Author Topic: No Missiles?  (Read 4226 times)

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Offline JimBadger (OP)

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No Missiles?
« on: October 19, 2011, 10:30:24 AM »
Is it possible to remove missiles from the game?

Can I edit the available tech lists so there just aren't any missile technologies for me OR the NPRs to research?
 

Offline HaliRyan

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Re: No Missiles?
« Reply #1 on: October 19, 2011, 11:30:50 AM »
Not as far as I'm aware, although it would be kind of nifty to have a knife-fight range only game.
 

Offline Charlie Beeler

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Re: No Missiles?
« Reply #2 on: October 19, 2011, 11:58:07 AM »
There is one way, play without AI controlled NPR's.  Turn off Swarm, Precursor, and Invader.  Hand build all tech for Player controlled NPR's.  It's a huge amount of micro management but it can be done, after all that's exactly how this was done before the AI was available (player controlled NPR's that is).
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline JimBadger (OP)

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Re: No Missiles?
« Reply #3 on: October 19, 2011, 12:19:02 PM »
Ah, no need for missiles if there are no enemies, eh!? :)

I might go into the suggestions thread and ask if we can have an available technology config screen. No missiles? Sure thing! No jump gate tech? You got it! And so on.
 

Offline Charlie Beeler

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Re: No Missiles?
« Reply #4 on: October 19, 2011, 12:48:02 PM »
Ah, no need for missiles if there are no enemies, eh!? :)
Didn't say no enemies.  For the level of exclusion the player (ie you) have to play/control all races/empires/etc.

Quote
I might go into the suggestions thread and ask if we can have an available technology config screen. No missiles? Sure thing! No jump gate tech? You got it! And so on.
It won't be that simple.  Steve would have to majorly modified the AI routines to make that possible.  That level of change would probably make conventional AI NPR's possible though. 
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Steve Walmsley

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Re: No Missiles?
« Reply #5 on: October 19, 2011, 03:05:20 PM »
Didn't say no enemies.  For the level of exclusion the player (ie you) have to play/control all races/empires/etc.
It won't be that simple.  Steve would have to majorly modified the AI routines to make that possible.  That level of change would probably make conventional AI NPR's possible though. 

Yes, the major problem would be that all the AI ship design code is expecting missiles to be available and the production code wouldn't know what to do with NPR irdnance factories.

Steve
 

Offline JimBadger (OP)

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Re: No Missiles?
« Reply #6 on: October 19, 2011, 03:11:27 PM »
Oh, I see.

I don't suppose there's a way to nerf missiles so that nobody would ever want to build them? Or is it that some entities are meant to be missile enthusiasts?
 

Offline Steve Walmsley

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Re: No Missiles?
« Reply #7 on: October 19, 2011, 03:23:50 PM »
Oh, I see.

I don't suppose there's a way to nerf missiles so that nobody would ever want to build them? Or is it that some entities are meant to be missile enthusiasts?

No, I'm afraid not. Missiles aren't really as powerful as they seem at first. In a one-off battle they will probably have the advantage. In a sustained war it will be extremely difficult to produce enough ordnance to fight a missile-only war. You will need beam ships to back up your missile combatants.

Steve

 

Offline Girlinhat

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Re: No Missiles?
« Reply #8 on: October 19, 2011, 08:20:13 PM »
Somewhat on that subject, would it be possible to set a "standing queue"?  A sort of "keep 300 of this missile type in stock, and set a new 100% build order for more when needed"?
 

Offline Rince Wind

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Re: No Missiles?
« Reply #9 on: October 24, 2011, 05:30:36 PM »
Do the NPRs run out of missiles as well?
 

Offline HaliRyan

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Re: No Missiles?
« Reply #10 on: October 24, 2011, 06:28:26 PM »
Yes
 

Offline Crustypeanut

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Re: No Missiles?
« Reply #11 on: November 06, 2011, 01:23:20 AM »
Personally, I'm playing a game where *I* don't use missiles at all.   I haven't met any aliens yet, but I'm building my defenses for them.   Much of my defense revolves around CIWS and gauss cannons, since I know they'll be using missiles galore.  On every dedicated anti-missile ship I'm putting numerous quad gauss cannons with as much accuracy as possible.   Every single ship of mine also has CIWS, even the escorts. 

I even gave one of my commercial troop transports over a dozen CIWS. .  XD

 Most of my ships' offensive capabilties currently revolve around gauss cannons as well, although I plan on implimenting a strong boarding party strategy.   


Once I find some enemies, I'll let you guys know how everything fares.   SPACE VIKINGS, HO!
 

Offline HaliRyan

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Re: No Missiles?
« Reply #12 on: November 06, 2011, 02:04:19 AM »
Personally, I'm playing a game where *I* don't use missiles at all.   I haven't met any aliens yet, but I'm building my defenses for them.   Much of my defense revolves around CIWS and gauss cannons, since I know they'll be using missiles galore.  On every dedicated anti-missile ship I'm putting numerous quad gauss cannons with as much accuracy as possible.   Every single ship of mine also has CIWS, even the escorts. 

I even gave one of my commercial troop transports over a dozen CIWS. .  XD

 Most of my ships' offensive capabilties currently revolve around gauss cannons as well, although I plan on implimenting a strong boarding party strategy.   


Once I find some enemies, I'll let you guys know how everything fares.   SPACE VIKINGS, HO!

I'm doing exactly this in my current game, it's great. =D
 

Offline Crustypeanut

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Re: No Missiles?
« Reply #13 on: November 06, 2011, 02:15:36 AM »
Quote from: HaliRyan link=topic=4243.  msg42616#msg42616 date=1320566659
I'm doing exactly this in my current game, it's great.   =D

Can you show me a few ship designs? I want to see if I'm designing my ships so that they'll survive :P  I'll post my three current designs:

First ship is the main assault ship, meant to simply shoot everything at its target.   Second ship is the escort and helps protect the other destroyers.  Third ship is the leader, and has a set of good sensors.   Fourth ship isn't designed yet, but will be a combat troop transport.

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Sif class Destroyer    3,000 tons     189 Crew     459.  2 BP      TCS 60  TH 180  EM 0
3000 km/s     Armour 3-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 12
Maint Life 2.  51 Years     MSP 96    AFR 72%    IFR 1%    1YR 21    5YR 317    Max Repair 48 MSP

Military Ion Engine E8 (3)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 112.  5 billion km   (434 days at full power)

Gauss Cannon R3-33 (3x4)    Range 30,000km     TS: 4000 km/s     Accuracy Modifier 33%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Gauss Cannon R3-100 (1x4)    Range 30,000km     TS: 4000 km/s     Accuracy Modifier 100%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
CIWS-160 (2x8)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 48-4000 H70 (1)    Max Range: 96,000 km   TS: 4000 km/s     90 79 69 58 48 38 27 17 6 0

Active Search Sensor MR1-R1 (70%) (1)     GPS 24     Range 1.  9m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

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Uller class Destroyer Escort    3,000 tons     190 Crew     485.  4 BP      TCS 60  TH 180  EM 0
3000 km/s     Armour 4-18     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 15
Maint Life 2.  98 Years     MSP 101    AFR 72%    IFR 1%    1YR 17    5YR 255    Max Repair 41 MSP

Military Ion Engine E8 (3)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 112.  5 billion km   (434 days at full power)

Single Gauss Cannon R3-33 Turret (6x4)    Range 30,000km     TS: 10000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
CIWS-160 (1x8)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 24-8000 H70 (2)    Max Range: 48,000 km   TS: 8000 km/s     79 58 38 17 0 0 0 0 0 0

Active Search Sensor MR1-R1 (70%) (1)     GPS 24     Range 1.  9m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

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Odur class Destroyer Leader    3,000 tons     166 Crew     464.  2 BP      TCS 60  TH 180  EM 0
3000 km/s     Armour 6-18     Shields 0-0     Sensors 16/16/0/0     Damage Control Rating 1     PPV 0
Maint Life 2.  4 Years     MSP 97    AFR 72%    IFR 1%    1YR 23    5YR 346    Max Repair 75 MSP

Military Ion Engine E8 (3)    Power 60    Fuel Use 80%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 112.  5 billion km   (434 days at full power)

CIWS-160 (2x8)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR4-R1 (70%) (1)     GPS 60     Range 4.  8m km    Resolution 1
Thermal Sensor TH2-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM Detection Sensor EM2-16 (70%) (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

This design is classed as a Military Vessel for maintenance purposes


 

Offline Mel Vixen

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Re: No Missiles?
« Reply #14 on: November 06, 2011, 03:35:43 AM »
The gaus cannons of the sifclass have only a range of 30k. I would suggest you also pack some other weapons like a lowgrade laser or if you need range desperately a particle-ray with 2 range upgrades. On such short ranges plasma carronades work also much better damage wise then the turrets. They do have thought their uses if you increase the tracking speed 2 or 3 times the same goes for the firecontrol. A twin laser-turret would maybe suit you.

For combat troop transport i prefer a carrier and some unarmed low-armor combatdrop-ships with as much enginepower as possible. Because i these carrier has normaly a considerable size in my campaigns i tend to outfit them with the biggest sensors i have and couple of turrets. Dont forget to research marines in Logistics.

You will also need a tanker to get some longrange missions done. My first hostile contacts in my latest campaign were 12 jumps from sol.
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