Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Michael Sandy

Pages: [1] 2 3 ... 34
1
Haji's Fiction / Re: From the Ashes - part 33
« on: January 20, 2018, 08:28:24 PM »
A danger of over reliance on a design that is very efficient at a particular task is that it may be vulnerable to being efficiently taken out.  And possibly the biggest issue for the Hegemony is how many wrecked fighters for salvage this provides, all with the latest Hegemony tech.

And if the probing attack is thoroughly butchered, it is difficult to argue for following that up with an all or nothing attack, or what was the purpose of PROBING in the first place?

2
Aurora Chat / Re: Secondary Guns
« on: January 13, 2018, 02:16:46 AM »
One of my strats vs the AI is to have enough point defense in my fleet to bleed out their missiles.  Then I close enough for my short ranged missiles to kill their energy armed ships.  At that point, I can safely close and rip their empty missile ships apart.

If there is a secondary beam armament on all the ships, it takes a lot more missiles to take out the energy component.  So for the AI ships, it makes sense to have a mixed armament to make it a little harder for the player to efficiently pick them apart.  But then, players are smart enough to manage their ammunition a bit better.

Having a secondary beam armament means you aren't completely vulnerable to something that closes to point blank energy range.  Fighting a long ranged beam fight, at least the damage is not so fast that you wouldn't be able to deal damage back.

Having some beams with a 5 second or 10 second recharge time isn't debilitating.  And there is nice RP value in it.  But it isn't all that efficient.  It MIGHT work in terms of shipyard tooling, where you basically alternate retooling the missile launchers and retooling the beam weapons, if each component amounts to a smaller fraction of the total cost of the ships.

3
Aurora Chat / Re: Good ASM using Mesons/railguns/gauss
« on: January 05, 2018, 04:04:29 AM »
For dealing with long ranged ASM, especially ASM fired in volleys that have significant space between them like from box launchers, AMM have a number of advantages.

When dealing with fast firing AMM spam, when trying to close on a base that has huge supplies of AMM, having enough beam point defense to deal with it is essential.

4
The Academy / Re: Commander progress in logistic?
« on: December 30, 2017, 05:52:19 AM »
Odd.  I put commanders in Logistics TF slots, and they pick up logistics rating.  In conventional starts, I create a bunch of dummy Task Forces to train commanders in operations, intelligence and communications and logistics, so when I have ships that need them, I have trained commanders for the role.

5
C# Aurora / Re: Diplomacy Overhaul?
« on: December 25, 2017, 05:03:51 AM »
There should also be Spacemaster Diplomacy options.  So if the player decides there is a good RP reason for a particular treaty, they can customize something, even if the computer wouldn't come up with anything like it on their own.

6
The Academy / Re: Insight of a new player.
« on: December 25, 2017, 04:59:27 AM »
The civilian economy takes a while to grow, so yeah, if you have done a transnewtonian start, it won't fix your wealth generation.

But for a conventional start?  You should have a civilian economy that generates more wealth than your taxes, or even multiples of it, within 25 years.

You only need to make about a couple thousand infrastructure, enough to support maybe 5 million, the rest the civilian economy will build.  But again, you have that TIME in a conventional start.  In a TN start, you would need a lot more infrastructure, and you would have economy problems because you start off much closer to economic capacity.

7
The Academy / Re: Insight of a new player.
« on: December 24, 2017, 04:24:57 AM »
Yeah, the civilian economy can also cause you to spend a lot of time on it.  As when you have several hundred colony ships, they can dump more population on a world than it can handle, so you have to keep switching the demand/supply around every 5 days or so.

Also, your civilians produce more colony ships and fewer freighters than you really want, because they will only build enough freighters to handle demand, but will endlessly build colony ships.

Building the civilian economy is sort of a cheat mode, as they can also provide FAR more fuel harvesters than you will need in the early and mid-game.

It basically means that if you would double your economy (at your tech level) every 15 or so years without the civilians, you can double it every 10 with them.  Civilian economy means no wealth limits on production, and no manpower needs diverting to financial centers or fuel refineries, so the top production is higher too.

8
The Academy / Re: More slipways vs more yards
« on: December 07, 2017, 10:55:43 AM »
Good topic.

I would include a third category, and that is building ship components with industry in order to speed construction.

Some advantages to multiple slipways:  It costs less resources to add extra ship construction capacity, and more importantly, it costs less production.  You can add slipways while ships are being built.  If you want to build a lot of ships of a particular class, it is a lot faster to get a shipyard up to size, and then add slipways once you have tooled it to the ship in question.

However, if you have the time to build more shipyards, you will be a lot more flexible, and be able to refit ships a lot more readily as well as you will be able to tweak the tooling of your shipyards more precisely.

9
The Academy / Re: Set survey ship to fly against the current (clockwise)
« on: November 30, 2017, 10:05:25 PM »
Don't use it for Mercury, Venus or comets.

And I always make my geosurvey ships commercial, with size 50 engines (partly because I intend to retool and refit to better engines), because that gives them about 65-70 km/s, which is plenty to catch any body.

Fortunately, if you DO catch a body, you will be able to keep up with it and orbit with it as you survey.  Waiting ahead of it until the 5 day movement processes, and then dashing up to it works too.

10
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: November 26, 2017, 03:04:27 AM »
I wonder if there should be a militancy check for ships and fighters to delete (no wrecks) rather than self-destruct in a way that leaves wrecks.  More an RP question than a mechanics question.

11
Haji's Fiction / Re: This may be a good bye
« on: November 25, 2017, 11:12:48 PM »
Reading the Hegemony write up, I really enjoyed the Big Battleship battles.  Something occurred to me about the Unicorn missile ships.

If you are firing missiles exclusively at point blank range, you can use very small missile fire controls.  Antimissile defenses based on long ranged missile fire presume also that the missile fire controls are larger and more expensive.

But if you can hit your target with a .1 HS missile fire control, you could have a fire control for each launcher.  Conceivably, you could overwhelm the defensive fire controls at a slightly longer range.

Of course, a missile heavier strategy runs into even greater logistical limitations for the Kingdom.

While it is possible to set initial conditions, especially in terms of existing shipyard sizes, to favor big battleship vs big battleship fights, in the longer term I do not think that it is stable.

12
Haji's Fiction / Re: From the Ashes - part 32
« on: November 21, 2017, 07:29:27 PM »
That sounds pretty epic!  And probably challenging to sum up.

And perhaps a deterrent to playing truly long game Aurora.

13
The Academy / Re: Is there a basic or common build / research order?
« on: November 19, 2017, 10:09:22 AM »
I don't have fuel shortages, because I build up the civilian economy early, and they build my fuel harvesters for me.  However, researching .4 engine power is worth it for the cheaper engines for freighters and survey ships.

Actually, I DO use .3 power engines in sensor drones and geo survey drones.

14
The Academy / Re: Is there a basic or common build / research order?
« on: November 18, 2017, 10:14:59 PM »
Before Transnewtonian tech is researched, I suggest building military academies.  This will help produce more civilian administrators and scientists to help boost your economy.  Getting the right scientists can basically double your research or more.  A good administrator on Earth is equivalent to having a tech level in mining, construction and perhaps shipyard techs.

Especially if you have a good logistics scientist, you should get Improved Command and Control in order to research Sector Control.  It is definitely worth it after you have gotten the 10,000 level Construction techs, as a good Sector Command civilian administrator provides almost as much improvement as a single Construction tech level, at a lower research cost at that point.

After Transnewtonian tech is research, your highest priority is converting the economy.  Start with construction factories until your duranium starts going down.  It is okay to really dip in duranium in order to speed the conversion, and then starting switching to converting industry to mines.

Because ground troops take so long to build, you may want to also keep building up infantry, in order to convert them to cadre to build Construction Brigades later.  It doesn't take that many minerals, and you have the facility.

I waffle back and forth on whether it is worth having the shipyard expanded early.  It takes more resources to expand shipyards, and when you are watching every duranium to get the fastest economic expansion, spending that duranium elsewhere slows your conversion.  My target is to get the Naval Shipyard to about 4000 tons to build my geosurvey ships, which are basically a size 50 commercial conventional engine, a geosurvey sensor and a couple of fuel tanks.

I can then speed the building of geosurvey ships by using industry to build the engines and the sensor ship components.  Overcommitting to building or expanding shipyards, adding new slips, can be a mistake.  It takes longer and costs more to refit a shipyard that has multiple slips.

It is usually economical to refit the early conventional engined survey ships to size 50 commercial nuclear thermal engines.  However, once you refit that shipyard to building grav sensor ships, you generally want a civilian yard for refitting and updating the geosurvey ships.

A major decision that you will want to make early on is whether you build survey ships with their own single ship jump drives, which makes individual survey ships slower, more expensive, less efficient, but has less idle time and less micromanagement required, or build commercial jump tenders, (at least 15,000 tons), which act as mobile jump gates, providing strategic mobility for your early combat fleet.

My feeling is that until you have higher efficiency jump engines, x6 or x8, you really don't want them on every ship because of performance issues.

15
The Academy / Re: Is there a basic or common build / research order?
« on: November 18, 2017, 04:25:25 PM »
From a conventional start, I recommend prioritizing the construction, mining and research rate techs.  Early on, you are working on converting your economy to Transnewtonian.  If I start with a power and propulsion scientist, I will put them to researching with 1 lab even before researching transnewtonian tech, because I want them to start improving their rate.

If I have a sensor scientist, I generally set 1 lab for them to start geo survey tech, because it isn't much of an investment to get the surveying started early.  You can survey the inner system quite well with conventional engines, but past Saturn you will want at least Nuclear Thermal.

Depending on the resources in the system, that determines how far in the Construction and Production trees I go before working on Jump Theory.  I have had games where I was so limited in Mercassium that I couldn't mass produce research labs, and had to get out of the system early.

You should definitely have at least Nuclear Pulse drive tech before Jump Theory.  Unless you have scouting as a religion, you probably shouldn't leave your solar system without Ion Tech, at least the first tier in missile tech, and active sensors.

As far as weapons, that can depend on what kind of scientists you have, and therefore how easy it is to get the techs up.

Pages: [1] 2 3 ... 34