classed as a Military Vessel for maintenance purposes
The "exploit" here is that 0 tracking speed turrets can be turreted, leading to monstrous death cannons like you can see in the design. This is more of something funny that I wanted to share than a serious exploit. But the serious part is coming now:
Propulsion class Fleet Support Vessel 6 000 tons 21 Crew 946.4 BP TCS 120 TH 840 EM 0
7000 km/s Armour 10-29 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 1 PPV 0
Maint Life 0.31 Years MSP 99 AFR 288% IFR 4% 1YR 322 5YR 4834 Max Repair 140 MSP
Intended Deployment Time: 0.1 months Spare Berths 0
Tractor Beam
280 EP Nuclear Pulse Engine (3) Power 280 Fuel Use 226.87% Signature 280 Exp 17%
Fuel Capacity 550 000 Litres Range 7.3 billion km (12 days at full power)
This design is classed as a Military Vessel for maintenance purposes
Perhaps you might already know what I'm referring to, but here's a screenshot of the setup that is generating the exploit:
(http://img.prntscr.com/img?url=http://i.imgur.com/67UGvPR.png)
By daisy-chaining two tugs, the weight of anything further down the line is completely disregarded so the whole group can move at the full speed of the tugs.
Also, is spoiler tech allowed?
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Ok, the second one isn't allowed. No daisy-chain.
And no spoiler tech either.
I've already received two entries, one of which require minor modifications. Keep them coming in guys!
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So if we want to use tugs, it has to be only two per chain?
Kudos for the super-quick response btw.
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Very interesting find, AL!
I can't believe I never noticed the possibility, given that I used 0-tracking turrets quite often.
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Haha, I'm afraid I can't take all the credit for these bugs; I believe I saw them originally from a comment somewhere in the depths of the forum, but they still aren't really well known. I guess noting them in this thread will probably go a long way to bringing them to general awareness.
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So if we want to use tugs, it has to be only two per chain?
Kudos for the super-quick response btw.
Basically, you can use tugs as long as they don't result in artificially higher speed. If you do daisy-chain them, I guess I'll just manually lower the TG speed.
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Basically, you can use tugs as long as they don't result in artificially higher speed. If you do daisy-chain them, I guess I'll just manually lower the TG speed.
Not 100% sure I remember correctly (the conversations were 5 years ago or more), but my very strong recollection is that Steve's intent is that daisy-chaining tugs not be allowed - this is an exploit. In particular, I think the speed calculation might be incorrect.
John
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Yeah, but I can manually correct the calculation.
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I'm concerned that the current challenge rules/objectives are sufficiently open ended to allow for challenge exploits.
For example, there appears to be no time pressure or alternate objectives to compel combat, which would allow a stealth recon fleet to hide for a couple years until their opponent crumble to dust from moral/engineering failures and only then move in for the kill. This wouldn't even have to be done maliciously. If my self propelled weapon platform needs 6-months to reach sol then any opponent that chose the default 3-month deployment time will be down to 50% moral when battle starts.
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We could simply... not be butts and use exploits like that?
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I'm all for gentlemen agreements to submit a realistic fleet and pledge not to use challenge exploit gimick. That's why I posted publicity rather than dropping private message.
The real issue is speed. If you are fast enough to dodge missiles then going faster is often better. However you are using tanks that can't dodge anything then going slower to save BP for weapons is usually better. I'd like to establish a ground rule on what is too slow since I was seriously contemplating a 500 km/s fleet design and had no clue how that would be viewed by the others.
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Yeah, I'm going to quietly veto any design that rely on waiting for your enemy to implode from lack of maintenance facilities.
I'm not, however, going to put a limit on how slow a given design can be. If you want to go the slow tank route, it's fine by me. You're at risk of getting utterly destroyed if your enemy outrage you though.
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The enemy always outrages me, daring to exist in my system.
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The enemy always outrages me, daring to exist in my system.
I know
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Hey, I thought about this stuff too, but in the end submitted something I would actually use in a game, for assaulting enemy systems.
I prefer my tanks to be Abrams, not some slowpoke Matilda II, if you catch my drift.
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Fleet submitted.
The fleet is a variation of what I might use in a multi-faction game, only I had fun with the unlimited shipyard size to combine what would ordinarily be specialized designs. 8)
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This looks interesting. I sent a very simple design to create a fleet out of. Feel free to ignore it if you think it wont be competitive.
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I submitted, my design is either awesome or stupid, we'll find out soon I guess.
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5 designs in so far, I've started the job of re-creating them in my Aurora. Lots of nice design I would never have built in a lifetime, this is going to be fun. My GF is around this week, so I might take up to a week to start running the first matches, but I hope to do at least a couple this week-end.
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Like most of the others I'm going to submit what I would probably be using at that 5000rp tech level, however I might play around with components and see what I can do with relatively cheap components. My swarm of Matilda II's might just surprise that Abrams.
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Like most of the others I'm going to submit what I would probably be using at that 5000rp tech level, however I might play around with components and see what I can do with relatively cheap components. My swarm of Matilda II's might just surprise that Abrams.
Hey, Abrams are not invulnerable, and at the time Matty's were! But you gotta respect a machine that can go really fast offroad, uphill, over rocks, over cars, over buildings, and still fire straight and accurate.
Then again, at 5000rp, I cannot really call it an Abrams can I? It's more like... a Panzer III. Or maybe a Hotrod with a .50 on the hood, in a mad max universe.
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So actually, I had a question. Would you guys mind if I entered a design of my own in the race? I mean, I'm the GM, so you'd have to take it on my word that I'm being fair, but I have an idea for a design radically different from any I've seen so far, not exploity and that I think should be effective.
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Go for it, the last time something like this was done it was mostly the hosts designs with a few other submissions, though you do technically have inside information. As long as your design is just different from what you've seen, not something specifically made to exploit designs you have seen.
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Not sure if I'll have time to tinker with designs for the foreseeable future, got a bunch of assignments and a test coming up. I might see if I can get some time on the weekend but don't hold your breath.
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That's okay, rebuilding all the designs I already got and running the rounds should take me at least 2-3 weeks.
BTW, if your design include missiles, for the love of god include a screenshot of the missile design window, or of the engine it uses. It's a PITA to recreate them.
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Oh , sorry XD.
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Actually, I wasn't thinking about you, I spent 15 minutes trying to recreate someone else's missile this morning.
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Oh man, this has started already? I gotta get designing. 5000 RP limit on top of TN-start?
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Any techs worth 5000 Rp or less, that's a fair amount of tech but it's basically tier 3/ nuclear pulse.
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Sorry for the delays, but I had a ton of work. It is not dead however, the first match - Panopticon vs. Thanatos - should be up this weekend.
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Still taking entries?
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Sure, shoot them in.
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February 2088 - United Broadcasting Network Main Studio
(http://www.nbc.com/sites/nbcunbc/files/files/images/2014/9/07/140228_2751991_Hunger_Games_Reporter_anvver_2.jpg)
-Ladies and Gentlemen, welcon to the 22nd biannual Space Battle Championship! I'm your host Caesar Khan, and man we have some great contestants tonight, don't you think so Jerry?
-Well, sure we do Caesar. Tonight's contestant both decided to field a pair of ships, so we're going to see some sweet, sweet fleet action.
-Indeed Jerry. Orbiting Hyperion in the Saturn system, we have the two ships of the Thanathos Design Company, the Reckoning-class cruiser and the Resplendent-class escort.
Reckoning class Cruiser 14 800 tons 370 Crew 2556.2 BP TCS 296 TH 700 EM 0
4729 km/s Armour 9-53 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 5 PPV 60
Maint Life 0.53 Years MSP 540 AFR 350% IFR 4.9% 1YR 1012 5YR 15178 Max Repair 525 MSP
Intended Deployment Time: 1 months Spare Berths 0
[Thanatos] 700 EP Nuclear Pulse Engine (2) Power 700 Fuel Use 141.8% Signature 350 Exp 17%
Fuel Capacity 1 400 000 Litres Range 12.0 billion km (29 days at full power)
[Thanatos] Quad 10cm C3 Near Ultraviolet Laser Turret (3x4) Range 90 000km TS: 29640 km/s Power 12-12 RM 3 ROF 5 3 3 3 2 1 1 1 1 1 0
[Thanatos] Fire Control S01 48-3000 (1) Max Range: 96 000 km TS: 3000 km/s 90 79 69 58 48 38 27 17 6 0
[Thanatos] Pebble Bed Reactor Technology PB-1 (13) Total Power Output 39 Armour 0 Exp 5%
[Thanatos] Active Search Sensor MR5-R1 (1) GPS 64 Range 5.1m km MCR 558k km Resolution 1
[Thanatos] Active Search Sensor MR289-R200 (1) GPS 51200 Range 289.6m km Resolution 200
This design is classed as a Military Vessel for maintenance purposes
Resplendent class Escort 14 750 tons 545 Crew 2305.5 BP TCS 295 TH 700 EM 0
4745 km/s Armour 10-53 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 6 PPV 60
Maint Life 0.93 Years MSP 611 AFR 278% IFR 3.9% 1YR 660 5YR 9900 Max Repair 525 MSP
Intended Deployment Time: 1 months Spare Berths 5
[Thanatos] 700 EP Nuclear Pulse Engine (2) Power 700 Fuel Use 141.8% Signature 350 Exp 17%
Fuel Capacity 1 100 000 Litres Range 9.5 billion km (23 days at full power)
[Thanatos] R4.5/C3 Meson Cannon (15) Range 45 000km TS: 4745 km/s Power 3-3 RM 4.5 ROF 5 1 1 1 1 0 0 0 0 0 0
[Thanatos] R4.5/C3 High Power Microwave (5) Range 45 000km TS: 4745 km/s Power 3-3 RM 4.5 ROF 5 1 1 1 1 0 0 0 0 0 0
[Thanatos] Fire Control S01 48-3000 (1) Max Range: 96 000 km TS: 3000 km/s 90 79 69 58 48 38 27 17 6 0
[Thanatos] Pebble Bed Reactor Technology PB-1 (20) Total Power Output 60 Armour 0 Exp 5%
ECCM-1 (1) ECM 10
This design is classed as a Military Vessel for maintenance purposes
-Nice design. Though and fast, and packing a punch. They lack the fire controls to fully exploit their beam weapons, but they still pack a nasty bit of firepower. And what about our other contestant Caesar?
-Well, they are also some nice design. The Panopticorp fielded two of their Shark Hunter. The Hunter are designed to do one thing. Bring firepower to the enemy as fast as possible. They carry some nasty armament, but no armour to speak of.
Shark class Hunter 12 150 tons 391 Crew 2499.6 BP TCS 243 TH 840 EM 0
6913 km/s Armour 1-47 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 4 PPV 18.4
Maint Life 0.68 Years MSP 514 AFR 295% IFR 4.1% 1YR 759 5YR 11384 Max Repair 420 MSP
Intended Deployment Time: 3 months Spare Berths 0
Magazine 224
[Panopticon] 560 EP Nuclear Pulse Engine (3) Power 560 Fuel Use 170.15% Signature 280 Exp 17%
Fuel Capacity 800 000 Litres Range 7.0 billion km (11 days at full power)
[Panopticon] Single Morley Tablot 10cm C3 Near Ultraviolet Laser Turret (2x1) Range 90 000km TS: 12000 km/s Power 3-3 RM 3 ROF 5 3 3 3 2 1 1 1 1 1 0
[Panopticon] Fry Design Bureau 19cm Laser (1) Range 192 000km TS: 6913 km/s Power 9-0.75 RM 3 ROF 60 9 9 9 6 5 4 3 3 3 2
[Panopticon] CIWS-120 (1x4) Range 1000 km TS: 12000 km/s ROF 5 Base 50% To Hit
[Panopticon] Fire Control S04 96-6000 (1) Max Range: 192 000 km TS: 6000 km/s 95 90 84 79 74 69 64 58 53 48
[Panopticon] Fire Control S02 24-12000 (2) Max Range: 48 000 km TS: 12000 km/s 79 58 38 17 0 0 0 0 0 0
[Panopticon] Pebble Bed Reactor Technology PB-1.2 (1) Total Power Output 18 Armour 0 Exp 16%
[Panopticon] Big Ole' Launcher (1) Missile Size 20 Rate of Fire 12000
[Panopticon] Missile Fire Control FC162-R7 (1) Range 162.5m km Resolution 7
Size 20 Anti-ship Missile (11) Speed: 12 600 km/s End: 207.2m Range: 156.6m km WH: 25 Size: 20 TH: 54/32/16
[Panopticon] Active Search Sensor MR1-R1 (1) GPS 16 Range 1.3m km MCR 139k km Resolution 1
[Panopticon] Active Search Sensor MR158-R60 (1) GPS 15360 Range 158.6m km Resolution 60
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
-Still Caesar, with a beam-only enemy and that missile of them, they might cause quite a lot of damage without being? That missile got a 150m km range, enough to hit Earth from Sol!
-Yes Jerry. However, there is going to be a nasty surprise for the Shark's crews... Their starting position is Rhea, less than 1.5m km from Hyperion!
(http://i.imgur.com/MqTAzuv.png)
-Well, that sure is going to be a knife-range match! We now tune to the United Broadcasting Studio on Titan, where its powerful sensor will let us follow the match!
-And go! All sensors have been turned on. Thanathos's ships immediately close to engage the Sharks. The Sharks start retreating to open the range and try that missile of theirs. Their speed is sure to be bad news for their opponent. If their armored missile can make it through their enemy's PD, they're sure to win. (At that point, one missile impacted because I had forgotten to assign the mesons as PD. I SM'd the armour back up and waited for the next salvo.)
(http://i.imgur.com/MqTAzuv.png)
-Well intercept, that's sure to be disappointing. Armored missiles don't work well when your opponent has meson point defense.
-Indeed Jerry. It seems the Panopticorp's captain has decided to turn around and trust his lasers.
-Yes Caesar. It seems he has turned to 150.000 km and opened fire with his main, spinal laser. One damage, but it's a hit!
(http://i.imgur.com/tWD0XJb.png)
-It would take forever to wear his enemy down though. In the absence of specific instruction by Panopticorp HQ, it seems the captain decided to close to knife range. That's going to be an interesting fight for sure! At 55000 km, the Reckoning's batteries start getting into play!
(http://i.imgur.com/dqXHS2Q.png)
Ouch, all those mesons seems painful... That's a lot of hits... And... boom. Apparently the engine on Shark 1 detonated, taking out both sharks.* All in all, the engagement only laster 25 seconds once the mass of mesons on Resplendent started shooting.
(http://i.imgur.com/teVpm2W.png)
That's an impressive victory for team Thanatos, which only suffered some armor damage. The Thanatos's speed simply wasn't enough against all that armor. Let that be a lesson to all contestants: better order your captains not to close the range more than needed.
(http://i.imgur.com/4X1JfqT.png)
And that's it for tonight folks, the line up of our next match will be announced recently.
Well, I guess Panopticon could have stayed out of range and plinked that armor bit by bit. But that would have take ages, and I only had order to close to energy range, not to stay. I did try to order him to back down once the number of mesons became apparent, but the ship couldn't make it.
* I'm not sure how that happened, but shark 1's engine detonated, then both ships were wrecks.
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I'll call it a moral victory, but let's be honest, plinking away with a spinal laser just seems wrong, I can accept this.
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Next match will be Lenson vs. Drgong. Tune in soon for some nice battle!
Also, I've only received 7 designs overall so far. It'd be nice to have an eigth, so feel free to jump in!
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I designed one, what did you want in the submission. If it is just a doctrine write up and a ship list with a set of the ship descriptions or screenshots of all of the screens that are in the design.
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I don't need ALL the screenshots, but a screenshots of the design screen, plus a screenshot of the missile design screen (if any) would be swell. If the description is detailled enough it's also good.
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Next match will be Lenson vs. Drgong. Tune in soon for some nice battle!
Also, I've only received 7 designs overall so far. It'd be nice to have an eigth, so feel free to jump in!
Sweet, I did a unusual design for myself, hope it survives.
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I honestly thought that my speed was gonna be high enough.
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I honestly thought that my speed was gonna be high enough.
Haha, I honestly don't remember my design, but I'm pretty sure it's pure beam vessels with less speed than yours.
I don't see them doing too well against those mesons to be honest.
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Haha, I honestly don't remember my design, but I'm pretty sure it's pure beam vessels with less speed than yours.
I don't see them doing too well against those mesons to be honest.
My design hits with 32 size 4 missiles from 225k kilometers, even that might not break through.
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Haha, I honestly don't remember my design, but I'm pretty sure it's pure beam vessels with less speed than yours.
I don't see them doing too well against those mesons to be honest.
To me the high power microwave actually looks scarier than the mesons at short range. In hindsight I guess I should of used electronic hardening but I didn't realize how quickly sensors / fire controls get disabled.
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Hmm, my entry appears a clumsy overcomplicated mess compared to the entries I've seen so far.
Hope the little freak makes it though :)
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Microwaves are brutal, but I think I did do electronic hardening level 1. Which... should not actually be visible in the design screen, so, heh, it would hurt a lot. Thankfully, the ECM should give me a chance. But yeah, at this low BP and RP, mesons are absolutely brutal. I defeated a fleet of invaders with them once-- sure it took like 300 fighters, but still.
The thing I don't like about microwaves, is that they very rarely create secondary explosions. Hitting an ammo rack with mesons has... explosive results. But another one of my favorite tactics is blinding the designated targetting ship with microwaves while missiles are in flight.
Imagine getting blindsided by a fighter moving at 30,000 km/s and blasting you with microwaves and then just running off. And by the time your sensor is repaired, there's a fleet with 35cm railguns in your face.
EDIT: Oh, I forgot I added Microwaves as well. Good thinking, past Thanatos. Good thinking. Now, if only I would stop forgetting putting fuel tanks on my Campaign ships.
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Is this still alive?
I'd love to see this continue, as I find it fascinating to see what people come up with against a completely unknown opponent.
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I need to hand off my thesis by friday, so I am EXTREMELY busy at the moment. I'll see to continue this later.
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Heh, I can imagine.
In that case, sorry for the "nagging"... and the best of luck!
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Nah, no worry. Nag me again in a couple weeks. :D
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What's your thesis about?
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Directed evolution of proteins.
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Directed evolution of proteins.
neat!
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neat!
Especially when folded.
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Nah, no worry. Nag me again in a couple weeks. :D
Are we there yet? What about now?
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Did you get my submission?