Author Topic: A peek into madness, this Section of Elysium  (Read 2477 times)

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Offline xenoscepter (OP)

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A peek into madness, this Section of Elysium
« on: December 15, 2020, 03:38:01 PM »
Section of Elysium
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Elysium Section class Starport      3,117,551 tons       6,154 Crew       27,846 BP       TCS 62,351    TH 0    EM 0
1 km/s      Armour 1-1901       Shields 0-0       HTK 1066      Sensors 0/0/0/0      DCR 100      PPV 0
MSP 80,558    Max Repair 200 MSP
Troop Capacity 42,000 tons     Cargo 25,000    Habitation Capacity 1,000,000    Cargo Shuttle Multiplier 40   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Maintenance Modules: 100 module(s) capable of supporting ships of 100,000 tons

Fuel Capacity 5,000,000 Litres    Range N/A
Refuelling Capability: 50,000 litres per hour     Complete Refuel 100 hours

Zingarelli Naval Angel CIWS (8x8)    Range 1000 km     TS: 20,000 km/s     ROF 5       
This design is classed as a Commercial Vessel for maintenance purposes

 -- As the title says, a peek into madness... This is approximately 1/50th of an Elysium-Class Starport. The garrison formation represents 1/50th of that station's total garrison. This station is also to be used as a Fuel Tanker / MSP Supply Ship with a reserve level of zero. This fragment can support up to 100,000 Tons (2,000HS) worth of Military Vessels and can contain 25,000 Tons of minerals for use with ground based Maintenance Facilities. A terror to nothing but your own industrial capacity, but here is it's true form...

 --- Designed for my currently underway "Amped TN Start" game, I've started at Earth's population cap... yes, 12 Billion people and have also now maxed out my available workforce. 5 Terraforming Modules conform to the 5 Terraforming Installations on Earth, while it's 5,000 Maintenance Modules serve to mirror, and therefore double the capacity of, the planet-side Maintenance Facilities. Cargo Storage is for fluff only, same for the Recreational Facilities and the various Terraforming systems. The mondo Anti-Boarding measures are because this station would make for a very juicy capture, although I hold no illusions that an NPR would try to actually board it. :) Would be cool if they tried though! :D

Elysium-Class Starport

Code: [Select]
Elysium-Class Starport      156,151,328 tons       311,839 Crew       1,310,804.2 BP       TCS 3,123,027    TH 0    EM 0
1 km/s      No Armour       Shields 0-0     HTK 53530      Sensors 11/11/0/0      DCR 5000      PPV 0
MSP 4,026,232    Max Repair 2000 MSP
Troop Capacity 2,100,000 tons     Cargo 1,250,000    Habitation Capacity 50,000,000    Cargo Shuttle Multiplier 2000   
Rear Admiral (Lower Half)    Control Rating 4   BRG   AUX   ENG   CIC   DIP   
Intended Deployment Time: 3 months   
Recreational Facilities
Terraformer: 5 modules producing 0.002 atm per annum
Maintenance Modules: 5000 module(s) capable of supporting ships of 5,000,000 tons

Fuel Capacity 250,000,000 Litres    Range N/A

Zingarelli Naval Angel CIWS (400x8)    Range 1000 km     TS: 20,000 km/s     ROF 5       
T50/11TH Passive Sensor Suite, Naval Grade (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
T50/11EM Passive Sensor Suite, Naval Grade (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes

Garrison Formations & OOB:
Off-Topic: show

OOB, Highest to Lowest
 - 1x Ship Defense Command
   - 5x Ship Security Checkpoint
     - 5x Station Defense Unit

Ship Defense Command
Transport Size: 4,000 tons
Build Cost: 227.9 BP
1x Area Command Center, Turret Operation Team
1x Station Defense Unit, Area Operations Center
1x Station Defense Unit, Area Command Bridge
2x Area Command Center, Logistics Storage
2x Station Defense Unit, Command Team
7x Marine Squad, Command Team
10x Shipboard Internal Defense Turret, Heavy
12x Shipboard Combat Tram
12x Shipboard Logistics Tram
20x Shipboard Internal Defense Turret, Light
99x Marine Squad, Fire Support Team
312x Marine Squad, Assault Team

Ship Security Checkpoint
Transport Size: 1,000 tons
Build Cost: 49 BP
1x Security Checkpoint, Turret Operation Team
1x Station Defense Unit, Command Team
1x Security Checkpoint, Command Center
1x Security Checkpoint, Logistics Storage
4x Marine Squad, Supply Team
5x Shipboard Internal Defense Turret, Heavy
10x Shipboard Internal Defense Turret, Light
31x Marine Squad, Fire Support Team
94x Marine Squad, Assault Team

Station Defense Unit
Transport Size: 1,000 tons
Build Cost: 73.3 BP
1x Station Defense Unit, Command Team
1x Marine Squad, Supply Team
2x Marine Squad, Command Team
12x Shipboard Combat Tram
24x Marine Squad, Fire Support Team
72x Marine Squad, Assault Team

Command Elements:
Off-Topic: show

Station Defense Unit, Area Command Bridge
Transport Size (tons) 82     Cost 17.52     Armour 36     Hit Points 36
Annual Maintenance Cost 2.2     Resupply Cost 0
Headquarters:    Capacity 14,000
Non-Combat Class

Vendarite 17.52   
Development Cost 876

Station Defense Unit, Area Operations Center
Transport Size (tons) 32     Cost 3.68     Armour 24     Hit Points 36
Annual Maintenance Cost 0.46     Resupply Cost 0
Headquarters:    Capacity 4,000
Non-Combat Class

Vendarite 3.68   
Development Cost 184

Area Command Center, Turret Operation Team
Transport Size (tons) 22     Cost 0.56     Armour 12     Hit Points 36
Annual Maintenance Cost 0.07     Resupply Cost 0
Headquarters:    Capacity 800
Non-Combat Class

Vendarite 0.56   
Development Cost 28

Security Checkpoint, Command Center
Transport Size (tons) 22     Cost 2.08     Armour 24     Hit Points 36
Annual Maintenance Cost 0.26     Resupply Cost 0
Headquarters:    Capacity 2,000
Non-Combat Class

Vendarite 2.08   
Development Cost 104

Security Checkpoint, Turret Operation Team
Transport Size (tons) 10     Cost 0.16     Armour 12     Hit Points 12
Annual Maintenance Cost 0.02     Resupply Cost 0
Headquarters:    Capacity 400
Non-Combat Class

Vendarite 0.16   
Development Cost 8

Station Defense Unit, Command Team
Transport Size (tons) 10     Cost 2     Armour 24     Hit Points 12
Annual Maintenance Cost 0.25     Resupply Cost 0
Headquarters:    Capacity 1,000

Boarding Combat
Non-Combat Class

Vendarite 0.8   
Development Cost 100

Marine Squad, Command Team
Transport Size (tons) 10     Cost 0.45     Armour 18.0     Hit Points 12
Annual Maintenance Cost 0.056     Resupply Cost 0
Headquarters:    Capacity 300

Boarding Combat
Non-Combat Class

Vendarite 0.18   
Development Cost 22

Logistics Elements:
Off-Topic: show

Shipboard Logistics Tram
Transport Size (tons) 62     Cost 2.48     Armour 24     Hit Points 36
Annual Maintenance Cost 0.31     Resupply Cost 0
Logistics Module:      Ground Supply Points 500
Non-Combat Class

Vendarite 2.48   
Development Cost 124

Area Command Center, Logistics Storage
Transport Size (tons) 50     Cost 3.75     Armour 18.0     Hit Points 12
Annual Maintenance Cost 0.47     Resupply Cost 0
Logistics Module:      Ground Supply Points 500

Boarding Combat
Non-Combat Class

Vendarite 1.5   
Development Cost 187

Security Checkpoint, Logistics Storage
Transport Size (tons) 50     Cost 2.5     Armour 12     Hit Points 12
Annual Maintenance Cost 0.31     Resupply Cost 0
Logistics Module:      Ground Supply Points 500

Boarding Combat
Non-Combat Class

Vendarite 1   
Development Cost 125

Marine Squad, Supply Team
Transport Size (tons) 10     Cost 0.75     Armour 18.0     Hit Points 12
Annual Maintenance Cost 0.094     Resupply Cost 0
Logistics Module - Small:      Ground Supply Points 100

Boarding Combat
Non-Combat Class

Vendarite 0.3   
Development Cost 37

Combat Elements:
Off-Topic: show

Marine Squad, Fire Support Team
Transport Size (tons) 6     Cost 0.45     Armour 18.0     Hit Points 12
Annual Maintenance Cost 0.056     Resupply Cost 1.3
Improved Personal Weapons:      Shots 1      Penetration 15      Damage 12

Boarding Combat

Vendarite 0.18   
Development Cost 22

Marine Squad, Assault Team
Transport Size (tons) 3     Cost 0.15     Armour 12     Hit Points 12
Annual Maintenance Cost 0.019     Resupply Cost 0.25
Light Personal Weapons:      Shots 1      Penetration 6      Damage 6

Boarding Combat

Vendarite 0.06   
Development Cost 7

Shipboard Combat Tram
Transport Size (tons) 50     Cost 4     Armour 48     Hit Points 48
Annual Maintenance Cost 0.5     Resupply Cost 12
Light Bombardment:      Shots 3      Penetration 12      Damage 24
Crew-Served Anti-Personnel:      Shots 6      Penetration 12      Damage 12

Vendarite 4   
Development Cost 200

Shipboard Internal Defense Turret, Heavy
Transport Size (tons) 32     Cost 1.28     Armour 24     Hit Points 36
Annual Maintenance Cost 0.16     Resupply Cost 9
Heavy Crew-Served Anti-Personnel:      Shots 6      Penetration 18      Damage 12

Vendarite 1.28   
Development Cost 64

Shipboard Internal Defense Turret, Light
Transport Size (tons) 24     Cost 0.48     Armour 12     Hit Points 36
Annual Maintenance Cost 0.06     Resupply Cost 6
Crew-Served Anti-Personnel:      Shots 6      Penetration 12      Damage 12

Vendarite 0.48   
Development Cost 24
« Last Edit: December 15, 2020, 03:52:17 PM by xenoscepter »
 
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Offline RougeNPS

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Re: A peek into madness, this Section of Elysium
« Reply #1 on: December 15, 2020, 04:19:39 PM »
This is ludicrously large.
 

Offline xenoscepter (OP)

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Re: A peek into madness, this Section of Elysium
« Reply #2 on: December 15, 2020, 04:22:43 PM »
This is ludicrously large.

Glorious, innit? ;D
 

Offline RougeNPS

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Re: A peek into madness, this Section of Elysium
« Reply #3 on: December 15, 2020, 04:26:14 PM »
Are you trying to build the entirety of Kuat Drive Yards shipyards in orbit and arm it like a Golan 4? Its insane.

Sorry for the Star Wars comparison but i compare most Sci-Fi things to Star Wars since its the universe i am most familiar with.
 

Offline xenoscepter (OP)

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Re: A peek into madness, this Section of Elysium
« Reply #4 on: December 15, 2020, 04:38:11 PM »
 --- No, to be honest until I just looked it up I had no idea the Golan 1-5 were even a thing. :P It's not to be that well armed, but rather to provide 50 Million extra population to my beleaguered workforce. If you think that's massive it's jack squat compared to my shipyards... Laske-Zingarelli Consolidated has between itself and it's parent companies 1.8 million tons of shipyard, and operate a total of six 150 kiloton slipways. Meanwhile Kittleson Designs Inc. and Rahman General Shipyard have a cool 43.75 kilotons slit up among seven 6.25 kiloton slipways between 'em. Gaffney not only has a mammoth 300 kiloton single slipway shipyard all to it's self, but currently is the sole producer of the "Titan" engine, a ginormous 12,500 Ton monster of a drive. All shipyards included, and that means the small 10-11 kiloton ones, they put almost 150 million people to work... or roughly three times the population of the Elysium.


 --- While this particular station will be a one-off; absolutely bonkers is the norm in my current game... can't wait to meet the neighbors! ;D


 --- Come to think of it, you weren't that far off of my intentions... I plan to do a combination of Taris/Coruscant & Kuat, albeit not a 1:1 re-creation of either or both. I want the shipyards and Orbital Habitats to blot out the sun, and form a pseudo-ecumenopolis. Eventually shipping the shipyards to other colonies within the Sol system, like Mars and Venus, and using Earth to feed them pre-fab components, while maintaining the really big stuff like the shipyards for the Intrepid-Class Battlecruisers and the Bishop -CV-Class Carriers; basically just the really big naval ships. After all, Kuat is a driveyard, they built starship drives and just also happen to build the ISDs as well.
« Last Edit: December 15, 2020, 04:50:14 PM by xenoscepter »
 

Offline RougeNPS

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Re: A peek into madness, this Section of Elysium
« Reply #5 on: December 15, 2020, 06:11:03 PM »
Holy smeg thats insane. Good idea man. While i can think on that level. I cant play on that level. Im not very good at the game. I have always liked the idea of defense platforms in my games. But i never got to a point to make it feasible. Very ambitious and cool ideas though.
 

Offline xenoscepter (OP)

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Re: A peek into madness, this Section of Elysium
« Reply #6 on: December 15, 2020, 07:15:42 PM »
Holy smeg thats insane. Good idea man. While i can think on that level. I cant play on that level. Im not very good at the game. I have always liked the idea of defense platforms in my games. But i never got to a point to make it feasible. Very ambitious and cool ideas though.

 --- Well, don't give me much credit, I called it the "Amped TN Start" for a reason; 12 Billion pop from turn 1, and I believe like 10,000% or 100,000% percent minerals? Cost is no object... for now at least. :) That isn't even touching the some 40 kilotons worth of fighters my CVs carry into battle.
 

Offline RougeNPS

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Re: A peek into madness, this Section of Elysium
« Reply #7 on: December 15, 2020, 07:17:58 PM »
Lol. True. I understand that.
 

Offline StarshipCactus

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Re: A peek into madness, this Section of Elysium
« Reply #8 on: December 15, 2020, 07:30:46 PM »
Any larger and people will mistake it for that giant space station that gets blown up in Consider Phlebas. I can't remember what it was called.
 

Offline nuclearslurpee

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Re: A peek into madness, this Section of Elysium
« Reply #9 on: December 15, 2020, 11:58:33 PM »
This is completely, utterly insane and I wholeheartedly approve!

Holy smeg thats insane. Good idea man. While i can think on that level. I cant play on that level. Im not very good at the game. I have always liked the idea of defense platforms in my games. But i never got to a point to make it feasible. Very ambitious and cool ideas though.

 --- Well, don't give me much credit, I called it the "Amped TN Start" for a reason; 12 Billion pop from turn 1, and I believe like 10,000% or 100,000% percent minerals? Cost is no object... for now at least. :) That isn't even touching the some 40 kilotons worth of fighters my CVs carry into battle.

I do not envy you the task of trying to fight your first battle against an NPR...not counting Precursors as I think 40 kT of fighters will be sufficient to win those fights, losses notwithstanding!
 

Offline xenoscepter (OP)

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Re: A peek into madness, this Section of Elysium
« Reply #10 on: February 11, 2021, 03:22:46 PM »
 - Just realized that the crew count is a little less than half the population of Detroit, while the Habitation Capacity is roughly 250% of the population of Beijing... hory shet.
 
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Offline serger

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Re: A peek into madness, this Section of Elysium
« Reply #11 on: February 11, 2021, 04:10:01 PM »
Yo crasy. :P
 

Offline liveware

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Re: A peek into madness, this Section of Elysium
« Reply #12 on: February 11, 2021, 11:07:58 PM »
Things like this are exactly why I love this game...

If I ever were to discover an NPR with a slew of these in orbit around their homeworld, I would smeg my pants and surrender on the spot.
Open the pod-bay doors HAL...
 
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