Aurora 4x

VB6 Aurora => Aurora Chat => Topic started by: ardem on April 10, 2011, 08:42:20 PM

Title: The BattleStar Challenge
Post by: ardem on April 10, 2011, 08:42:20 PM
I am putting together a challenge to players out there, which I am calling the battlestar challenge. This is a great way to show your aurora talent.

The object of the challenge for you to launch a fleet of ships, from your homeworld and find a new 0.00 Planet.

Goal
Create a functioning home world, the home world before colonisation must be a 0.00 planet

Rules

- New game
- Chance of NPR 75%
- Start with 1,000,000 of Research
- 400,000 tons of Military
- 2,000,0000 tons of Commercial, which need to include passenger liners, Minerals, cargo holding installations etc.
- No planet landings
- You capital ship must fly a linear path, unless come to a blockage where no jump point can traverse, and no ship is allowed more then 1 jump from the capital ship.
edit: - Terraforming only a planet which is below 1.00.
edit: - You can colonise for the purpose of overhauls from a orbital station, shipyard repairs, or shipyard building, but when you leave you must abandon the colony
edit: - You can salvage parts and create ships from those parts, or upgrade your ships with those parts
edit: - You can use ruins, conquer alien facilities for as long as you are there, but must abandoned once you leave


How to accomplish a new game setup
New game turn Spacemaster race on
Turn NPR to 75%
All invaders, precursors, swarm other ticks on
Edit: Real Stars Tick is Off
Start the game
Go into SM mode, add a system and delete system until you get planet capable of supporting a empire.
Create empire, make sure you put 1,000,000 tech on start and don't let it choose tech
Select that race and delete the default sm race
Go to research, use instant and your 1,000,000 points of tech don't forget you need to leave some to make designs and turrets etc.
Create your ship designs
SM your minerals, ammo, structures you need, maintenance and fuel
Add as much finance as you think you will need
Add ships using instant build SM option, until you get your require tonnage
Load the colony minerals, commanders, installations, fuel, maintenance and ordnance
Abandon Colony then off you go.

Please register below, if you wish to take the challenge and will be interested in ship layouts and designs, how you expect to survive with maintence issues, fuel etc

Any concerns or rules additions please state below to be considered

Good Luck!
Title: Re: The BattleStar Challenge
Post by: Brian Neumann on April 10, 2011, 08:57:51 PM
A note for anybody not used to the random system setup.  You will need to uncheck the real stars option.  

A question for you Ardem, Do you want the inexperienced fleet option to be checked or unchecked, and do you want a starting npr to be present as well?

I am going to try this, no boxes unticked unless you said to.

Brian
Title: Re: The BattleStar Challenge
Post by: ardem on April 10, 2011, 09:06:51 PM
I generally go with the defaults which is

Promotions On
Political Bonus On
Inexperience On
No Overhaul is Off
Jumpgates Off

Other then Overhaul and Jumpgate being off, the other three is personal choice, want you guys to have fun too, you can still train your fleet in periods of downtime while your survey ships are working and your sorium harvesters are collecting, jumpgate is creating.

Starting NPRs number are up to yourself in all my games I never run into the starting NPRs once, but with the amount of systems you need to go through who knows, also I rarely find a 0.00 planet, but people maybe get lucky within 10 systems.

Brian look forward to your kit out of your fleet. Good Luck!
Title: Re: The BattleStar Challenge
Post by: jseah on April 10, 2011, 11:40:39 PM
Not sure I could manage this, but I could espouse some theory.  

Classical travelling fleet:
Maintenance is your biggest problem.  You need a 5k ton maintenance module to maintain a 200 ton vessel.  Therefore, your entire military fleet must aim to be as small as possible.  

I would aim for a fleet of 6k to 10k tons ships.  10 kiloton ship = 50 maintenance modules = 250 kilotons of civilian shipping.  1/3 of all your cargo.  Which you will need another 1/3 to hold automines and such while you move around to keep your maintenance running.  

You need to tow a shipyard for armour damage.  Which will be painful to repair, since you need orbital habitats.  
 - This is not going to work since OBs are 250 kilotons a piece and therefore your fleet will have to build it.  And you can't build one without an OB unless you have alot of engineer brigades.  
Therefore, your shield research must be literally insane, might as well forgo all armour for shields.  Luckily, you have 1 million RP.  


Terraform fleet: <- this looks the easiest
Instead of finding a colony cost 0.00 world, make one.  Dump all your RP into terraforming speed and get the module.  1/3 civ fleet is cryo, 1/3 is cargo with CF and automines, 1/3 is terraform.  
Find a suitable gravity world in a reasonably mineral rich system, terraform it, viola.  


Invader fleet:
You have 1 million RP and an instant 400 kilotons of military strength.  NPR is at 75%.  
Winning one battle should be easy.  Avoid all non-NPR battles with good thermal sensors and out-tech them in engines.  

When you find an NPR, simply use terraformers to pump toxic gases into atmosphere to kill them off.  Waltz in, claim their stuff.  If planet is suitable, you got your planet.  If not, you have a base to work from, with shipyards, CFs and mines; engineer brigades build one OB, then land pop. to activate CFs to build more OBs.  Most importantly, you get automines and tons of resources.  
Title: Re: The BattleStar Challenge
Post by: Narmio on April 11, 2011, 12:03:56 AM
Yeah, the inability for populations to function 'on the move' is a significant hamper in a Homeworld/Battlestar style setup.  Missiles, for example, are going to be virtually impossible to replace. The progress of such a fleet would be more like 'stellar nomads', setting up camp every decade or so on whatever barren rock they can find, relocating whenever they find something better.
Title: Re: The BattleStar Challenge
Post by: jseah on April 11, 2011, 12:18:50 AM
Just did a test:
1 OB module with 0.05 mil pop, 252 kilotons shipyard, shipbuilding rate 560.  ABR ~55: time for 1 OB = 11 years
1 CF, BP 25: time for 1 OB = ~20 years

OBs are impossible unless you have an army of engineers. 
Title: Re: The BattleStar Challenge
Post by: ardem on April 11, 2011, 12:42:32 AM
Point of the challenge is to survive as long as possible, not to terraform, that would make things to easy.

Question would be do you throw everything into speed to give you the maximum ability to search the systems for a 0.00 planet, before your maintenance runs out, or do you aim for something that can make stuff on the move, or process things.

I should state a new rule colonization can only happen on a 0.00 planet.

I think we need some guideline around what need to be carried by the commercial cargo fleet. open to suggestions I am thinking something like.

Edit: 1 Construction Modules
1 Automines
1 Deep Space tracking Station
1 Fuel Refinery
1 Ordnance Factory
1 Fighter Factory
1 Maintenance Facility

500,000 civilians, frozen or put to work (orbital habitat)
Minerals are optional

edit:That means you would need 30 cargo holds, and 50 cryogenic modules or go orbital

Also happy to push up the Commerical 750,000 ton starting limit, any figure that would seem correct? 1,250,000?

Thoughts

On missiles, this may not be your best option in fleet design, but I am sure you could sort something out here.
Title: Re: The BattleStar Challenge
Post by: jseah on April 11, 2011, 01:22:51 AM
225 cargo holds = 22 500 HS = 1.125 million tons
50 cryo modules = 2 500 HS = 0.125 million tons
25% engines = 1 and 2/3 million tons.  
Before support systems and hull.  

You can't carry that with the civilian fleet limit.  Maybe if we had 2 million tons...

...

Lolz, troop transports are commercial, I forgot.  Engineer brigade = 1 CF without attendant population.  Cost wealth for upkeep and if you have a few divisions of engineers, that might be significant.  IE. you can run out and be forced to build OBs + financial center.  
Title: Re: The BattleStar Challenge
Post by: dooots on April 11, 2011, 02:58:57 AM
You have to freeze people to move them, orbital habitats dump everyone if they leave orbit.

If the challenge is meant to be moving a colony/home world my requirements would be.

x population
1 construction factory / engineering brigade
1 (auto)mine / asteroid mining module / resources to make 1 (auto)mine

You can up the numbers if you want but that is all that is required to get a new planet going.  I wouldn't worry about the rest as any attempt will probably include a way to keep the ships maintenance clock low and a way to produce more fuel and ammo if needed.
Title: Re: The BattleStar Challenge
Post by: ardem on April 11, 2011, 05:05:35 AM
I will let you guys sort out, what you want to take to your new home world, but I would caution you on one thing you lose the ship with that resource, you may be in trouble.

Having said that I made a freighter with 10 cargo at 70,000 ton, I would need 3 of these that would be 210,000 ton, based on the new changes as above. Does not leave enough room for redundancy if I was to make 3 sets of these for redundancy, I am happy to bump commercial up to 2,000,000 tons in the rules if you guys agree. Sorry about the figures around Commercial obviously I miscalculated

Title: Re: The BattleStar Challenge
Post by: Narmio on April 11, 2011, 06:03:36 AM
It might be worthwhile to pre-generate a universe and hand it out to people interested in this.  Check it in SM first for an appropriate level of challenge.

Otherwise the difficulty of this challenge will mostly come down to luck with system generation. Especially if you're going to disbar terraforming efforts and restrict people to starting with virtually no industry.  You'll either get a 0.0 planet within a five or ten jump radius or you won't.  The effects of whatever strategy you go for will likely be minimal in comparison to the large random effect from system generation.  It's not really a contest of skill at that point.
Title: Re: The BattleStar Challenge
Post by: ardem on April 11, 2011, 06:14:30 AM
Randomness will create interesting scenarios, again there is no prize or first place just to accomplish it would be an effort, maybe next challenge can have something a prize based and structured open to ideas, but this will be a nice start and see how this challenge goes. I probably think the person that fines a 0.00 within 5 jumps would probably start again as they never were challenged, no real braggin rights

As for industry to goal is to survive and get to the planet with your designed ships and limited resources, if you wish to continue after colonisation that up to yourself.

I made some edits based on your feedback of rules, I upped to 2,000,000 for commercial and allowed colonised so overhauls and repairs can be done. Although military and commercial shipyards are treated as commercial tonnage be aware of this.
Title: Re: The BattleStar Challenge
Post by: Brian Neumann on April 11, 2011, 06:31:04 AM
The tonnage of a shipyard is twice the tonnage of the ships it can build.  A starting shipyard has 1 slip and is either 2,000 tons, or 20,000 tons depending if it is military or commercial.  This is probably something you wan to tug along as it will significantly jump start your capabilities when you establish a new homeworld.

Ardem, I would actually suggest a small change on the terraforming rule, let them terraform a planet that has a habability less than 1.  This will still be hard to get, and chances are it will take forever to manage as well unless the planet is very close to what the race can handle to start with.  You might also want to put some limits on the range from homeworld standards that can be used.  Use the default, or push the grav tollerance to 90% and oxygen range to 80%.  The latter will let you find far more worlds that are habitable than the former.

As far as my fleet loadout is going to be, I will be using larger ships and have a good chunk of the commercial fleet hauling around maintenance modules.  These will let me keep time off of the clock when the fleet is not moving significantly.  I will also be using some small commercial ships for probing and geo surveying.

Brian
Title: Re: The BattleStar Challenge
Post by: dooots on April 11, 2011, 06:37:03 AM
Add in a goal of making a functioning home world once you find the new planet since that seems to be the goal of this challenge.

One question do you need one colony to keep from getting a game over?  I only remember losing to the invaders when they nuked earth so I don't know what counts as a game over.
Title: Re: The BattleStar Challenge
Post by: ardem on April 11, 2011, 07:05:43 AM
Seems to work without it, just did a quick test, worse case scenario keep the home world just don't do anything with it.

Terra forming for your last planet 'only' a planet under 1.00, how does that sound. The trade off is you will lose commercial ship space due to terraforming ships
Title: Re: The BattleStar Challenge
Post by: Brian Neumann on April 11, 2011, 11:27:50 AM
I have played out a game without a homeworld, similiar to this.  You can keep going without it spamming you.  I do seem to remember not abandoning the colony untill I was out of the system.

Brian
Title: Re: The BattleStar Challenge
Post by: Steve Walmsley on April 11, 2011, 12:57:09 PM
I was actually thinking of something along these lines for my next campaign. To support that I was considering several new systems. The main one would be some form of Warhammer 40K style Standard Template Constructor. This would be a designed ship system that was capable of building one particular type of missile or fighter (different STC for missiles and fighters with the latter either being much larger or having a much lower construction rate). STC technologies would be researchable and affect size and construction rate (and perhaps efficiency). A ship would be able to mount multiple modules, although they would be large. You would supply the ship with this module with minerals and it would be able to build that missile or fighter. The ship would need magazines/hangars so the new missiles/fighters would have somewhere to go. You wouldn't be able to change what it could build though so it would eventually be obsolete. Of course, that would also allow the possibility of finding advanced alien versions of STCs, or maybe even a special shipyard-sized alien STC that could produce full size ships. Some form of STC module that constructed maintenance supplies would also be useful.

As someone mentioned, you are going to need some type of maintenance vessels. You could designate a small asteroid or moon as a temporary colony and park your ships there. You will also need some ships carrying additional maintenance supplies. Asteroid miners and fuel harvesters are also going to be vital as well as some terraformers. Tugs would be an option as perhaps you might be towing a large and vulnerable shipyard.

Steve
Title: Re: The BattleStar Challenge
Post by: Beersatron on April 11, 2011, 01:15:01 PM
I was actually thinking of something along these lines for my next campaign. To support that I was considering several new systems. The main one would be some form of Warhammer 40K style Standard Template Constructor. This would be a designed ship system that was capable of building one particular type of missile or fighter (different STC for missiles and fighters with the latter either being much larger or having a much lower construction rate). STC technologies would be researchable and affect size and construction rate (and perhaps efficiency). A ship would be able to mount multiple modules, although they would be large. You would supply the ship with this module with minerals and it would be able to build that missile or fighter. The ship would need magazines/hangars so the new missiles/fighters would have somewhere to go. You wouldn't be able to change what it could build though so it would eventually be obsolete. Of course, that would also allow the possibility of finding advanced alien versions of STCs, or maybe even a special shipyard-sized alien STC that could produce full size ships. Some form of STC module that constructed maintenance supplies would also be useful.

As someone mentioned, you are going to need some type of maintenance vessels. You could designate a small asteroid or moon as a temporary colony and park your ships there. You will also need some ships carrying additional maintenance supplies. Asteroid miners and fuel harvesters are also going to be vital as well as some terraformers. Tugs would be an option as perhaps you might be towing a large and vulnerable shipyard.

Steve

The STCs sound good for forwardly deployed naval bases that do not necessarily have a population to support them. Would they be able to produce the missiles/fighters while moving or would they have to be in order of something the same way maintenance modules on a ship do?

I am not liking this talk of a next campaign though! Get back to writing the Nato/Soviet one, or else ... !  >:(
Title: Re: The BattleStar Challenge
Post by: Steve Walmsley on April 11, 2011, 01:21:40 PM
The STCs sound good for forwardly deployed naval bases that do not necessarily have a population to support them. Would they be able to produce the missiles/fighters while moving or would they have to be in order of something the same way maintenance modules on a ship do?

The intention is that they would be able to do it while moving. I am considering some major database changes to remove the direct link between system bodies and populations and between populations and production, so that you could have deep space populations and automated production without supporting populations. This is a lot of work though and a lot of potential for bugs so it won't happen until I have a lot more free time. I think I could handle the STCs though without those changes by treating them as a special case.

Quote
I am not liking this talk of a next campaign though! Get back to writing the Nato/Soviet one, or else ... !  >:(

The next part is almost written but I am still in the middle of a battle featuring the latest Eridani designs and I won't be able to finish it until next weekend :(

Steve
Title: Re: The BattleStar Challenge
Post by: ardem on April 11, 2011, 07:10:40 PM
Well I started tackling the Research section last night, 1,000,000 RP is not enough (well it is) well it is but it is so tough, that you need to go maximum two directions with your weapon systems. I have decided to go with a very close range defense system. No Missile, most my cargo will be used for maintenance, so missile just take up room, so I chosen, gauss turrets for point defense, lasers for close in work and gunboats with a mix of lasers and plasma carronades. Fighters for running down those that don't want to fight.

My biggest fear is running into vessel that can outstrip me with speed such over 10,000km/s

I am hoping the vast array of mutual gauss defense fire can stop even the most determined missile attack. I also gone for research for a orbital base with habitat and maintenance modules up to 14,000 tons, this will not help my carriers but the rest will be ok, I will rely on dragging one military, space dock for that.

My hope are I run into Precursors, and salvage parts especially missile tech, I find ruins and get more tech and an ordnance factory, maintenance modules

This challenge is going to be tough.

My attack options will be complex, because of my range limitations, gunboats with point defence system will lead, with fighter following, these will absorb the missile fire and then break off when close, the fighter will then zoom in with close in laser work, and finally the gunboat plasma with be third to make a huge hole in the vessel.

I also gone for shields, over armour, my hope is due to regeneration it will lighten the load on requirements.

Now to ship design, the tech is there how to make the best use of it
Title: Re: The BattleStar Challenge
Post by: Shadow on April 11, 2011, 07:45:04 PM
Missiles are a severe logistical burden in this scenario. I'd rather invest the RP on further engine technology so to allow for fast direct fire warships and forget about missiles entirely.

But even if you spent your RP elsewhere, with solid point defense missile enemies become a non-issue. Even if your engine technology isn't advanced enough to chase after dry missiles ships, your primary goal is survival.
Title: Re: The BattleStar Challenge
Post by: jseah on April 11, 2011, 09:52:08 PM
Might it be worth it to have improved grav. sensors?  I never research them in my games but that's because I have all the time I need. 
In this one, you might want to scram out of a system ASAP and you can't retreat according to the rules. 


It appears that a gauss cannon defence + plasma carronade or lasers would be the way to go.  Leaning towards lasers, since they can contribute to missile defence as well. 
Massive engine tech will be required, as well as shields.  Or perhaps you could try having powerful ECM and hope that screws things up. 
Title: Re: The BattleStar Challenge
Post by: Shadow on April 11, 2011, 09:56:10 PM
Leaning towards lasers, since they can contribute to missile defence as well. 

Railguns better contribute to missile defence and still pack a nice punch. Less armour penetration than lasers, but the volume of fire certainly makes up for it.
Title: Re: The BattleStar Challenge
Post by: Brian Neumann on April 11, 2011, 11:32:14 PM
Railguns better contribute to missile defence and still pack a nice punch. Less armour penetration than lasers, but the volume of fire certainly makes up for it.
The drawback to railguns is their range.  I decided to go with lasers and push my capaciter tech and fire control speed up.  I can fire a 15cm laser every 5 seconds and a 25cm every 15 seconds.  Smaller ships only carry the 15cm and the biggest carry 25cm, all turreted.  This way every combat ship is configured for point defense.  My commercial ships have several layers of armour (4-5) and a few ciws to make them much tougher missile targets.  Due to the range of missiles in this game I can not see keeping enemy missile ships out of range of the civilians on a reliable basis.  My ciws are admitedly on the poor side with no eccm, and rof of 3, but they should help out there.  My warships do not have any ciws as I am using the lasers for both point defense and offense on everyone.  This saved me a tech track to work with.

Brian
Title: Re: The BattleStar Challenge
Post by: ardem on April 12, 2011, 12:42:17 AM
The rules state  only the designated capital ship cannot retreat (unless it come to a jump dead end), although it would be wise to scout a system first, before making your choice to enter it.

E.G. Say your in a jump system that has 4 options it might be wise to scout each one before choice which way. Although having said that if you got invaders following behind you jump gate to jump gate, you may want to improve those grav scanner baby.

I going a slightly different option here, 10 FAC's with 2 scanners each launched from a mother ship, then returned, I think this will get me enough speed for system hops.

I also reread someone comment about finance, I suggest you just bump your finance up to something where you don't need to worry about it, if it goes below just SM it again, in this scenario finance is not a concern.
Title: Re: The BattleStar Challenge
Post by: jseah on April 12, 2011, 01:18:20 AM
I also reread someone comment about finance, I suggest you just bump your finance up to something where you don't need to worry about it, if it goes below just SM it again, in this scenario finance is not a concern.
If we have unlimited wealth, I can foresee engineer brigades becoming very broken. 

1 engineer brigade = 1 CF.  HQ does not improve this, so forget those. 

1 engineer brigade needs:
5x troop transport bay = 250 HS

1 CF needs:
5x cargo hold = 500 HS
50k colonist = 1 OH

1 million tons = 20 000 HS.  Spend half of that on troop transports = 40 engineer brigades = 40 CF equivalents.  That's significant! 

Nab buildrate 30bp, fill the rest of your cargo with automines and you can build an OH in ~0.5 years, 1 maintenance facility in ~45 days.  You could turn it into an OH-only challenge. 
Title: Re: The BattleStar Challenge
Post by: ardem on April 12, 2011, 01:29:41 AM
Suggestions then on financial limit without bankrupting the fleet?

We could just put a cap on the number of engineer brigades, say 5?

That will fix your concerns, and not have finances impact on the fleet?

Or engineers cannot be used in a construction role only in a recovery role aka ruins.

-----------------------------------------------

I am not sure I can nut down every exploit and rule for it, I think some people will have to make there own decision on the spirit of the challenge.
Title: Re: The BattleStar Challenge
Post by: dooots on April 12, 2011, 02:11:59 AM
I wouldn't worry about covering everything given that this is not how the game is meant to be played you will likely have to leave holes open to keep the challenge playable.

Also going stationary for extended period of time and using resources to build what you most likely can't move opens up the chance of invaders showing up and forcing you to move before you can take advantage of what you build.  It also means when you find NPR's they are going to be higher tech then if you didn't stop in the first place.
Title: Re: The BattleStar Challenge
Post by: Charlie Beeler on April 13, 2011, 02:50:36 PM
For purposes of this scenario what defines a capital ship?
Title: Re: The BattleStar Challenge
Post by: ardem on April 13, 2011, 07:07:42 PM
My thoughts are but not concrete, the Capital Ship must have possibly a Flag Bridge and the highest ranking officer on it, or I would also accept na Orbital Station as well but ship design is entirely up to yourself.

Although I would suggest something with decent protection
Title: Re: The BattleStar Challenge
Post by: Shadow on April 13, 2011, 08:09:07 PM
That's a flagship, not a capital ship. :P
Title: Re: The BattleStar Challenge
Post by: ardem on April 13, 2011, 08:46:55 PM
As I said its up to you how you classify it.  :-\

Capital Ship can be flagships and vice versa, its normally you biggest ship, that you designate to be your main ship.

http://en.wikipedia.org/wiki/Capital_ship

But you may have a different thought on the meaning of captial ship, in BattleStar the capital ship was a carrier.
Title: Re: The BattleStar Challenge
Post by: dooots on April 15, 2011, 11:21:59 PM
So is anyone that is trying this using jump gates?

I was going to use huge ships with shields (swarm queen minus the facs) for fighting and a lot of survey ships so I could move at a quick pace, but I had forgot it takes months to build a jump gate when I came up with the idea.
Title: Re: The BattleStar Challenge
Post by: ardem on April 16, 2011, 01:32:13 AM
I am using jump gates at 150 day construction, but it give me time to do sorium harvesting, resources and scout the other jump points.

I need to set up my orbital station with maintenance modules in down times so most my ships are ok, I almost ready to reveal my fleet, it take some time and to and fro's
Title: Re: The BattleStar Challenge
Post by: ardem on April 16, 2011, 01:46:45 AM
UPDATED: 16.4.2011

My Military component to the Fleet, please inspect and give your views.

FlagShip and Carrier
Code: [Select]
Enterprise class Carrier    77,450 tons     4385 Crew     13126.2 BP      TCS 1549  TH 2900  EM 3000
3744 km/s     Armour 5-161     Shields 100-300     Sensors 1/1/0/0     Damage Control Rating 182     PPV 0
Annual Failure Rate: 315%    IFR: 4.4%    Maint Capacity 16102 MSP    Max Repair 150 MSP    Est Time: 7.75 Years
Flag Bridge    Hangar Deck Capacity 40000 tons     

ICF Drive P100E6 (58)    Power 100    Fuel Use 60%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 1,250,000 Litres    Range 48.4 billion km   (149 days at full power)
Theta R300/24 Shields (25)   Total Fuel Cost  600 Litres per day

CIWS-320 (9x6)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit


Carrier for Grav Survey Facs
Code: [Select]
Essex class Carrier    31,950 tons     1776 Crew     5339.5 BP      TCS 639  TH 900  EM 720
2816 km/s     Armour 4-89     Shields 24-300     Sensors 700/1/0/0     Damage Control Rating 61     PPV 0
Annual Failure Rate: 160%    IFR: 2.2%    Maint Capacity 5327 MSP    Max Repair 700 MSP    Est Time: 2.58 Years
Hangar Deck Capacity 18000 tons    

ICF Drive P100E6 (18)    Power 100    Fuel Use 60%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 500,000 Litres    Range 46.9 billion km   (192 days at full power)
Theta R300/24 Shields (6)   Total Fuel Cost  144 Litres per day

Thermal Sensor TH50-700 (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km

The defence of my fleet and most numerous deployed in 5 ship formation to protect carriers, destroyers and commercial.
Code: [Select]
Spruance class Destroyer Escort    12,500 tons     1012 Crew     4742 BP      TCS 250  TH 500  EM 480
4000 km/s     Armour 3-47     Shields 16-300     Sensors 1/1/0/0     Damage Control Rating 34     PPV 100
Annual Failure Rate: 52%    IFR: 0.7%    Maint Capacity 5690 MSP    Max Repair 1152 MSP    Est Time: 3.87 Years

ICF Drive P100E6 (10)    Power 100    Fuel Use 60%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 200,000 Litres    Range 48.0 billion km   (138 days at full power)
Theta R300/24 Shields (4)   Total Fuel Cost  96 Litres per day

Single 20cm C5 Far Ultraviolet Laser Turret (1x1)    Range 480,000km     TS: 32000 km/s     Power 10-5     RM 5    ROF 10        10 10 10 10 10 8 7 6 5 5
Twin Gauss Cannon R3-100 Turret (4x6)    Range 30,000km     TS: 32000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S16 240-32000 (2)    Max Range: 480,000 km   TS: 32000 km/s     98 96 94 92 90 88 85 83 81 79
Tokamak Fusion Reactor Technology PB-1.25 AR-1 (1)     Total Power Output 10    Armour 1    Exp 20%

Active Search Sensor MR18-R1 (1)     GPS 168     Range 18.5m km    Resolution 1

Point Defence and Heavy attack ships
Code: [Select]
North Carolina class Destroyer    12,000 tons     1015 Crew     4565.9 BP      TCS 240  TH 600  EM 2760
5000 km/s     Armour 4-46     Shields 92-300     Sensors 1/1/0/0     Damage Control Rating 20     PPV 24
Annual Failure Rate: 57%    IFR: 0.8%    Maint Capacity 4756 MSP    Max Repair 1152 MSP    Est Time: 3.29 Years

ICF Drive P100E6 (12)    Power 100    Fuel Use 60%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 200,000 Litres    Range 50.0 billion km   (115 days at full power)
Theta R300/24 Shields (23)   Total Fuel Cost  552 Litres per day

Single 20cm C5 Far Ultraviolet Laser Turret (2x1)    Range 480,000km     TS: 32000 km/s     Power 10-5     RM 5    ROF 10        10 10 10 10 10 8 7 6 5 5
CIWS-320 (3x6)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Fire Control S16 240-32000 (1)    Max Range: 480,000 km   TS: 32000 km/s     98 96 94 92 90 88 85 83 81 79
Tokamak Fusion Reactor Technology PB-1.25 AR-1 (2)     Total Power Output 20    Armour 1    Exp 20%

Active Search Sensor MR1078-R100 (1)     GPS 98000     Range 1,078.0m km    Resolution 100

Main Attack fighter
Code: [Select]
F-1 Nimitz class Fighter    335 tons     14 Crew     121 BP      TCS 6.7  TH 75  EM 0
11194 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 23 MSP    Max Repair 50 MSP    Est Time: 2.71 Years

ICF Drive P75E9 (ftr) (1)    Power 75    Fuel Use 9000%    Signature 75    Armour 0    Exp 100%
Fuel Capacity 10,000 Litres    Range 0.6 billion km   (14 hours at full power)

12cm C5 Far Ultraviolet Laser (1)    Range 60,000km     TS: 11194 km/s     Power 4-5     RM 5    ROF 5        4 4 4 4 4 3 0 0 0 0
Fire Control S00.5 30-8000 (FTR) (1)    Max Range: 60,000 km   TS: 32000 km/s     83 67 50 33 17 0 0 0 0 0
Tokamak Fusion Reactor Technology PB-1 AR-0 (1)     Total Power Output 4    Armour 0    Exp 5%

First Wave Fighter, this is to clear a path to the enemy ship/s
Code: [Select]
F-2 Brooklyn class Fast Attack Craft    1,400 tons     94 Crew     567.5 BP      TCS 28  TH 125  EM 480
8928 km/s     Armour 2-11     Shields 16-300     Sensors 1/1/0/0     Damage Control Rating 0     PPV 10
Annual Failure Rate: 31%    IFR: 0.4%    Maint Capacity 127 MSP    Max Repair 288 MSP    Est Time: 1.2 Years

ICF Drive P250E9 (1)    Power 250    Fuel Use 900%    Signature 125    Armour 1    Exp 60%
Fuel Capacity 10,000 Litres    Range 1.4 billion km   (44 hours at full power)
Theta R300/24 Shields (4)   Total Fuel Cost  96 Litres per day

Single Gauss Cannon R3-100 Turret (1x3)    Range 30,000km     TS: 32000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S04 60-32000 (1)    Max Range: 120,000 km   TS: 32000 km/s     92 83 75 67 58 50 42 33 25 17

Support for the Fighters
Code: [Select]
F-3 Long Beach class Fast Scout Craft    1,000 tons     81 Crew     402.5 BP      TCS 20  TH 125  EM 600
12500 km/s     Armour 2-8     Shields 20-300     Sensors 7/1/0/0     Damage Control Rating 0     PPV 0
Annual Failure Rate: 16%    IFR: 0.2%    Maint Capacity 126 MSP    Max Repair 168 MSP    Est Time: 2.56 Years

ICF Drive P250E9 (1)    Power 250    Fuel Use 900%    Signature 125    Armour 1    Exp 60%
Fuel Capacity 10,000 Litres    Range 2.0 billion km   (44 hours at full power)
Theta R300/24 Shields (5)   Total Fuel Cost  120 Litres per day

Active Search Sensor MR18-R1 (1)     GPS 168     Range 18.5m km    Resolution 1
Thermal Sensor TH0.5-7 (1)     Sensitivity 7     Detect Sig Strength 1000:  7m km

Military Grav Ships, these based off a carrier for quick finds
Code: [Select]
S-1 Gearing class Cruiser    2,000 tons     175 Crew     616.5 BP      TCS 40  TH 125  EM 0
6250 km/s     Armour 5-14     Shields 0-0     Sensors 7/1/3/0     Damage Control Rating 12     PPV 0
Annual Failure Rate: 16%    IFR: 0.2%    Maint Capacity 385 MSP    Max Repair 109 MSP    Est Time: 6.15 Years

ICF Drive P250E9 (1)    Power 250    Fuel Use 900%    Signature 125    Armour 1    Exp 60%
Fuel Capacity 300,000 Litres    Range 30.0 billion km   (55 days at full power)

Thermal Sensor TH0.5-7 (1)     Sensitivity 7     Detect Sig Strength 1000:  7m km
Gravitational Survey Sensors (3)   3 Survey Points Per Hour

These jump in and out of a system to determine if the system is the right path. Only Jump capable drive I have.
Code: [Select]
Oliver H Perry class Jump Scout    7,500 tons     813 Crew     1959 BP      TCS 150  TH 150  EM 0
2000 km/s    JR 3-50     Armour 2-34     Shields 0-0     Sensors 700/1/0/0     Damage Control Rating 21     PPV 0
Annual Failure Rate: 21%    IFR: 0.3%    Maint Capacity 3428 MSP    Max Repair 700 MSP    Est Time: 6.26 Years

J7500(3-50) Military Jump Drive     Max Ship Size 7500 tons    Distance 50k km     Squadron Size 3
ICF Drive P100E6 (3)    Power 100    Fuel Use 60%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 100,000 Litres    Range 40.0 billion km   (231 days at full power)

Thermal Sensor TH50-700 (1)     Sensitivity 700     Detect Sig Strength 1000:  700m km


Class Type QTY Tonnage Total Ton
Enterprise Carrier 1 77,450 77,450
Essex Carrier 1 31,950 31,950
Spurance Destroyer Escort 15 12,500 187,500
North Carolina Destroyer 2 12,000 24,000
F-1 Nimitz Fighter 53 335 17,775
F-2 Brooklyn Defence FAC 12 1,400 16,800
F-3 Long Beach Sensor FAC 4 1,000 4,000
S-1 Gearing Survey FAC 9 2,000 18,000
Oliver H Perry Scout 3 7,500 22,500

Total Tonnage 399,975
Title: Re: The BattleStar Challenge
Post by: Narmio on April 16, 2011, 01:58:00 AM
The F-1 and F-2 are crazy slow. As in they'd still be slow at twice the speed.

Also, maybe a Flag Bridge somewhere?  Most likely on the carrier?
Title: Re: The BattleStar Challenge
Post by: dooots on April 16, 2011, 02:31:56 AM
Those fighters/facs will be easy targets.  Fighters are usually between 100 and 300 tons and facs are usually 1000 tons max.

Your laser turrets only have a tracking speed of 25000 km/s but the fire controls have a tracking speed of 32000 km/s.

The fire control on the F-2 only has a tracking speed of 8000 km/s but a turret with a tracking speed of 40000 km/s.

The last thing I see is for a beam armed fleet your ships are light on engines.  You will likely want at least one engine per 1000 tons on military ships.
Title: Re: The BattleStar Challenge
Post by: ardem on April 16, 2011, 02:44:23 AM
Yes I would of liked more speed, but not sure how I can do this, power and propulsion are at max unless I sacrifice 1 tech advance in fuel efficiency and use it to add a little bit more power in power argumentation. Thoughts on that?

I suppose I can always rely on my fuel harvesters so fuel efficiency is not that great.

Research on various turrets and sensors is tough the research points are just not there to do, so I need to mix and match perhaps I need to look at changing the turrets for all then.

I don't care if F-2's are slow they are there to take punishment instead of the fighters, they are defensive not attack

Will include a Flag Bridge on the carriers thanks

Thanks for the advise I think some drawing board changes

On one more engine, this add more maintenance that adds more tonnage, that means less ships in the fleet, also I got to keep in my I need to carry around a Military dock which cuts into my commercial area, at the moment I am aiming any vessel under 15K ton, other then the carrier. damn this is a balancing act.
Title: Re: The BattleStar Challenge
Post by: Narmio on April 16, 2011, 04:34:20 AM
I don't care if F-2's are slow they are there to take punishment instead of the fighters, they are defensive not attack
They still need to get close to a target to do that though, right? The fighters need to get to beam range to attack, and so the F-2s will need to go along with them, thereby decreasing both your attack capability (the fighters take longer to close to attack range) and your defence capability (the fighters are exposed to enemy attack for longer before they can attack).

Also, those F-2s aren't so tough that they'll keep 5k/s beam fighters alive for long. Anti-ship weapons will have no trouble targetting either the F-1s or the F-2s.  They're both fairly tough when taking PD weapon fire but they'll melt in the face of anti-ship missiles or beam weapons.

Also there's the very real possibility that an enemy will go faster than 5k/s and use missiles while keeping range, at which point you are in trouble.
Title: Re: The BattleStar Challenge
Post by: dooots on April 16, 2011, 04:40:58 AM
If you have your heart set on a fighter/fac fleet I would recommend you go for facs like these.

The attack version.  I went with Mesons because if you manage to make it to an enemy you will need to take them out fast.
Code: [Select]
Tribal class Fast Attack Craft    800 tons     88 Crew     208.8 BP      TCS 16  TH 200  EM 0
12500 km/s     Armour 3-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 3
Annual Failure Rate: 5%    IFR: 0.1%    Maint Capacity 163 MSP    Max Repair 90 MSP    Est Time: 7.92 Years

GB Internal Confinement Fusion Drive E50 (1)    Power 200    Fuel Use 500%    Signature 200    Armour 0    Exp 15%
Fuel Capacity 50,000 Litres    Range 22.5 billion km   (20 days at full power)

R7.5/C3 Meson Cannon (1)    Range 75,000km     TS: 12500 km/s     Power 3-3     RM 7.5    ROF 5        1 1 1 1 1 1 1 0 0 0
Fire Control S03 40-15000 (1)    Max Range: 80,000 km   TS: 15000 km/s     88 75 62 50 38 25 12 0 0 0
Tokamak Fusion Reactor Technology PB-1 AR-0 (2)     Total Power Output 3.2    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

Another version, I upped the fire control speed rating to 6250 km/s from 5000 km/s, used a smaller fuel tank, and engineering space, and was able to add 4 layers of armor.
Code: [Select]
Tribal v2 class Fast Attack Craft    800 tons     76 Crew     213 BP      TCS 16  TH 200  EM 0
12500 km/s     Armour 7-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Annual Failure Rate: 10%    IFR: 0.1%    Maint Capacity 83 MSP    Max Repair 75 MSP    Est Time: 4.16 Years

GB Internal Confinement Fusion Drive E50 (1)    Power 200    Fuel Use 500%    Signature 200    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 4.5 billion km   (4 days at full power)

R7.5/C3 Meson Cannon (1)    Range 75,000km     TS: 12500 km/s     Power 3-3     RM 7.5    ROF 5        1 1 1 1 1 1 1 0 0 0
Fire Control S02 40-12500 (1)    Max Range: 80,000 km   TS: 12500 km/s     88 75 62 50 38 25 12 0 0 0
Tokamak Fusion Reactor Technology PB-1 AR-0 (2)     Total Power Output 3.2    Armour 0    Exp 5%

This design is classed as a Military Vessel for maintenance purposes

The scout.  There is room to play with this I padded it with armor but its goal is to give your facs a point defense sensor so they can try to shoot down missiles on the long flight to the enemy.
Code: [Select]
Victory class Fast Scout Craft    800 tons     55 Crew     222.7 BP      TCS 16  TH 200  EM 0
12500 km/s     Armour 8-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 5%    IFR: 0.1%    Maint Capacity 174 MSP    Max Repair 84 MSP    Est Time: 8.5 Years

GB Internal Confinement Fusion Drive E50 (1)    Power 200    Fuel Use 500%    Signature 200    Armour 0    Exp 15%
Fuel Capacity 50,000 Litres    Range 22.5 billion km   (20 days at full power)

Active Search Sensor MR11-R1 (1)     GPS 84     Range 11.8m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes

After making these designs I still have over 600000 rp left so there is a plenty left over and you may even be able improve them more.

As for the rest of the fleet, make a dedicated scout ship.  Move your big sensors off of all the other ships and on to the scout.  Passive sensor will be your friend you may not even want large active sensors.

Most of your fleet space will need to go to carriers so you have enough facs to give each other cover while flying in.

You will probably want one point defense design in case you get caught with your pants down.
Title: Re: The BattleStar Challenge
Post by: ardem on April 16, 2011, 05:34:33 AM
I updated it based on advise above, I cannot squeeze any more juice out of it. Although the robustness of my fighters is not there I hope my strategy of absorbing the missile damage, and launching fighters with the F-2 soaking up the missiles will be an advantage, the range and power of my fighters have been reduced.
Title: Re: The BattleStar Challenge
Post by: Narmio on April 16, 2011, 05:56:22 AM
I would run some tests with your carrier group against various opponents before setting off on the big voyage with a beam fighter design.  There are some questions about the viability of beam-fighter based setups in general, essentially because the fighters are a lot easier to hit than a missile and almost all opponents will have some form of missile defence they can re-purpose to swatting your beam-fighters. Just think how well your fleet would perform against itself. 

How many of your fighters could your Spruance class kill in one round of firing?
Title: Re: The BattleStar Challenge
Post by: ardem on April 16, 2011, 06:14:34 AM
The idea will be to avoid fights, the fighters are last defence, only to be used against fast attack vessels, If I can deploy my AAM Facs that gives me more missile defence, if an enemy is a laser beam attacker, then they can come in and fight it our with my destroyers, if they out range and are faster then I use my fighters.

Yes it be tricky, but this is a tough challenge I wonder who else is ready to throw there cards on the table, but this is the fleet I be using.

The only ones to scare me is the high tech opponents and if this case hopefully running is a good option.

Title: Re: The BattleStar Challenge
Post by: dooots on April 16, 2011, 06:58:06 AM
Just a warning your carrier could be caught by a ship using Nuclear Pulse Engines.
Title: Re: The BattleStar Challenge
Post by: ardem on April 16, 2011, 07:21:12 AM
Hahhaa my carrier could be caught, by a one legged man in a spacesuit. Tonnage is the issue, this is apart of the challenge sticking everything under 400K tonnage. Once other people come up with some other interesting ideas, and post them there be more to compare from it hard to put it into perspective until you really try and put a fleet together with the various restrictions.

Some alternate Carrier Designs I have been playing with do you go for more redundancy have 3 carriers or do you go for the later option


Code: [Select]
New Class class Carrier    96,850 tons     4710 Crew     14532 BP      TCS 1937  TH 2500  EM 2400
2581 km/s     Armour 5-187     Shields 80-300     Sensors 1/1/0/0     Damage Control Rating 200     PPV 0
Annual Failure Rate: 500%    IFR: 6.9%    Maint Capacity 14068 MSP    Max Repair 150 MSP    Est Time: 5.62 Years
Flag Bridge    Hangar Deck Capacity 60000 tons     

ICF Drive P100E6 (50)    Power 100    Fuel Use 60%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 1,250,000 Litres    Range 38.7 billion km   (173 days at full power)
Theta R300/24 Shields (20)   Total Fuel Cost  480 Litres per day

CIWS-320 (10x6)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit

Code: [Select]
New Class class Carrier    72,500 tons     3950 Crew     11567 BP      TCS 1450  TH 2100  EM 2400
2896 km/s     Armour 5-154     Shields 80-300     Sensors 1/1/0/0     Damage Control Rating 180     PPV 0
Annual Failure Rate: 280%    IFR: 3.9%    Maint Capacity 14956 MSP    Max Repair 150 MSP    Est Time: 7.95 Years
Flag Bridge    Hangar Deck Capacity 40000 tons     

ICF Drive P100E6 (42)    Power 100    Fuel Use 60%    Signature 50    Armour 1    Exp 5%
Fuel Capacity 1,250,000 Litres    Range 51.7 billion km   (206 days at full power)
Theta R300/24 Shields (20)   Total Fuel Cost  480 Litres per day

CIWS-320 (10x6)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit



Title: Re: The BattleStar Challenge
Post by: dooots on April 16, 2011, 09:01:15 AM
Here is a couple versions of my offensive ship.
Code: [Select]
Essex class Frigate    6,400 tons     589 Crew     2251.2 BP      TCS 128  TH 144  EM 0
7031 km/s     Armour 10-30     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 23
Annual Failure Rate: 54%    IFR: 0.8%    Maint Capacity 1319 MSP    Max Repair 230 MSP    Est Time: 4.1 Years

Military IFC Drive (9)    Power 100    Fuel Use 50%    Signature 16    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 84.4 billion km   (138 days at full power)

Quad Meson Cannon Turret (1x4)    Range 180,000km     TS: 32000 km/s     Power 24-24     RM 18    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (4)     Total Power Output 32    Armour 0    Exp 5%

Active Search Sensor MR11-R1 (1)     GPS 84     Range 11.8m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Essex class Frigate    7,100 tons     677 Crew     2430.4 BP      TCS 142  TH 160  EM 1560
7042 km/s     Armour 5-32     Shields 52-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 23
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1284 MSP    Max Repair 230 MSP    Est Time: 3.58 Years

Military IFC Drive (10)    Power 100    Fuel Use 50%    Signature 16    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 76.1 billion km   (125 days at full power)
Delta Shields (21)   Total Fuel Cost  263 Litres per day

Quad Meson Cannon Turret (1x4)    Range 180,000km     TS: 32000 km/s     Power 24-24     RM 18    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (4)     Total Power Output 32    Armour 0    Exp 5%

Active Search Sensor MR11-R1 (1)     GPS 84     Range 11.8m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

I can't decide if the shields would be worth it, I may be able to move tech around and get another level of shield techs and bring them up to 63-300 but it would be very tight.

Other then that the rest of my military ships will be pretty simple.  A jump ship, grav survey, passive scout, and maybe a small carrier with troop drop ships.

My plan is to use a lot of grav survey ships and hopefully changes systems every month or faster. I will have civ geo survey ships for when I need to find a spot to resupply and may be bring a ship yard along with me.
Title: Re: The BattleStar Challenge
Post by: Elouda on April 16, 2011, 09:03:57 AM
Heres my current attempt at this;

Four squadrons, each containing 1 Fletcher class Destroyer Leader, 4 Gearing class Destroyers and 8 Spruance class Destroyer Escorts.

Code: [Select]
Fletcher class Destroyer Leader    6,850 tons     563 Crew     1759 BP      TCS 137  TH 500  EM 1440
7299 km/s     Armour 2-32     Shields 48-240     Sensors 70/70/0/0     Damage Control Rating 6     PPV 0
Annual Failure Rate: 62%    IFR: 0.9%    Maint Capacity 2963 MSP    Max Repair 150 MSP    Est Time: 7.45 Years
Flag Bridge    

Internal Confinement Fusion Drive E5 (10)    Power 100    Fuel Use 50%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 210.2 billion km   (333 days at full power)
Theta R240/20 Shields (12)   Total Fuel Cost  240 Litres per day

CIWS-320 (1x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Active Search R120-M15336 (1)     GPS 12000     Range 153.4m km    Resolution 120
Active Search R1-M700 (1)     GPS 50     Range 7.0m km    Resolution 1
Thermal Sensor TH5-70 (1)     Sensitivity 70     Detect Sig Strength 1000:  70m km
EM Detection Sensor EM5-70 (1)     Sensitivity 70     Detect Sig Strength 1000:  70m km

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Gearing class Destroyer    6,850 tons     798 Crew     2224 BP      TCS 137  TH 500  EM 1680
7299 km/s     Armour 2-32     Shields 56-240     Sensors 1/14/0/0     Damage Control Rating 7     PPV 32
Annual Failure Rate: 53%    IFR: 0.7%    Maint Capacity 1420 MSP    Max Repair 230 MSP    Est Time: 4.3 Years

Internal Confinement Fusion Drive E5 (10)    Power 100    Fuel Use 50%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 183.9 billion km   (291 days at full power)
Theta R240/20 Shields (14)   Total Fuel Cost  280 Litres per day

25cm Railgun V5/C5 (4x4)    Range 250,000km     TS: 8000 km/s     Power 15-5     RM 5    ROF 15        5 5 5 5 5 4 3 3 2 2
Fire Control S04 192-8000 (2)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Magnetic Confinement Fusion Reactor PB-1 AR-0 (2)     Total Power Output 20    Armour 0    Exp 5%

Active Search R120-M3067 (1)     GPS 2400     Range 30.7m km    Resolution 120
Active Search R1-M140 (1)     GPS 10     Range 1.4m km    Resolution 1
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Military Vessel for maintenance purposes

Code: [Select]
Spruance class Destroyer Escort    6,850 tons     568 Crew     2056 BP      TCS 137  TH 500  EM 2040
7299 km/s     Armour 2-32     Shields 68-240     Sensors 1/14/0/0     Damage Control Rating 7     PPV 32
Annual Failure Rate: 53%    IFR: 0.7%    Maint Capacity 1313 MSP    Max Repair 230 MSP    Est Time: 4.13 Years

Internal Confinement Fusion Drive E5 (10)    Power 100    Fuel Use 50%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 350,000 Litres    Range 183.9 billion km   (291 days at full power)
Theta R240/20 Shields (17)   Total Fuel Cost  340 Litres per day

Twin Gauss Cannon R3-100 Turret (2x8)    Range 30,000km     TS: 32000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Fire Control S04 48-32000 (2)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0

Active Search R16-M560 (1)     GPS 160     Range 5.6m km    Resolution 16
Active Search R1-M140 (1)     GPS 10     Range 1.4m km    Resolution 1
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Military Vessel for maintenance purposes

These designs should be fast enough to hopefully outpace most NPRs and Precursors, except for our little friends. All the ships come with 2 armour layers for redundancy, but the main defences are the shields. 8 DEs per squadron means 128 gauss rounds in the air every 5 seconds, which should be enough for PD against most opponents. When needed, Ill just bring more than one squadron.

This leaves around 44kt for Gravsurvey ships, which take the form of 6 Pegasus class. These double up as Jump tenders for the DD squadrons. If a need to force a JP arises, 6 of them can take 12 Gearing class DDs through for an assault.

Code: [Select]
Pegasus class Gravsurvey Ship    7,000 tons     680 Crew     2195.8 BP      TCS 140  TH 500  EM 0
7142 km/s    JR 3-50     Armour 2-32     Shields 0-0     Sensors 1/1/12/0     Damage Control Rating 7     PPV 0
Annual Failure Rate: 56%    IFR: 0.8%    Maint Capacity 1372 MSP    Max Repair 306 MSP    Est Time: 3.5 Years

J7000(3-50) Military Jump Drive     Max Ship Size 7000 tons    Distance 50k km     Squadron Size 3
Internal Confinement Fusion Drive E5 (10)    Power 100    Fuel Use 50%    Signature 50    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 128.6 billion km   (208 days at full power)

Improved Gravitational Sensors (6)   12 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

The civilian shipping is dominated by a pair of massive 400kt multipurpose vessels, one each of the Megalith and Collector classes.

Code: [Select]
Megalith class Maintenance Vessel    399,900 tons     8275 Crew     21351.2 BP      TCS 7998  TH 10000  EM 0
2500 km/s     Armour 2-483     Shields 0-0     Sensors 1/14/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 12033 MSP    Max Repair 200 MSP
Cargo 35000    Cargo Handling Multiplier 25   
Jump Gate Construction Ship: 90 days
Maintenance Modules: 35 module(s) capable of supporting ships of 7000 tons

Internal Confinement Fusion Drive E0.5 (80)    Power 250    Fuel Use 5%    Signature 125    Armour 0    Exp 1%
Fuel Capacity 14,500,000 Litres    Range 1305.0 billion km   (6041 days at full power)

CIWS-320 (10x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Active Search R16-M560 (1)     GPS 160     Range 5.6m km    Resolution 16
Active Search R1-M140 (1)     GPS 10     Range 1.4m km    Resolution 1
Active Search R120-M1533 (1)     GPS 1200     Range 15.3m km    Resolution 120
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Commercial Vessel for maintenance purposes

Code: [Select]
Collector class Support Vessel    399,950 tons     7103 Crew     16936.2 BP      TCS 7999  TH 10000  EM 0
2500 km/s     Armour 2-483     Shields 0-0     Sensors 1/14/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 26 MSP    Max Repair 120 MSP
Cargo 25000    Cargo Handling Multiplier 25   
Fuel Harvester: 20 modules producing 560000 litres per annum
Asteroid Miner: 30 module(s) producing 420 tons per mineral per annum

Internal Confinement Fusion Drive E0.5 (80)    Power 250    Fuel Use 5%    Signature 125    Armour 0    Exp 1%
Fuel Capacity 12,800,000 Litres    Range 1152.0 billion km   (5333 days at full power)

CIWS-320 (10x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Active Search R120-M1533 (1)     GPS 1200     Range 15.3m km    Resolution 120
Active Search R16-M560 (1)     GPS 160     Range 5.6m km    Resolution 16
Active Search R1-M140 (1)     GPS 10     Range 1.4m km    Resolution 1
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Commercial Vessel for maintenance purposes

These two provide maintenance, refuelling and mining capabilities to the fleet. They are accompanies by 7 Barge class Freighter and 2 Deep Freeze class Colony Ships, and a single Assault class Troop Transport to provide troops to invade promising alien colonies.

Code: [Select]
Barge class Freighter    110,000 tons     910 Crew     3371.8 BP      TCS 2200  TH 2750  EM 0
2500 km/s     Armour 2-204     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 19 MSP    Max Repair 94 MSP
Cargo 75000    Cargo Handling Multiplier 60    

Internal Confinement Fusion Drive E0.5 (22)    Power 250    Fuel Use 5%    Signature 125    Armour 0    Exp 1%
Fuel Capacity 1,500,000 Litres    Range 490.9 billion km   (2272 days at full power)

CIWS-320 (5x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

Code: [Select]
Deep Freeze class Colony Ship    110,000 tons     1137 Crew     6226.8 BP      TCS 2200  TH 2750  EM 0
2500 km/s     Armour 2-204     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 35 MSP    Max Repair 94 MSP
Colonists 300000    Cargo Handling Multiplier 60    

Internal Confinement Fusion Drive E0.5 (22)    Power 250    Fuel Use 5%    Signature 125    Armour 0    Exp 1%
Fuel Capacity 1,450,000 Litres    Range 474.5 billion km   (2196 days at full power)

CIWS-320 (5x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
This design is classed as a Commercial Vessel for maintenance purposes

Code: [Select]
Assault class Troop Transport    81,950 tons     912 Crew     3723 BP      TCS 1639  TH 2500  EM 0
3050 km/s     Armour 3-168     Shields 0-0     Sensors 1/14/0/0     Damage Control Rating 1     PPV 0
Maint Capacity 28 MSP    Max Repair 94 MSP
Troop Capacity: 20 Battalions    Cargo Handling Multiplier 50    

Internal Confinement Fusion Drive E0.5 (20)    Power 250    Fuel Use 5%    Signature 125    Armour 0    Exp 1%
Fuel Capacity 450,000 Litres    Range 197.6 billion km   (750 days at full power)

CIWS-320 (5x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Active Search R1-M140 (1)     GPS 10     Range 1.4m km    Resolution 1
EM Detection Sensor EM1-14 (1)     Sensitivity 14     Detect Sig Strength 1000:  14m km

This design is classed as a Commercial Vessel for maintenance purposes

Geological survey is handled by 10 Luna class Geosurvey ships.

Code: [Select]
Luna class Geosurvey Ship    11,200 tons     458 Crew     2355.8 BP      TCS 224  TH 625  EM 0
5580 km/s     Armour 2-44     Shields 0-0     Sensors 1/1/0/20     Damage Control Rating 1     PPV 0
Maint Capacity 131 MSP    Max Repair 150 MSP

Internal Confinement Fusion Drive E0.5 (5)    Power 250    Fuel Use 5%    Signature 125    Armour 0    Exp 1%
Fuel Capacity 400,000 Litres    Range 1285.6 billion km   (2666 days at full power)

CIWS-320 (3x8)    Range 1000 km     TS: 32000 km/s     ROF 5       Base 50% To Hit
Active Search R1-M140 (1)     GPS 10     Range 1.4m km    Resolution 1
Active Search R16-M560 (1)     GPS 160     Range 5.6m km    Resolution 16
Improved Geological Sensors (10)   20 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes

In addition to these ships, the fleet carries;
4x Brigade HQ
16x Heavy Assault Battalion

600,000x Humans
10x Construction Factory
8x Automated Mine

12500x Duranium
5000x Neutronium
5000x Cobromite
5000x Tritanium
5000x Boronide
5000x Mercassium
5000x Vendarite
5000x Sorium
8000x Uridium
4500x Corundium
7500x Gallicite

The system I started in has a relatively large star with a total of 30 survey points. Lets see where this goes.
Title: Re: The BattleStar Challenge
Post by: Brian Neumann on April 16, 2011, 02:24:04 PM
And I just lost the challenge.  I was transiting my 3rd system when a wormhole appeared at 25,000 km from my civilian fleet and a bunch of invaders came through.  It doesn't take many of those big plasma torps to rip appart commercial ships, and their gauss cannon couldn't do anything to stop them really.

I am going to try again and hopefully I do not have the invaders appear like that again.

Brian
Title: Re: The BattleStar Challenge
Post by: ardem on April 16, 2011, 09:01:09 PM
I have started on my 3rd system, scout spotted a wormhole system so I avoided that one, Had a run in with a precursor lucky it was a colony ship. First set of salvageable parts.
Title: Re: The BattleStar Challenge
Post by: dooots on April 17, 2011, 06:24:41 AM
Well here is my military ships.

Decided to go with shields. I don't think it was worth 60,000 RP to add 30,000 km to the mesons.
Code: [Select]
Essex class Destroyer    7,100 tons     668 Crew     2308 BP      TCS 142  TH 240  EM 1800
7042 km/s     Armour 5-32     Shields 60-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 27
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1219 MSP    Max Repair 230 MSP    Est Time: 3.47 Years

Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (208 days at full power)
Epsilon Shields (20)   Total Fuel Cost  360 Litres per day

Quad 15cm Meson Cannon Turret (1x4)    Range 210,000km     TS: 32000 km/s     Power 24-24     RM 21    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (3)     Total Power Output 24    Armour 0    Exp 5%

Small Active Search Sensor (1)     GPS 21     Range 2.3m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

An escort, it drops a meson cannon for larger active sensors.  Hopefully it will give me enough time to get the full tracking speed bonus.
Code: [Select]
Lexington class Destroyer Escort    7,100 tons     663 Crew     2425 BP      TCS 142  TH 240  EM 1800
7042 km/s     Armour 5-32     Shields 60-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 20
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1281 MSP    Max Repair 230 MSP    Est Time: 3.57 Years

Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (208 days at full power)
Epsilon Shields (20)   Total Fuel Cost  360 Litres per day

Triple 15cm Meson Cannon Turret (1x3)    Range 210,000km     TS: 32000 km/s     Power 18-18     RM 21    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (3)     Total Power Output 24    Armour 0    Exp 5%

Active Search Sensor (1)     GPS 168     Range 18.5m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

My command ship.
Code: [Select]
Lexington - C class Destroyer Leader    7,100 tons     659 Crew     2452 BP      TCS 142  TH 240  EM 1980
7042 km/s     Armour 5-32     Shields 66-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 20
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1295 MSP    Max Repair 230 MSP    Est Time: 3.59 Years
Flag Bridge    

Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 300,000 Litres    Range 126.8 billion km   (208 days at full power)
Epsilon Shields (22)   Total Fuel Cost  396 Litres per day

Triple 15cm Meson Cannon Turret (1x3)    Range 210,000km     TS: 32000 km/s     Power 18-18     RM 21    ROF 5        1 1 1 1 1 1 1 1 1 1
PD Beam Fire Control (1)    Max Range: 96,000 km   TS: 32000 km/s     90 79 69 58 48 38 27 17 6 0
AS Beam Fire Control (1)    Max Range: 384,000 km   TS: 8000 km/s     97 95 92 90 87 84 82 79 77 74
Tokamak Fusion Reactor (3)     Total Power Output 24    Armour 0    Exp 5%

Small Active Search Sensor (1)     GPS 21     Range 2.3m km    Resolution 1

ECCM-3 (1)         ECM 30

This design is classed as a Military Vessel for maintenance purposes

The carrier for my drop ships.
Code: [Select]
Spruance class Light Carrier    7,100 tons     434 Crew     1655 BP      TCS 142  TH 240  EM 0
7042 km/s     Armour 5-32     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 7     PPV 0
Annual Failure Rate: 57%    IFR: 0.8%    Maint Capacity 1020 MSP    Max Repair 100 MSP    Est Time: 5.45 Years
Hangar Deck Capacity 3000 tons    

Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 400,000 Litres    Range 169.0 billion km   (277 days at full power)

This design is classed as a Military Vessel for maintenance purposes

My drop ship in case I need to take a defended planet, hopefully the armor will hold out if it gets hit.
Code: [Select]
Portland class Dropship    1,000 tons     39 Crew     182 BP      TCS 20  TH 200  EM 0
10000 km/s     Armour 6-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
Annual Failure Rate: 8%    IFR: 0.1%    Maint Capacity 114 MSP    Max Repair 60 MSP    Est Time: 6.39 Years
Drop Capacity: 1 Battalion    

Military ICF Drive (FAC) (1)    Power 200    Fuel Use 600%    Signature 200    Armour 0    Exp 15%
Fuel Capacity 10,000 Litres    Range 3.0 billion km   (3 days at full power)

This design is classed as a Military Vessel for maintenance purposes

My scout / jump ship.  I think the passives are too small but I couldn't think of anything better to fill the space and I'm tight on tonnage as it is.  It has thick armor in case I have to force a jump point but its not really meant for combat.
Code: [Select]
Fletcher class Jump Scout    7,100 tons     620 Crew     2067.5 BP      TCS 142  TH 240  EM 0
7042 km/s    JR 3-50     Armour 10-32     Shields 0-0     Sensors 182/182/0/0     Damage Control Rating 6     PPV 0
Annual Failure Rate: 67%    IFR: 0.9%    Maint Capacity 1092 MSP    Max Repair 210 MSP    Est Time: 3.43 Years

J7250(3-50) Military Jump Drive     Max Ship Size 7250 tons    Distance 50k km     Squadron Size 3
Military ICF Drive (10)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 105.6 billion km   (173 days at full power)

Thermal Sensor (1)     Sensitivity 182     Detect Sig Strength 1000:  182m km
EM Detection Sensor (1)     Sensitivity 182     Detect Sig Strength 1000:  182m km

This design is classed as a Military Vessel for maintenance purposes

My Gravsurvey ship.  The passive sensors are probably useless but maybe I'll get lucky and it will give them a chance to run if something goes wrong.
Code: [Select]
Discovery class Gravsurvey Ship    2,000 tons     199 Crew     610.5 BP      TCS 40  TH 72  EM 0
7500 km/s    JR 1-50     Armour 1-14     Shields 0-0     Sensors 28/28/2/0     Damage Control Rating 2     PPV 0
Annual Failure Rate: 16%    IFR: 0.2%    Maint Capacity 382 MSP    Max Repair 150 MSP    Est Time: 5.15 Years

J2000(1-50) Military Jump Drive     Max Ship Size 2000 tons    Distance 50k km     Squadron Size 1
Military ICF Drive (3)    Power 100    Fuel Use 60%    Signature 24    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 225.0 billion km   (347 days at full power)

Small Thermal Sensor (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
Small EM Detection Sensor (1)     Sensitivity 28     Detect Sig Strength 1000:  28m km
Improved Gravitational Sensors (1)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes

5 x Spruance 35500 tons
15 x Portland 15000 tons
6 x Fletcher 42600 tons
25 x Discovery 50000 tons
28 x Essex 198800 tons
6 x Lexington 42600 tons
2 x Lexington - C 14200 tons

398700 tons total, that 400000 tons seems like a lot more when you start.

All of my civ ships are 40,000 tons.  I have a colony ship, jump ship / tanker, maintenance ship, geosurvey (only 2000 tons), cargo ship, fuel harvester, troop transport, and maintenance supply.

3 x jump ships - 44,100,000 Liters of fuel
9 x maintenance ships - maintain ships up to 7200 tons
2 x maintenance supply ships - 200,000 maintenance supplies
15 x cargo ships - enough minerals for about 20 years, 5 construction factories, 5 auto mines
5 x colony ships - 500,000 colonists
5 x fuel harvesters - 700,000 Liters per year
10 x troop transports - 20 x brigade headquarters, 80 x Heavy Assault Battalion
20 x geosurvey

I decided to go with a large ground force so I could take an NPR planet for resources if I survive long enough for it to matter.
Title: Re: The BattleStar Challenge
Post by: ardem on April 29, 2011, 07:33:42 PM
Any success by anyone I gone 8 jumps, and fuel is very short not found one sorium planet, to refuel from. If I don't find it in another 2 jumps I am afraid my fleet with run out of fuel.
Title: Re: The BattleStar Challenge
Post by: dooots on April 29, 2011, 11:03:51 PM
No luck for me although I'm only a few jumps out.  My precursors are about 200 km/s faster then me so its slow to clean them out of systems, but if there are none I can scan a system in less then a month and move on.  A few things I've learned for my strategy is to take 30+ gravsurvey ships and something with a large heat/em signature to draw out the precursors.
Title: Re: The BattleStar Challenge
Post by: dooots on May 11, 2011, 05:52:39 AM
Well after grav surveying 8 systems I lost.  I was forced into a system with an open wormhole and they spotted me.
Title: Re: The BattleStar Challenge
Post by: Brian Neumann on May 11, 2011, 09:35:00 AM
I just played one game where I won.  I only had to go 3 jumps from my home system to find a perfect world, and 1 of the inbetween systems had nothing at all habitable, and no precursors either.  The second system had a couple of habitable planets, but they were on the other part of the binary and the primary star had no gas giants.  I never even went out to see if anybody lived there.  It would have taken about 2 years to fly there straight.  I explored a bunch of other systems minimally, ie poked my head in to see if anything drew my attention, but in this case the new home popped up pretty quickly.

Brian
Title: Re: The BattleStar Challenge
Post by: jseah on May 11, 2011, 11:21:36 AM
Going to try this challenge.  

Combat ships will be a uniform 10ktons, to ease maintenance and provide uniform design templates.  
14 inertial confinement engines on 10ktons, with -50% eff, give 14kkm/s.  
 - Spent just under half my RP getting this.  
Pure laser fleet, no missiles.  Resolution class Destroyers with 5 dual-role 15cm lasers each

Military OOB

Invincible x2 (res 1 size 20 active, size 50 thermal, 14 kkm/s speed)
Broadsword x1 (res 120 size 50 active sensor, 19kkm/s speed)
Resolution x35 (5x dual role single 15cm laser turret, 25kkm/s tracking; 102-300 shields, 4 layers armour, 14 kkm/s speed)
ResolutionF x1 (As Resolution but -1 laser, flag bridge)
Illustrious x10 (grav survey, 10kkm/s speed)

Tonnage = 395 000

Civilian OOB

Agincourt x10 = 324 500 (Maintenance)
Ark Royal x1 = 37 500 (jumpship)
King George x2 = 20 000 (military jumpship)
IllustriousGeo x6 = 12 300 (geo survey)
Tribal x6 = 217 200 (freighter)
Victory x3 = 31 800 (colonyship - goal is for this to reach a 0.00 colony cost planet - I also forgot to load colonists before abandoning >.<)
Trafalgar x10 = 355 000 (sorium harvesters)

Tonnage = 998 300

------------------------------------------------------------

And I run into a colony cost 0.00 moon 2 jumps into the game.  =(
But it's on a secondary star system that's 800 billion km away!  Even the Broadsword has a 512 days one-way trip.  
I wish I bought hyperdrives now.  >.<

I can get my colony ships there if I escort them with my sorium harvesters though.  I didn't bother to actually try sending them, but SMing in 10 tracking stations on a nearby moon tells me there's nothing in the secondary star system.  (I've left this there in the database)
Does this mean I win?  =P

DB: http://dl.dropbox.com/u/10120644/Stevefire%20%282%29.mdb
Details: http://i253.photobucket.com/albums/hh47/jon_seah/Battlestar1.jpg


Now that that's done, I've a radically different idea of how I might try to win this.  

No military.  

Just giant sensor scouts and tons of grav survey ships.  Might even get away with jump efficiency 3.  
Even more interesting is that you don't need EM or Active sensor tech.  

Saving all that RP that went into weapons?  Unfortunately you still can't get SCAM drives (you can but that leaves you with a bare 35k RP left and still no jumppoint theory) but you can get inertial confinement with insane power boost and fuel efficiency.  
Screw shields and armour, just speed your way past everything.  Might even be able to afford decent thermal reduction.  

Grav survey everything, probe points like you're going mad, and hope, just hope.  
Knowledge of star types would be useful as well, since you can try to predict which systems have more jumppoints.  
Title: Re: The BattleStar Challenge
Post by: ardem on May 11, 2011, 06:27:11 PM
Well I lost I ran out of Fuel.

Had a couple of minor precursor battles that I won, but in the end 10 jumps without one sorium gas giant, what are the odds at that.

Well done Brian, so far you are the only one to accomplish it. I wonder if anyone will do better the 3 jumps.

Jseah: You complete it if you are able to setup a colony and equipment from your freighters. You have to complete that to complete the challenge, you have to make that long trip first <grin>. If there is precursors on the other side you may be in trouble.
Title: Re: The BattleStar Challenge
Post by: Brian Neumann on May 11, 2011, 06:45:47 PM
Well I lost I ran out of Fuel.

Had a couple of minor precursor battles that I won, but in the end 10 jumps without one sorium gas giant, what are the odds at that.

Well done Brian, so far you are the only one to accomplish it. I wonder if anyone will do better the 3 jumps.

Jseah: You complete it if you are able to setup a colony and equipment from your freighters. You have to complete that to complete the challenge, you have to make that long trip first <grin>. If there is precursors on the other side you may be in trouble.
If you want to try to complete it save a copy of the database before you head out there.  If it doesn't work you can restore and go a different route.  I meant to save my game after doing all the prep work but before actually starting, but it got corrupted somehow so if I want to try again I have to go back to the beginning.

Brian
Title: Re: The BattleStar Challenge
Post by: jseah on May 11, 2011, 07:01:06 PM
Well, I've done the calculations.  My colony ships can reach there if I bring my sorium harvestors along.  But nothing else gets there, most especially not military ships. 

I've checked the star system by giving myself tracking stations on one of the moons, it's empty, so that's not a problem either. 
I'm not about to go press next turn for 4 years in-game time for a formality. 

I'd rather try my no military version.  XD

Getting freighters to go zoom at 10kkm/s will be a pain. 
Title: Re: The BattleStar Challenge
Post by: Brian Neumann on May 11, 2011, 07:24:22 PM
Well, I've done the calculations.  My colony ships can reach there if I bring my sorium harvestors along.  But nothing else gets there, most especially not military ships. 

I've checked the star system by giving myself tracking stations on one of the moons, it's empty, so that's not a problem either. 
I'm not about to go press next turn for 4 years in-game time for a formality. 

I'd rather try my no military version.  XD

Getting freighters to go zoom at 10kkm/s will be a pain. 
Figure out how long it will take your freighters to reach there and use the auto turns with min increment filled in so you press it once and let it run.  Come back in the morning and see how you have done.

Brian
Title: Re: The BattleStar Challenge
Post by: Thiosk on May 11, 2011, 07:58:08 PM
Its so funny you found a home so close-- yet so far away.

Bittersweet.

I'd send the colonists and the civvies to the planet, and just leave the military to scavenge and explore as the planet starts to come together.

Could be fun!
Title: Re: The BattleStar Challenge
Post by: jseah on May 11, 2011, 08:10:23 PM
Meh, even if I do "win", winning in 2 jumps feels like cheating.  

I'll rather try the no-military version.  
Currently, I'm leaning towards:
Inertial Confinement
Power increase 50%
Fuel Efficiency 6
Hyper Multiplier 1.3

Which gives me a hypercapable fleet with a civilian speed of ~11-12kkm/s, with my scout going 14kkm/s.  
Grav survey I chose to use commercial engines to save fuel and so they go at 13 kkm/s.  

Amazing what kind of RP you can spare if you have no weapons.  

I intend to deal with enemies by simply running past them or drawing them to the outer system where I can hyper my way around them (in the case of swarm or wormhole aliens).  
I strongly doubt anything can catch me.  Wormhole aliens have 10kkm/s speed on warships and no hyper right?  Coz if that's right, I can simply ignore them totally.  


A rules question:
I can spend military tonnage on civilian ships right?  =P
Yes, I have spare military tonnage... ^^
Title: Re: The BattleStar Challenge
Post by: Brian Neumann on May 11, 2011, 08:17:06 PM
Meh, even if I do "win", winning in 2 jumps feels like cheating.  
Amazing what kind of RP you can spare if you have no weapons.  
You might want to spend the points for tracking speed, range, and gauss cannon rate of fire so you can make ciws systems.  This way even if somebody gets their warships in missile range you are not without some defenses.

Brian
Title: Re: The BattleStar Challenge
Post by: ardem on May 11, 2011, 08:28:59 PM
The rules are a guide but if you spend military tonnage on civvie tonnage then you have no issues around overhauls, or maintenance which in itself it apart of the challenge, if not the major part. I would say as long as it is a military classed ship then what you load on that ship is up to you.

But again this challenge is about enjoyment so you play how you wish.
Title: Re: The BattleStar Challenge
Post by: jseah on May 11, 2011, 09:49:09 PM
If I have to fill it all up with military classed ships, I might as well just not use the tonnage, or stick them on expendable grav survey vessels and simply scuttle them when they run out of maintenance.  (or better still, make a military classed maintenance storage bay + fuel storage carrier + cargo hold carrier that serve as temporary fuel and maintenance carriers until they break.  Just don't maintain them.  )

Leaving stuff behind does kinda fit right?  =P


Brian:
I aim to not need CIWS.  That's why I have a size 50 thermal sensor. 
With no weapons, no armour and no shields, if they shoot, that ship dies.