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Topics - TheDeadlyShoe

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1
Aurora Chat / Aurora Hard Mode
« on: March 05, 2017, 03:01:07 PM »
My personal house rules for increased challenge in Aurora :^)

Game Setup
Difficulty: 300%.
Sol system start
Human gravity variance should be set to 0.7g
Disaster: Cooling 2%.
Spoilers On
Swarm On
Invaders Off (you can turn them on later)

Note: Disasters only seem to apply to a Solar System created at game setup.

Terraforming
You may not use Terraforming Modules.
You may not Terraform Earth.
Terraforming Facilities must be built on-site and may not be moved.
VERY HARD: Terraforming Facilities may not be built. You can use TFs found through xenoarchaeology to terraform worlds on which they are found, but may not move them.

Colonies
Conquered alien homeworlds should have their political status frozen after rising one level.
You may not loot the infrastructure from alien homeworlds, but use it in place.  (At 300% difficulty, the amount of alien equipment otherwise trivializes the game.)
VERY HARD: You may not colonize in the Solar System.

Ship & Systems Design
VERY HARD: All missiles must have at least 1 point of Armor or ECM. Yes, including AMMs.
VERY HARD: You may not use the Sorium Harvester module.

Combat Rules
You are strongly encouraged to avoid the use of beam ships that barely outrange & outspeed the enemy to cut down infinity enemy beam ships. 
VERY HARD: You may not use the Final Fire PD mode on Beam Fire Controls. (You may use Final Fire Self Only.)

2
The Academy / Aurora 6.21 Basic Walkthrough
« on: March 06, 2013, 05:30:06 AM »
Hello, I am writing this walkthrough to give new players a basic overview of the game. If you follow the steps provided below, you should learn the basics of game setup, colonization, research, technology/ship design, spacemastering, and getting your fleet pulverized by aliens.  This walkthrough is valid for version 6.21 of the game, and you may need to futz details if you are using it for an earlier or later version.  You can tell what version you are using by looking at the top right of the game information screen when you start Aurora. 

If you need to install Aurora still, this post contains the base game while this post contains the patch and race images upgrade.    Make sure to read the relevant post(s) entirely before installing the game.   If you are running Windows 7, you will likely need to install this program to get full functionality from the game. You can uninstall the program immediately after installing it.



Welcome to Aurora!  It's a big universe out there, and unfortunately for your sanity it's all contained in spreadsheets.  This game can be daunting, but it can also be tremendously rewarding.  Ancient ruins and hideously powerful enemies await among the stars, and internal political intrigue is limited only by your imagination.  But first things first.

Creating your first game

When you start up Aurora you will be greeted by a "Game Details" screen.  This shows information and options for the currently selected game. For the moment, it shows information about a game named "Space 1899." Space 1899 is a game being run by Steve Walmsley, the creator of Aurora. There's a lot of cool stuff in there, but it's not what we're after today.  We want our own universe, for our own adventures. :) 

Press "New" at the bottom left.

This opens up a game creation screen, where we can do some basic setup.  At the top left there is a Game Name field. This defaults to "New Game Name", which is rather bland to say the least.  Change it to anything you wish - if you can't decide, you could just name it "Terran Federation."  For now, we're going to leave most of these setting at default. But there are a couple we want to change.   First is in the bottom left, in the "Starting Tech" box. Uncheck "Assign starting tech points automatically."  This will start us with no technology already researched, giving us a bit of Tabula Rasa that is far easier to write a walkthrough for.  :)   

The second thing we're going to do is turn off starting NPRs. NPRs are "Non-Player Races", controlled entirely by the computer.  A 'Starting NPR' begins at the same time as the player, and will often to get into adventures of its own.  This isn't necessarily a bad thing, but it introduces some unpredictability to the game.   For now, this is undesirable. In the "Computer-controlled Empires" box in the  middle right, uncheck "Create one or more computer-controlled opponents" and change "Number of computer-controll opponents at game start" from 1 to zero.  This may seem redundant,  but without orbital nuclear weapons it's the only way to be sure.  Leave the final box checked.

Now hit "Create Game" at the bottom right. After a short pause, a box should pop up informing you that "Race Generation is Complete." Click okay.  It will now do some more processing while it doesn't set up computer empires. (Don't ask.) Eventually it will tell you that "Game Setup is complete. Clicking okay at this point will bring you back to the Game Details screen. Your new game should be selected. If not, select it from the drop box at the top left.  When your game is selected, click Select at the bottom right.

Congratulations! You've set up a game. In most games you would now be puzzling over menus. Since this is Aurora, first you must puzzle over locating the menus.

3
Aurora Chat / Combat grade gains..?
« on: February 23, 2013, 10:43:36 AM »
So 5 str-9 missiles struck a 45,000 ton carrier with over 1000 armor strength and its grade bonus went from 5% to 15%.   :o

Is that supposed to happen?

I mean the grade gains before were kind of pitiful but this is huge :D


4
Bureau of Ship Design / Zeus-class Planetary Defence Weapon
« on: February 22, 2013, 06:43:03 PM »
Code: [Select]
Zeus class Planetary Defense Weapon    3,100 tons     155 Crew     623.2 BP      TCS 62  TH 0  EM 0
Armour 5-18     Sensors 1/32     Damage Control Rating 0     PPV 42
Intended Deployment Time: 3 months    Spare Berths 1   

27TJ Antiproton Projector (6)    Range 200,000km     TS: 3000 km/s     Power 10-4    ROF 15        4 4 4 4 4 4 4 4 4 4
TosH 144/4 Defender (1)    Max Range: 288,000 km   TS: 4500 km/s     97 93 90 86 83 79 76 72 69 65
Stellarator Fusion Reactor (4)     Total Power Output 27.6    Armour 0    Exp 12%

X-Band Naval Scanner (1)     GPS 32     Range 2.6m km    Resolution 1


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 2 sections
This design was inspired by an old DOS game, Star Legions.  It's envisioned essentially as a giant weapon turret rather than military facility.   The Star Legions version was a "Planetary Defence Phaser", which would land hits on orbiting war vessels.

It is probably not very good conventionally but the faction that designed it inhabits the moon while its rivals inhabit the earth.  If war erupts in Earth Orbit, Lunar beam superiority will be essential.  It doesn't quite have the range to compete with the Atlantis Council 20cm lasers, but they don't have the fire control tech to take advantage of that. At the worst, it drastically reduces their effective firepower.  Protection of the orbiting habitats is critical, and any hit above strength 3 will penetrate their armor.

Eyeing the cost - rather than tonnage - also gave me an idea.

Code: [Select]
Zeus - Copy class Planetary Defense Weapon    8,750 tons     461 Crew     657.6 BP      TCS 175  TH 0  EM 0
Armour 5-37     Sensors 1/32     Damage Control Rating 0     PPV 144
Intended Deployment Time: 3 months    Spare Berths 0   

Antiproton Array Mk1 (24)    Range 200,000km     TS: 3000 km/s     Power 7-1    ROF 35        3 3 3 3 3 3 3 3 3 3
TosH 144/4 Defender (1)    Max Range: 288,000 km   TS: 4500 km/s     97 93 90 86 83 79 76 72 69 65
Stellarator Fusion Reactor (4)     Total Power Output 27.6    Armour 0    Exp 12%

X-Band Naval Scanner (1)     GPS 32     Range 2.6m km    Resolution 1


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 4 sections
The 'Antiproton Array' is a strength-3 particle beam with a level 1 capacitor.  Weapon cost scales pretty much directly with capacitor strength so for almost the same cost as the Zeus, this version can mount 24 particle mounts.  I went with the Str3 so I could keep the recharge reasonable.

5
Bureau of Ship Design / Beam Fighter designs in the new era
« on: February 21, 2013, 06:23:52 AM »
I was playing around with beam fighter designs and found myself somewhat indecisive on which to use.   The doctrine I'm looking at is to use beam fighters as missile defence and, when opportunity allows, in the strike role.  This both worked out better and worse than I expected.

My first two designs:
Code: [Select]
Warrior class Striker    320 tons     3 Crew     82 BP      TCS 6.4  TH 24  EM 0
7500 km/s     Armour 2-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 7.03 Years     MSP 16    AFR 8%    IFR 0.1%    1YR 1    5YR 9    Max Repair 18 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   

Type 11 Thruster (2)    Power 24    Fuel Use 392.02%    Signature 12    Exp 20%
Fuel Capacity 10,000 Litres    Range 1.4 billion km   (53 hours at full power)

Gladius UV Pulse (1)    Range 72,000km     TS: 7500 km/s     Power 3-0.75     RM 4    ROF 20        3 3 3 3 2 2 1 0 0 0
Type 57 Strike Targeter (1)    Max Range: 72,000 km   TS: 8000 km/s     86 72 58 44 31 17 3 0 0 0
Micro GCF (2)     Total Power Output 1.03    Armour 0    Exp 12%

Q-Slave Targeter  (1)     GPS 8     Range 280k km    Resolution 5

This design is classed as a Fighter for production, combat and maintenance purposes
Code: [Select]
Grendel class Striker    480 tons     3 Crew     101.2 BP      TCS 9.6  TH 24  EM 0
5000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.3
Maint Life 3.63 Years     MSP 13    AFR 18%    IFR 0.3%    1YR 2    5YR 23    Max Repair 19 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   
Magazine 10   

Type 11 Thruster (2)    Power 24    Fuel Use 392.02%    Signature 12    Exp 20%
Fuel Capacity 5,000 Litres    Range 0.5 billion km   (26 hours at full power)

Gladius UV Pulse Turret (1x1)    Range 48,000km     TS: 16000 km/s     Power 3-1     RM 4    ROF 15        3 3 3 3 0 0 0 0 0 0
Type 59 Defense Targeter (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Micro GCF (2)     Total Power Output 1.03    Armour 0    Exp 12%

Torpedo Rail (2)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
Type 65 Torpedo Guidance (1)     Range 10.3m km    Resolution 80
T-25 (2)  Speed: 28,800 km/s   End: 6.1m    Range: 10.6m km   WH: 9    Size: 5    TH: 105/63/31

Q-Slave Targeter  (1)     GPS 8     Range 280k km    Resolution 5
The combat environment is expected to be relatively short ranged, perhaps even as short as between the Earth and Luna.  But I was always unhappy with the Warrior, it doesn't really do anything well.  About its only upside is fitting two layers of armor.  The Grendel does both missile defence AND strike better.

So I came up with two alternates - the 'Tie Fighter', going for bang for the buck, and the 'Tie Interceptor', attempting to leverage the fighter's speed advantage.

Code: [Select]
Warrior - Defence Fighter class Striker    300 tons     3 Crew     67 BP      TCS 6  TH 12  EM 0
4000 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.8
Maint Life 6.51 Years     MSP 14    AFR 7%    IFR 0.1%    1YR 1    5YR 9    Max Repair 19 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   

Type 11 Thruster (1)    Power 24    Fuel Use 392.02%    Signature 12    Exp 20%
Fuel Capacity 10,000 Litres    Range 1.5 billion km   (4 days at full power)

Gladius UV Pulse Turret (1x1)    Range 48,000km     TS: 16000 km/s     Power 3-1     RM 4    ROF 15        3 3 3 3 0 0 0 0 0 0
Type 59 Defense Targeter (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Micro GCF (2)     Total Power Output 1.03    Armour 0    Exp 12%

Q-Slave Targeter  (1)     GPS 8     Range 280k km    Resolution 5
Code: [Select]
Warrior Interceptor class Striker    400 tons     3 Crew     112.8 BP      TCS 8  TH 48  EM 0
12000 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2
Maint Life 0 Years     MSP 0    AFR 80%    IFR 1.1%    1YR 9    5YR 131    Max Repair 18 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   

Type 11 Thruster (4)    Power 24    Fuel Use 392.02%    Signature 12    Exp 20%
Fuel Capacity 5,000 Litres    Range 0.6 billion km   (13 hours at full power)

Gladius UV Pulse (1)    Range 48,000km     TS: 12000 km/s     Power 3-0.75     RM 4    ROF 20        3 3 3 3 0 0 0 0 0 0
Type 59 Defense Targeter (1)    Max Range: 48,000 km   TS: 16000 km/s     79 58 38 17 0 0 0 0 0 0
Micro GCF (2)     Total Power Output 1.03    Armour 0    Exp 12%
I want to use the 'Interceptor' variant, but I'm leery of its lack of bells & whistles such as engineering or a sensor.   Love the speed though, for Ion tech it's fantastic.

I also noted a quirk when designing these, the Turret bumps the capacitor recharge of the miniaturized 10cm laser from 0.75 to 1, lowering its ROF to 15.  Useful, especially considering I have to mount 2 power generators anyway.

After designing those I tried my hand at a Grendel more purely focused on the strike role.
Code: [Select]
Grendel - Bomber class Striker    480 tons     3 Crew     99.2 BP      TCS 9.6  TH 24  EM 0
5000 km/s     Armour 2-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.5
Maint Life 3.93 Years     MSP 13    AFR 18%    IFR 0.3%    1YR 1    5YR 20    Max Repair 18 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7   
Magazine 10   

Type 11 Thruster (2)    Power 24    Fuel Use 392.02%    Signature 12    Exp 20%
Fuel Capacity 15,000 Litres    Range 1.4 billion km   (3 days at full power)

Hastae UV Micro-Pulse (1)    Range 72,000km     TS: 5000 km/s     Power 10-0.15     RM 4    ROF 335        10 10 10 10 8 6 5 0 0 0
Type 57 Strike Targeter (1)    Max Range: 72,000 km   TS: 8000 km/s     86 72 58 44 31 17 3 0 0 0
Micro GCF (1)     Total Power Output 0.52    Armour 0    Exp 12%

Torpedo Rail (2)    Missile Size 5    Hangar Reload 37.5 minutes    MF Reload 6.2 hours
Type 65 Torpedo Guidance (1)     Range 10.3m km    Resolution 80
T-25 (2)  Speed: 28,800 km/s   End: 6.1m    Range: 10.6m km   WH: 9    Size: 5    TH: 105/63/31

Q-Slave Targeter  (1)     GPS 8     Range 280k km    Resolution 5
Impressive damage potential, but the single-purpose nature of the design bothers me.


6
Aurora / Space Madness
« on: February 21, 2013, 03:25:06 AM »
Not sure if I'll stick with this.

-----
space madness
spaaaace maaaaadnessss
SPACE MADNESS

The year 2050 seemed like a golden age.  Conflict on earth was at an end as all eyes turned towards the heavens.  A new kind of physics made it both easier and faster to get to the moon than across the city;  unlimited resources poured into Earth from the asteroid belt.  Advances in medicine and agriculture granted long life and security to all mankind.   The crowning achievement was the UN's Star City project, housing over fifty million people in Earth orbit.   

 But the glorious future was not to be...   A mysterious malady appeared.  Early astronauts seemed to be going mad in ever increasing numbers.  They were losing all connection with reality and descending into paranoid fantasies of persecution.  There was no discernable cause and no protocol for treatment.   All the efforts of medicine failed until 2 years into the epidemic, when a team of doctors and Trans-Newtonian physicists demonstrated the existence of a previously unsuspected stellar radiation that was destructive to human nervous systems.   It could be blocked out using treated Duranium.   But they also demonstrated that there was no cure... 

Perhaps mankind could have recovered from the panic of the doomed space travelers.  But everyone who could travel into space had, including leaders on virtually every level of every society. And between the madness and their panic they destroyed what chance we had. Wars began and ended for no reason at all.  Random violence and indescribably heinous crimes tore at society's fabric until inevitably it gave.  Forgotten nuclear arsenals were unearthed and used; bio-plagues spread unchecked; crazed ideologies and doomsday cults supplanted government and even family. 

The year 2200 is a very different place.  New societies have arisen from the ashes of the old, but the benefits of Trans-Newtonian science are no longer the heritage of all mankind.  Ideology, power, and war grip the solar system.  Nature's madness was not enough; we must inflict it on ourselves...

**
HOUSE RULES:
*No Terraforming
*No Mesons
*Arbitrary awarding of techs for plot reasons

7
Bureau of Ship Design / Olympian Solar Academy
« on: February 20, 2013, 04:38:42 AM »
Code: [Select]
Y400 Olympian class Colony    150,000 tons     1611 Crew     5832.2 BP      TCS 3000  TH 2400  EM 0
800 km/s     Armour 2-251     Shields 0-0     Sensors 5/8/0/0     Damage Control Rating 20     PPV 0
MSP 486    Max Repair 48 MSP
Intended Deployment Time: 12 months    Spare Berths 2385   
Passengers 750   
Recreational Facilities

Prometheus 432A (10)    Power 240    Fuel Use 4.05%    Signature 240    Exp 4%
Fuel Capacity 4,000,000 Litres    Range 118.5 billion km   (1714 days at full power)

Cobley-Stein Navigational Scanner (1)     GPS 640     Range 8.1m km    Resolution 40
Commercial Telescope (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
Commercial Radio (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

This design is classed as a Commercial Vessel for maintenance purposes
Recognizing the vulnerability of Earth command -and unwilling to accept nuclear impacts in its defence plan - Solar Command constructed the Olympian:  a largely self-contained star city designed to be the hub of Solar military activity.  The Olympian alters its path randomly within the orbit of Mars, and is defended by the greatest concentration of military power other than Earth itself.  Though dwarfed by modern orbital cities, it is still considered one of the wonders of the Trans-Newtonian age.   Approximately 10,000 support staff, 2,000 crew and 3,000 military personnel live there full- or part-time. 

I use a pair of these vessels on permanent Task Force Training duty.  The task group moves slowly and the recreation facilities eliminate crew requirements, enabling short-range ships to be effectively trained.

Important note: Owing to a bug, recreational ships need to be used in pairs.

8
Aurora Suggestions / Missiles Theory + Space 1889 Wargaming
« on: February 15, 2013, 02:39:21 PM »
I want to discuss missile launchers in some depth, and I'd like to start out with an illustrative scenario.  In the current version of the Space 1889 campaign (6.21) a Majestic-class Battleship mounts 12 size-5 missile launchers and 12 C80 magazines, devoting a total of 120 hull space to ordnance storage and launching.  It carries 204 Whitehead torpedoes, launching 12 every 50 seconds, requiring a total of 800 seconds to flush its ordnance in 17 salvos.  Meanwhile, the British have two escort designs: the Town class AMM cruiser and the River class beam destroyer. The Town is an anti-missile escort that can detect Whiteheads at 1.25 mkm and launch 15 of its 735 AMMs every 10 seconds. The River is a beam escort mounting 4 dual 10cm laser turrets that track at 16000 km/s, with 84% accuracy at 10kkm.

Please note that the below scenarios did not take into account crew grade, missile tracking boosts, or the intricacies of probability.  In 'real life', British task force defence would be a good deal more accurate from tracking bonuses and grade.    Thus the edge cases illustrated should be taken with a grain of salt.  The idea is to demonstrate the wide sweeping trends of missile combat.

Diadems vs Escort Group

The Admiralty decides to start a blood sport gambling ring to fund its operations, and matches 1 Majestic-class Battleship (3464 bp) against 1 Town CL (2158) and 2 River DDs (1948 subtotal, 4106 bp total).  The Town is a more modern Magneto-plasma design, but is still equipped with Ion drive missiles.    All 3 designs are short-range combat vessels, with similar deployment and maintenance profiles.

Whitehead Torpedoes travel at 24k km/s.  Typical Steve Tactics are to turn away from incoming fire to gain time to fire missiles. The task group will travel at 4k km/s, giving the torpedoes at 20k km/s closing speed. The Town has an approximately 18% chance to hit with its' AMMs, or 2.7 missiles per salvo.  There are 12 incoming missiles , and futzing a little for AMM inefficiency it should take the Town 5 shots to destroy an incoming salvo.  New missiles could appear slightly faster than the Towns can whittle them down, but we can safely assume the Rivers will take care of most leakers.

The Town can only destroy 132 incoming missiles however, which is ~11 waves.  Approximately 72 torpedoes remain in 6 waves. The Rivers carry 16 lasers between them, which each stand about a 56% chance of hitting. This works out to 9 missiles destroyed per salvo on average.  Thus only 18 Whiteheads will actually leak through.   

Conclusions:

Standard launchers can only penetrate AMM screens through attrition. Bad enough as it was; If the Town only picked off half of each salvo, the mixed group  would have destroyed every missile while still having some AMMs remaining.   Trading the 2 rivers in for another Town would have destroyed every torpedo short of the escort group with AMMs to spare.

3-4 Rivers would have also have been effectively invincible to the Majestics armaments.  However, a clever Majestic captain could hold fire against the beam group until he entered knife range;  it would essentially be a contest of armor and DPS at that point.  This doesn't work against Towns, because they can hurl AMMs from beyond knife range.

It's also notable that although the Rivers mounted advanced 10cm-NUV-C3 lasers with ROF5,  basic Infrared-C1 ROF15 lasers would have been exactly as effective at anti missile duties while costing 1/20th as much. Missiles only arrived every 50s, and accuracy wholly depends on the MFC.

In fact, waves are spread so far apart that minaturized lasers would get off just as many shots.   Applying a 0.75x size multiplier to the River's 10cm lasers would increase enable it to mount 12 lasers instead of 8, though the ROF would increase to 20. This increase in firepower would render the 2 Rivers effectively invincible, excepting the knife range exception noted above.

Reduced-Size Majestic vs Escort Group
If I give the Majestic half-size launchers, the salvo density is doubled to 24 while the refire rate goes up to 250s. The missile capacity increases slightly to 216. 

The Escort Group can concentrate on one salvo at a time, but the Town can (in 6 salvos) knock down 16 of 24, the Rivers knock down 9, 1 leaker on average (likely to be more for several reasons).  On wave 9 the  Town runs out of missiles after knocking down a handful and several more leak through.    Still, the Majestic's salvo density is on the verge of breaking the escort groups defenses.

I'm not going to run 0.33 launchers, though they'd probably leak through the defenses like crazy.

Box Majestic vs Escort Group

The British don't possess box Launcher technology, but if they did the Majestic could mount 160 box launchers in lieu of standard launchers and magazines.  They would also save 216 crew, granting them another  ~9.5 HS for other purposes.  OTOH it would lose about half of its internal HTK.

If the Majestic fired this titanic salvo, the Town would get about 6 salvos off destroying 16 missiles. The Rivers would destroy a further 9, leaving 135 to impact and likely completely destroy the escort group. 

2 Towns would destroy 32 missiles total, while 4 Rivers would nail 18 total.   

Conclusions:

Box launchers obliterated the conventional task force defence.  Beams are almost useless against box attacks and the AMM design did not have sufficient firing time to do any better than the beam ships.

The Town is clearly not designed with box launchers in mind;  A theoretical Town II with 50% larger sensors, an additional 13 launchers and reduced magazines would detect targets at 2.1mkm, firing a total of 10 salvos of 280 missiles total destroying 50 missiles.   The mixed group would get about 59, leaving about 100 potential hits.  2 Town2s would leave only 60 potential impacts, almost certainly survivable.    However, the Town2s would be worse off against the standard Majestic, since they only carry 508 anti-missiles.   In a mixed group the town2 would run out of AMMs  long before the Majestic runs out of ASMs, leaving the Rivers to deal with over half of the incoming waves by themselves. This shows the tradeoffs ship designers must  make in anti-missile escort design, though I believe the 'more launchers' theory to be generally better.

The Rivers could intensify their firepower by using minaturized lasers, but the difference that makes is far less noticable than in the case of the Town 2.

Towns vs Escort Group

Another important combat scenario is defence against size 1 missiles.  Generally thought to be the fate reserved in Hell for naughty beamship captains, this still happens with unfortunate regularity in Aurora's conflicts.  To simulate this we'll scrimmage 2 Towns against the escort group.

The Town hurls 15 antimissiles every 10 seconds at a speed of 36k km/s. Closing speed is 32k km/s, Town accuracy is 12%, River accuracy is 37%.  The defending Town gets 1 salvo for every incoming salvo, which an idealworld neverhappens situation would thin them out evenly rather than in splotches.  1.8 hits per salvo, we'll call it 28 that break through to the rivers just to be generous. The Rivers get 6 hits, knocking it down to 22 AMM potentials per salvo. Most will probably hit, even!   Over 1100 AMMs will connect; the escort group is pretty much pissing into the wind.   

Conclusions:

There's no effective way to combat size1 missiles using missile defence.  They fire in both extreme quantity and far more quickly than any other missile.  A groupof 4 rivers would knock down an appreciable number of each salvofrom the Towns, but most would still get through. And even a slight revision of the Town to add more launchers would be unanswerable by the Rivers.

The Rivers 5s ROF does shine (relatively speaking) in this situation, but not enough to make any sort of meaningful difference. 

The AMM escort can't do anything no matter what you do, countering size 1 missiles with very inaccurate size1 missiles is a sucker's game.

The best way to counter AMMs - aside from staying far far away - is to force them to be used up by attacking with missiles.

What does it all mean?!?!

1.)  The conventional perception of point defense being rapid firing is actually way off in Aurora's setup.   Rapid fire is more useful for anti-shipping work than for anti-missile.   Here's what really blows my mind: a miniaturized 20cm laser (250s refire, 3 HS) is exactly as good at countering box salvos as a 10cm rapid fire.

2.) Antimissiles counter both Missiles and Beam Ships. O_o ... though they don't counter *Spoilers*, and they'd have a rough time with *Spoilers!*  And of course, if you don't damage the missile ships in return they can just run away.

3.) Reduced size launchers are great too, for the most part.  You get some improvement in your ability to penetrate beam PD at the cost of attrition speed. 

Post 2, involving actual suggestions, to follow soon.

9
The Academy / "NPR Class"
« on: June 28, 2012, 03:39:55 PM »
What does the "NPR Class" button in the ship design screen actually do?  My guess is that it makes the ship design available as a template for NPR use, but there's no way to tell for sure.

10
Aurora Chat / Interrupts...
« on: December 06, 2011, 12:22:37 AM »
I figured out what was causing infinite interval interrupts in my game by exporting the SM text log and looking at the NPR alerts.  Apparently a pair of NPR scout ships in my systems are getting infinite Hostile Transit Warnings from civilian ship transponders.

Is there anything I can do about this?


11
Mechanics / Math on CIWS
« on: November 14, 2011, 10:33:28 PM »
I think CIWS are way too weak for their space cost.

I'm using Composite Armor and a CIWS of comparable (if not better) technology: ROF3, tracking 16000.  I'm designing an assault transport (->combat drop pods, tough) and I wanted to strap on some CIWS for survivability. But they didn't really seem to work.  I did some math to back up my feeling.

Composite Armor gives me 8 points of protection per HS, and my CIWS is 8.5 HS.  So the value of a CIWS in armor is 68.    Assume that 50% of armor is useless due to armor penetration and you get 34.  (Note: this assumes the enemy is not using ultra high damage weapons that can penetrate the armor in one go - they are not however, and missiles don't have the pattern for it.)  So my CIWS has to intercept 34 points of damage in order to reach parity with armor against missiles. (Nevermind other weapons.)   It fires 6 shots, at 50% accuracy against tracking speed 16000.  The missiles im using run at 30k and my enemies at 22-28k.  So figure an average accuracy of about 32%, or 2 hits per salvo. 4-5 damage per missile that means my assault transport has to survive 3-4 missile salvos for the CIWS to reach parity..!!  even against 9 damage missiles it needs to live through at least 2 salvos. There's no way that is viable for me.  It's the first salvo i am most concerned with  Against AMM spam, which i've been having problems with, forget it.  Armor useabilty jumps way up and theyre 1 damage warheads and the hit rate goes down.

This all leaves aside that armor is good against everything but mesons.  And this is with what I feel are quite generous assumptions.  The main benefit of CIWS seems to be that you can put it on civilian ships; any military formation needs group Final Defensive Fire far more than it needs individual defense.    And regular gauss cannons can double as weapons.

I do like the concept of integrated systems like the CIWS and wish I could use it on more things. 

Is it just the tech levels i am looking at? Does CIWS get better compared to armor later? Or perhaps something is wrong with my assumptions/math.

edit - math oops :P

12
The Academy / Utterly confused by ninja troop landing
« on: November 14, 2011, 02:42:34 PM »
I started a game with an NPR on Titan (the "Sacred Council")... which proceeded to do its best to genocide earth in the first week.  It was interesting, but, a little irrelevant. More to the point, in 2028 on my planetary defences detected a new race, Sol Aliens for purposes of this post, but I didn't notice and happily mashed the interval button again. 20 RP left on that damn research and it just wouldnt finish.  So, this new ship (the Ukko, 15000tons) of the new race got to .00001m of earth.  This time I did notice, and immediately ordered my missile defences to open fire.  The next interval, the Ukko vanished completely (at point blank to a 200million range sensor) and a 180strength ground force of the Sacred Council appeared on Earth. My missiles never fired.

The ground force shouldn't be a problem - I have 12 battalions of mobile infantry beyond what you start with - but I'm still massively confused. Did the Ukko vanish into a perfect cloak? Why was it carrying Sacred Council ground troops?  And when I try to rename the Sol Aliens the game generates errors.

EDIT - it sure is a good thing I had those mobile infantry - the Sacred Council troops are marine battalions Oo

Edit - So is this like a cool NPR expendable dropship thing? Oo

Ork Rok? :P


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