Aurora 4x

New Players => The Academy => Topic started by: orfeusz on August 09, 2011, 05:16:48 AM

Title: noob request
Post by: orfeusz on August 09, 2011, 05:16:48 AM
Hi all.  I am new here and i need help.

I have tried to play aurora and failed  ;D
First my English is not very good but i found it good enough for playing.  My problem lies in complexity of the game.  I studied tutorials but it is not enough.  What i want to ask for is some first hand algorithm. What i need to do first.  Like first 30-50 steps.  What should i build and where, what research and why, what planet colonize, where send ships, what size of them design and so on. I know that the power of this game lies in that You can do whatever You want.  I like it.  But game is so complicated that i find playing hard because i don't do some things because i don't know i CAN do them  :)

I would be extremely grateful for Yours suggestions on how to start new game and what to do at the beginning.
I know that it will not guide me to the end, but beginning is the hardest part of journey.

Title: Re: noob request
Post by: Peter Rhodan on August 09, 2011, 09:03:55 AM
Start a new standard game but with Invaders off - too hard for noobs.
First order of business is to design an engine for your ships. At the bottom of the F2 screen is the Design button. This brings up the design window where you can design your first engine from the drop down menu. Just use the parameters that irt defaults to and press the Create button next tot he line where you can put a fancy name in if you desire. At the bottom the is a drop down menu - after creating your military design then create a Commercial version.
.......

Is this the sort of thing you want or do you want something more like this....

1. Design Military and Commercial engines
2. Create a Geosurvey ship with Commercial engine and several Geological Sensors - don't forget to include lots of fuel - enough so it can go for a 1,000 days is good
3. Create a similar design for a Gravsurvey ship using Gravitational Sensors - these make these ships count as military so you might as well use the more powerful military engine in these.
4. Design a Jump engine that can jump ships as big as the biggest of these 2 designs. The create a Jump ship with lots of fuel and click the Tanker check box so the other ships can refuel from it.
5. Select a commercial shipyard and tell it to Retool for your Grav design. AS it will be the yards 1st design it will do this immediately. Then tell the yard to add capacity if 4 or more slipways or Add Slipway if 3 or less. The in the bottom section start constructing Grav ships to the limit of slipways.


and so on...

Or are both these too detailed and instead you would prefer similar poitns
1. Design Engines
2. Design Grav and GEo survey ships
3. Design Jump engine as big or bigger than Geo and Grav ships
4. Design Jump Ship
5. Retool Commercial yard and start constructing Geo ships...

etc
Title: Re: noob request
Post by: orfeusz on August 09, 2011, 09:56:39 AM
Quote from: Peter Rhodan link=topic=3924.  msg38017#msg38017 date=1312898635
Is this the sort of thing you want or do you want something more like this.  .  .  . 

1.   Design Military and Commercial engines
2.   Create a Geosurvey ship with Commercial engine and several Geological Sensors - don't forget to include lots of fuel - enough so it can go for a 1,000 days is good
3.   Create a similar design for a Gravsurvey ship using Gravitational Sensors - these make these ships count as military so you might as well use the more powerful military engine in these. 
4.   Design a Jump engine that can jump ships as big as the biggest of these 2 designs.   The create a Jump ship with lots of fuel and click the Tanker check box so the other ships can refuel from it.   
5.   Select a commercial shipyard and tell it to Retool for your Grav design.   AS it will be the yards 1st design it will do this immediately.   Then tell the yard to add capacity if 4 or more slipways or Add Slipway if 3 or less.   The in the bottom section start constructing Grav ships to the limit of slipways. 


and so on.  .  . 


this version please  :)  

but if/when You write "design military scanner" and You mean default stats then OK, but if i need to change something like make it more long-range or something then please add suggestion what to change.   I'm little afraid of technologies.   I fear that i will produce too weak or powerful components.   If i need basic things then its great.   If i need changes please add them. 

And thanks for help  ;)
Title: Re: noob request
Post by: Peter Rhodan on August 10, 2011, 06:05:33 AM
WHen I say above " Design xyz..." I mean create the project then assign a Scientist and 1 or more Labs to do the research - I hope you know how that works.
As a general rule I keep like 1/2 my labs researching the next Research Tech level in the  early game excapt if there is some emergency need for something - so if you have say 8 Labs - 4 should be researching the next Research level - I try and get to at least 400n as early as possible.
Early game keep a good 40% of your Industrial capacity building Labs
Ok
After getting a Geo ship design in production and the Grav design build about 5 Grav ships - build the same number of Jump ships when you get to that. Build as many Geo ships as your jump engine tech will carry - plus 4. So a normal early game Jump engine will carry 3 ships so build 8 + 4 Geo ships - keep 1 Grav and 1 jump and the 4 extra Geo at Earth as reserves and once you have surveyed Sol you can go of exploring with the 4 TG s (1 Jump, 1 Grav, 2 Geo) If you get like 5 or 6 jump points out of Sol then build extra TGs to match.
Once you have Military and Commercial Engine designs and a Jump Engine design - research Troop Transport bay and then Small Jump Gate module.
The reason not to build too many ships is that you will upgrade your engines fairly early on and you will lose ships to Precursors and Swarm.
Anyway with your Commercial yard the strategy next depends on the number of big yards - if only 1 build a combo 25kT capacity freighter / 10k colonist ship - you only need a couple early on - the Civies will build more - don't forget the Cargo Handling  module int he design to speed up loading.
if 2 yards - build a dedicated 25kT capacity freighter in one yard and a dedicated colony ship - preferably big enough for at least 100,000 colonists - more if possible.
once you have a few freighters and some colony ships - don't push the construction. As soon as your first ships come of the slipways you can start shipping Infrastructure and Population to Mars - then Factories, Mines etc.
After this design a Troop Ship and build one or two - and design a Jump Gate building ship once that research finishes


_____________


Ho is all this so far?
Title: Re: noob request
Post by: orfeusz on August 10, 2011, 11:22:59 AM
Great, continue  ;D  but i need some thing cleared.


Quote from: Peter Rhodan link=topic=3924. msg38053#msg38053 date=1312974333
Build as many Geo ships as your jump engine tech will carry - plus 4. 
How does this work? A ship with jump drive is able to 'teleport using wormhole' other ships?

Quote from: Peter Rhodan link=topic=3924. msg38053#msg38053 date=1312974333
fairly early on and you will lose ships to Precursors and Swarm.
Are they some kind of old forgotten-AI-guardians/space monsters that live in some places?

Quote from: Peter Rhodan link=topic=3924. msg38053#msg38053 date=1312974333
build a combo 25kT capacity freighter / 10k colonist ship - you only need a couple early on - the Civies will build more
You mean private industry like in distant worlds? Will they use only ships i design/research?

Quote from: Peter Rhodan link=topic=3924. msg38053#msg38053 date=1312974333
As soon as your first ships come of the slipways you can start shipping Infrastructure and Population to Mars - then Factories, Mines etc.
I need to build them on Home-world and send to colony using freighters? infra+facto+mines+people?

Quote from: Peter Rhodan link=topic=3924. msg38053#msg38053 date=1312974333
and design a Jump Gate building ship
Eeee. .  like that thing in Stargate?  ;D

Many thanks! Continue ;)
Title: Re: noob request
Post by: jRides on August 10, 2011, 12:17:56 PM
Quote
How does this work? A ship with jump drive is able to 'teleport using wormhole' other ships?
Yes - build Ships with a Jump Engines and ships that are the same size or smaller can be ferried by the jump capable ship. You will have two options; a Standard Transit (the jump capable ships will ferry all the non-jump capable ships across, a few at a time - it may take a while to get the entire fleet across) and a Squadron Transit used for assaults where the jump ship will jump with all its fleet in a single jump (the total number of ships jumping at once will still be limited by engine design "Max Jump Squadron Size" and the distance from the wormhole where they appear limited by "Max Squadron Jump Radius").

Quote
Are they some kind of old forgotten-AI-guardians/space monsters that live in some places?
;)

Quote
You mean private industry like in distant worlds? Will they use only ships i design/research?
Yes - and only civilian class designs that are locked; for Freighters they will only use your designs with at least one cargo hold, Passenger ships with at least one Passenger Accommodation and Colony ships with at least one cryogenic transport.

Quote
I need to build them on Home-world and send to colony using freighters? infra+facto+mines+people?
Yes, although you can't carry people in cargo holds, you need Cryogenic Transport or luxury passenger accommodation modules on ships to move them.
Title: Re: noob request
Post by: orfeusz on August 11, 2011, 11:37:46 AM
New questions.   Many.    ;D

Can i only mine my colonies? Do i need to make colony on Venus to place/use automatic mines there?

Is it better to build normal or automatic mines?

What resources are most needed?

How to place infrastructure/mines that i build on home-world to cargo hold?

How to build Headquarters Ground unit.   Is it needed?

Will enemy races use ground combat against my worlds? Or will they bomb it away?  ;D

Do i need PDC? Big, small, STAR-SIZE?  ;D

Should i put some officers in some kind of training? (not ship formation)

Where will i need resources? Only on home-world or on Mars colony too? Or it doesn't matter what colony because they have one pool?

Should i send minerals to Earth from entire system?

What about sending resources from other system? I play with star-gates already build option. 

Will private sector transport resources for me? Is it automated?

Can i automate my freighters that transport infrastructure to colony?

Where can i see how much resources are on specific planet?

Will mass drivers be enough for transporting minerals? Do i need freighters for that?

If i don't build anything do i use resources?

Is there something that i should build when i have spare production time?

Fighters build on planet can operate from it? What is their range? Are they worth their price? How many build?

Should i begin researching mining-ship technologies right away? Or later in the game? Will i need them fast?

Thanks for reading!  ;)



Newest question.  I create a colony on Mars.  Before sending geological survey there.  Now GS Ship is scanning Mars but after that (2 times actually) i still don't see any minerals :/
Title: Re: noob request
Post by: Shemar on August 11, 2011, 03:44:13 PM
I am just a noob myself but I will give it a try in answering some stuff. . .   :)

Quote from: orfeusz link=topic=3924. msg38119#msg38119 date=1313080666
Can i only mine my colonies? Do i need to make colony on Venus to place/use automatic mines there?
You can only mine colonies, but in Aurora you can just declare anything (even asteroids) as a colony for free without actaully installing anything on it or having any actual colonists.  Even for mining with mining ships you have to declare the asteroid as a 'colony'.  Colony is just Auora's term for 'place where I do/store stuff'.

Quote
Is it better to build normal or automatic mines?
Automatic mines cost double but they do not require population to run them.  So if you have the workforce, regular mines are cheaper for the same result.  If you do not (for example in any colony without actual colonists), automatic mines are the answer.

Quote
How to place infrastructure/mines that i build on home-world to cargo hold?
Persoanlly, I let the civilians carry all my installations.  They seem to have way more cargo ships than I could hope to build.  Just make sure you have a nice gfreighter design locked so they can build it and then you can tell them what to move for you by creating supply and demand orders.  If you want to use your own freighters, at the task groups window select the task group that has the freighter(s), select the colony that has the installation you want to move and load infrastructure/mines orders will appear.  In a similar way you can order the unloading.

Quote
Where will i need resources? Only on home-world or on Mars colony too? Or it doesn't matter what colony because they have one pool?
Wherever you plan to build stuff.  Every colony has its own resources.

Quote
Should i send minerals to Earth from entire system?
If that is where your industrial capacity is concentrated, then yes.  If you build stuff in other colonies too, then you need to figure out how you want the minerals distributed amongst them.

Quote
Will private sector transport resources for me? Is it automated?
No (but I think I saw something about being a future feature).  When you buy the minerals from civilian colonies they sit at the colony they mined them and it is your job to get them from there.

Quote
Can i automate my freighters that transport infrastructure to colony?
You can tell them to cycle orders, but then they will start complaining when they run out of infrastructire to transport.  I prefer to have the civvies do that for me by using supply/demand orders.

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Where can i see how much resources are on specific planet?
Mining tab on the Economy window.  As you select each colony on the left you can see the mineral situation on that colony.  The stockpile column is the available minerals.

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Will mass drivers be enough for transporting minerals? Do i need freighters for that?
A mass driver can send 5000 tonns of minerals a year, which should be enough for the maximum output of most mining colonies, at least at first.  You can add more when one is not enough, or suplement with freighters.  You only need a single receiving mass driver no matter how many incoming packets you have.

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If i don't build anything do i use resources?
If you have docked military ships being maintained, you use a small amount of minerals there.  I am not sure if there is anything else I am missing.

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Is there something that i should build when i have spare production time?
More factories and labs.  Also mines, if you do not have enough but more factories and more labs never hurt.

Quote
I create a colony on Mars.   Before sending geological survey there.   Now GS Ship is scanning Mars but after that (2 times actually) i still don't see any minerals :/
That is normal.  Not all planets have minerals.  But do send a good geology team and they may find some.

I hope this helps! Also that more experienced players will correct me if I gave wrong advice.  Sorry I could not answer the rest of your questions but I don;t know the answers myself.
Title: Re: noob request
Post by: Erik L on August 11, 2011, 03:51:58 PM
A note on the mass drivers, if you do NOT have one to catch very bad things happen.
Title: Re: noob request
Post by: orfeusz on August 12, 2011, 03:44:16 AM

Quote from: Shemar link=topic=3924. msg38129#msg38129 date=1313095453
Persoanlly, I let the civilians carry all my installations.   They seem to have way more cargo ships than I could hope to build.   Just make sure you have a nice gfreighter design locked so they can build it and then you can tell them what to move for you by creating supply and demand orders.  

So i need to create a supply for transport or supply for mine on that world?

Quote
No (but I think I saw something about being a future feature).   When you buy the minerals from civilian colonies they sit at the colony they mined them and it is your job to get them from there. 

I know this game is great, but . . .  civilian colony?! How does it work?

Quote
I hope this helps!

Yes it helps.    :)

I will write again question You didn't answered for someone else  :)


What resources are most needed?

How to build Headquarters Ground unit.    Is it needed?

Will enemy races use ground combat against my worlds? Or will they bomb it away?  Grin

Do i need PDC? Big, small, STAR-SIZE?   ;D

Should i put some officers in some kind of training? (not ship formation)

Fighters build on planet can operate from it? What is their range? Are they worth their price? How many build?

Should i begin researching mining-ship technologies right away? Or later in the game? Will i need them fast?

What about sending resources from other system? I play with star-gates already build option.  Can i use mass drivers for that?



Thanks for help
Title: Re: noob request
Post by: Jacob/Lee on August 12, 2011, 03:51:19 AM
Quote
What resources are most needed?
Hm... All of them have their uses, so they're all equally important. Duranium slightly more.

Quote
Will enemy races use ground combat against my worlds? Or will they bomb it away?
IIRC, someone had a dig sieged by enemies, but I think it was just precursors droppin' robots.

Quote
Should i begin researching mining-ship technologies right away? Or later in the game? Will i need them fast?
Depends, they're good if you have lots of asteroids but don't want to commit mines to them.

Quote
What about sending resources from other system? I play with star-gates already build option.  Can i use mass drivers for that?
Mass drivers are in-system only. You need to shuttle minerals through jump points with freighters, nothing stopping you from firing mass drivers across systems to loading areas though.

The rest, I don't know.
Title: Re: noob request
Post by: jRides on August 12, 2011, 07:49:25 AM
Quote
Do i need PDC? Big, small, STAR-SIZE?
Fighters build on planet can operate from it? What is their range? Are they worth their price? How many build?
Should i begin researching mining-ship technologies right away? Or later in the game? Will i need them fast?

These are really game decisions that are entirely up to you:

- do you feel the need for a star-sized pdc? Are you under threat? Can you afford the time and minerals it will take your for factories to construct?
- The fighters you build are designed by you so you will already know their range and whether they are worth it, so its really back to do you need/want them.. As for how many to build, again how many can you afford to make, how many do you need.. You will still need to find hanger space for them, either orbital stations, shipping or a pdc.
- Do you need/want mining-ships right away? Are you finding lots of small amounts of resources but nowhere worthwhile to fit a colony? Would you rather just not have the extra colonies? Your game, your call.
Title: Re: noob request
Post by: shadenight123 on August 12, 2011, 12:33:53 PM
you know.  i just facepalmed SO HARD that i think i will die soon enough for the trauma.
I just realized the Design botton existed. . . and what it actually does.
you know.
i think i'll facepalm some more.
Title: Re: noob request
Post by: Shemar on August 12, 2011, 12:38:46 PM
Quote from: orfeusz link=topic=3924.  msg38162#msg38162 date=1313138656
So i need to create a supply for transport or supply for mine on that world?
You need a supply order at the colony where the installation currently is and a demand order at the colony where you want it to be trasported. 

Quote
I know this game is great, but .   .   .    civilian colony?! How does it work?
Civilians will automatically create their own mining colonies.   Then, in the same screen where you set up supply and demand orders, you will have the option of either buying the minerals from them or taxing them.   If you choose to buy them it will be your responsibility to trasport them from the mining colony to where you need them. 
Title: Re: noob request
Post by: orfeusz on August 12, 2011, 03:39:10 PM
Quote from: jRides link=topic=3924. msg38170#msg38170 date=1313153365
These are really game decisions that are entirely up to you:

 Your game, your call.

I understand.  But sometimes its better not to waste time on things that has been proven wrong.  For example in some games there are weapons that nobody use because of some bug or they are 3 times worse then others.  As i see, that doesn't take place in Aurora.   ;D

Quote from: Shemar link=topic=3924. msg38183#msg38183 date=1313170726
Civilians will automatically create their own mining colonies. 

Using their own factories?




Furthermore:

Is it possible to build minefields?

Is it practical to build very big warships? Like 200-300k tones? Or are You against that design philosophy? I have seen many designs on this site, but they are small (5-6k) warships.
Title: Re: noob request
Post by: Thiosk on August 12, 2011, 04:07:10 PM
Civilian mining and trade occurs automatically, requiring no resources or input from you.  Except that you have to design them a freighter, a colony ship, and a luxury liner.

You can build minefields.  Later.  Don't worry about it for now.  Worry about viable ship design and economy.

You can build huge ships.  Million tons or more.  Don't worry about this now-- the resource input is enormous, and you need to spend years improving your shipyards.  You'll then need hundreds of millions of workers to man those shipyards to build the craft.
Title: Re: noob request
Post by: James Patten on August 12, 2011, 07:01:08 PM
Is it practical to build very big warships? Like 200-300k tones? Or are You against that design philosophy? I have seen many designs on this site, but they are small (5-6k) warships.

That depends.  If you search any designs in the forum, you'll discover Waresky's School of MegaStructure Design.  Waresky seems to routinely build million ton ships.  I don't know how he does it.  Myself, I rarely build anything military over 10,000 tons, and rarely anything civilian over 50,000 tons.  These huge ships just take up too much time and resources (in my opinion) to build.  In the decades it takes to build a single 200,000 ton warship, I could build dozens of 10,000 ton ships, or thousands of fighters.
Title: Re: noob request
Post by: Thiosk on August 12, 2011, 07:09:30 PM
I find civilian transport MUCH more convenient with larger frieghters.  Each time I upgrade civilian freighters, I add more cargo-- my favorite model is the 25 cargo space and 3 km/s civ freighters.  They get around reasonably fast, and can move research labs in no time ;)


The workhorse of my civ fleet has 15 cargo spaces.  These are around 120,000 ton, IIRC.
Title: Re: noob request
Post by: orfeusz on August 13, 2011, 04:20:51 AM
Thanks  :)

Now i will try playing longer game.   Maybe even with some ship fight  ;D



Edit: And i have more questions :|

how to terraform? I studied tutorial but i want to be sure.

Remove toxic gases first (if present)?
On the Mars i first need to add greenhouse gases to rise temperature.
When temperature will be 0 Celsius i need to start pumping Oxygen to have 0. 105 atmosphere of Oxygen?
Then i Need to add more neutral gases to have oxygen level less then 30%?
Its all?


P. S.  If i will find planet to hot, but with no atmosphere, can i add some coolant gas?
Title: Re: noob request
Post by: Thiosk on August 13, 2011, 05:22:17 AM
You seem to have a good understanding of terraforming.  Enjoy!

(I use about 90 terraforming modules to quickly change planets, i put them on ships to make moving them around easy.)
Title: Re: noob request
Post by: Mini on August 13, 2011, 09:03:06 AM
It can be worth switching the raising temperature and raising oxygen stages, because the pressure of the oxygen also raises the temperature.
Title: Re: noob request
Post by: orfeusz on August 13, 2011, 09:06:47 AM
Quote from: Mini link=topic=3924. msg38249#msg38249 date=1313244186
It can be worth switching the raising temperature and raising oxygen stages, because the pressure of the oxygen also raises the temperature.

Sounds like a good idea  ;)
Title: Re: noob request
Post by: orfeusz on August 14, 2011, 08:35:12 AM
A new dilemma come up.  I need something to stop riots on Mars colony.  I design. . . .  TA-DAM!

Code: [Select]
Viking class Planetary Defence Centre    21,100 tons     1740 Crew     2313.84 BP      TCS 422  TH 0  EM 0
Armour 7-68     Sensors 24/72     Damage Control Rating 0     PPV 128
Magazine 3448    

PDC Size 4 Missile Launcher (32)    Missile Size 4    Rate of Fire 60
Missile Fire Control FC36-R100 (1)     Range 36.0m km    Resolution 100
Size 4 Anti-ship Missile Firre Arrow (762)  Speed: 12,500 km/s   End: 42.8m    Range: 32.1m km   WH: 3    Size: 4    TH: 50 / 30 / 15
Size 1 Anti-missile Missile Fire Wall MK2 (400)  Speed: 13,500 km/s   End: 6.3m    Range: 5.1m km   WH: 1    Size: 1    TH: 54 / 32 / 16

Active Search Sensor MR36-R100 (50%) (1)     GPS 7200     Range 36.0m km    Resolution 100
Thermal Sensor TH3-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

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 Planetary Defence Centre and can be pre-fabricated in 9 sections


What do You think? Do i need to somehow link Missile Fire Control to launchers or missiles?


EDIT: Does i need to build 9 Prefabricated components?
Title: Re: noob request
Post by: Hawkeye on August 14, 2011, 12:24:41 PM
What is causing the riots?

If it is because you are providing too little protection, then building some PDCs is the right thing to do (if you don´t want to build a fleet)

If it is because of lacking living space (i.e. too little infrastructure) this will not help, then you need boots on the ground, i.e. ground troops. Garrison or Mobile Infantry are ideal, because of the high defense value, which is what counts here.

Re. your PDC. When you order one to be prefab´ed, your industry will build all 9 sections, that you need per each pdc you order. Hm, that doesn´t sound very clear. Example: If you order 3 PDCs to be prefabricated, your industry will build 27 segments.


Also, re. your design, another firecon or three would probably make sense and it is usually a better idea to put a Deep Space Tracking Station on colonies (those have a basic Thermal/EM passive of strength 300) instead of the thermal one you mounted.
Some dedicated size-1 launchers for your AMMs also wouldn´t be too bad, along with corresponding firecons (usually 1 firecon per 4 to 5 launchers) and active sensors (both res-1)
Title: Re: noob request
Post by: orfeusz on August 14, 2011, 12:50:02 PM
Source of riots is lack of protection. As a cheap solution i will build this design without thermal. I will use your design advices when i will build new version for more distant colonies. Thanks!


Updated version, already building it  :)

Code: [Select]
Viking class Planetary Defence Centre    21,700 tons     1795 Crew     2462.04 BP      TCS 434  TH 0  EM 0
Armour 7-69     Sensors 1/72     Damage Control Rating 0     PPV 128
Magazine 3448   

PDC Size 4 Missile Launcher (32)    Missile Size 4    Rate of Fire 60
Missile Fire Control FC58-R65 (4)     Range 58.0m km    Resolution 65
Size 4 Anti-ship Missile Firre Arrow (762)  Speed: 12,500 km/s   End: 42.8m    Range: 32.1m km   WH: 3    Size: 4    TH: 50 / 30 / 15
Size 1 Anti-missile Missile Fire Wall MK2 (400)  Speed: 13,500 km/s   End: 6.3m    Range: 5.1m km   WH: 1    Size: 1    TH: 54 / 32 / 16

Active Search Sensor MR36-R100 (50%) (1)     GPS 7200     Range 36.0m km    Resolution 100

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 Planetary Defence Centre and can be pre-fabricated in 9 sections
Title: Re: noob request
Post by: orfeusz on August 15, 2011, 09:31:52 AM
Game is great! Some filthy aliens just show on radar. Communication attempt failed after approximately 5 seconds when they blow my scout up  ;D So.... WAR.... only problem is that i don't have anything to shot at them. I created 2 designs. If there is something really wrong with them then please write what  ;)

MISSILE SHIP
Code: [Select]
Revenge class Destroyer    14,700 tons     1369 Crew     2877 BP      TCS 294  TH 504  EM 0
4897 km/s     Armour 5-53     Shields 0-0     Sensors 16/16/0/0     Damage Control Rating 5     PPV 48
Maint Life 1.58 Years     MSP 612    AFR 345%    IFR 4.8%    1YR 284    5YR 4262    Max Repair 192 MSP
Magazine 976   

Ion Engine E7 (24)    Power 60    Fuel Use 70%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 500,000 Litres    Range 87.4 billion km   (206 days at full power)

Size 6 Missile Launcher 40s (8)    Missile Size 6    Rate of Fire 40
Missile Fire Control FC38-R16 (50%) (2)     Range 38.4m km    Resolution 16
Size 6 Firre Arrow MK2 (163)  Speed: 30,000 km/s   End: 19m    Range: 34.3m km   WH: 8    Size: 6    TH: 190 / 114 / 57

Active Search Sensor MR40-R16 (50%) (1)     GPS 2048     Range 41.0m km    Resolution 16
Thermal Sensor TH2-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor EM2-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

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

AND SUPPORT SHIP
Code: [Select]
Honor class Destroyer    16,550 tons     1349 Crew     3578 BP      TCS 331  TH 567  EM 0
4894 km/s     Armour 7-57     Shields 0-0     Sensors 32/32/0/0     Damage Control Rating 5     PPV 64.44
Maint Life 1.11 Years     MSP 676    AFR 438%    IFR 6.1%    1YR 553    5YR 8300    Max Repair 269 MSP

Ion Engine E7 (27)    Power 60    Fuel Use 70%    Signature 21    Armour 0    Exp 5%
Fuel Capacity 550,000 Litres    Range 85.5 billion km   (202 days at full power)

Quad 10cm C3 Ultraviolet Laser Turret (2x4)    Range 120,000km     TS: 16000 km/s     Power 12-12     RM 4    ROF 5        3 3 3 3 2 2 1 1 1 1
Fire Control S12 72-16000 (2)    Max Range: 144,000 km   TS: 16000 km/s     93 86 79 72 65 58 51 44 37 31
Gas-Cooled Fast Reactor Technology PB-1 (1)     Total Power Output 27    Armour 0    Exp 5%

Active Search Sensor MR19-R1 (1)     GPS 240     Range 19.2m km    Resolution 1
Active Search Sensor MR85-R20 (1)     GPS 4800     Range 85.9m km    Resolution 20
Thermal Sensor TH4-32 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
EM Detection Sensor EM4-32 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

This design is classed as a Military Vessel for maintenance purposes


I would love to know Yours suggestions  :)
Title: Re: noob request
Post by: Hawkeye on August 15, 2011, 11:51:16 AM
Nothing inherently wrong I could spot.

Both ships are a bit on the light side re. Maintenance Supplies, but not excessively so.
They are also quite fast for the tech, with more than 40% of total mass as engines. Personally, I like a ratio of one engine per 1000 tons, or 25% for missile combatants to increase throw-weight, but as I said, that is a personal preference.

One thing, however: Your missiles are rather short ranged. Yes, compared to a laser cannon, 38 mkm sounds like a lot, but for missile combat it realy isn´t.

I´d reduce the warhead a bit to get at least 60+ mkm range or any enemy missile boat will outrange you significantly.


Also, how about either a third design with AMMs, or, preferably, incorporating some AMMs into your Honor Class? Lets face it, a 16.500 ton ship armed with two PD turrets? Thats not a whole lot of guns for such a large ship.

Oh, and asuming your enemy is not exclusively using FACs, I´d remove the res-20 sensor on the Honor and replace it with a res 100 or 120 one, which will give you a HUUUUUGE boost in scan range (only against 5000/6000+ ton ships, granted)

Title: Re: noob request
Post by: orfeusz on August 16, 2011, 01:52:19 AM
Thanks  :)  I will name new class after You Howkeye ;D


In tutorial on wiki, there is the statement that i need to somehow link weapon systems with targeting system. Where can i do that? (wiki don't say)


Does missile speed of 30kkm/s is sufficient?


Code: [Select]
Quad 10cm C3 Ultraviolet Laser Turret (2x4)    Range 120,000km     TS: 16000 km/s
To have decent range, armor and speed i needed to make them big  :(  Aren't thous stats needlessly overpowered?

And does Quad mean that one turret will destroy 4 missiles with one shot? Or 4 shots to one missile?
Title: Re: noob request
Post by: Ashery on August 16, 2011, 02:59:55 AM
With two fire controls, each turret will be firing at a single salvo and taking out a max of four missiles in each, but you won't necessarily have a 100% hit rate. Realistically speaking, you could get away with only a single fire control and link both turrets to it, but your setup works fine.
Title: Re: noob request
Post by: orfeusz on August 16, 2011, 06:33:45 AM
Realistically speaking, you could get away with only a single fire control and link both turrets to it, but your setup works fine.

So how many fire controls to turret ratio?

Also, in case of missiles, 4tubes to 1control is ok?
Title: Re: noob request
Post by: Ashery on August 16, 2011, 07:05:14 AM
Depends on the turrets. With gauss, I'd lean towards using a 1:1 (BFC:Turret) ratio where the turret contains four 5HS GCs. For other beam weapons, I'd personally favor a 1:2 ratio using quad turrets. Most of the other posters have more practical experience than me, but those are the impressions I've developed while reading the boards. Note, however, that one's designs should depend on what you're fighting against; the previous advice is primarily aimed at PD being used in an anti-missile role and wouldn't hold up as well against, say, a swarm of meson equipped fighters.

No experience with missiles, so can't comment on that angle (My first game is using the no missile challenge, heh).
Title: Re: noob request
Post by: Charlie Beeler on August 16, 2011, 08:49:57 AM
So how many fire controls to turret ratio?

Also, in case of missiles, 4tubes to 1control is ok?

For beam turrets I use a 1:1 ratio for maximum flexability. 

For defensive missiles I use multiples of 5.  This has to do with the maximum defense assignment is 5v1.  Usually 10:1.
Title: Re: noob request
Post by: orfeusz on August 16, 2011, 12:50:51 PM
eee.. my missiles don't have sensors on board. Is that a bad thing?



Second thing: in no maintenance game, do i need EM and Thermal sensors? Or can i use Active sensor all the time?
Title: Re: noob request
Post by: Erik L on August 16, 2011, 01:05:56 PM
eee.. my missiles don't have sensors on board. Is that a bad thing?



Second thing: in no maintenance game, do i need EM and Thermal sensors? Or can i use Active sensor all the time?

No sensors means that if their target is gone, they won't do anything.

No maintenance just means that you don't need to expend an effort to keep your ships intact. They won't fall apart from old age.
Title: Re: noob request
Post by: Klapaucius87 on August 16, 2011, 01:15:28 PM
Quote from: orfeusz link=topic=3924. msg38384#msg38384 date=1313517051
eee. .  my missiles don't have sensors on board.  Is that a bad thing?

U can shoot missiles without sensor and they will do fine.  The trouble come when the target is gone (destroyed, out of sensors) or the fire control is destroyed (nothing guide the missile anymore).  In those cases a missile with sensor will look for a new target within his sensors, while a missile without is lost.


Title: Re: noob request
Post by: orfeusz on August 17, 2011, 03:57:32 AM
Does anyone know, why my 25000km/s missiles size 6 move to target with speed 4444km/s? This is the speed of my fleet...


EDIT: When i change speed of the fleet in F12 window, missiles speed changes to this same. Those already flying too. How to fix that?
Max for ships is 4444km/s and no matter what i try to set the missiles will not move faster then 4444km/s (max for slowest ship).


missile design:
Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 7    Armour: 0     Manoeuvre Rating: 19
Speed: 25000 km/s    Endurance: 43 minutes   Range: 64.3m km
Cost Per Missile: 4.475
Chance to Hit: 1k km/s 475%   3k km/s 152%   5k km/s 95%   10k km/s 47.5%
Materials Required:    1.75x Tritanium   3.53x Gallicite   Fuel x3750
Title: Re: noob request
Post by: Erik L on August 17, 2011, 05:27:55 AM
Does anyone know, why my 25000km/s missiles size 6 move to target with speed 4444km/s? This is the speed of my fleet...


EDIT: When i change speed of the fleet in F12 window, missiles speed changes to this same. Those already flying too. How to fix that?
Max for ships is 4444km/s and no matter what i try to set the missiles will not move faster then 4444km/s (max for slowest ship).


missile design:
Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 7    Armour: 0     Manoeuvre Rating: 19
Speed: 25000 km/s    Endurance: 43 minutes   Range: 64.3m km
Cost Per Missile: 4.475
Chance to Hit: 1k km/s 475%   3k km/s 152%   5k km/s 95%   10k km/s 47.5%
Materials Required:    1.75x Tritanium   3.53x Gallicite   Fuel x3750

That should be fixed in 5.52.
Title: Re: noob request
Post by: orfeusz on August 17, 2011, 05:33:02 AM
That should be fixed in 5.52.


hmmm... i must have forget to apply patch as i downloaded it :|

Thanks
Title: Re: noob request
Post by: waresky on August 17, 2011, 08:41:10 AM
/snip

What resources are most needed?

/snip

Duranium
Corundium
Tritanium
Gallicite

For missile first..

Sorium for Fuel its Strategical resource.
Title: Re: noob request
Post by: orfeusz on August 17, 2011, 10:15:47 AM
Sorium for Fuel its Strategical resource.


lol I was thinking that fuel was free. Good to know before i run out of  ;D
Title: Re: noob request
Post by: Thiosk on August 17, 2011, 12:38:56 PM
Corundium for mining!  Can't do a proper expansion without hundreds of thousands of corundium.
Title: Re: noob request
Post by: shadenight123 on August 17, 2011, 12:41:23 PM
and you understand the GAME hates you when, at a new and fantastic start, you just realize the entire system you are into (sol system) is completely and totally CORUNDIUM FREE! except for earth.
were it's already exhausted.
oh. . . and yes, geological teams already went for every single planet.
should i send them on every asteroid also? >. > hope the other systems have something.
Title: Re: noob request
Post by: orfeusz on August 17, 2011, 01:10:52 PM
uhh Thanks to You i just find out what geological teams are for  ;D


This topic is beginning to be very multi-topics but thats how this great game is  :)
Thanks Mr. Steve  ;D

As for my next dilemma, i want to secure some jump points but from what i readied about mines they are not good enough for me :D What do You think for dedicated, short range, slow ship? I would place 2-3 20k ships near jump point and wait. Thanks to that it would not shoot all missiles after one unit come through. And i could decide to what target fire first. I want to know Yours opinions  :)
Title: Re: noob request
Post by: Thiosk on August 17, 2011, 01:11:54 PM
and you understand the GAME hates you when, at a new and fantastic start, you just realize the entire system you are into (sol system) is completely and totally CORUNDIUM FREE! except for earth.
were it's already exhausted.
oh. . . and yes, geological teams already went for every single planet.
should i send them on every asteroid also? >. > hope the other systems have something.

Check next door!  QUICK.
Geo teams on asteroids seem slow
Because you're in trouble.
Title: Re: noob request
Post by: shadenight123 on August 17, 2011, 01:21:29 PM
Check next door!  QUICK.
Geo teams on asteroids seem slow
Because you're in trouble.
and make it double, cause Sorium in my sol system is all 0.1 accessibility! luckily sorium harvesters are there! but i can't make it work!
>.>
long live the difficulty! i shall challenge and win, and come back laughing.
or die trying.
Title: Re: noob request
Post by: Thibaut on August 17, 2011, 02:02:36 PM
and don't forget mercassium for research labs
Title: Re: noob request
Post by: Thibaut on August 17, 2011, 02:46:02 PM
geologists ... hhmm what are they good for ?

22nd December 2072 09:59:26,Lacaille 8760,New deposits of Corundium have been found on Lacaille 8760-A II by the David Bolton Geology Team, The total amount available has increased from 1.502338E+07 to 15123376 tons.
22nd December 2072 09:59:26,Lacaille 8760,A new geological survey has increased the accessbility of Corundium on Lacaille 8760-A II from 0.1 to 0.9


Got to love THAT !
Title: Re: noob request
Post by: Echo35 on August 17, 2011, 02:55:04 PM
Quote from: Thibaut link=topic=3924. msg38450#msg38450 date=1313610362
geologists . . .  hhmm what are they good for ?

22nd December 2072 09:59:26,Lacaille 8760,New deposits of Corundium have been found on Lacaille 8760-A II by the David Bolton Geology Team, The total amount available has increased from 1. 502338E+07 to 15123376 tons.
22nd December 2072 09:59:26,Lacaille 8760,A new geological survey has increased the accessbility of Corundium on Lacaille 8760-A II from 0. 1 to 0. 9


Got to love THAT !

 :o
Title: Re: noob request
Post by: Klapaucius87 on August 17, 2011, 03:14:06 PM
Quote from: orfeusz link=topic=3924. msg38443#msg38443 date=1313604652
As for my next dilemma, i want to secure some jump points but from what i readied about mines they are not good enough for me :D What do You think for dedicated, short range, slow ship? I would place 2-3 20k ships near jump point and wait.  Thanks to that it would not shoot all missiles after one unit come through.  And i could decide to what target fire first.  I want to know Yours opinions  :)

This is really based on how u like to play the game.  On my opinion:

If u aim on keeping those ships ON the jump point than some plasma carronade are great for that job.
High caliber lasers will be effective too.
Missiles in that case are a waste.

If u aim on keeping those NEAR the JP (orbiting a near asteroid for example) than most thing change based on the distance.
Title: Re: noob request
Post by: orfeusz on August 18, 2011, 08:00:17 AM
So i want to make a beam defense base. It will be very slow ship (one engine). I want to place 9 around JumpPoint. How to tell them to move to specific coordinates? I didn't see that option anywhere.

Also what distance around JP do i need to be able to put under fire? How far will the enemy appear? I was planing to place 1 in the center but this might to have too short range. So i think of one center and 8 around it...

Also, do i need ECCM to laser canons? will enemy ECM be operational immediately after jump? Will they affect my laser fire control?


Thanks  :)
Title: Re: noob request
Post by: Klapaucius87 on August 18, 2011, 08:59:29 AM
Quote from: orfeusz link=topic=3924. msg38508#msg38508 date=1313672417
So i want to make a beam defense base.  It will be very slow ship (one engine).  I want to place 9 around JumpPoint.  How to tell them to move to specific coordinates? I didn't see that option anywhere.

Also what distance around JP do i need to be able to put under fire? How far will the enemy appear? I was planing to place 1 in the center but this might to have too short range.  So i think of one center and 8 around it. . .

Also, do i need ECCM to laser canons? will enemy ECM be operational immediately after jump? Will they affect my laser fire control?


Thanks  :)

If u put them at defense of a JP than right above it is better, as they will have the best to hit chance and the higher damage.
For the distance u can order them to orbit the point at a set distance : under the avaible orders area there is 'Min distance from target'.  Set the distance u want them to be from the JP and they will stop at this distance.
For the ecm i don't know, but as every electronic thing is 'stunned' after the jump maybe they are too.
Title: Re: noob request
Post by: Hawkeye on August 18, 2011, 10:29:02 AM
Little nitpick here.
If the enemy uses uses "squadron jump", he will *not* appear on top of the jumppoint but at some distance.
The more advanced the techline "Max. Squadron Jump Radius" is, the further out the enemy squadron may appear.

Level 1      50k km
Level 2      100k km
Level 3      250k km
and so on.

Plasma carronade become inefficent due to range fast, so might not be the weapon of choice for this.
Title: Re: noob request
Post by: orfeusz on August 18, 2011, 10:36:28 AM
Little nitpick here.
If the enemy uses uses "squadron jump", he will *not* appear on top of the jumppoint but at some distance.
The more advanced the techline "Max. Squadron Jump Radius" is, the further out the enemy squadron may appear.

So missiles can be better choice...  They have much greater range then laser canons...


Quote
Plasma carronade become inefficent due to range fast, so might not be the weapon of choice for this.

I was thinking of 25cm lasers batteries...
Title: Re: noob request
Post by: Brian Neumann on August 18, 2011, 02:20:36 PM
All electonic tech stuff is affected by the jump.  This includes currently all fire control, sensors, ecm/eccm.  The delay is also affected by the crew grade.  If you have a really high grade crew then the delay can be reduced to 10 seconds.  I have never seen a 5 second delay but in theory it would be possible.  A jump raduis of 250k km around the jump point is easy to get and will put a majority of the ships jumping in out of effective beam weapons range.  Some of them will probably be out of range completly.  Missiles are usefull here, but in particular small missiles with fast reload times and high speeds.  I wouldn't bother with sensors on them as you are trying to get in hits before their fire control gets back on line and they start shooting missiles down.  One other thing to think about is that your defenders are probably not going to have their shields up while the attacking ships will have shields up.  This does two things.  One is that your ships are vulnerable to High Power Microwave (hpm) weapons that will burn out your electronic stuff.  the second is that they will have more passive defense going than you will to start with, unless you have a fleet designed to fight in nebulas or defend a jump point.

Be carefull what you put in close to a jump point if it has light armor it is very vulnerable when they start shooting back.

Brian
Title: Re: noob request
Post by: orfeusz on August 18, 2011, 05:10:20 PM
They can jump with shields ON?!  :o

As a side note, i just fight with 60k carrier with very strong shields. At first to conserve ammo i was firing 1-2 salvos and waited for effects. But i couldn't  damage him ;D I didn't understand why it was not taking damage (as i don't use shields) till it was so close, that my PD lasers begin firing and i get message about shields :D  Such fascinating game...
Title: Re: noob request
Post by: orfeusz on August 21, 2011, 05:53:44 AM
I have a problem. I want to board alien ship. So i build transport ship with troop transport modules and combat drop-ship modules. I loaded marine company into transport modules and fly to target ship. The problem is i can't find out how to load soldiers from transport to combat-drop module. How to do it?
Title: Re: noob request
Post by: ollobrains on August 21, 2011, 02:33:39 PM
have u got one of those ship to ship tractor beams take it back to earth and then board it ?
Title: Re: noob request
Post by: Erik L on August 21, 2011, 03:14:53 PM
I have a problem. I want to board alien ship. So i build transport ship with troop transport modules and combat drop-ship modules. I loaded marine company into transport modules and fly to target ship. The problem is i can't find out how to load soldiers from transport to combat-drop module. How to do it?

Do you have the right sized drop modules? Marine companies take special drop modules. Everything else uses the larger ones.
Title: Re: noob request
Post by: orfeusz on August 21, 2011, 04:56:10 PM
I had a ship with 5 battalion transport capacity and 5 battalion drop capacity. I was trying to use 3 marine companies. There were no order to load them :/   But when i place this ship near my empty commercial troop carrier i was able to load them using it as a place to start order (first window) :| Strange, that i needed EMPTY ship to load them, but whatever. They all die anyway :( I get message that casualties was 100%.... Maybe  1000km/s speed for a ship was to slow?
Title: Re: noob request
Post by: Thiosk on August 21, 2011, 05:17:22 PM
the attacking ship must be very fast to deposit marines-- beyond that, good luck
Title: Re: noob request
Post by: Zed 6 on August 21, 2011, 08:11:10 PM
I'm sure there are other ways. This worked for me.

Save a copy of your database so you can try again. That's what I did till I understood what's going on. I also found that a small number of marine companies is nowhere near enough troops for most ships. My troop transports are in the same task group with the dropship carriers plus assorted escorts. All ships go ~ 3000 km/s. The troopships are also 5 battalions capacity. For practice: Move fleet to near where you are going to launch dropships ie a moon, planet, waypoint etc:

On Task Group window

System Locations Available                             Actions Available

Waypoint  #1                                                                Move to
Waypoint  #1                                                            Load GU into DropModule within Fleet ( this action should be available if you have troops in Task group)

At this point a new box should open up "Select Ground Unit". Highlight a particular Ground Unit and select "Add Move"
Plottted move should show "Combat Load xxx Company or Battalion from within own fleet"

When you move to the next turn, your events should show the Ground Unit has completed orders. You can check your dropships by clicking on them and you'll find the one holding this particular unit on the Individual Unit Details page under Parasites/Cargo/GU.

After several attempts, I had 100% casualties each time. Usually shotdown or splattered on the hull :(.   I increased dropship speed to 10,000 km/s and had better results. There were a few surprises along the way but I did capture that first ship. A nice one too.


Lessons learned:

I had fun figuring out what to try and not try.
Dropships need to be fast.
Don't leave troops in the dropships too long.
Bring more troops than you think you need.
Don't leave task group too near the target. I want to capture it, not destroy it or be destroyed.
Title: Re: noob request
Post by: orfeusz on August 22, 2011, 01:47:40 PM
Dropships need to be fast.


Is 8kkm/s enough? I used the design from Steave tutorial.

Quote
Bring more troops than you think you need.


I always use Imperial Guard strategy  ;D Only thing they never run out of are reinforcements  8)

Quote
Don't leave task group too near the target. I want to capture it, not destroy it or be destroyed.

Yea, they tried to RAM me?!  It was shocking :D
Title: Re: noob request
Post by: Ziusudra on August 22, 2011, 03:22:39 PM
Is 8kkm/s enough? I used the design from Steave tutorial.
It depends on the target ship's speed. This post by Steve (http://aurora2.pentarch.org/index.php/topic,1680.0.html) explains the math. He had some interesting posts later in thread too.

Here is the pertinent paragraph:
Quote
Trying to board a ship moving at several hundred or several thousand kilometers per second in this manner is still incredibly risky. Because of the speeds involved, the intercepting vessel must have a huge speed advantage to make the boarding attempt without suffering heavy casualties among the boarders. The cause of those casualties will vary but could include missing the target and ending up within the exhaust plume, impacting the hull at too high a speed, missing entirely and being lost in space, etc. The percentage of casualties from the boarding attempt is equal to 20xD10, giving a range from 20-200%. However, the amount of D10 rolled is reduced by Interception Speed / Target Speed. For example, if the interception speed is 6000 km/s and the target is moving at 1000 km/s, the number of D10 is reduced by 6. Therefore, if the intercepting ship is at least twenty times faster than the target ship, the attempt is automatically successful and no casualties are suffered during the boarding. Because of the risks involved, in most cases before a boarding attempt can be made the target ship will have to be slowed down or disabled.
Title: Re: noob request
Post by: orfeusz on August 23, 2011, 03:29:10 PM
They ships don't move so i was thinking that with any speed i will have enough advantage  ;D


My newest question is: can i change game difficulty (%) while plying? Or do i need to create new game? i used 33% difficulty and 10% generation chance, and i cant find any aliens with planets or serious military power. I found only one carrier with 40+ FAC, and in other system 3 8000tones ships (two different races).
Title: Re: noob request
Post by: Father Tim on August 23, 2011, 04:49:29 PM
Even ships that don't move are technically speed 1.

Certainly you can change it.  It will not affect anything currently in your game, but when new NPRs are created they will be bigger/stronger - on par with your empire.  Keep in mind that changing it to more than 100% causes bugs, as something in the code is not scaling properly and NPRs will use up their minerals at an accelerated rate and then 'crash' due to sever shortages.

If you want more aliens to play with, up the NPR generation chance (which is the chance that a suitable planet or moon will have a NPR on it.  Suitable bodies are still fairly rare.
Title: Re: noob request
Post by: Jacob/Lee on August 23, 2011, 05:22:28 PM
Yeah, you can get a very good amount with 90% NPR spawn chance. Don't expect to find many already habitable worlds without needing to do a bit of cleaning though.
Title: Re: noob request
Post by: orfeusz on August 25, 2011, 03:33:54 AM
I am building a missile jump point fortification. It will be big ship without engines placed in top of a JP.

I have two questions.

1) Does something like this benefit from 30cm laser batteries?  ;D

2) My antimissile defense is laser turret. I didn't even start researching gauss weapons. Should i? From what i understand, CIWS use only gauss so i cant use them. Will laser turret be much worse? Of course for turret i use 10cm lasers.
Title: Re: noob request
Post by: Garfunkel on August 25, 2011, 09:22:21 AM
CIWS give you an extre layer of anti-missile defence - you got area defence, final fire and CIWS - but CIWS only defends the ship that it is mounted on. But you definitely should use them IF your enemies are relying on missiles.
Title: Re: noob request
Post by: Brian Neumann on August 25, 2011, 09:39:06 AM
CIWS give you an extre layer of anti-missile defence - you got area defence, final fire and CIWS - but CIWS only defends the ship that it is mounted on. But you definitely should use them IF your enemies are relying on missiles.
I only find them usefull when ships are operating in small groups (5 or less smaller ships)  This is because of its self defense only limitation.  A tripple 10cm turret with fire control is about 2 1/2 times the size of a single ciws turret.  For earlier techs it will have about 20% more hits on incomming missiles.  So call the relative worth for self defense to be around 3 times that of the tripple turret.  If each ship mounts 1 turret or 2 ciws then by the time you hit 6 ships the turrets are giving you the same defense.  If a salvo is spread between only a couple of ships then the self defense of the ciws is wasted on the other ships.  If you have turrets they are all contributing to the total defense involved.  This is especially important for a fleet of different sizes and specializations as it means that a destroyer which has a primary purpose of launching anti-missiles will still be as well protected with final point defense as the battleship.  It is therefore harder to take out the escorts in a fleet if you have turreted beam weapons instead of ciws.  At higher techs the utility of the rapid fire gauss cannon turret does make them significantly better against most incomming missiles.  The other benifit of having beam weapons instead of ciws is when you are fighting a beam armed oponent your ciws are useless as they will not fire on the enemy ships.  The turreted beam weapons including gauss cannon can be used in an offensive mode.  If you mount mesons in the turret then the are even an extremely good in close weapon system to use against capital ships.

Brian
Title: Re: noob request
Post by: orfeusz on August 25, 2011, 11:24:18 AM
So, if i want to place ONE big unit on one JP then it will be better to use CIWS. Time to cancel some research projects and start with gauss. Thanks
Title: Re: noob request
Post by: Brian Neumann on August 26, 2011, 03:59:22 AM
So, if i want to place ONE big unit on one JP then it will be better to use CIWS. Time to cancel some research projects and start with gauss. Thanks
The place I end up using ciws systems is on commercial ships that might end up in a combat zone as ciws does not make the ship military.  Even a couple of ciws on a forward area supply ship (mix of fuel and maintenance) makes it much harder to kill and therefore much more surviveable in combat areas.  The other place is on high value targets that would otherwise not have any point defense.  A carrier is a good example here as I am unlikely to put beam weapons and fire control and power plant on them, but a couple of ciws does make sense here to help when it is the target of an enemy salvo.

There is a place for the ciws, I just think it is not the primary point defense of the fleet.  Emphisis on Fleet ships.  On ships that are going to operate solo, or are particularily high value without having other defenses then ciws are very important.

Brian
Title: Re: noob request
Post by: orfeusz on September 05, 2011, 03:09:38 AM
I found somewhere on forum something about escort. IIRC someone write that escort TG ships can fire to incoming missiles more often? Does they need to be separate TG?
Title: Re: noob request
Post by: Brian Neumann on September 05, 2011, 06:13:37 AM
I found somewhere on forum something about escort. IIRC someone write that escort TG ships can fire to incoming missiles more often? Does they need to be separate TG?
They will need to be detached into a seperate TG.  What is happening is that the escorts can be positioned between the primary TG and the enemy and kept at a set distance.  This will often allow them more shots as the enemy missiles cross their position headed for their primary targets.  Of course there are times that the escort itself is the primary target in which case they get hurt as they don't have the rest of the fleet for support.

Brian
Title: Re: noob request
Post by: Dutchling on September 05, 2011, 10:24:48 AM
As this is the current questions thread: What is the difference between final defense mode and area defense mode? I once spawned an NPR + fleet on Titan tto test some of my ships (my only combat experience so far..) and I never saw any of that with my Escort Cruiser.
Title: Re: noob request
Post by: Mini on September 05, 2011, 10:34:20 AM
Area defense is pretty much the same as you manually targetting missiles every time your weapons can fire. This has the problem of missiles crossing the area that can be fired upon within 5 seconds, giving you no chance to fire.F inal defense only fires once (just before the missiles hit their targets) but is garaunteed that chance to hit (assuming it isn't reloading).
Title: Re: noob request
Post by: Charlie Beeler on September 06, 2011, 07:56:10 AM
What is the difference between final defense mode and area defense mode?

Area defensive fire occurs during normal weapons fire which happens after all movement has been resolved, while final defense occurs during movement triggered by missiles who's movement will result in attacks.

An indepth description of beam point defense considerations can be found here http://aurora2.pentarch.org/index.php/topic,4035.0.html (http://aurora2.pentarch.org/index.php/topic,4035.0.html)
Title: Re: noob request
Post by: ProfiPRO100 on January 28, 2024, 12:16:39 PM
I just started reading this topic, a newbie asked how to start the game, questions about design, mechanics and development tactics in the game. The topic was started in 2011, so what do you think, could I use tips on the game, some basics of the game from this topic for version 2.5.0, or has the game changed a lot?
Title: Re: noob request
Post by: Steve Walmsley on January 28, 2024, 04:54:36 PM
Don't use anything before April 2020 as a reference. The earlier VB6 version of Aurora was originally released in 2004. A new version, completely recoded in C#, was released in April 2020. Almost all the mechanics are different to varying degrees compared to VB6.