Author Topic: Magneto Laminate Carrier fleet  (Read 1769 times)

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Offline DFNewb (OP)

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Magneto Laminate Carrier fleet
« on: May 28, 2020, 11:03:26 AM »
I recently ran this fleet against two NPR's in the same system.

Their ships were between 4km/s and 6km/s movespeed.

I wanted to create a carrier group that could lock down their system and conduct constant strikes on enemy targets.

The Carriers (2 per fleet):

Quote
Carrier - - - class Carrier      30 000 tons       617 Crew       4 808.8 BP       TCS 600    TH 2 880    EM 1 110
4800 km/s      Armour 6-86       Shields 37-493       HTK 158      Sensors 55/55/0/0      DCR 24      PPV 23
Maint Life 2.74 Years     MSP 3 204    AFR 300%    IFR 4.2%    1YR 613    5YR 9 193    Max Repair 480 MSP
Hangar Deck Capacity 8 000 tons     Magazine 420   
Lord-Captain    Control Rating 4   BRG   AUX   ENG   PFC   
Intended Deployment Time: 24 months    Flight Crew Berths 160    Morale Check Required   

Magneto-plasma Drive  EP960.00 (3)    Power 2880    Fuel Use 24.49%    Signature 960    Explosion 10%
Fuel Capacity 1 497 000 Litres    Range 36.7 billion km (88 days at full power)
Gamma S37 / R493 Shields (1)     Recharge Time 493 seconds (0.1 per second)

25cm Railgun V50/C5 (1x4)    Range 250 000km     TS: 5 000 km/s     Power 15-5     RM 50 000 km    ROF 15       
10cm Railgun V50/C3 (5x4)    Range 50 000km     TS: 5 000 km/s     Power 3-3     RM 50 000 km    ROF 5       
Beam Fire Control R320-TS5000 (1)     Max Range: 320 000 km   TS: 5 000 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor R20 (1)     Total Power Output 20.2    Exp 5%

Nanking Torpedo (10)    Speed: 52 000 km/s    End: 3.4m     Range: 10.7m km    WH: 51    Size: 30    TH: 225/135/67
Shiba Rocket (120)    Speed: 52 000 km/s    End: 3.1m     Range: 9.5m km    WH: 1    Size: 1    TH: 225/135/67

Active Search Sensor AS22-R1 (1)     GPS 140     Range 22.1m km    MCR 2m km    Resolution 1
Active Search Sensor AS129-R200 (1)     GPS 28000     Range 129.5m km    Resolution 200
Thermal Sensor TH5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  58.6m km
EM Sensor EM5-55 (1)     Sensitivity 55     Detect Sig Strength 1000:  58.6m km
ELINT Module (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

Strike Group
1x Scoutcraft - - Scout   Speed: 16003 km/s    Size: 10
5x Harpoon - - Bomber   Speed: 16003 km/s    Size: 10
10x Arrow - Fighter   Speed: 16020 km/s    Size: 9.99

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

Battleship with jumpdrive (1 per group):

Quote
Boardsword - class Battleship      30 000 tons       839 Crew       5 505 BP       TCS 600    TH 3 840    EM 2 220
6400 km/s    JR 3-50      Armour 9-86       Shields 74-493       HTK 175      Sensors 11/11/0/0      DCR 30      PPV 68
Maint Life 3.12 Years     MSP 4 880    AFR 240%    IFR 3.3%    1YR 751    5YR 11 272    Max Repair 593 MSP
Lord-Captain    Control Rating 4   BRG   AUX   ENG   CIC   
Intended Deployment Time: 24 months    Morale Check Required   

J30000(3-50) Military Jump Drive     Max Ship Size 30000 tons    Distance 50k km     Squadron Size 3

Magneto-plasma Drive  EP960.00 (4)    Power 3840    Fuel Use 24.49%    Signature 960    Explosion 10%
Fuel Capacity 1 052 000 Litres    Range 25.8 billion km (46 days at full power)
Gamma S37 / R493 Shields (2)     Recharge Time 493 seconds (0.2 per second)

25cm Railgun V50/C5 (4x4)    Range 250 000km     TS: 6 400 km/s     Power 15-5     RM 50 000 km    ROF 15       
15cm Railgun V50/C5 (4x4)    Range 150 000km     TS: 6 400 km/s     Power 9-5     RM 50 000 km    ROF 10       
10cm Railgun V50/C3 (4x4)    Range 50 000km     TS: 6 400 km/s     Power 3-3     RM 50 000 km    ROF 5       
Beam Fire Control R320-TS6500 (1)     Max Range: 320 000 km   TS: 6 500 km/s     97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor R12 (1)     Total Power Output 12.4    Exp 5%
Stellarator Fusion Reactor R20 (2)     Total Power Output 40.4    Exp 5%

Active Search Sensor AS9-R1 (1)     GPS 28     Range 9.9m km    MCR 891.1k km    Resolution 1
Thermal Sensor TH1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
EM Sensor EM1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Military Vessel for maintenance purposes

Strike craft:

Quote
Harpoon - - class Bomber      500 tons       11 Crew       155.5 BP       TCS 10    TH 80    EM 0
16003 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 4.2
Maint Life 3.07 Years     MSP 39    AFR 20%    IFR 0.3%    1YR 6    5YR 93    Max Repair 120 MSP
Magazine 42   
Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Magneto-plasma Drive  EP160.00 (1)    Power 160    Fuel Use 781.25%    Signature 80.0    Explosion 25%
Fuel Capacity 34 000 Litres    Range 1.6 billion km (27 hours at full power)

Size 1 Box Launcher (12)     Missile Size: 1    Hangar Reload 50 minutes    MF Reload 8 hours
Size 30 Box Launcher (1)     Missile Size: 30    Hangar Reload 273 minutes    MF Reload 45 hours
Missile Fire Control FC13-R10 (1)     Range 13.5m km    Resolution 10
Nanking Torpedo (1)    Speed: 52 000 km/s    End: 3.4m     Range: 10.7m km    WH: 51    Size: 30    TH: 225/135/67
Shiba Rocket (12)    Speed: 52 000 km/s    End: 3.1m     Range: 9.5m km    WH: 1    Size: 1    TH: 225/135/67

Active Search Sensor AS14-R100 (1)     GPS 280     Range 14.5m km    Resolution 100

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction
Quote
Arrow - class Fighter      500 tons       24 Crew       197 BP       TCS 10    TH 80    EM 0
16020 km/s      Armour 1-5       Shields 0-0       HTK 3      Sensors 0/0/0/0      DCR 0      PPV 3
Maint Life 3.09 Years     MSP 44    AFR 20%    IFR 0.3%    1YR 7    5YR 104    Max Repair 120 MSP
Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Magneto-plasma Drive  EP160.00 (1)    Power 160    Fuel Use 781.25%    Signature 80.0    Explosion 25%
Fuel Capacity 27 000 Litres    Range 1.2 billion km (21 hours at full power)

10cm Railgun V40/C3 (1x4)    Range 40 000km     TS: 16 020 km/s     Power 3-3     RM 40 000 km    ROF 5       
Beam Fire Control R40-TS15000 (1)     Max Range: 40 000 km   TS: 15 000 km/s     75 50 25 0 0 0 0 0 0 0
Stellarator Fusion Reactor R3-PB40 (1)     Total Power Output 3    Exp 20%

Active Search Sensor AS3-R1 (1)     GPS 3     Range 3.1m km    MCR 281.8k km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
Quote
Scoutcraft - - class Scout      500 tons       19 Crew       213.4 BP       TCS 10    TH 80    EM 0
16003 km/s      Armour 1-5       Shields 0-0       HTK 6      Sensors 11/11/0/0      DCR 0      PPV 0
Maint Life 3.03 Years     MSP 46    AFR 20%    IFR 0.3%    1YR 8    5YR 113    Max Repair 120 MSP
Commander    Control Rating 1   
Intended Deployment Time: 1 months    Morale Check Required   

Magneto-plasma Drive  EP160.00 (1)    Power 160    Fuel Use 781.25%    Signature 80.0    Explosion 25%
Fuel Capacity 49 000 Litres    Range 2.3 billion km (39 hours at full power)

Active Search Sensor AS57-R200 (1)     GPS 5600     Range 57.9m km    Resolution 200
Active Search Sensor AS9-R1 (1)     GPS 28     Range 9.9m km    MCR 891.1k km    Resolution 1
EM Sensor EM1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Thermal Sensor TH1.0-11.0 (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Fighter for production, combat and planetary interaction


Pretty much you keep the carrier at least 100million km away from the enemy fleet, and have it send out it's bomber sto launch missile strikes and then use the fighters to chase down lone targets and the battleship to destroy disabled enemy ships.
« Last Edit: May 28, 2020, 11:10:55 AM by DFNewb »
 

Offline alex_brunius

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Re: Magneto Laminate Carrier fleet
« Reply #1 on: May 28, 2020, 11:29:11 AM »
A single beam fire control could see that Battleship turn useless pretty quickly from an unlucky hit, and the missile portion of that strike group looks pretty weak/vulnerable to getting the only 10 torpedoes a combined strike from 2 fleet CVs contains shot down.

They probably also take half an eternity to reload given their size and I wouldn't want to be waiting hours for reloads if the NPR with 6km/s movespeed shows up with a larger fleet at the edge of those actives (129m km out)
 

Offline DFNewb (OP)

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Re: Magneto Laminate Carrier fleet
« Reply #2 on: May 28, 2020, 11:31:31 AM »
A single beam fire control could see that Battleship turn useless pretty quickly from an unlucky hit, and the missile portion of that strike group looks pretty weak/vulnerable to getting the only 10 torpedoes a combined strike from 2 fleet CVs contains shot down.

They probably also take half an eternity to reload given their size and I wouldn't want to be waiting hours for reloads if the NPR with 6km/s movespeed shows up with a larger fleet at the edge of those actives (129m km out)

The 1 BFC is a good point.

The missile group works fine as the 120 size 1 missiles get targeted first before the 10 real missiles do. 1 of those missiles has been shown to disable NPR ships when hit (or severely damage them). The 129m is the actives of the carrier but if you know the location of lets say an enemy planet you can just strike from over 500m away due to the range of the strikecraft.
 

Offline alex_brunius

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Re: Magneto Laminate Carrier fleet
« Reply #3 on: May 28, 2020, 05:52:05 PM »

The missile group works fine as the 120 size 1 missiles get targeted first before the 10 real missiles do. 1 of those missiles has been shown to disable NPR ships when hit (or severely damage them). The 129m is the actives of the carrier but if you know the location of lets say an enemy planet you can just strike from over 500m away due to the range of the strikecraft.

I guess each to their own. I prefer not to exploit the poor AI that heavily in my games / or play both sides where I just shoot em down but that's just me :)
« Last Edit: May 28, 2020, 05:57:40 PM by alex_brunius »
 

Offline DFNewb (OP)

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Re: Magneto Laminate Carrier fleet
« Reply #4 on: May 28, 2020, 05:54:50 PM »

The missile group works fine as the 120 size 1 missiles get targeted first before the 10 real missiles do. 1 of those missiles has been shown to disable NPR ships when hit (or severely damage them). The 129m is the actives of the carrier but if you know the location of lets say an enemy planet you can just strike from over 500m away due to the range of the strikecraft.

I guess each to their own. I prefer not to exploit the poor AI that heavily in my games but that's just me :)

Has nothing to do with the AI and has to do with the mechanics of the game. I think in the future I will add limits to my use of size 1 missiles to make it maybe only 2 or 3 per every real hitter.
 

Offline alex_brunius

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Re: Magneto Laminate Carrier fleet
« Reply #5 on: May 28, 2020, 05:58:34 PM »
So the AI targeting of the game where a player would focus them has nothing to do with the AI?
« Last Edit: May 28, 2020, 06:00:07 PM by alex_brunius »
 

Offline DFNewb (OP)

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Re: Magneto Laminate Carrier fleet
« Reply #6 on: May 28, 2020, 06:00:55 PM »
So the AI targeting of the game where a player would focus them has nothing to do with the AI?

What's your goal with this question and in general your responses to my thread? Does how I masturbate matter and bother you too?
 

Offline alex_brunius

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Re: Magneto Laminate Carrier fleet
« Reply #7 on: May 28, 2020, 07:01:50 PM »
What's your goal with this question and in general your responses to my thread? Does how I masturbate matter and bother you too?

What's your goal in replying with nonsense about masturbation when other arguments fail you?
 

Offline macks

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Re: Magneto Laminate Carrier fleet
« Reply #8 on: May 28, 2020, 11:51:40 PM »
lmao this is hilarious i was gonna say I'm not sure how you get a payload on target with one launcher per fighter but thats a cool strategy I hadnt thought of. Don't think your rail fighters will do much, unless theyre PD? Idk, funniest thread I've ever seen on the forum though.
 

Offline Iceranger

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Re: Magneto Laminate Carrier fleet
« Reply #9 on: May 29, 2020, 12:03:23 AM »
So an application of the decoy theory :)

Hopefully the fighters are not designed in 1.10.0 since now box launcher’s size is bugged (50% smaller than they should be)
 

Offline Jorgen_CAB

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Re: Magneto Laminate Carrier fleet
« Reply #10 on: May 29, 2020, 04:44:02 AM »
It is just fine to use tactics the AI can't deal with as long as you are aware of it and perhaps don't abuse it too much as it might turn the game a bit boring if there are no challenges for you, depends on what you want.

As I told in that other thread there are a few issues with how the game mechanics work. In my opinion there need to be someway to counter any particular strategy or there is a balance issue with mechanic itself not just overall values and how you balance those.

In this particular case there are some fundamental hard problems. Final Fire PD will become completely useless as they fire on the largest salvo of missiles and will likely ignore the more dangerous missiles. It can probably be mitigated to some degree with a human opponent suing area fire and manually targeting the large missiles.

Likewise can a human opponent target the large missiles with AMM and mostly ignore the smaller missiles.

I think you could use this strategy in a standard game and still make it balanced if you perhaps did not do it in the extreme so the NPR at least have a chance to deal with it if the forces are roughly evenly matched.

To me Aurora is not a game that you "win", it is a game that you play for the sake of playing. I know the goal might be different for other people and I respect that. I can only say what I think and perhaps influence others to do the same or at least contemplate that thought.

When I play Aurora I try to come up with restrictions on my actions rather than finding ways to beat the game. I want to make it more challenging, slower paced and build an interesting story. That is my goal playing the game.

Overall I like the concept of how these fighters work, unfortunately the mechanic are a bit wonky and not intended to support it all that well.