Aurora 4x
Fiction => Erik's Fiction => Aurora => Federated League of Planets => Topic started by: Erik L on July 17, 2007, 01:30:16 PM
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Or FLOP.
Here are their ships. Using Version 2.0
Ships of the FLOP
Armed Ships
Enterprise class Fast Cruiser 9000 tons 970 Crew 1046 BP Signature 180-480
2666 km/s Armour 1 Shields 75-500 Sensors 2/4/0/0 Damage Control 1-2
Replacement Parts 5
Kuat Drive Systems Pulse Drive (12) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 90.0 billion km (390 days at full power)
Tenhafer Grade D Shields (30) Total Fuel Cost 600 Litres per day
Taler Optics 120mm Laser Cannon (2) Range 48,000km TS: 2666 km/s Power 4-1 RM 2 ROF 20 4 4 2 2 0 0 0 0 0 0
Thor Meson Lance (6) Range 30,000km TS: 2666 km/s Power 3-1 RM 3 ROF 15 1 1 1 0 0 0 0 0 0 0
Taler Optics 100mm Laser Cannon (2) Range 48,000km TS: 2666 km/s Power 3-1 RM 2 ROF 15 3 3 2 1 0 0 0 0 0 0
Athena Mk1 Fire Control (1) Max Range: 48,000 km TS: 1000 km/s 79 58 38 17 0 0 0 0 0 0
Hermes Mk1 PD Fire Control (1) Max Range: 48,000 km TS: 4000 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (3) Total Power Output 45 Armour 0 Exp 5%
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-2 (1)
Lexington class Destroyer Escort 4500 tons 483 Crew 597 BP Signature 90-200
2222 km/s Armour 1 Shields 15-500 Sensors 2/4/0/0 Damage Control 0-0
Magazine 200 Replacement Parts 5
Kuat Drive Systems Pulse Drive (5) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 240.0 billion km (1250 days at full power)
Tenhafer Grade D Shields (6) Total Fuel Cost 120 Litres per day
Taler Optics 100mm Laser Cannon (2) Range 48,000km TS: 2222 km/s Power 3-1 RM 2 ROF 15 3 3 2 1 0 0 0 0 0 0
Athena Mk1 Fire Control (1) Max Range: 48,000 km TS: 1000 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (Large) (1) Total Power Output 30 Armour 0 Exp 5%
Maseryk Munitions PD Missile Launcher (2) Missile Size 2 Rate of Fire 20
Poseidon Mk1 PD Missile Fire Control (1) Range: 100k km
HARM Mk1 PD Missile (100) Speed: 8,000 km/s Endurance: 1 secs Range: 8k km Warhead: 1 Size: 2
Morrison Thermal Scanners (5) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-1C (1)
Spruance class Missile Cruiser 10000 tons 1165 Crew 1321 BP Signature 200-480
2400 km/s Armour 1 Shields 50-500 Sensors 2/4/0/0 Damage Control 1-2
Magazine 800 Replacement Parts 5
Kuat Drive Systems Pulse Drive (12) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 27.0 billion km (130 days at full power)
Tenhafer Grade D Shields (20) Total Fuel Cost 400 Litres per day
Mauler Plasma Carronade (2) Range 48,000km TS: 2400 km/s Power 24-1 RM 1 ROF 120 24 12 8 6 0 0 0 0 0 0
Athena Mk1 Fire Control (1) Max Range: 48,000 km TS: 1000 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (Large) (2) Total Power Output 60 Armour 0 Exp 5%
Maseryk Munitions Heavy Missile Launcher (4) Missile Size 8 Rate of Fire 80
Zues Mk1 Missile Fire Control (1) Range: 300k km
Catapult Mk1 Heavy Missile (100) Speed: 8,000 km/s Endurance: 31 secs Range: 248k km Warhead: 4 Size: 8
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
ECCM-2 (1)
Civilian Ships
Ark class Colony Ship 12000 tons 745 Crew 2258 BP Signature 240-400
1666 km/s JR 3-50 Armour 1 Shields 12-500 Sensors 1/0/0/0 Damage Control 0-0
Colonists 100000 Cargo Handling Multiplier 50 Replacement Parts 5
Armbrust Jump Drive 240 Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Pulse Drive (10) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 90.0 billion km (625 days at full power)
Tenhafer Grade D Shields (5) Total Fuel Cost 100 Litres per day
This design is classed as a freighter for maintenance purposes
Coontz class Jump Freighter 12000 tons 695 Crew 1358 BP Signature 240-400
1666 km/s JR 3-50 Armour 1 Shields 12-500 Sensors 1/0/0/0 Damage Control 0-0
Cargo 50000 Cargo Handling Multiplier 50 Replacement Parts 5
Armbrust Jump Drive 240 Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Pulse Drive (10) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 90.0 billion km (625 days at full power)
Tenhafer Grade D Shields (5) Total Fuel Cost 100 Litres per day
This design is classed as a freighter for maintenance purposes
Exploration Ships
Geode class Science Vessel 4500 tons 435 Crew 1405 BP Signature 90-200
2222 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 2/0/0/15 Damage Control 0-0
Replacement Parts 5
Armbrust Jump Drive 90 Max Ship Size 4500 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Pulse Drive (5) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 180.0 billion km (937 days at full power)
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
Advanced Geological Sensors (5) 15 Survey Points
Kepler class Survey Ship 4500 tons 435 Crew 1155 BP Signature 90-200
2222 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 2/0/10/0 Damage Control 0-0
Replacement Parts 5
Armbrust Jump Drive 90 Max Ship Size 4500 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Pulse Drive (5) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 180.0 billion km (937 days at full power)
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
Improved Gravitational Sensors (5) 10 Survey Points
Military Adjunct Ships
Fletcher class Assault Jump Ship 10000 tons 920 Crew 2777 BP Signature 200-400
2000 km/s JR 6-400 Armour 1 Shields 62-500 Sensors 2/4/0/0 Damage Control 0-0
Replacement Parts 5
Armbrust Tactical Jump Drive 200 Max Ship Size 10000 tons Distance 400k km Squadron Size 6
Kuat Drive Systems Pulse Drive (10) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 108.0 billion km (625 days at full power)
Tenhafer Grade D Shields (25) Total Fuel Cost 500 Litres per day
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-2 (1)
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Or FLOP.
I'm partial to the Democratic Order of Planets myself.
Long live DOOP!
Kurt
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Hmmm... wonder if I should call my Armored ground units Bolos...
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Looking good!
And 100mm Laser Cannon sounds far more impressive than 10cm Laser
Steve
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Fantastic jump tech to start. 30cm carronades too. Really really crappy recharge/refire rates.
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Updated & New ships
Enterprise A class Fast Cruiser 9000 tons 970 Crew 1118 BP Signature 180-480
2666 km/s Armour 1 Shields 75-500 Sensors 2/4/0/0 Damage Control 1-2
Replacement Parts 5
Kuat Drive Systems Pulse Drive (12) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 90.0 billion km (390 days at full power)
Tenhafer Grade D Shields (30) Total Fuel Cost 600 Litres per day
Taler Optics 120mm Laser Cannon (2) Range 48,000km TS: 2666 km/s Power 4-3 RM 2 ROF 10 4 4 2 2 0 0 0 0 0 0
Thor Meson Lance Mk2 (6) Range 30,000km TS: 2666 km/s Power 3-3 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Taler Optics 100mm PD Laser Cannon (2) Range 48,000km TS: 2666 km/s Power 3-3 RM 2 ROF 5 3 3 2 1 0 0 0 0 0 0
Athena Mk1 Fire Control (1) Max Range: 48,000 km TS: 1000 km/s 79 58 38 17 0 0 0 0 0 0
Hermes Mk1 PD Fire Control (1) Max Range: 48,000 km TS: 4000 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (3) Total Power Output 45 Armour 0 Exp 5%
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-2 (1)
Kepler A class Survey Ship 4500 tons 435 Crew 1405 BP Signature 90-200
2222 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 2/0/15/0 Damage Control 0-0
Replacement Parts 5
Armbrust Jump Drive 90 Max Ship Size 4500 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Pulse Drive (5) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 180.0 billion km (937 days at full power)
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
Advanced Gravitational Sensors (5) 15 Survey Points
North Carolina class Scan Outpost 7400 tons 455 Crew 1260 BP Signature 148-40
270 km/s Armour 2 Shields 250-500 Sensors 9/9/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Pulse Drive (1) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 72.9 billion km (3125 days at full power)
Tenhafer Grade D Shields (100) Total Fuel Cost 2,000 Litres per day
Morrison Thermal Scanners (9) (1) Strength 9 Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1) Strength 9 Detect Size 100: 9m km
Morrison GPD Scanner (9) (1) Strength 9 Detect Strength 10: 90m km
ECCM-2 (1)
Portland class Tug 6700 tons 640 Crew 777 BP Signature 134-800
5970 km/s Armour 1 Shields 0-0 Sensors 1/0/0/0 Damage Control 0-0
Tractor Beam Replacement Parts 5
Kuat Drive Systems Pulse Drive (20) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 241.8 billion km (468 days at full power)
Spruance A class Missile Cruiser 10000 tons 1165 Crew 1425 BP Signature 200-480
2400 km/s Armour 1 Shields 50-500 Sensors 2/4/0/0 Damage Control 1-2
Magazine 800 Replacement Parts 5
Kuat Drive Systems Pulse Drive (12) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 27.0 billion km (130 days at full power)
Tenhafer Grade D Shields (20) Total Fuel Cost 400 Litres per day
Mk2 Mauler Plasma Carronade (2) Range 48,000km TS: 2400 km/s Power 24-3 RM 1 ROF 40 24 12 8 6 0 0 0 0 0 0
Athena Mk1 Fire Control (1) Max Range: 48,000 km TS: 1000 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (Large) (2) Total Power Output 60 Armour 0 Exp 5%
Maseryk Munitions Mk2 Heavy Missile Launcher (4) Missile Size 8 Rate of Fire 60
Zues Mk1 Missile Fire Control (1) Range: 300k km
Catapult Mk1 Heavy Missile (100) Speed: 8,000 km/s Endurance: 31 secs Range: 248k km Warhead: 4 Size: 8
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
ECCM-2 (1)
Missiles have been upgraded also, but due to production lines being slow, they have not entered general use yet.
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After approximately 3 years of production/research/expansion, FLOP has expanded to 3 manned colonies and 1 mining colony.
Earth (Capital) - 1639.49m
Admiral Simon Brantley (res +25%) (mine +10%) (ship +30) (GCU train +20)
Sector HQ - level 1 (Fleet Admiral Devon Cardiel (res +20) (ship +15))
Naval Academy - level 6
Maint Facility - Level 2
DSTS - Level 4
Commercial Facility
SY 30/CF 1195/OF 300/FF 300/FR 600
Mine 1200/RL 60/GFTF 15/Silo 160/FB 7
Remaining minerals
Duranium 580,605 (0.9)
Neutronium 35,271 (0.1)
Corbomite 17,671 (0.1)
Tritanium 81,811 (1.0)
Boronide 4,513 (0.3)
Mercassium 73,671 (0.1)
Vendarite 44,040 (0.9)
Sorium 105,191 (0.7)
Uridium 45,871 (0.1)
Corundium 214,571 (0.1)
Gallicite 222,571 (0.1)
Mars 3.97m
Commodore Dorian Saris (res +15) (factory +10) (Mine +10) (ship +10) (pop +25)
AM 59
Remaining minerals
Duranium 97,843 (0.9)
Neutronium 169,642 (0.4)
Corbomite 95,902 (0.5)
Tritanium 38,321 (0.2)
Boronide 19,160 (0.1)
Mercassium 57,583 (0.8)
Vendarite 30,243 (0.9)
Sorium 87,753 (1.0)
Uridium 19,543 (0.9)
Corundium 10,960 (0.1)
Gallicite 33,323 (0.7)
Washington-A III 1.02m
Captain Susan Ritschard (mine +20) (Pop +15)
CF 4/AM 26
Remaining minerals
Duranium 99,747 (0.9)
Neutronium 42,444 (0.2)
Corbomite 239,660 (0.5)
Tritanium 39,159 (0.5)
Boronide 34,237 (0.9)
Mercassium 55,072 (0.1)
Vendarite 41,319 (1.0)
Sorium 58,097 (0.9)
Uridium 27,975 (0.8)
Corundium 51,844 (0.2)
Gallicite 69,672 (0.1)
Mercury Mining Colony 1
Commodore Randall Holiday (factory +5) (mine +30) (ship +15) (GCU train +10)
AM 240
Remaining minerals
Duranium 1,446,019 (0.7)
Neutronium 464,963 (0.1)
Corbomite
Tritanium 3,068,318 (1.0)
Boronide 4,608,686 (0.1)
Mercassium
Vendarite 1,608,036 (0.1)
Sorium 93,408 (0.4)
Uridium
Corundium
Gallicite 3,334,506 (0.8)
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Current OOB of FLOP
Battle Fleet (Earth Orbit, Sol system) Rear Admiral Audrey Feasel, Ajax
2x Fletcher Assault Jump Ship (Fortaleza, Montenegro)
2x Spruance A Missile Cruiser (Crete, Cyprus)
5x Enterprise A Fast Cruiser (Agamemnon, Ajax, Antares, Apache, Berlin)
2x Belknap Scout (Airedale, Beagle)
4x Lexington A Destroyer Escort (Agincourt, Antietam, Anzio, Austerlitz)
2x Forrestal Escort (Balrog, Basilisk) - Under construction
4x Oliver H Perry Carrier (Achilles, Gustavus Adolfus, Jalaludin Akbar, John Adams) - Under Construction
Cargo Fleet (Currently Sol system, running mines/cf to Washington-A III) Commodore Mack Farias, Coontz 005
5x Coontz Jump Freighters
Cargo Fleet 2 (Washington system, running infrastructure to Washington-A III) No commander assigned
5x Coontz Jump Freighters
Colony Fleet (Currently Sol system, running colonists to Washington-A III) Captain Irving Choate, Ark 004
5x Ark Colony ships
Geo Survey (Currently Sol system, surveying asteroids) Commodore Leonel Alnutt, Diamond
5x Geode Science Vessel (Amber, Amethyst, Diamond, Emerald, Garnet)
Grav Survey (Currently Boston System, performing grav survey) Vice Admiral Delbert Weeda, Charles Greeley Abbot
5x Kepler A Survey Ships (Antonio Abetti, Charles Greeley Abbot, George Ogden Abell, Giorgio Abetti, Marc Aaronson)
Grav Survey 2 (Currently Philadelphia system, performing grav survey) Captain Una Vernon, Charles Hitchcock Adams
5x Kepler A Survey Shipes (Charles Hitchcock Adams, John Couch Adams, Petrus Alphonsi, Saul Adelman, Walter Sydney Adams)
Sol Scanner Command (Sol System, moving to New York Jump Point) Captain Ward Cruce, Portland 001
1x North Carolina Scan Outpost (Amerind)
1x Portland Tug - Temporary assigned
Sol Scanner Command II (Sol system, Washington Jump Point) Commander Antonion Denby, Afghan
1x North Carolina Scan Outpost (Afghan)
Tug Fleet (Sol system, moving to New York Jump Point) Captain Doyle Burlett, Portland 002
1x Portland Tug
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Current and future research areas of FLOP
Current - Ion Engine Technology (3771/10000)
Future
1. Planetary Sensor Strength 140
2. Wealth Creation 30 per annum
3. Fighter Base Capacity 100
4. Mining production 16 tons per annum
5. Capacitor Recharge Rate 4
6. Meson Focusing Technology 3
7. Sensor size 5
8. Missile Fuel cell capacity 1600
9. Missile Fire control Range 400,000 km
10. Missile ECM 1
Of course, FLOP is looking at some major ship refits in the near future with new engines, and in a couple years, improved weapons and sensors.
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Why is FLOP researching fighter bases? They don't seem to have
any fighter tech on their ships... or am I missing something?
Jacob
Current and future research areas of FLOP
Current - Ion Engine Technology (3771/10000)
Future
1. Planetary Sensor Strength 140
2. Wealth Creation 30 per annum
3. Fighter Base Capacity 100
4. Mining production 16 tons per annum
5. Capacitor Recharge Rate 4
6. Meson Focusing Technology 3
7. Sensor size 5
8. Missile Fuel cell capacity 1600
9. Missile Fire control Range 400,000 km
10. Missile ECM 1
Of course, FLOP is looking at some major ship refits in the near future with new engines, and in a couple years, improved weapons and sensors.
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Why is FLOP researching fighter bases? They don't seem to have
any fighter tech on their ships... or am I missing something?
Jacob
Current and future research areas of FLOP
Current - Ion Engine Technology (3771/10000)
Future
1. Planetary Sensor Strength 140
2. Wealth Creation 30 per annum
3. Fighter Base Capacity 100
4. Mining production 16 tons per annum
5. Capacitor Recharge Rate 4
6. Meson Focusing Technology 3
7. Sensor size 5
8. Missile Fuel cell capacity 1600
9. Missile Fire control Range 400,000 km
10. Missile ECM 1
Of course, FLOP is looking at some major ship refits in the near future with new engines, and in a couple years, improved weapons and sensors.
The FLOP has had minimal fighter tech from the start. With the second generation of missiles hitting speeds of 12,000 km/s, it was decided to employ fighter wings in conjunction with the main fleet. FLOP now has 16 wings (10 bomber and 6 fighter/bomber). Four wings (Blue, Red, Gold, & Silver) are based on Earth. Each OHP Carrier has 3 wings (2 bomber & 1 Fighter/Bomber). Each carrier group can put out an additional 80 missiles (60 PD 1 pt missiles & 20 2 pt light missiles). The added firepower was deemed good in the eyes of FLOP.
edit - SSD of the OHP
Oliver H Perry A class Carrier 9000 tons 2016 Crew 1797 BP Signature 180-600
3333 km/s Armour 1 Shields 55-500 Sensors 1/0/0/0 Damage Control 0-0
Hangar Bay Capacity 250 Magazine 800 Replacement Parts 5
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 34.3 billion km (119 days at full power)
Tenhafer Grade D Shields (22) Total Fuel Cost 440 Litres per day
Tomahawk Mk1 PD Missile (200) Speed: 8,000 km/s Endurance: 31 secs Range: 248k km Warhead: 1 Size: 2
Avenger Mk1 Light Missile (100) Speed: 12,000 km/s Endurance: 10 secs Range: 120k km Warhead: 2 Size: 4
ECCM-2 (1) Strike Group
20x B-1 Anaconda Speed: 2000 km/s Range: 12m km Launch Rails: 2 Size: 2
20x B-2 Basilisk Speed: 2000 km/s Range: 18m km Launch Rails: 4 Size: 5
20x F-1 Chimaera Speed: 3000 km/s Range: 12m km Launch Rails: 4 Size: 5
Standard loadout are Tomahawks on the Anacondas and Chimaera; and Avengers on the Basilisks.
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FLOP is going to have some interesting times ahead. Their survey ships have no scanners, and they've entered an inhabited system. Luckily for them, the inhabitants have truly execrable sensors themselves.
As of this moment, a grav survey fleet has surveyed approximately 50% of the system without seeing signs of the natives. A geo survey fleet is on the way.
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FLOP is going to have some interesting times ahead. Their survey ships have no scanners, and they've entered an inhabited system. Luckily for them, the inhabitants have truly execrable sensors themselves.
As of this moment, a grav survey fleet has surveyed approximately 50% of the system without seeing signs of the natives. A geo survey fleet is on the way.
I have surveyed several systems without an indigienous race spotting me and even had two races survey the same system without spotting one another. One of the things that used to annoy me in Starfire was the lack of definition in terms of exactly where survey ships were in a system. At least with Aurora you always know exactly where every ship is located and who can detect who, which I think leads to a more complete game and better fiction.
Steve
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Official Log SV Diamond, Rear Adm Leonel Alnutt commanding.
24 Sept 2210
23:46:31 Ship
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I thought that the Andarmax battle fleet would have the approach to close to within missile range. They were originally set to "follow" the FLOP survey fleet, and curved in nicely behind them, however, the FLOP fled too soon to close.
A couple of tips for following.
1) You can use the minimum distance option when following to ensure your ships try to stay at their optimum range
2) If you have a commander with high initiative, change the intiative on the fleet window. Higher initiative fleets move later, which means you can see where the enemy fleet has moved to before you try to follow. Initiative is applied at the moment the order is given (I can't remember why but there is probably a good reason ) so changing initiative after giving orders won't work.
Steve
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I thought that the Andarmax battle fleet would have the approach to close to within missile range. They were originally set to "follow" the FLOP survey fleet, and curved in nicely behind them, however, the FLOP fled too soon to close.
A couple of tips for following.
1) You can use the minimum distance option when following to ensure your ships try to stay at their optimum range
2) If you have a commander with high initiative, change the intiative on the fleet window. Higher initiative fleets move later, which means you can see where the enemy fleet has moved to before you try to follow. Initiative is applied at the moment the order is given (I can't remember why but there is probably a good reason ) so changing initiative after giving orders won't work.
Steve
The tactical situation had the FLOP fleet in orbit, and the Andarmax fleet coming in from the south. Though they'd originally detected and headed on intercept to the FLOP long before they reached the planet. Their original bearing was from the NW. The jump point the FLOP escaped from was SW of the planet they were in orbit around. So Theoretically, the Andarmax had the best setup they could achieve. FLOP's retreat was past them, so they should have been able to close. Amazing what a speed difference of 100kps can make, eh?
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State of the League
January 1, 2212
As of this date, the Federated League of Planets consists of six planets with establishments on them, and one more in progress. The planets (and systems) are Earth, Capital (Sol), Mars (Sol), New Valdez (New York), Novaterra (Washington), Mercury Mining Colony (Sol), Far Station (Boston).
Earth, of course is well established with 1898.78m citizens. Mars has a population of 37.66m citizens. New Valdez and Novaterra are almost equal in population with 6.56m and 4.25m respectively. Mercury is unmanned except for the station administrator. Far Station is also unmanned at this time. It has been emplaced in the Boston system as a forward outpost should the aliens in Portland venture this direction. It is unknown at this time whether or not they've explored down the chain from Phoenix or not.
An additional colony is being developed in the San Diego system. San Diego B-IV is the closest to habitable that we have encountered to this point. Unfortunately, it lies five jumps distant, and the natural flow of the jump point chain from Portland is between Sol and San Diego.
Our fleets consist of the following fleets:
Battle Fleet, enroute to Boston to picket the Phoenix/Boston Jump Point
Cargo Fleet 1, transporting infrastructure to Far Station
Cargo Fleet 2, transporting refineries and infrastructure to New Valdez
Cargo Fleet 3, transporting infrastructure to San Diego system
Colony Fleet, currently prepping for operations to move colonists to San Diego
Construction Fleet, currently constructing a jump gate pair between Sol and Washington
Geo Survey, conducting survey operations in Baton Rouge
Grav Survey 1, in transit to Honolulu jump point 2 to begin operations there
Grav Survey 2, conduction survey operations in Baton Rouge
NY Defense, awaiting the final two ships, then to be stationed at New Valdez
Sol Scanner Command 1, on station at New York jump gate
Sol Scanner command 2, on station at Washington jump point
Tug Fleet, idle in Earth orbit.
See the attached map.
(http://www.pentarch.org/aurorafiles/Images/FLOP2212.JPG)
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I thought that the Andarmax battle fleet would have the approach to close to within missile range. They were originally set to "follow" the FLOP survey fleet, and curved in nicely behind them, however, the FLOP fled too soon to close.
A couple of tips for following.
1) You can use the minimum distance option when following to ensure your ships try to stay at their optimum range
2) If you have a commander with high initiative, change the intiative on the fleet window. Higher initiative fleets move later, which means you can see where the enemy fleet has moved to before you try to follow. Initiative is applied at the moment the order is given (I can't remember why but there is probably a good reason :-) ).
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It's a yucky bit of trigonometry, but any chance of getting a "lead pursuit" flag for "follow"? This course assumes the target will follow a straight line, and arranges an intercept. The current algorithm (assuming really small timesteps so initiative doesn't matter) is for direct pursuit (point at where the target is, rather than where it will be).
PS - I think the way to get it is to vector-add "a vector (of variable length) directly towards the target" to "the target's velocity" then adjust the resulting vector's length so that its size (pursuer's velocity) is equal to pursuer's speed. This has the effect of moving the pursuer directly towards the target in the reference frame that's co-moving with the target. I think this in turn results in a constant-bearing approach, which is what your brain attempts when you're running to catch a baseball (or whatever you folks over there hurl through the air :)
I hadn't bothered with the above because I thought it would add to tactical micromanagement. With the current system there is no need to do anything fancy because there is no advantage to zig-zag type courses. If your opponent is using lead pursuit then regular course changes to try and fool him are worthwhile because he could end up almost twice as far away at the end of the increment. However, with the current system if you have a better fleet commander with higher initiative, you get all the advantages of lead pursuit (because your opponent moves first), but none of the disadvantages (in Aurora terms) because no matter which way he runs, you will always be closing using lead pursuit. In addition, if you want to plot an intercept course over long distances, you may want to be plotting several increments ahead anyway so lead pursuit on an increment basis wouldn't help much. The better option is to place a waypoint on your opponent's likely course and head for that.
Steve
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The better option is to place a waypoint on your opponent's likely course and head for that.
Steve
Gee, that is just a wee bit simpler, isn't it?
John
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State of the League - 1 July 2217
Over the last year, FLOP has had an income of 83,246.3 million credits from taxation and 168.2 million credits from trade for a total of 83,414.5 million credits. FLOP expenditures have included 32,447.7 million credits for ship construction/refit, 30,031.2 million credits spent on research, 17,256.4 million credits on installation construction, 4,805.3 million credits on munitions, 157.2 million credits on ground unit maintenance for a total of 84,697.8 million credits. This leaves a balance of 8,477 million credits in the reserves.
Earth, as the capital of the League is our largest population with 2131.07million citizens. Earth boasts the Sector Command HQ, a spaceport, six Naval academies, two Orbital maintenance facilities, 3 DSTS, and a commercial freight facility. Earth also has 30 shipyards, 1050 construction factories, 300 ordnance factories, 300 fighter factories, 490 fuel refineries, 1200 mines, 203 automated mines, 81 research labs, 15 Ground force training facilities, 160 missile silos and 7 fighter bases.
Current industrial production of Earth stands at 2000 Valkyrie Mk2 Extra heavy missiles (1097 completed), 2000 Devastation Mk2 Strategic missiles, and 2000 Storm Mk2 MIRV. Earth is also producing an additional 9 research labs, 279 automated mines, 25000 infrastructure and increasing the command and control facilities of the Sector command HQ by a factor of 3.
Earth's mineral situation is not as pleasant as news as the rest. Earth is completely out of Neutronium, Corbomite, Sorium and Uridium (though stockpiles are still maintained). Of the other minerals, Vendarite will last the longest, running out in approximately 39 years. The remaining minerals have estimated mining lives under 15 years. So far, stockpiles outweigh expenditures.
On the research side, Earth is researching strength 4 Gravitational Pulse sensors, with Grav Pulse Detection sensor strength 4, Stealth system 5, Max Sig reduction 60%, Stealth Sig Reduction per HS 4, Epsilon shields, GU Strength 12, Trade Pt Creation 16, Wealth Creation 45, and Phased Geological & Gravitational sensors lined up to follow.
The FLOP's other colonies include Mars (48.28m), New Valdez (12.63m) in the New York system, Novaterra (8.14m) in the Washington system, Far Station (2.09m) in the Boston system, Southern Star (0.84m) in the San Diego system and the Mercury Mining Colony in the Sol system.
Our current ship designs are as follows
Ark Bx class Colony Ship 12000 tons 805 Crew 2406 BP Signature 240-600
2500 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 1/0/0/0 Damage Control 0-0
Colonists 100000 Cargo Handling Multiplier 50 Replacement Parts 5
Armbrust Jump Drive 240 Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 550,000 Litres Range 282.9 billion km (1309 days at full power)
This design is classed as a freighter for maintenance purposes
Arleigh Burke class Fuel Harvester 8800 tons 1070 Crew 1484 BP Signature 176-600
3409 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 1/0/0/0 Damage Control 0-0
Replacement Parts 5
Fuel Harvester: 2 modules producing 32000 litres per annum
Armbrust Jump Drive 180 Max Ship Size 9000 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 2,500,000 Litres Range 1753.2 billion km (5952 days at full power)
Belknap B class Scout 4900 tons 450 Crew 739 BP Signature 98-600
6122 km/s Armour 1 Shields 50-500 Sensors 9/9/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 188.9 billion km (357 days at full power)
Tenhafer Grade D Shields (20) Total Fuel Cost 400 Litres per day
Morrison Thermal Scanners (9) (1) Strength 9 Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1) Strength 9 Detect Size 100: 9m km
Morrison GPD Scanner (9) (1) Strength 9 Detect Strength 10: 90m km
ECCM-2 (1)
Coontz Bx class Jump Freighter 12000 tons 746 Crew 1497 BP Signature 240-600
2500 km/s JR 3-50 Armour 1 Shields 5-500 Sensors 1/0/0/0 Damage Control 0-0
Cargo 50000 Cargo Handling Multiplier 50 Replacement Parts 5
Armbrust Jump Drive 240 Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 500,000 Litres Range 257.1 billion km (1190 days at full power)
Tenhafer Grade D Shields (2) Total Fuel Cost 40 Litres per day
This design is classed as a freighter for maintenance purposes
Enterprise D class Fast Cruiser 9900 tons 1080 Crew 1512 BP Signature 198-720
3636 km/s Armour 1 Shields 75-500 Sensors 15/15/0/0 Damage Control 1-2
Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 93.5 billion km (297 days at full power)
Tenhafer Grade D Shields (30) Total Fuel Cost 600 Litres per day
Thor Mk4 Meson Lance (5) Range 60,000km TS: 3636 km/s Power 4-4 RM 6 ROF 5 1 1 1 1 1 1 0 0 0 0
Taler Optics 120mm Laser Cannon (2) Range 80,000km TS: 3636 km/s Power 4-3 RM 2 ROF 10 4 4 2 2 1 1 1 1 0 0
Taler Optics 100mm PD Laser Cannon (2) Range 60,000km TS: 3636 km/s Power 3-3 RM 2 ROF 5 3 3 2 1 1 1 0 0 0 0
Athena Mk4 LR Fire Control (1) Max Range: 192,000 km TS: 12800 km/s 95 90 84 79 74 69 64 58 53 48
Hermes Mk4 PD Fire Control (1) Max Range: 24,000 km TS: 12800 km/s 58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (2) Total Power Output 44 Armour 0 Exp 5%
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
Morrison GPD Scanner (15) (1) Strength 15 Detect Strength 10: 150m km
ECCM-2 (1)
Fletcher B class Assault Jump Ship 10000 tons 940 Crew 2909 BP Signature 200-600
3000 km/s JR 6-400 Armour 1 Shields 62-500 Sensors 2/4/0/0 Damage Control 0-0
Replacement Parts 5
Armbrust Tactical Jump Drive 200 Max Ship Size 10000 tons Distance 400k km Squadron Size 6
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 185.1 billion km (714 days at full power)
Tenhafer Grade D Shields (25) Total Fuel Cost 500 Litres per day
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-2 (1)
Forrestal C class Escort 4900 tons 533 Crew 702 BP Signature 98-300
3061 km/s Armour 1 Shields 28-500 Sensors 1/0/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 63.0 billion km (238 days at full power)
Tenhafer Grade D Shields (11) Total Fuel Cost 220 Litres per day
Quad Taler Optics 100mm PD Laser Cannon Turret (2x4) Range 24,000km TS: 10000 km/s Power 12-12 RM 2 ROF 5 3 3 0 0 0 0 0 0 0 0
Hermes Mk4 PD Fire Control (1) Max Range: 24,000 km TS: 12800 km/s 58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
ECCM-2 (1) ECM 10
Geode B class Science Vessel 4400 tons 435 Crew 1452 BP Signature 88-300
3409 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 2/0/0/15 Damage Control 0-0
Replacement Parts 5
Armbrust Jump Drive 90 Max Ship Size 4500 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 210.4 billion km (714 days at full power)
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
Advanced Geological Sensors (5) 15 Survey Points
Iowa A class Construction Ship 10000 tons 750 Crew 1130 BP Signature 200-300
1500 km/s Armour 1 Shields 0-0 Sensors 1/0/0/0 Damage Control 0-0
Cargo 25000 Cargo Handling Multiplier 10 Replacement Parts 5
Jump Gate Construction Ship: 150 days
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 123.4 billion km (952 days at full power)
Kepler C class Survey Ship 4400 tons 435 Crew 1452 BP Signature 88-300
3409 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 2/0/15/0 Damage Control 0-0
Replacement Parts 5
Armbrust Jump Drive 90 Max Ship Size 4500 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 210.4 billion km (714 days at full power)
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
Advanced Gravitational Sensors (5) 15 Survey Points
Lexington D class Destroyer Escort 4950 tons 543 Crew 809 BP Signature 99-300
3030 km/s Armour 1 Shields 15-500 Sensors 15/15/0/0 Damage Control 0-0
Magazine 200 Replacement Parts 5
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 249.3 billion km (952 days at full power)
Tenhafer Grade D Shields (6) Total Fuel Cost 120 Litres per day
Quad Taler Optics 100mm PD Laser Cannon Turret (1x4) Range 24,000km TS: 10000 km/s Power 12-12 RM 2 ROF 5 3 3 0 0 0 0 0 0 0 0
Hermes Mk4 PD Fire Control (1) Max Range: 24,000 km TS: 12800 km/s 58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
Maseryk Munitions Mk2 Missile Launcher (2) Missile Size 2 Rate of Fire 15
Poseidon Mk2 PD Missile Fire Control (1) Range: 100k km
Flash Mk1 PD Missile (100) Speed: 16,000 km/s Endurance: 1 secs Range: 16k km Warhead: 1 Size: 2
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
Morrison GPD Scanner (15) (1) Strength 15 Detect Strength 10: 150m km
ECCM-2 (1)
North Carolina class Scan Outpost 7400 tons 455 Crew 1260 BP Signature 148-40
270 km/s Armour 2 Shields 250-500 Sensors 9/9/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Pulse Drive (1) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 72.9 billion km (3125 days at full power)
Tenhafer Grade D Shields (100) Total Fuel Cost 2,000 Litres per day
Morrison Thermal Scanners (9) (1) Strength 9 Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1) Strength 9 Detect Size 100: 9m km
Morrison GPD Scanner (9) (1) Strength 9 Detect Strength 10: 90m km
ECCM-2 (1)
Oliver H Perry B class Carrier 8900 tons 2016 Crew 1806 BP Signature 178-600
3370 km/s Armour 1 Shields 55-500 Sensors 1/0/0/0 Damage Control 0-0
Hangar Bay Capacity 250 Magazine 800 Replacement Parts 5
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 34.7 billion km (119 days at full power)
Tenhafer Grade D Shields (22) Total Fuel Cost 440 Litres per day
Flash Mk1 PD Missile (200) Speed: 16,000 km/s Endurance: 1 secs Range: 16k km Warhead: 1 Size: 2
Avenger Mk2 Light Missile (100) Speed: 12,000 km/s Endurance: 33 secs Range: 396k km Warhead: 2 Size: 4
ECCM-2 (1) Strike Group
20x B-3 Dragon Speed: 5000 km/s Range: 15m km Launch Rails: 2 Size: 3
20x B-4 Eclipse Speed: 5000 km/s Range: 20m km Launch Rails: 4 Size: 5
20x F-2 Falcon Speed: 8000 km/s Range: 32m km Launch Rails: 0 Size: 3
Portland A class Tug 6700 tons 640 Crew 977 BP Signature 134-1200
8955 km/s Armour 1 Shields 0-0 Sensors 1/0/0/0 Damage Control 0-0
Tractor Beam Replacement Parts 5
Kuat Drive Systems Ion Drive (20) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 276.3 billion km (357 days at full power)
Spruance D class Missile Cruiser 10000 tons 1172 Crew 1697 BP Signature 200-720
3600 km/s Armour 1 Shields 48-500 Sensors 15/15/0/0 Damage Control 1-2
Magazine 1600 Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 30.9 billion km (99 days at full power)
Tenhafer Grade D Shields (19) Total Fuel Cost 380 Litres per day
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
Maseryk Munitions Mk2 Heavy Missile Launcher (6) Missile Size 8 Rate of Fire 60
Zues Mk2 Missile Fire Control (1) Range: 400k km
Harbinger Mk2 Heavy Missile (200) Speed: 10,000 km/s Endurance: 40 secs Range: 400k km Warhead: 4 Size: 8
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
ECCM-2 (1) ECM 20
Outdated, still in service ships are -
Ark B class Colony Ship 12000 tons 770 Crew 2396 BP Signature 240-600
2500 km/s JR 3-50 Armour 1 Shields 12-500 Sensors 1/0/0/0 Damage Control 0-0
Colonists 100000 Cargo Handling Multiplier 50 Replacement Parts 5
Armbrust Jump Drive 240 Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 154.3 billion km (714 days at full power)
Tenhafer Grade D Shields (5) Total Fuel Cost 100 Litres per day
This design is classed as a freighter for maintenance purposes
Belknap A class Scout 5000 tons 450 Crew 742 BP Signature 100-600
6000 km/s Armour 1 Shields 50-500 Sensors 9/9/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 185.1 billion km (357 days at full power)
Tenhafer Grade D Shields (20) Total Fuel Cost 400 Litres per day
Morrison Thermal Scanners (9) (1) Strength 9 Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1) Strength 9 Detect Size 100: 9m km
Morrison GPD Scanner (9) (1) Strength 9 Detect Strength 10: 90m km
ECCM-2 (1)
Coontz B class Jump Freighter 11850 tons 695 Crew 1461 BP Signature 237-600
2531 km/s JR 3-50 Armour 1 Shields 12-500 Sensors 1/0/0/0 Damage Control 0-0
Cargo 50000 Cargo Handling Multiplier 50 Replacement Parts 5
Armbrust Jump Drive 240 Max Ship Size 12000 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 104.1 billion km (476 days at full power)
Tenhafer Grade D Shields (5) Total Fuel Cost 100 Litres per day
This design is classed as a freighter for maintenance purposes
Enterprise B class Fast Cruiser 9000 tons 970 Crew 1238 BP Signature 180-720
4000 km/s Armour 1 Shields 75-500 Sensors 2/4/0/0 Damage Control 1-2
Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 102.9 billion km (297 days at full power)
Tenhafer Grade D Shields (30) Total Fuel Cost 600 Litres per day
Taler Optics 120mm Laser Cannon (2) Range 48,000km TS: 4000 km/s Power 4-3 RM 2 ROF 10 4 4 2 2 0 0 0 0 0 0
Thor Meson Lance Mk2 (6) Range 30,000km TS: 4000 km/s Power 3-3 RM 3 ROF 5 1 1 1 0 0 0 0 0 0 0
Taler Optics 100mm PD Laser Cannon (2) Range 48,000km TS: 4000 km/s Power 3-3 RM 2 ROF 5 3 3 2 1 0 0 0 0 0 0
Hermes Mk1 PD Fire Control (1) Max Range: 48,000 km TS: 4000 km/s 79 58 38 17 0 0 0 0 0 0
Athena Mk1 Fire Control (1) Max Range: 48,000 km TS: 1000 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (3) Total Power Output 45 Armour 0 Exp 5%
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-2 (1)
Enterprise C class Fast Cruiser 9000 tons 980 Crew 1353 BP Signature 180-720
4000 km/s Armour 1 Shields 75-500 Sensors 15/15/0/0 Damage Control 1-2
Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 102.9 billion km (297 days at full power)
Tenhafer Grade D Shields (30) Total Fuel Cost 600 Litres per day
Thor Mk3 Meson Lance (6) Range 45,000km TS: 4000 km/s Power 3-3 RM 4.5 ROF 5 1 1 1 1 0 0 0 0 0 0
Taler Optics 120mm Laser Cannon (2) Range 48,000km TS: 4000 km/s Power 4-3 RM 2 ROF 10 4 4 2 2 0 0 0 0 0 0
Taler Optics 100mm PD Laser Cannon (2) Range 48,000km TS: 4000 km/s Power 3-3 RM 2 ROF 5 3 3 2 1 0 0 0 0 0 0
Athena Mk2 Fire Control (1) Max Range: 48,000 km TS: 1600 km/s 79 58 38 17 0 0 0 0 0 0
Hermes Mk2 PD Fire Control (1) Max Range: 24,000 km TS: 6400 km/s 58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (2) Total Power Output 44 Armour 0 Exp 5%
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
Morrison GPD Scanner (15) (1) Strength 15 Detect Strength 10: 150m km
ECCM-2 (1)
Fletcher A class Assault Jump Ship 10000 tons 920 Crew 2877 BP Signature 200-600
3000 km/s JR 6-400 Armour 1 Shields 62-500 Sensors 2/4/0/0 Damage Control 0-0
Replacement Parts 5
Armbrust Tactical Jump Drive 200 Max Ship Size 10000 tons Distance 400k km Squadron Size 6
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 123.4 billion km (476 days at full power)
Tenhafer Grade D Shields (25) Total Fuel Cost 500 Litres per day
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-2 (1)
Forrestal A class Escort 5000 tons 533 Crew 686 BP Signature 100-300
3000 km/s Armour 1 Shields 28-500 Sensors 1/0/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 61.7 billion km (238 days at full power)
Tenhafer Grade D Shields (11) Total Fuel Cost 220 Litres per day
Quad Taler Optics 100mm PD Laser Cannon Turret (2x4) Range 24,000km TS: 10000 km/s Power 12-12 RM 2 ROF 5 3 3 0 0 0 0 0 0 0 0
Hermes Mk2 PD Fire Control (1) Max Range: 24,000 km TS: 6400 km/s 58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
ECCM-2 (1) ECM 10
Geode A class Science Vessel 4500 tons 435 Crew 1455 BP Signature 90-300
3333 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 2/0/0/15 Damage Control 0-0
Replacement Parts 5
Armbrust Jump Drive 90 Max Ship Size 4500 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 205.7 billion km (714 days at full power)
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
Advanced Geological Sensors (5) 15 Survey Points
Kepler B class Survey Ship 4500 tons 435 Crew 1455 BP Signature 90-300
3333 km/s JR 3-50 Armour 1 Shields 0-0 Sensors 2/0/15/0 Damage Control 0-0
Replacement Parts 5
Armbrust Jump Drive 90 Max Ship Size 4500 tons Distance 50k km Squadron Size 3
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 150,000 Litres Range 205.7 billion km (714 days at full power)
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
Advanced Gravitational Sensors (5) 15 Survey Points
Lexington B class Destroyer Escort 4500 tons 483 Crew 669 BP Signature 90-300
3333 km/s Armour 1 Shields 15-500 Sensors 2/4/0/0 Damage Control 0-0
Magazine 200 Replacement Parts 5
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 274.3 billion km (952 days at full power)
Tenhafer Grade D Shields (6) Total Fuel Cost 120 Litres per day
Taler Optics 100mm PD Laser Cannon (2) Range 48,000km TS: 3333 km/s Power 3-3 RM 2 ROF 5 3 3 2 1 0 0 0 0 0 0
Athena Mk1 Fire Control (1) Max Range: 48,000 km TS: 1000 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (Large) (1) Total Power Output 30 Armour 0 Exp 5%
Maseryk Munitions Mk2 Missile Launcher (2) Missile Size 2 Rate of Fire 15
Poseidon Mk1 PD Missile Fire Control (1) Range: 100k km
HARM Mk1 PD Missile (100) Speed: 8,000 km/s Endurance: 1 secs Range: 8k km Warhead: 1 Size: 2
Morrison Thermal Scanners (5) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-1C (1)
Oliver H Perry A class Carrier 9000 tons 2016 Crew 1797 BP Signature 180-600
3333 km/s Armour 1 Shields 55-500 Sensors 1/0/0/0 Damage Control 0-0
Hangar Bay Capacity 250 Magazine 800 Replacement Parts 5
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 34.3 billion km (119 days at full power)
Tenhafer Grade D Shields (22) Total Fuel Cost 440 Litres per day
Tomahawk Mk1 PD Missile (200) Speed: 8,000 km/s Endurance: 31 secs Range: 248k km Warhead: 1 Size: 2
Avenger Mk1 Light Missile (100) Speed: 12,000 km/s Endurance: 10 secs Range: 120k km Warhead: 2 Size: 4
ECCM-2 (1) Strike Group
20x B-1 Anaconda Speed: 2000 km/s Range: 12m km Launch Rails: 2 Size: 2
20x B-2 Basilisk Speed: 2000 km/s Range: 18m km Launch Rails: 4 Size: 5
20x F-1 Chimaera Speed: 3000 km/s Range: 12m km Launch Rails: 4 Size: 5
Spruance B class Missile Cruiser 10000 tons 1165 Crew 1545 BP Signature 200-720
3600 km/s Armour 1 Shields 50-500 Sensors 2/4/0/0 Damage Control 1-2
Magazine 800 Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 30.9 billion km (99 days at full power)
Tenhafer Grade D Shields (20) Total Fuel Cost 400 Litres per day
Mk2 Mauler Plasma Carronade (2) Range 48,000km TS: 3600 km/s Power 24-3 RM 1 ROF 40 24 12 8 6 0 0 0 0 0 0
Athena Mk1 Fire Control (1) Max Range: 48,000 km TS: 1000 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators PB Reactor (Large) (2) Total Power Output 60 Armour 0 Exp 5%
Maseryk Munitions Mk2 Heavy Missile Launcher (4) Missile Size 8 Rate of Fire 60
Zues Mk1 Missile Fire Control (1) Range: 300k km
Catapult Mk1 Heavy Missile (100) Speed: 8,000 km/s Endurance: 31 secs Range: 248k km Warhead: 4 Size: 8
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
ECCM-2 (1)
Spruance C class Missile Cruiser 9900 tons 1170 Crew 1648 BP Signature 198-720
3636 km/s Armour 1 Shields 50-500 Sensors 15/15/0/0 Damage Control 1-2
Magazine 800 Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 31.2 billion km (99 days at full power)
Tenhafer Grade D Shields (20) Total Fuel Cost 400 Litres per day
Mauler Mk3 Plasma Carronade (2) Range 48,000km TS: 3636 km/s Power 24-4 RM 1 ROF 30 24 12 8 6 0 0 0 0 0 0
Athena Mk2 Fire Control (1) Max Range: 48,000 km TS: 1600 km/s 79 58 38 17 0 0 0 0 0 0
Lidon Generators GC Reactor (Large) (1) Total Power Output 45 Armour 0 Exp 5%
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
Maseryk Munitions Mk2 Heavy Missile Launcher (4) Missile Size 8 Rate of Fire 60
Zues Mk2 Missile Fire Control (1) Range: 400k km
Harbinger Mk2 Heavy Missile (100) Speed: 10,000 km/s Endurance: 40 secs Range: 400k km Warhead: 4 Size: 8
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
ECCM-2 (1)
Our current Order of Battle stands at -
Ark B - 5 in Colony 2 (Sol)
- 5 in Colony 3 (Sol)
Ark Bx - 5 in Colony 1 (Sol)
Arleigh Burke - 4 in Fuel 1 (Boston)
Belknap A - 2 in Defense Boston (Boston)
- 2 in Defense New York (New York)
Belknap B - 2 in Assault (Sol)
- 2 in Defense San Diego (Sand Diego)
- 2 in Defense Sol (Sol)
Coontz B - 5 in CF5 (Sol)
Coontz Bx - 5 in CF1 (Sol)
- 5 in CF2 (Sol)
- 5 in CF3 (Sol)
- 4 in CF4 (Sol)
- 1 in CF6 (Sol)
Enterprise B - 5 in Defense Boston (Boston)
- 4 in Defense New York (New York)
Enterprise C - 2 in Defense San Diego (San Diego)
Enterprise D - 5 in Assault (Sol)
- 2 in Defense Sol (Sol)
Fletcher A - 2 in Defense Boston (Boston)
- 2 in Defense New York (New York)
Fletcher B - 2 in Assault (Sol)
- 3 in the yards slated for Assault (Sol)
- 1 in Defense San Diego (San Diego)
- 1 in Defense Washingtion (New York) -- Currently running courier duties
Forrestal A - 2 in Defense Boston (Boston)
- 3 in Defense New York (New York)
Forrestal C - 8 in Assault (Sol)
- 4 in Defense Sol (Sol)
Geode A - 5 in Geo Survey (Sol)
Iowa A - 5 in Construction 2 (Nexus 589)
- 5 in Construction 1 (New York)
Kepler B - 5 in Grav Survey 1 (Nexus 653)
- 5 in Grav Survey 2 (Pittsburgh)
Lexington B - 4 in Defense Boston (Boston)
Lexington D - 4 in Assault (Sol)
North Carolina - 1 in Sol Scanner (Sol)
- 1 in Sol Scanner II (Sol)
Oliver H Perry A - 4 in Defense Boston (Boston)
Oliver H Perry B - 4 in Assault (Sol)
- 2 in Defense San Diego (San Diego)
- 2 in Defense Sol (Sol)
Portland A - 2 in Tug Fleet (Sol)
Spruance B - 2 in Defense Boston (Boston)
- 3 in Defense New York (New York)
Spruance c - 4 in Defense San Diego (San Diego)
Spruance D - 3 in Assault (Sol)
- 4 in Defense Sol (Sol)
Our jump gate network extends from Sol to Washington to the galactic North, and Sol - New York - Nexus 755 - Nexus 589 to the galactic South with additional gates being built Nexus 755-Boston and Nexus 589-Norfolk. Future expantion will be Boston-Miami-Nexus 792-San Diego.
If our assault plans for Portland follow through properly, another chain will be constructed Boston-Phoenix-Portland.
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State of the League - 1 Feb 2221
The Federated League now consists of six manned colonies and one unmanned colony. Two additional colonies are in the planning/development stages.
Earth is the capital of the League and the Sector HQ for the Central Sector. Earth has a population of 2291.16m citizens. Not much has changed in the infrastructure sector as all new construction is headed to colonies.
Mars has a population of 48.28m citizens. The first shipyard recently came online also. Terraforming of Mars continues.
Novaterra in the Washington system has a population of 12.33m citizen. Unfortunately, none of the systems down the chain from Washington are habitable, nor is the chain very long (two more systems). As such, Novaterra has become somewhat of a backwater, with all new construction being sent elsewhere.
New Valdez in the New York sytem has a population of 11.16m citizens. New Valdez is still our secondary fueling depot, which allows survey fleets to not stop in Sol unless for refit.
Far Station, on the border with the Andarmax Dominion has 3.32m citizens. Fueling fleet 1 is in operation in the Boston system as well, providing a forward refueling base. Far Station has been dedicating the output of its factories to self-sustaining measures.
Southern Star, in the San Diego system has been the focus of recent development. With a population of 1.3m citizens, it is still small and growing. Southern Star is the planned Sector HQ for the South Sector.
Colonies in development include the Miami system, future Sector HQ for the Border Sector; and Norfolk, the future site of the Sector HQ for the East Sector. Infrastructure and automated mining facilities are being shipped to both sites.
Our Fleets consist of the Assault Fleet with 29 ships (3x Spruance D, 3x Fletcher B, 5x Enterprise D, 4x Oliver H Perry B, 4x Lexington D, 8x Forrestal C, 2x Belknap B), Assault Support with 8 ships (4x Tennessee, 4x Ticonderoga), CF-1, CF-2, CF-3, CF-4, CF-5, CF-6 (Cargo fleets with 25 jump capable freighters between them), Colony 1, Colony 2, Colony 3 (with 15 colony ships between them), Construction 1 & Construction 2 (each with 5 Iowa A class constructors), Geo Survey with 5 Geode B, Grav Survey 1 & Grav Survey 2 with 5 Kepler B, Grav Survey 3 with 10 Kepler C. Other fleets include defense fleets for nodal systems.
Gate Systems connect Sol to Washington, Sol to New York, New York to Nexus 755, N-755 to Boston and Nexus 589, Boston to Miami, N-589 to Norfolk. Construction is underway on Miami to Nexus 792 and N-792 to San Diego.
Foreign Relations
Andarmax Dominion.
After a short war which resulted in total losses for the Dominion and none for the League, we have agreed to a non-intercourse pact. Salvage operations continue on the wrecked Dominion ships. Dominion POWs are being held in a remote facility on the African continent.
Providence Imperium.
With communications quickly established, we've yet to come to any formal agreements. The Imperium does not seem to have any jump capable ships, so in time, we will establish a jump gate from Norfolk to their home system to promote trade.
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As you figured, I'm running this one without maintenance.
Erik, I love designing ships, and this very thing was what drew me to first Starfire and then Aurora. I thought I'd post some criticisms of your designs, but don't think that I know what I'm talking about here, I'm trying to figure this out as I go. :D
Lexington D class Destroyer Escort 4950 tons 543 Crew 809 BP Signature 99-300
3030 km/s Armour 1 Shields 15-500 Sensors 15/15/0/0 Damage Control 0-0
Magazine 200 Replacement Parts 5
Kuat Drive Systems Ion Drive (5) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 200,000 Litres Range 249.3 billion km (952 days at full power)
Tenhafer Grade D Shields (6) Total Fuel Cost 120 Litres per day
Quad Taler Optics 100mm PD Laser Cannon Turret (1x4) Range 24,000km TS: 10000 km/s Power 12-12 RM 2 ROF 5 3 3 0 0 0 0 0 0 0 0
Hermes Mk4 PD Fire Control (1) Max Range: 24,000 km TS: 12800 km/s 58 17 0 0 0 0 0 0 0 0
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
Maseryk Munitions Mk2 Missile Launcher (2) Missile Size 2 Rate of Fire 15
Poseidon Mk2 PD Missile Fire Control (1) Range: 100k km
Flash Mk1 PD Missile (100) Speed: 16,000 km/s Endurance: 1 secs Range: 16k km Warhead: 1 Size: 2
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
Morrison GPD Scanner (15) (1) Strength 15 Detect Strength 10: 150m km
ECCM-2 (1)
Hmmm...how well have the Flash PD missiles worked out? Have you used them in battle? I see what you are going for here, but I'd think that it would be difficult to use them in an actual battle given their short range. If the Lexington was chasing another ship, it might not have a chance to launch the Flash because the incoming missiles would start the five second 'turn' beyond 16000 km's, and would hit the Lexington during the turn because of the combined closing speeds. During a battle where the Lexington was being chased it might be more manageable.
The Flash PD missiles worked excellent against the Andarmax. Their top missile speed was in the 8-10k range, and refire rates of 60 seconds. The fleet had 8 dedicated PD ships and a couple combined ships. I don't think one Andarmax missile got to within range to do damage.
North Carolina class Scan Outpost 7400 tons 455 Crew 1260 BP Signature 148-40
270 km/s Armour 2 Shields 250-500 Sensors 9/9/0/0 Damage Control 0-0
Replacement Parts 5
Kuat Drive Systems Pulse Drive (1) Power 40 Engine Efficiency 0.80 Armour 0 Exp 5%
Fuel Capacity 100,000 Litres Range 72.9 billion km (3125 days at full power)
Tenhafer Grade D Shields (100) Total Fuel Cost 2,000 Litres per day
Morrison Thermal Scanners (9) (1) Strength 9 Detect Signature 100: 9m km
Morrison Pulse Scanners (9) (1) Strength 9 Detect Size 100: 9m km
Morrison GPD Scanner (9) (1) Strength 9 Detect Strength 10: 90m km
ECCM-2 (1)
Interesting idea. What is the intended role of this unit?
Early on, when the FLOP didn't know what was in the surrounding systems, they towed one of these to each jump point as an early warning system. They've never been obsoleted, nor upgraded.
Spruance D class Missile Cruiser 10000 tons 1172 Crew 1697 BP Signature 200-720
3600 km/s Armour 1 Shields 48-500 Sensors 15/15/0/0 Damage Control 1-2
Magazine 1600 Replacement Parts 5
Kuat Drive Systems Ion Drive (12) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 30.9 billion km (99 days at full power)
Tenhafer Grade D Shields (19) Total Fuel Cost 380 Litres per day
Lidon Generators GC Reactor (1) Total Power Output 22 Armour 0 Exp 5%
Maseryk Munitions Mk2 Heavy Missile Launcher (6) Missile Size 8 Rate of Fire 60
Zues Mk2 Missile Fire Control (1) Range: 400k km
Harbinger Mk2 Heavy Missile (200) Speed: 10,000 km/s Endurance: 40 secs Range: 400k km Warhead: 4 Size: 8
Morrison Thermal Scanners (15) (1) Strength 15 Detect Signature 100: 15m km
Morrison Pulse Scanners (15) (1) Strength 15 Detect Size 100: 15m km
ECCM-2 (1) ECM 20
Hmmm...why does this design have a reactor? There are no beam weapons that need the power. Also, it might be a good idea to put some Flash AMM's in the magazine, just in case it finds itself without an escort.
Ahhh.. relic of having a PD laser on an earlier version that got stripped out. This is one for Steve, can a Size 2 missile be fired from a Size 6 launcher? I've been under the impression of no. If this is doable, then when the reactor gets stripped from the E variant, a magazine and PD fire control will have to be put in.
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I am very curious to see a warp point assault in progress. There are a number of different routes you can take when designing assault jump ships, from defensive only to all-around capable, but those darned jump engines take so much room they really limit the other things you can put in.
One point I think was raised in the bug thread. The Assault fleet had 42 ships, counting 7 of the Fletcher B's. You evidently need to split the fleet into squadrons to do an assault jump. This turned out to be of no concern as the Andarmax had not moved into the jump point area. They'd brought in the fleet for refits (which were finished about a week before the Assault Fleet arrived on station.)
For an actual assault rather than a normal transit, the other two aspects of jump drives (besides max ship size) come into play. The max squadron size is the total number of ships, including the jump ship, that can jump as a group and the max distance determines the maximum distance from the exit jump point that the group will appear. An attacker will therefore appear in a number of discreet groups at varying distances from the jump point. This is similar to the system used in Alkelda Dawn. The best type of jump engine for an assault in terms of max distance will vary depending on the ships and weapons of the two sides. If the defender uses powerful short-ranged weapons, then getting as far as possible from the jump point is a good idea. If the attacker wants to come through in an relatively small area, perhaps because he is confident of outnumbering the defenders, then the a low distance is a good idea. Raiders or blockade runners might go for a long distance jump drive and high speed to try and get past defenders without engaging them. Whichever distance you choose, a larger squadron size will result in a better concentration of forces, which might be important when facing a missile-armed opponent if you want to keep escorts and capital ships together.
In reality every jump is really a combat transit but the 'normal' transit option was added to avoid the micromanagement of assembling ships into squadrons and pulling a fleet back together after a jump or making multiple jumps when one jump ship escorts a large fleet. In Aurora timescales the time required for these unopposed squadron jumps and subsequent reassembly is insignificant so it makes no difference to the game to assume they happen in the background without the need for player intervention. However, in a combat situation the full jump rules need to be used.
Ahhh.. relic of having a PD laser on an earlier version that got stripped out. This is one for Steve, can a Size 2 missile be fired from a Size 6 launcher? I've been under the impression of no. If this is doable, then when the reactor gets stripped from the E variant, a magazine and PD fire control will have to be put in.
Yes, you can fire smaller missiles from a larger launcher.
Steve
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I am very curious to see a warp point assault in progress. There are a number of different routes you can take when designing assault jump ships, from defensive only to all-around capable, but those darned jump engines take so much room they really limit the other things you can put in.
One point I think was raised in the bug thread. The Assault fleet had 42 ships, counting 7 of the Fletcher B's. You evidently need to split the fleet into squadrons to do an assault jump. This turned out to be of no concern as the Andarmax had not moved into the jump point area. They'd brought in the fleet for refits (which were finished about a week before the Assault Fleet arrived on station.)
For an actual assault rather than a normal transit, the other two aspects of jump drives (besides max ship size) come into play. The max squadron size is the total number of ships, including the jump ship, that can jump as a group and the max distance determines the maximum distance from the exit jump point that the group will appear. An attacker will therefore appear in a number of discreet groups at varying distances from the jump point. This is similar to the system used in Alkelda Dawn. The best type of jump engine for an assault in terms of max distance will vary depending on the ships and weapons of the two sides. If the defender uses powerful short-ranged weapons, then getting as far as possible from the jump point is a good idea. If the attacker wants to come through in an relatively small area, perhaps because he is confident of outnumbering the defenders, then the a low distance is a good idea. Raiders or blockade runners might go for a long distance jump drive and high speed to try and get past defenders without engaging them. Whichever distance you choose, a larger squadron size will result in a better concentration of forces, which might be important when facing a missile-armed opponent if you want to keep escorts and capital ships together.
In reality every jump is really a combat transit but the 'normal' transit option was added to avoid the micromanagement of assembling ships into squadrons and pulling a fleet back together after a jump or making multiple jumps when one jump ship escorts a large fleet. In Aurora timescales the time required for these unopposed squadron jumps and subsequent reassembly is insignificant so it makes no difference to the game to assume they happen in the background without the need for player intervention. However, in a combat situation the full jump rules need to be used.
Okay... so you don't need to break the fleet into squadrons to perform a combat jump.
Fletcher B class Assault Jump Ship 10000 tons 940 Crew 2909 BP Signature 200-600
3000 km/s JR 6-400 Armour 1 Shields 62-500 Sensors 2/4/0/0 Damage Control 0-0
Replacement Parts 5
Armbrust Tactical Jump Drive 200 Max Ship Size 10000 tons Distance 400k km Squadron Size 6
Kuat Drive Systems Ion Drive (10) Power 60 Engine Efficiency 0.70 Armour 0 Exp 5%
Fuel Capacity 300,000 Litres Range 185.1 billion km (714 days at full power)
Tenhafer Grade D Shields (25) Total Fuel Cost 500 Litres per day
Morrison Thermal Scanners (1) Strength 2 Detect Signature 100: 2m km
Morrison Pulse Scanners (1) Strength 4 Detect Size 100: 4m km
Morrison GPD Scanner (1) Strength 6 Detect Strength 10: 60m km
ECCM-2 (1)
As you can see, the Ambrust Tactical Jump Drive has a squad size of 6. with a fleet of 42 ships, 7 of which were Fletchers, they should have been able to make a combat transit, yes?
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Okay... so you don't need to break the fleet into squadrons to perform a combat jump.
As you can see, the Ambrust Tactical Jump Drive has a squad size of 6. with a fleet of 42 ships, 7 of which were Fletchers, they should have been able to make a combat transit, yes?
I obviously didn't explain that very well
A jump engine has a max squadron size. That is the maximum number of ships that can jump (including the jump ship) in a combat jump. That group of ships will appear in a random location within the limits of the jump drive's jump distance rating. Each jump squadron will therefore very likely appear in a different location, which is why having bigger squadrons allows better concentration of force. Each squadron must jump as a separate fleet or there is no way for the program to know which ships belong in each jump squadron. To enforce that for a combat jump, only one jump ship per fleet will be used for the jump. There is an option to turn off a ship's jump drive using the Jump Engine Active checkbox on the ship window in case you have a fleet with multiple jump ships and you want to use a particular jump ship because of its jump drive characteristics.
Steve.
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Okay... so you don't need to break the fleet into squadrons to perform a combat jump.
As you can see, the Ambrust Tactical Jump Drive has a squad size of 6. with a fleet of 42 ships, 7 of which were Fletchers, they should have been able to make a combat transit, yes?
I obviously didn't explain that very well
A jump engine has a max squadron size. That is the maximum number of ships that can jump (including the jump ship) in a combat jump. That group of ships will appear in a random location within the limits of the jump drive's jump distance rating. Each jump squadron will therefore very likely appear in a different location, which is why having bigger squadrons allows better concentration of force. Each squadron must jump as a separate fleet or there is no way for the program to know which ships belong in each jump squadron. To enforce that for a combat jump, only one jump ship per fleet will be used for the jump. There is an option to turn off a ship's jump drive using the Jump Engine Active checkbox on the ship window in case you have a fleet with multiple jump ships and you want to use a particular jump ship because of its jump drive characteristics.
Steve.
Okay. So the Assault fleet, when it made the jump into the Portland system, should have been subdivided out into squadrons, each with a Fletcher. Then it would have made the combat transit okay.
Now, the current composition of the Assault fleet is -
4x Nimitz Bombardment Cruisers
3x Spruance E Missile Cruisers
5x Enterprise E Fast Cruisers
3x Fletcher B Assault Jump Ships
4x Oliver H Perry B Carriers
8x Forrestal D Escorts
3x Belknap C Scouts
4x Lexington E Destroyer Escorts
29 ships including the jump ships. Obviously not enough jump ships for a combat transit.
Now in Battle formation, the carriers fall back 100k km behind the main body, two scouts move out 90k km at 90 and 270 degrees as flankers, 2 Escorts move out ahead 60k km and 1 each at 45 degrees CW and CCW as escorts, and the jump ships fall back 3000k km.
If I were to create Transit Squadrons, how would this affect the battle formation (which was created by using the Escort button on the fleet screen)?
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Now in Battle formation, the carriers fall back 100k km behind the main body, two scouts move out 90k km at 90 and 270 degrees as flankers, 2 Escorts move out ahead 60k km and 1 each at 45 degrees CW and CCW as escorts, and the jump ships fall back 3000k km.
If I were to create Transit Squadrons, how would this affect the battle formation (which was created by using the Escort button on the fleet screen)?
There are two different situations where. One where the escorts can jump in a single fleet with the capital units and one where they will have to jump separately.
In the first situation, lets assume you have a jump ship that can handle a squadron of six ships. Beside the jump ship there might be two capital units and three escorts. If you have a formation setup in normal space (say with escorts out ahead and to the sides and the jump ship to the rear), you can use the Save Escorts button on the Fleet Moves window to save the formation. Then use the Recall Escorts buttons to order all escorts to join the main body. Once in one fleet you can combat transit the whole squadron. As soon as you are in the new system, use the Deploy Escorts button and the original escorts will break away from the fleet and resume their original escort positions.
In the second situation where your jump ships can perhaps only handle small squadrons, you will have to assemble them as best you can into squadrons and then hope they emerge close enough to quickly assume their escort duties once more. This is more fiddly though because you will redo the escort orders once you complete the transit, based on which escorts are closest to which capital ships. Jump engines that can handle large squadrons are vital if you want effective formations as quickly as possible after a jump.
Steve
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When will we see the next installment of FLOP, or has it .... er... flopped?
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It flopped when the database got upgraded... Darn those new versions
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It flopped when the database got upgraded... Darn those new versions :lol: