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Topic Summary

Posted by: Nightstar
« on: March 05, 2013, 05:19:01 PM »

Looks like combat boarding becomes feasible around 200k RP then. Interesting.
Posted by: Conscript Gary
« on: March 05, 2013, 04:16:54 PM »

20 d10s, and your speed ratio removes d10s from being rolled
Posted by: Nightstar
« on: March 05, 2013, 04:10:58 PM »

Stupid question: 20 d10s or 20 * (d10)? The clustering is pretty important.
Posted by: Konisforce
« on: March 05, 2013, 02:53:06 PM »

This one:

http://aurora2.pentarch.org/index.php/topic,1680.0.html

Is the big master thread but that's from a while back, now.  Not sure if there's been a change recently.

But I do know that it's not 10,000 km/s bonus, certainly.  I was doing some testing with a 14k km/s ship trying to board a freighter at about 2.5km/s, and I was losing over 60% every time.  With the formula from that, that'd mean I was losing 20-(14k/2.5k)xD10, so 20-5.6xD10, or 14.4% to 144% which "feels" about right.  Didn't do exhaustive testing, but I was losing over 50% quite often with the occasional total destruction.

I suppose that formula would also mean that a 10x speed bonus would give you a 10% to 100% range, so you'd have a basically 0 chance of NOBODY landing.  But still, I'd say that a 10x speed bonus is the bare minimum unless you have a lot of extra Marines around you don't much care about.
Posted by: Conscript Gary
« on: March 05, 2013, 01:20:07 PM »

The wiki has the formula for boarding losses as (20 - (Boarder speed / Target speed))d10%, requiring you to be twenty times as fast to guarantee safe delivery. The wiki could certainly be outdated. I'm sure there's a Steve post out there somewhere to clarify but I can't find it for the life of me right now.
Posted by: Garfunkel
« on: March 05, 2013, 12:05:11 PM »

No, to guarantee 100% success when transferring the Marines, you need to have 10.000 km/sec speed advantage - unless version 6+ changed it.
Posted by: Konisforce
« on: March 05, 2013, 11:52:16 AM »

4) Boarding question. How many enemy ship crewmen would a marine company be able to take out? I can see it depending on the ground strength research of each empire, but if both tech levels were the same?

Note of warning here if you haven't found it already - Marine Company is about = to 400 crew, like the Deadliest Shoe said, but getting a whole Marine Company over to the other ship is hard.  IIRC (it's in a thread somewhere) you need your boarding ship to be going 20x the speed of the other ship to be guaranteed a 100% success rate of boarders hitting the other ship.  Expect to lose 50% to 75% before you get in the door, even if you build dedicated assault shuttles.
Posted by: Garfunkel
« on: March 05, 2013, 11:24:34 AM »

Alright another question. :-X
Code: [Select]
30ECM, 1200 thermal, 1200 cross section Estimated 60kt. shield strength 18000-- looks like 600 shield points.
1000km/s.
x18 2RoF Meson turrets.

Five carriers just warped into sol from the third system I explored 21 years into the game. Didn't launch missiles, rammed my jump scout to death after I evacuated it back to earth (as in, they came to earth looking neutral, get to earth, ram my jumpship to death and then launch fighters.)
Fighters are all 9999km/s 1 Meson gunners.

Intelligence screen shows them with the swarm picture and they're austrailian-themed. Did not detect any large colonies in the target system.
Oh, how I would love for that to happen to me in-game. Sol has never been invaded, even though I always prepare for it!
Posted by: boggo2300
« on: March 03, 2013, 03:01:36 PM »

Five carriers just warped into sol from the third system I explored 21 years into the game. Didn't launch missiles, rammed my jump scout to death after I evacuated it back to earth (as in, they came to earth looking neutral, get to earth, ram my jumpship to death and then launch fighters.)
Fighters are all 9999km/s 1 Meson gunners.

Intelligence screen shows them with the swarm picture and they're austrailian-themed. Did not detect any large colonies in the target system.

So, NPR-- Precursor or Swarm?

Strewth Cobber,  you're about to be busier than a 1 legged man in an @^$! kicking contest!
Posted by: Conscript Gary
« on: March 03, 2013, 01:25:23 PM »

Yup, you've got a swarm on your hands
Posted by: Zatsuza
« on: March 03, 2013, 12:39:26 PM »

Alright another question. :-X
Code: [Select]
30ECM, 1200 thermal, 1200 cross section Estimated 60kt. shield strength 18000-- looks like 600 shield points.
1000km/s.
x18 2RoF Meson turrets.

Five carriers just warped into sol from the third system I explored 21 years into the game. Didn't launch missiles, rammed my jump scout to death after I evacuated it back to earth (as in, they came to earth looking neutral, get to earth, ram my jumpship to death and then launch fighters.)
Fighters are all 9999km/s 1 Meson gunners.

Intelligence screen shows them with the swarm picture and they're austrailian-themed. Did not detect any large colonies in the target system.

So, NPR-- Precursor or Swarm?
Posted by: Zatsuza
« on: March 03, 2013, 06:01:14 AM »

Oop, sounds like you're looking at outdated sections of the wiki (I need to remember to ask about an account on ther).
I recommend looking at the change for v6.00 thread in the mechanics section to cover engine design and crew morale, but I'll quote the bits relevant to buoys and drones.


once again, thanks for the help man-- and yes, most of my information does come from the wiki. didn't realize it was quite this outdated before.

 It's the toggle info button on the missile/bouy design page, it still refers to drones so it confused me.
well, back to colonizing Alpha centauri. ;D
Posted by: Conscript Gary
« on: March 03, 2013, 05:45:46 AM »

Oop, sounds like you're looking at outdated sections of the wiki (I need to remember to ask about an account on ther).
I recommend looking at the change for v6.00 thread in the mechanics section to cover engine design and crew morale, but I'll quote the bits relevant to buoys and drones.

Quote
There are no longer missiles, drones and buoys. There are simply missiles. The flexibility in the new missile design process will allow you to cover the abilities of all three previous missile categories. The drone engine tech progression has been removed.

Missile sensors must be powered. The power requirement for any sensor is equal to its 20% of the sensor strength. So one missile size point (MSP = 1/20th of a HS) allocated to an EM Sensor using a base EM sensor strength of 8 would result in an EM sensor strength of 0.4 (8/20). This would require a reactor with a power output of 0.08 (0.4/5). The reactor space is allocated automatically but displayed as if it was added by the player. Ship-based sensors do not require reactors as their needs can be met from the general power generation of the ship. On a per HS basis, passive sensors are much less powerful than active sensors at the same tech level, which means missiles will require less reactor space per MSP of passive sensors compared to active sensors.

There is no longer a separate 'buoy' category but you can create the same effect by designing a missile with sensors and no engine. The necessary reactor space will be added automatically. Missile reactors have unlimited endurance so there will no longer be a need to replace buoys every few years. While unlimited endurance is unrealistic, modern naval reactors have a service life measured in decades so this is a compromise between realism and a desire to reduce micromanagement. I may add some form of failure during very long term deployment - a failing IFF system on a mine could be entertaining - but I haven't decided yet.

You can create a single stage missile with both an engine and a reactor, which means you can create a self-deploying 'buoy' without the need for a two stage missile, although there are situations in which you might still use a two-stage missile anyway.

...

Missiles that have sensors will now remain on the map forever, with two exceptions:

a) If a missile has geo sensors and no other type of sensor, it will self-destruct when the geosurvey of its target planet is completed.
b) If a missile has a warhead, it will self-destruct when its fuel runs out.
Posted by: Zatsuza
« on: March 03, 2013, 05:28:11 AM »

Bottom left of the Class Design window has a 'Show Civilian Designs' checkbox
I think it's this, but I'm still not seeing the designs made by the shipping lines. Just to be sure I've obsoleted all of my old designs and made new ones, now I have better engine tech.

Another few question for today ;D

-- Can you give me a simple step by step tutorial on how to make both a bouy and a drone.

I've got standard missiles sorted and I think I understand drones but I'm still unsure-- and seeing a floating-point number in the reactor spot really messes with me. As for drones, I can't figure out how to get to the point where they have the fixed manouvre rating.

Also for sensors on missiles-- can anyone recommend a good size or resolution? It looks like they'd only be feasable on size 6 missiles and up.
Posted by: telegraph
« on: March 02, 2013, 06:16:54 PM »

You can see design summary at Fast OOB view. You can actually add a civilian ship for your fleet or add military ship to civilian fleet there.