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Messages - Starmantle

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Aurora Suggestions / Re: Smaller units of troops?
« on: January 30, 2018, 02:48:27 PM »
In C# Aurora, you can create any size unit you want as you specify the number of individual troops and vehicles.

That completely makes my day.  Many thanks!

Aurora Suggestions / Re: Smaller units of troops?
« on: January 30, 2018, 03:40:06 AM »
No doubt.

But it doesn't seem odd to you that it takes 20,000 RP to develop soldiers that can move around in groups of 100?

I think it'd be more fun if it was possible to have a company of any unit of soldiers and to be able to defend ships and small PDCs with them. 

Aurora Suggestions / Smaller units of troops?
« on: January 30, 2018, 01:27:31 AM »
Forgive me if this has already been suggested or is already addressed in the interesting looking Aurora # ground combat changes.

I'd love to see soldiers routinely come in units of 100.

Like... my companies of 100 marines are great when I finally get them, but by that point, there's also no unit of soldiers that they can stand against.

It'd be great if my early command ships could have 100 garrison units as a security force or if I could be lugging around 100 combat engineers for deployment on a small PDC or something. 

I'd like it even more if I could move around troops around in squads of 10, but 100 sounds like if would cause less grief and get a lot of functionality.

Bureau of Ship Design / Re: Ships
« on: January 30, 2018, 01:19:04 AM »
Prometheus class Destroyer

It's a great first shot at a combat ship, bouninng.  Good work.  I wish my first combat designs were this good.

Still, lots of room for improvement. 

My thoughts for what they're worth:
- Divide up ship responsibilities more.  This is a jumpship/ anti-ship beam platform / anti-ship missile platform / anti-missile escort.  It does all those things pretty poorly, so this should instead be 4 ship designs of identical size and speed working together.
- 2 points of shields probably isn't worth it, particularly with armor that weak.  I'd get the armor up to 5 or so if it were me and drop the shield.
- I'm a fan of slow ships, but this ship is too slow for me.  I'd give ships 25% engine at the least and standard efficiency engines.  Some people like it much faster than that. 
- As JacenHan said, there's a mismatch in fire control and turret speed.  If you want super fast laser turrets that can be good anti-missile guns and anti-sip guns, I'd bring it up to the higher speed.  Though again, that's trying to do two things well at once, so it's going to come up a little short. 
- Like JacenHan, the sensors aren't strong enough.  Maybe your new jumpship will double as yur sensor ship and the other vessels can just have small backup sensors?

But really, it comes down to how you want to use the ship(s).  Doctrine and need and design have to be aligned.

I look forward to seeing a next iteration of this!
- That's a really big maintenance life and fuel range and a comparatively low deployment time.  THat's not insane and it ultimately plans on how you want to use the fleet, but I bet fuel is taking up a lot of weight. 

Mechanics / Re: Bridge Officers
« on: January 30, 2018, 01:03:32 AM »
I'm so excited to roleplay with bridge officers :)

Mechanics / Re: Moving troops between modules
« on: January 30, 2018, 01:02:19 AM »
There is in C# Aurora :). I've added underway replenishment, etc.

Okay, that's a little thing, but I'm really excited about it.

Deep thanks.

C# Aurora / Re: Replacing PDCs
« on: January 30, 2018, 01:00:46 AM »
I really, really love PDCs.  So there's that.

But I also really like the changes to ground forces to make them deeper and more interesting.

All, I've released a lot of ship designs over the weeks, but this is my attempt to show how they fit together in the heaviest U.N fleets.  The only ships I'll reference here without linking to are the carrier and fighters, which I'll make posts about in the coming weeks.



U.N. Battlecruiser Fleets


By 2072, the U.N. had grown to 6 heavily populated systems including two non-human home-worlds and dozens of small colonies and outposts. 

The primary force projection fleets of this era were the two Battlecruiser Fleets - Marilith Fleet and Demon Fleet, controlled by the Combine and Fleet Command, respectively. 

These fleets also each hosted two carriers of strike craft and support ships, but those elements varied greatly due to differences in Combine and Navy doctrine. 

As the heaviest regular fleets fielded by the U.N., one typically operated near an expanding jump chain or known alien threat, while the other guarded Sol. 


As the U.N's primary means of force projection, it was important that the battlecruiser fleets have immense operational windows and long range.  Political pressures also pushed the ships to use efficient engines and save sorium, which meant big engines and moderate speeds.  This was augmented, though, by pursuit elements including significant fighter wings.

Each ship in the battlecruiser fleet had a particular specialty and they were designed to operate greater than the sum of their parts as a fleet (Vice Admiral Davis's Gestalt principle), but it was also important that ships remain powerful individually, and for even anti-missile and command ships to be able to defeat lesser destroyers in 1:1 combat.  Redundancy of sensors and other key systems like emergency cryo berths were also incorporated to guard against catastrophic problems from key combat losses. 

In short, every tactical and strategic encounter leading up to the formation of these fleets informed the doctrine and design of the fleet as a whole. 

The overall offensive doctrine is built around overwhelming waves of long-range attack missile designed to overwhelm enemy anti-missile defenses, ideally destroying the enemy with anti-missile-missiles still in their magazines.  This approach leads to overkill, but this is mitigated somewhat through missile sensors.

The overall defensive doctrine relies in an extremely layered approach with a mix of long-range anti-missiles, "active defense pods" to generate a surge of antimissile fire when needed, lots of fast Gauss turrets to ease up on the need for anti-missile ordinance, and significant organic defense including thick armor, shields, ECM, and in some cases, CIWS.

Nova Bombs are the fleet's primary defense against swift enemy beam fleets that somehow manage to close to beam range.  These ships are destroyed with overwhelmingly powerful short-range bombs that are designed to evade missile defenses.

"Granular cohesion" was a key part of fleet doctrine, meaning that a large battlecruiser fleet should be able to break off escorts, scout ships, logistical ships, etc. for key missions without seriously compromising the offensive or defensive capabilities of the battlecruiser fleet as a whole and while retaining all needed elements for the subgroup.

For battlecruiser fleet ships, standard speed was set at 6,250 km/s for all non-pursuit ships.  For battle line combatants, standard ECM was strength-4, the best available, and a standard shield rating was a rating of 80, with a minimum armor strength rating of 6.  Support-line ships had much more variable individual defenses and tended to have low ECM and no shields.  A fuel tank allowing for 150 days at full speed was considered fleet-standard, as was a 4-year deployment time and maintenance life. 

"Support-line" components tended to operate 1 jump "back" at the jump gate.  It could be called up in whole or in part by the fleet admiral for refueling or other key functions.  Certain ships like the Warden, carriers, etc moved back and forth between battle-line and back line more readily than less defended ships, though the battlecruiser fleets sometime operated with both lines together when weight of active anti-missile defense was more important than passive defenses like ECM or when operating far withing enemy territory. 

Note that some of the below links go to multiple versions of the same ship.  Make sure you're looking at the correct one.
Battle Line
(520,000 tons)

1x [Myrmidon-C class Command Battlecruiser -

1x Harbinger-C class Jump Battlecruiser -
    2x Y-AWACs-B Recon Fighter   Speed: 16891 km/s    Size: 4.44
    4x Y-wing-B Fighter-Bomber   Speed: 16891 km/s    Size: 4.44
    1x Grylls Jump Scout   Speed: 30737 km/s    Size: 2.44
    1x Crybaby Cub Sensor Fighter   Speed: 30737 km/s    Size: 2.44
    9x Dart-E Interceptor   Speed: 30991 km/s    Size: 4.84
    2x Half Dart-E-L Interceptor Leader   Speed: 32051 km/s    Size: 2.34

5x Manticore-C class Barrage Battlecruiser

2x Concordia-B class Strike Carriers
    82x Y-wing-B Fighter-Bomber   Speed: 16891 km/s    Size: 4.44
    4x Y-AWACs-B Recon Fighter   Speed: 16891 km/s    Size: 4.44
    2x Y-Extension-B Light Tanker   Speed: 16891 km/s    Size: 4.44
    2x Y-Lightning-B Recon Fighter   Speed: 16891 km/s    Size: 4.44

3x Iron Knuckle-C class Flack Battlecruiser -

2x Warlock-C class Area Defense Battlecruisers -

1x Grimlock class Barrage Battlecruiser -

1x Midgaard class Barrage Battlecruiser -

1x Ordinator class Heavy Magazine Ship -

1x Oracle class Sensor Frigate -

159,000 tons

1x Warden-B class Escort Heavy Cruiser](

2x Shrike class Escort Frigates](

4x Shepherd class Escort Corvettes](

1x Loki class CQB Corvette

1x Ordinator class Heavy Magazine Ship

1x Durance class Tanker

2x Ranger-E class Marine Frigates
   16x Taurus-C Breaching Shuttles   Speed: 38501 km/s    Size: 9.74
   2x Angel Marine Dropship Escort Speed: 38560 km/s Size: 3.89
   1x Chinook Fast Shuttle Speed: 33482 km/s Size: 2.24
   1x Stiletto Insertion Shuttle - Speed: 39062 km/s Size: 1.92

1x Hippocrates-B class Hospital Frigate -

1x Quartermaster B Mod 1 class Support Frigate -

2x Open Flame class Scouts -

2x Covered Lantern class Scouts -


Total capabilities

Does not include armaments of strike craft

- ASM missile tubes: 900 (0.25, size 4, 29 minute reload):
- ASM Missile tubes (box launchers, size 4): 492
- Maximum long range salvo: 1,392 missiles(before separation)
- Utility missile tubes: 2 (size 12)
- Light Quad Gauss turrets: 186 (136 battle-line and 50 support-line)
- Missiles destroyed per 5 seconds via Gauss only: **363** (194 battle-line and 169 support-line)(assumes 32,000 missile speed)
- Active Defense Pods: 1,882 (782 battle-line and 1100 support-line)
- AMM fast missile tubes: 148 (usable as mid-range missile launchers as well)
- 1-shot Sparrow ASM tubes: 630 (432 battle-line and 198 support-line)
- Reloadable Sparrow Missile Tubes: 720 (battle-line.  Re-loadable in 7 minutes)
- Magazine: 26,875
- Lasers: 3 (2 heavy, 1 spinal, battle-line)
- Microwaves: [b]1[/b] (support-line)
- Strike craft: 129 (109 battle-line and 20 support-line)
- Nova Bombs (single launch): 102 (70 battle-line-line and 32 support-line)
- Cryo berths: 11,000 (1600 battle-line and 9400 support-line)
- Troops: 2,200 (1 battalion of Hovertanks and 17 companies of Marines)[/li][/list]

Bureau of Ship Design / Re: Lifeboats
« on: January 28, 2018, 06:34:43 PM »
Looks good!

Bureau of Ship Design / Re: Lifeboats
« on: January 26, 2018, 12:44:10 AM »
THis is a really fun idea.  Does anyone have any designs for these lifeboats to share?

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: January 22, 2018, 01:24:17 AM »
That looks super.  Flagging it to read soon.

Also, I know nothing about programming but this caught my attention.

>I made some Python programs to automate some of the background stuff, up to and including the lower house elections and so on.

I've been using competing diplomacy teams to help gauge and somewhat randomize power dynamics between factions, which lead to elections, but that's a whole other level. 

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: January 21, 2018, 04:37:26 PM »
Two of my fave games are Crusader Kings II and Aurora 4x.

So now I am thinking about merging some CKII concepts into my RP.  Play as a family of a interstellar empire and try to keep the bloodline and the empire going for my first 2018 game.

I love this idea, Drgong!  If you write as you go, I'd definitely read that.

Aurora Chat / Re: Secondary Guns
« on: January 21, 2018, 04:35:14 PM »
I usually lead with missiles backed up by anti-missile turrets and throw in the occasional big ship beam weapon.  So I can't say I've ever used secondary guns as described here, unless you count mounting one big spinal laser along with a couple more big lasers that are designed for similar use. 

Generally I want to do one thing really well instead of a lot of things half-assed, so multiple anti-ship guns don't fit in the same design or even fleet, really. 

That said, it feels like it would be appropriate in a WWII-type navy and I like the feel of secondary guns, which might go a long way in roleplaying. 

Aurora Chat / Re: Terraforming planning and case study (building big)
« on: January 18, 2018, 02:04:09 PM »
I'll definitely have to test it and try to verify the tugging thing and get back to you!


Thanks for the heads-up!

Aurora Chat / Re: Terraforming planning and case study (building big)
« on: January 17, 2018, 08:17:09 PM »

I believe I did get the idea from this forum, though I don't recall what thread.

It was fun to RP the government weighing different options and coming to a solution.

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