Author Topic: 7 Dictators Community Game  (Read 31697 times)

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Offline Shininglight

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Re: 7 Dictators Community Game
« Reply #150 on: April 01, 2013, 02:41:08 AM »
Maharava i got the database, The Capital sector Admiral sent me some "Maps and databases that were sorely lackign when admiral winterassumed command) hence why i have a survey ship designed.
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Offline Maharava (OP)

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Re: 7 Dictators Community Game
« Reply #151 on: April 01, 2013, 04:02:54 AM »
Alright, I've input MOST of the designs, but I need to know your Missile Engine designs, Magus. Whenever you send me a design (all of you) make sure you send me COMPONENT designs too please. There's more than one way to deisgn the same tech, but if I do something different to you, it may not always give the same result as what you think
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Offline Nightstar

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Re: 7 Dictators Community Game
« Reply #152 on: April 01, 2013, 04:10:52 AM »
Just SM in a vessel with several CIWS on it. Only costs a couple hundred BP + 600 RP. One CIWS can take down four of those missiles at once on average, more like two reliably. (Our defensive beam tech is ridiculously good) As long as the precursor shoots at that, the planet will stop taking damage. The missile stockpile isn't infinite, just fairly large.

The enemy colony (and reloads) can be captured with a battalion theoretically, but it'd take a five day increment.
 

Offline Cripes Amighty

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Re: 7 Dictators Community Game
« Reply #153 on: April 01, 2013, 12:00:14 PM »
I honestly wouldn't see the harm in SMing in some OWP for all colonies. They work better than PDCs because they don't have to worry about atmosphere, they provide protection value for the colonies, but they don't have mobility meaning they really don't have any offensive value.

You can normally create really good OWPs at 10,000 tons with insane armor and powerful beam weapons. You can even create decent ones at 5,000 tons.

I can throw up a design later when I have access to a computer. It would be a shame to let all that awesome beam tech go to waste.
 

Offline Shininglight

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Re: 7 Dictators Community Game
« Reply #154 on: April 01, 2013, 12:27:36 PM »
It's only in gauss/railgun "beam"s that we have an awesome advantage. Lasers, as well as particle beams are all very low level as in baseline. Though i've never really used railguns much, i prefer laser techs for my cqc weapons on ships but i guess this could be a learning experience.
« Last Edit: April 01, 2013, 03:59:26 PM by Shininglight »
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Offline MagusXIX

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Re: 7 Dictators Community Game
« Reply #155 on: April 01, 2013, 03:20:18 PM »
Kks and I have discussed it and we agree that the best solution here is to use some SM magic to get ground troops onto the precursor base.  We can write it off as a jury-rigged civilian freighter and rag-tag emergency militia of Tauron's bravest souls.  Once the ground troops have control of the base, the ship should be unable to continue reloading.  This should not give us an unfair advantage, as the most we would come out of this with is a battalion or two of ground troops and a troop transport, plus whatever we might find in the base.  We will have still taken a whole lot of losses with this plan, which while unfair does seem about right given the circumstances.

If for whatever reason we don't go with that plan (or it doesn't work,) then we would be okay with SMing in the PDC designs and just giving an even number of them to everyone.  It seems strange that we'd have established such large colonies without already having some form of defense on them.

If that second option doesn't work for whatever reason, then we can just SM some kind of super-ship into the area, obliterate the precursors, and delete the super-ship.  We could write it off as the ramshackle Sirian forces were mostly wiped out in the battle, despite being victorious.
 

Offline Cripes Amighty

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Re: 7 Dictators Community Game
« Reply #156 on: April 01, 2013, 04:08:48 PM »
Here are some Orbital Weapons Platform designs I came up with. There are two of them, each with their own pros and cons. I think they can still be SMed in under the story that the aliens managed to damage the platforms somehow beforehand using electronic weapons, and it is only now that they are being repaired. Or possibly the platforms were completely caught off guard before activating, or they were decommissioned and it took time for the Sirian forces to get to the stations and then activate them. Either way, I think at least one of these designs should be SMed in for all colonies and Earth, as they serve to protect the colonies while also providing the protection value so that the colonies aren't hampered until they produce their first military ships. Even then, these stations won't cover the PPV required by any of the colonies by themselves.

Code: [Select]
Great Wall Mk.IR class Orbital Weapon Platform    10,000 tons     423 Crew     4458 BP      TCS 200  TH 0  EM 0
1 km/s     Armour 10-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 10     PPV 90
Maint Life 6.14 Years     MSP 2786    AFR 80%    IFR 1.1%    1YR 127    5YR 1901    Max Repair 720 MSP
Intended Deployment Time: 1 months    Spare Berths 2   

10cm Railgun V5/C3 (14x4)    Range 50,000km     TS: 10000 km/s     Power 3-3     RM 5    ROF 5        1 1 1 1 1 0 0 0 0 0
25cm Railgun V5/C5 (6x4)    Range 250,000km     TS: 10000 km/s     Power 15-5     RM 5    ROF 15        5 5 5 5 5 4 3 3 2 2
Anti-Missile Fire Control (3)    Max Range: 240,000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58
Anti-Ship Fire Control (1)    Max Range: 480,000 km   TS: 10000 km/s     98 96 94 92 90 88 85 83 81 79
Gas-Cooled Fast Reactor Technology PB-4.5 (16)     Total Power Output 72    Armour 0    Exp 5%

Active Search Sensor MR10-R1 (1)     GPS 180     Range 10.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
Designated Mk.IR, because it relies entirely on Railguns which are generally effective. Although Gauss Cannons might be better in this situation given the tech, 10cm railguns still have a 10,000km range advantage. 14 10cm railguns firing every 5 second increment can take down some a good chunk of missiles, so long as they fall within 50,000km within a five second interval. Again, these have a 10,000km range advantage to any gauss cannons we design.

Six 25cm railguns firing every 15 seconds can help to soften up any incoming missile salvoes, as their range is 250,000km, meaning they will definitely get their shots in, so long as they aren't recharging. At the same time, it ensures that the station will be able to fight back if the enemy isn't using missiles and has beam weapons instead. 250,000km for a beam fight is pretty respectable.

10 layers of armor means it can take some serious punishment from any enemy weapon (except meson cannons. But again, the enemy would have to come very close for that, and by that time the 25cm railguns are breaking them down). Any leakers that break through the railguns can easily be absorbed. However, sacrificing 6 engineering spaces and 1 layer of armor allows for a CIWS unit to be placed onboard, meaning it has the chance to take out anything that slips by.

This station is meant to orbit population centers, given its deployment time. It has no engines, and would have to be towed if it needed to be moved. The only reason tehre are 10 engineering spaces is because it reduces maintenance costs and saves on some minerals while also making it exactly 10,000 tons. Taking a portion of those away might allow for an extra 10cm railgun and its power plant at a higher maintenance cost.

Code: [Select]
Great Wall Mk.IG class Orbital Weapon Platform    10,000 tons     180 Crew     2299 BP      TCS 200  TH 0  EM 0
1 km/s     Armour 10-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 136.8
Maint Life 0.97 Years     MSP 575    AFR 200%    IFR 2.8%    1YR 593    5YR 8901    Max Repair 720 MSP
Intended Deployment Time: 1 months    Spare Berths 0   

Quad Gauss Cannon R4-100 Turret (3x16)    Range 40,000km     TS: 40000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
Anti-Missile Fire Control (1)    Max Range: 240,000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58

Active Search Sensor MR10-R1 (1)     GPS 180     Range 10.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

This is the gauss cannon variant with 3 quad turrets that can pour out 48 shots every 5 seconds. This has 10,000km less range than 10cm railguns, but it makes up for it with firepower. These turrets are massive, meaning they were the only armament that could be fit on a 10,000 ton design. There is a variation that follows which combines the two.
The major disadvantage with this is that any enemy ship that doesn't rely on missiles can outrange these platforms and win on attrition. It would be a matter of time before the enemy ship landed enough shots to wear down the armor destroy the OWP.

Code: [Select]
Great Wall Mk.IRG class Orbital Weapon Platform    10,000 tons     266 Crew     2861 BP      TCS 200  TH 0  EM 0
1 km/s     Armour 10-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 123.2
Maint Life 2.51 Years     MSP 1252    AFR 114%    IFR 1.6%    1YR 276    5YR 4136    Max Repair 720 MSP
Intended Deployment Time: 1 months    Spare Berths 4   

Quad Gauss Cannon R4-100 Turret (2x16)    Range 40,000km     TS: 40000 km/s     Power 0-0     RM 4    ROF 5        1 1 1 1 0 0 0 0 0 0
25cm Railgun V5/C5 (4x4)    Range 250,000km     TS: 10000 km/s     Power 15-5     RM 5    ROF 15        5 5 5 5 5 4 3 3 2 2
Anti-Ship Fire Control (1)    Max Range: 480,000 km   TS: 10000 km/s     98 96 94 92 90 88 85 83 81 79
Anti-Missile Fire Control (1)    Max Range: 240,000 km   TS: 40000 km/s     96 92 88 83 79 75 71 67 62 58
Gas-Cooled Fast Reactor Technology PB-4.5 (5)     Total Power Output 22.5    Armour 0    Exp 5%

Active Search Sensor MR10-R1 (1)     GPS 180     Range 10.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

Best of both worlds. 32 shots fired from gauss turrets every five seconds along with 4 25cm railguns to help reduce incoming number of missiles while allowing the station to hit back against enemy beam ships.

What follows is a list of components, starting with those that are needed by all three designs:

Great Wall OWP Components
All Three Designs
Code: [Select]
Active Search Sensor MR10-R1
Active Sensor Strength: 180   Sensitivity Modifier: 60%
Sensor Size: 5 HS    Sensor HTK: 1
Resolution: 1    Maximum Range vs 50 ton object (or larger): 10,800,000 km
Range vs Size 6 Missile (or smaller): 1,176,120 km
Range vs Size 8 Missile: 1,728,000 km
Range vs Size 12 Missile: 3,888,000 km
Chance of destruction by electronic damage: 100%
Cost: 180    Crew: 10
Materials Required: 12.2x Duranium  180x Uridium
Development Cost for Project: 1800RP

Code: [Select]
Anti-Missile Fire Control
50% Accuracy at Range: 120,000 km     Tracking Speed: 40000 km/s
Size: 8 HS    HTK: 1    Cost: 720    Crew: 16
Chance of destruction by electronic damage: 100%
Materials Required: 5x Duranium  720x Uridium
Development Cost for Project: 7200RP

Great Wall Mk.IG and Mk.IRG

Code: [Select]
Gauss Cannon R4-100
Damage Output 1     Rate of Fire: 4 shots every 5 seconds     Range Modifier: 4
Max Range 40,000 km     Size: 6    HTK: 2
Cost: 48    Crew: 12
Materials Required: 48x Vendarite
Development Cost for Project: 480RP

Code: [Select]
Quad Gauss Cannon R4-100 Turret
Damage Output 1x16      Rate of Fire: 5 seconds     Range Modifier: 4
Max Range 40,000 km    Turret Size: 45.6    SPW: 11.4    Turret HTK: 8
Cost: 300    Crew: 43
Maximum Tracking Speed: 40000km/s
Materials Required: 108x Duranium  192x Vendarite 
Development Cost for Project: 3000RP

Great Wall Mk.IR and Mk.IRG
Code: [Select]
25cm Railgun V5/C5
Damage Per Shot (4): 5     Rate of Fire: 15 seconds     Range Modifier: 5
Max Range 250,000 km     Railgun Size: 8 HS    Railgun HTK: 4
Power Requirement: 15    Power Recharge per 5 Secs: 5
Cost: 96    Crew: 24
Materials Required: 19.2x Duranium  19.2x Boronide  57.6x Neutronium
Development Cost for Project: 2000RP

Code: [Select]
Anti-Ship Fire Control
50% Accuracy at Range: 240,000 km     Tracking Speed: 10000 km/s
Size: 4 HS    HTK: 1    Cost: 360    Crew: 8
Chance of destruction by electronic damage: 100%
Materials Required: 5x Duranium  360x Uridium
Development Cost for Project: 3600RP

Code: [Select]
Gas-Cooled Fast Reactor Technology PB-4.5
Power Output: 4.5     Explosion Chance: 5
Reactor Size: 1 HS    Reactor HTK: 1
Cost: 14    Crew: 2
Materials Required: 12.2x Duranium  36.6x Neutronium  14x Boronide
Development Cost for Project: 140RP

Great Wall Mk.IR
Code: [Select]
10cm Railgun V5/C3
Damage Per Shot (4): 1     Rate of Fire: 5 seconds     Range Modifier: 5
Max Range 50,000 km     Railgun Size: 3 HS    Railgun HTK: 1
Power Requirement: 3    Power Recharge per 5 Secs: 3
Cost: 25    Crew: 9
Materials Required: 5x Duranium  5x Boronide  15x Neutronium
Development Cost for Project: 1000RP
 

Offline Shininglight

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Re: 7 Dictators Community Game
« Reply #157 on: April 01, 2013, 04:24:11 PM »
Those look very nice. I haven't even started designing any OWP's, i've only just finished designs for my ASM destroyers and AM destroyers. Not even mentioning the "leader" variant that'll have most of my close in weapons compliment. All in all i need to get designifying.
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Offline MagusXIX

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Re: 7 Dictators Community Game
« Reply #158 on: April 01, 2013, 04:25:27 PM »
Those look very nice. I haven't even started designing any OWP's, i've only just finished designs for my ASM destroyers and AM destroyers. Not even mentioning the "leader" variant that'll have most of my close in weapons compliment. All in all i need to get designifying.

Be glad that you can designify.  I don't even have shipyards!  ;D
 

Offline Cripes Amighty

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Re: 7 Dictators Community Game
« Reply #159 on: April 01, 2013, 04:34:43 PM »
I just posted those up there as potential candidates for all of the colonies to have in case of an SM in.
 

Offline Shininglight

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Re: 7 Dictators Community Game
« Reply #160 on: April 01, 2013, 04:39:02 PM »
Be glad that you can designify.  I don't even have shipyards!  ;D

Worry not, as soon as possible i intend to divert a few resources your way, in the form of a few ships as soon as i can get them produced, and some equipment in the form of some construction factories and mines.. It's early enough in game i think for us to focus on helping each other. The backstabbing can come later.
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Offline Shininglight

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Re: 7 Dictators Community Game
« Reply #161 on: April 01, 2013, 05:36:12 PM »
How do i get the information for a given component, AFTER i've designed it? i'm trying to send Maharava my ship designs right now and i can't seem to find a somewhere where the components specs are listed. Also i can't make a text file because i'm on my mac and wine apparently doesn't like me trying to make one.
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Offline Nightstar

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Re: 7 Dictators Community Game
« Reply #162 on: April 01, 2013, 05:56:02 PM »
By reverse engineering from the specs. Most of the specs should be in tech report (ctrl-f7).
 

Offline Maharava (OP)

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Re: 7 Dictators Community Game
« Reply #163 on: April 01, 2013, 06:20:08 PM »
I'm more than happy to put in the space stations if you guys want? I think that's the best idea. We can claim they were scientific research stations that have been repurposed, thus there previous silence in this battle
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Offline coco146

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Re: 7 Dictators Community Game
« Reply #164 on: April 01, 2013, 06:25:23 PM »
In the same thread that has all the techs we have, would it be possible for us to see the industry/populations and shipyards that we have access to.