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91
General Discussion / Re: Newtonian Aurora?
« Last post by nuclearslurpee on April 06, 2024, 04:32:22 PM »
Yeah, Steve worked on it for a while and came to the conclusion that, as much fun as Newtonian mechanics are for space nerds, it didn't add anything to the whole 4X space strategy game thing Aurora is all about besides extra micromanagement. Despite the level of detail, Aurora has never been meant as a hard sci-fi simulator although it's a damn sight closer to realism than, say, Star Trek or something.

That being said, I will say that once you do get into Aurora, you don't really miss the hard sci-fi mechanics as much as you might think. The real meat of the game is in the strategic, operational, logistics, doctrinal, etc. and the tactical parts while quite detailed are really a small part of the whole.
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General Discussion / Re: Newtonian Aurora?
« Last post by Andrew on April 06, 2024, 02:56:02 PM »
No Implementation and AFAIK not being worked on for around a decade
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General Discussion / Newtonian Aurora?
« Last post by v431 on April 06, 2024, 02:20:02 PM »
Hello everyone.
I came from Terra Invicta looking for a more in-depth strategy experience.  To my disappointment, Aurora does not implement orbital mechanics for ships.  I found a post from 2011 (https://aurora2. pentarch. org/index. php?topic=4019. msg39038#msg39038) talking about a theoretical implementation of newtonian gravity, which is pretty much exactly what i wanted. 
All of that leads to my question as to what is the current state of the idea and whether there are any working implementations. 
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Yeah, I meant the Ranger operation of Point due Hoc in preparation of D-Day.

And the shuttle/stealth missile was meant as an abstraction/justification why troops should be able to land on a planet while being launched some distance away from the planet. They could take the form of ship techs/modules on ships in order to enable such landings.

One could add different levels of ECM/stealth for such modules, making them harder to track/shoot down if you want to make it more realistic and add another layer of defense. If you want to raise the costs for such things having another tech for increasing drop ranges might be a way.

One enabler tech (maybe including a higher number of troops at higher levels for a higher success chance), one range tech, one ECM/stealth tech. In addition to the cost for the modules and the troops this might present enough of a hurdle were this is just one more option, but not necessarily the "best".

Essentially I just like the idea to have another option (even if it is very expensive) than blasting the STOs, shielding/armoring huge/fast drop ships or being willing to risk troops/ships by ignoring the STOs.
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What advantage would landing troops from 50k give, thats still pretty much point blank range for the STO still. Unless you have teleporters then the troops have to travel that distance is something so even if you can drop from outside STO range it is reasonable for STO (and AA Weapons) to shoot at these approaching troops
Changing the size of troops is meaningless, if you make the attack forces easier to build you make the defense forces easier to build and the battle is the same .
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Had a thought the other day, what about a troop drop module that works from a distance? Only needing to approach to 50k or so (depending on tech) would lessen troop transport requirements. That and/or just increasing troop capacity or reducing troop size.
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I am not actually aware of any special forces operations duisring D-Day to eliminate coastal defences,( The British paratroop attacks and US Ranger attack on heavy batterries were part of the normal landing).

There also does not seem to be a viable mechanic for 'stealth' landings. We have stealth systems and they reduce the signature of the ship they are fitted to. However STO Batterries have R1 Sensors which spot missiles at engagement range for the guns and so will spot anything before it reaches the planets. If we introduce stealth missiles which cannot be spotted by R1 sensors then we just put a warhead on them and we have made an invincible ship killer weapon.
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Stealth shuttle you say?
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Has there been a suggestion for special forces/commando raids yet to deal with STOs?

Essentially highly training and thus costly troops who deal with STOs which cause no collateral damage vs. the current fairly cheap way which can cause collateral damage.

As in WW2 before D-Day special forces might be landed (e.g. via stealth shuttles or via special "missiles") when close to a planet and they will try to take out the STOs. With the success chance depending on special commando skills like stealth/insertion vs. the number of defending ground troops at those STOs. With the overall survival chance for those commandos fairly low unless "rescued" by a massive ground invasion fairly quickly.
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Starfire / Re: Pachidermal Patrimony Power Play
« Last post by Paul M on April 05, 2024, 09:25:29 AM »
The Chantry of Light Month 70

Starbridge Station, Lathandras Orbit, Thedas System

At last the critical technologies based on the basic research of the Circles leading Magi have reached deployment.  Laboratory research into Improved Survey Systems and an armed shuttle assault shuttle remain though the former is apparently nearing final approval.  The Shield and Pathfinders maintenance stands at 4170 MCr representing 38.3% of the Chantry's available tax base.  Ten systems now produce income sufficient to have internal commerce and Niagra has ~35% of the income of the Home system, and the next four systems in order of productivity add up to slightly more than that, so for the first time Home contributes less than 50% to the Chantry's total tax base.

The Shield's artificer staff have produced a full series of refits for the battle riders.

GRACE KNIFE R1 class CT           15 Hull    TL 3
[3] SSAZH(J)(J)QsXr(J)Kb+ [12]
15 RCP  10 MCP       Trg:1        Cost =  228.5/ 34.3
HTK 11   Sx2  Ax1  Kbx1 

With this refit the Grace Knife becomes what it was intended to be, a scout ship.  It is decided to maintain its 1st generation kinetic weapon to both keep costs down but to also allow the reusing of the systems.  Further the increased range of the improved system is compensated for by the higher speed of the ships that retain the older variant.

PEACEKEEPER R1 class FG        20 Hull    TL 3
[3] SSAAZH(BbS)M2(J)(J)(J)QsDk5(J)Kb+ [12]
20 RCP  5 MCP       Trg:3        Cost =  268/ 40.2
HTK 15   Sx2  Ax2  Dk5x1  Kbx1

As the Peacekeepers function as patrol leaders it was decided after much debate to forsake their laser emitter bay for additional targeting systems and a 1st generation kinetic interceptor system.  It was also decided to maintain the class with the older kinetic projector as was done with the Grace Knife's.   

FEARLESS R1 class DD           30 Hull    TL 3
[4] Sx3AAZH(J)(J)(J)L(J)Ki+LhQDk5(J)Ki+ [10]
30 RCP  20 MCP       Trg:1        Cost =  402/ 60.3
HTK 18   Sx3  Ax2  Dk5x1  Lx1  Kix2 

The refit to the Fearless incorporates both the new generation of kinetic weapondry but also an interceptor.  It is intended to produce a leader variant which will solve the current issue with insufficient targeting capacity or to begin using Swiftsures as Fearless leaders.

SWIFTSURE R2 class CL        45 Hull    TL 3
[4] Sx5AAZH(J)(BbM)(J)(J)(J)(J)L(J)Ki+M2(J)XrKi+LhQDk5(J)Ki+ [10]
45 RCP  5 MCP       Trg:3        Cost =  667.5/ 100.1
HTK 27   Sx5  Ax2  Dk5x1  Lx1  Kix3 

The second refit of the Swiftsure rounds out its firepower and defences.

This month a ship of each class but the Fearless enters the Starbridge's construction yards to start their refits.

Prepared by the Artificer class for prototyping is the next generation of heavy battle riders.

ENCHANTER class CA           60 Hull    TL 3
[4] Sx6Ax5ZH(J)Q(J)(BbM)(J)(J)L(J)L(J)Ki+(J)Ki+M2(J)Ki+XrLhQDk5(J)Ki+ [9]
60 RCP  40 MCP       Trg:3        Cost =  895/ 134.2
HTK 35   Sx6  Ax5  Dk5x1  Lx2  Kix4 

The Enchanter carries a quadruple kinetic rail system along it's spine coupled with a pair of laser emitter bays and an interceptor suite.  Two of these ships can be carried by a Dawnbringer and the Shield's initial plan is to build four Enchanters of which two will be operational and the second pair in mothballs.

The Pathfinder Flotillas will also be updated with the addition of a corvette sized survey vessel and in all likelyhood the number of ships per Flotilla will be revisited.
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