Author Topic: Astral Rebublic Showcase  (Read 8774 times)

0 Members and 1 Guest are viewing this topic.

Offline MarcAFK

  • Vice Admiral
  • **********
  • Posts: 2005
  • Thanked: 134 times
  • ...it's so simple an idiot could have devised it..
Re: Astral Rebublic Showcase
« Reply #15 on: January 19, 2015, 05:52:03 PM »
You could have tacked on a fire control instead.
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Astral Rebublic Showcase
« Reply #16 on: January 19, 2015, 06:25:44 PM »
Those are missile fire controls. I name the controls for size 1 missiles "turrets" for flavor, and size 1 AMMs are the "shells", because I wanted artillery that expends ammunition, so the ships feel more massive. ;)
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline 83athom

  • Big Ship Commander
  • Vice Admiral
  • **********
  • Posts: 1261
  • Thanked: 86 times
Re: Astral Rebublic Showcase
« Reply #17 on: January 19, 2015, 06:35:56 PM »
Seeing your 300k ton cruisers are making me feel inadequate about my 100k ton cruisers. ;)
Give a man a fire and he's warm for a day, but set fire to him and he's warm for the rest of his life.
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Astral Rebublic Showcase
« Reply #18 on: January 19, 2015, 07:18:56 PM »
Hehe, I noticed the calculation for the mass in the first post had a crucial mistake, so all the sizes are now basically arbitrary. Not the size-ratios between the classes though.

I think you can estimate the perfect minimum super-sized ships, since their idea is to maximize your tech capacities (best engines, and largest effective components generally). If you want a LR sensor, a missile sensor, and then thermal and EM for example, that means that to get the most out of your current tech, a minimum of 10kt of mission tonnage is already taken. If you have 40% mission tonnage, then 100kt seems a good point with 30% still for weapons and such. My very first combat ship in all of Aurora followed similar optimization thinking, and I ended up with a 80kt design on 50% mission tonnage.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Astral Rebublic Showcase
« Reply #19 on: February 17, 2015, 01:50:16 PM »
//Random cursive words, because of forum problems. Better not pay attention to it.//

To continue on the reports, before the siege equipment arrived, there was of course the need to take a closer look on the enemies defenses - namely those multitudes of bases around A I. So intelligence was very busy pre-operation, and managed to uncover not only the design to one of their defending beam bases, but also parts of the secrets that let them achieve such incredible fire distances.(as witnessed in the assault of Artemis - way out of the Republic's league)




Analysis showed though that the beam bases themselves had rather small caliber guns - accurate, but way under their technologies potential. This uncovered to the intelligence, that there was the possibility to make a safe assault even with current outfit of our navy, in case that their artillery should ever be depleted of ammunition. Even the standard laser turrets could then pick on those beam bases, as they simply are too underpowered to retaliate. ..However, it also meant that these defenders were especially cut out and optimized to repel incoming missile strikes - a detriment to the coming operation.

When the Atlanta was still being outfitted, there was also an unprecedented change of tactics of the Jafari. They developed a new type of ship and missile, that had so long ranging abilities, that it could actually achieve to strike from all the the way of A I to our cruisers positioning on A II, essentially making it artillery.
However, the salvos were thin and not very well concealed, so the automatic AI targeter could pick up the attacks even before they entered moon orbit, and no one had to get out of bed for this.




It was a problem though that these attacks simply would not stop, as the ship kept resupplying over its nearby colony indefinitely. One can only guess that these salvos were maybe meant for the planet instead, to kill of all the remaining Sabre instead. Or maybe it was an attempt to lure the cruiser or its fighter craft out of its cover, because in order to get a firing solution on this new ship, all our available vessels would have to enter the impassible artillery covered ring around A I, which the enemy did not leave under any circumstances.
This was of course no option, but as the attacks wouldn't stop and became quite bothersome, the only remaining option was to try to fire a torpedo salvo, and hope that it didn't get intercepted by planet defenses.



Their ship tried to hide behind the planet, but the angle wasn't perfect, so the torpedoes would luckily cross at about 1 million km distance.


Since intelligence revealed that this was nowhere close to their beam defense capacities, and also their flak artillery wasn't fast enough to keep up with our design, it was destined to be a successful attack, so a second salvo was also sent to make it final.




---
Then, finally, the destined day came, and the Atlanta, together with 4 freshly built and trained destroyers, assumed position at the calculated position.



The destroyers' cannons here were only filled with deception flares to provide the necessary coverage cloud around the torpedoes that the cruiser had to fire. The siege torpedoes carried an exceptionally high payload for their size, and featured improved speed to even keep up with the high artillery standards and fly in synchronization.




The destined hour came and fire was finally ordered. Targets were by 80% the mighty Jafari Shipyard complex, and by 20% the yards of the more advanced Hassawi. To make success more likely, the C.O. decided for alternating firing patterns. One time a couple of thicker salvos of flares would fly ahead to take away attention of enemy counter-fire beforehand, then a medium cloud of flares with torpedoes in the middle would follow. Another time the torpedoes would actually come last to maximize the deflection, but also make it easier for the enemy to guess their position. Finally, there was also the tactic to fire the torpedoes quite far ahead, close to the tip of a firing lance, as this would allow a second torpedo salvo to directly follow at the tail, which might overload the enemies reaction capacity.
So in very varying and experimental packages, the strikes came one by one, until the magazines were emptied by 4000 flares, and 126 torpedoes:



The one probing salvo that flew ahead could soon demonstrate partial success, as the concept worked: The enemy started picking on the flares, without being able to tell apart the few real threat torpedo bodies, and did so in a very random pattern as well, which meant none of the firing pattern was in the end really superior.



...Then however the laser bases showed what they could to, and the perimeter seemed far too tight, as not even the thicker flare clouds could get through despite their supreme agility.



The Jafari's laser technology was truly superior, and this seemed to put the failure mark on the operation, but since so much ammunition was fired already, the further results had to be monitored too. There was some chance at least, that the enemies beam defense might be at their limit with this, and since thicker salvos, and the simple rule of chance could help out, it was still possible to land a lucky hit.
An alternate pattern approached, and finally a siege torpedo got close...




...but it was expectably also a failure.


So it went on, and the whole magazine load was eventually repelled by their laser defenses. However, some turn of events opened a nearly not expected other opportunity. Half way through the firing storm, their counter artillery stopped firing, arguably, because its ammunition supply was indeed depleted!
The enemies organization has failed yet once again and didn't foresee the most important duty in a defensive position: to make sure and double sure to build enough supplies to maintain artillery range.
They had expended too many shots in attempts to catch every single of the nimble evasive flares, and now their range advantage was annulled, as the beam bases could only defend against enemy artillery or missiles, but not against actual sizable laser turrets.

Since the paralysis would only last for so long until they started rebuilding their stocks, it was now immediate priority to move in and take advantage. Now, not only the shipyards should fall, but all their defenses. What started out as a siege plan, and failed at it, turned in a surprising way into a much more capable winning assault strategy. Victory was at grasp, so Artemis left their position to join into the task force and move in as one powerful little fleet.



Even cadets would have known how to proceed from here. A safe firing position was found where the enemy could not fire back. The two cruisers targeted the shipyards and two defenses, and it was found that the new fire control indeed made quite the difference on larger ranges.


Synchronous the fighters were started to take on the rest of the enemies defenses. It was also the debut test of the disruption weapon prototypes on the new fighter designs.




...It also showed how much experience the fighter pilots who maintained the siege over these years had gained, as they landed far more successful attacks. However, even though the older laser fighters of Artemis would hit amazing 4 times more often, the new disruption design still outpaced in performance and managed to destroy their targets sooner. - A huge promoter for the new technology.



Then the shipyards were nearly gone, and it became time to analyze the debris. Some notable technology was found between these stations, which appeared to have served as the aliens' headquarters too. Interesting was especially the find of the new long ranging missile prototype that had just recently started to make trouble.
 It seemed they didn't have had the time to evacuate it after construction with the assault following so shortly after.




...The position was secured. The next endeavors should be put to three things.
1. Bringing in the new Recycler design to get knowledge of the huge graveyard that had been building up.
2. Make a new home for the Sabre as agreed to in the contract.
3. Complete the campaign by invading A I and deciphering the myths surrounding the monstrous changes of the Jafari.
« Last Edit: February 17, 2015, 02:10:42 PM by Vandermeer »
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Astral Rebublic Showcase
« Reply #20 on: May 27, 2015, 08:30:15 PM »
///New forum technology finally lets me hide the overflowing pictures! Dreamed of this since I got here.
Also, I am rushing the story a bit, since it has been long since I played last, and this is just from my leftover recordings and screens that I had already collected. It's difficult when you are not into it so much anymore. You need the heat of the moment for inspiration I guess.///

Finalizing the report on the campaign we start by crediting the Sabre for their initiative and will to take their destiny in their own hands. Without the interference of the Republic and despite their at this point almost non-existent resources, they managed to get an expedition party shipped and settle over to the third planet of the central star and start to prepare themselves for future settlement.

Off-Topic: show


The only explanation for them to be able to slip this maneuver under the constant surveillance scans is for them to use pre-trans-newtonian rocket ships of both incredibly small size and powering.
[OT: Their stuff just appeared there, and I don't know how... . Hax recorded on tape?]

However, still, for them to live there required an adjustment of the environment to suit their races' needs, so a real settlement will have to wait for the fresh built and modernized Republic Heimdall Terraformer to arrive.
Off-Topic: show


While the still resistant Jafari managed to round up an entire espionage team during their siege, a new method of siege controls had just been finalized. The past Gemini frigate design had been proven to become obsolete with the rise of true star sailing cruisers, and it had long been debated what could be done with their docks. Now seeing how long range resupply and/or ammunition deployment started to be become an issue with the exploration crafts journeying farther and farther away from docks, it was finally decided to refit the hull into an ammunition resupply ship, which would also be able to safely eject certain ammunition types in order to alternatively function as a mine layer.

Off-Topic: show




Gemini Hermes class Frigate    100,000 tons     1697 Crew     11656 BP      TCS 2000  TH 10000  EM 0
5000 km/s     Armour 10-191     Shields 0-0     Sensors 18/18/0/0     Damage Control Rating 111     PPV 100
Maint Life 2.66 Years     MSP 8087    AFR 720%    IFR 10%    1YR 1623    5YR 24351    Max Repair 900 MSP
Intended Deployment Time: 30 months    Flight Crew Berths 0   
Hangar Deck Capacity 9000 tons     Magazine 8740   

625 EP Lifter Magnetic Fusion Drive (16)    Power 625    Fuel Use 2.65%    Signature 625    Exp 5%
Fuel Capacity 3,075,000 Litres    Range 208.9 billion km   (483 days at full power)

CIWS-250x10 (4x10)    Range 1000 km     TS: 25000 km/s     ROF 5       Base 50% To Hit
Size 100 Mine Layer r500 (1)    Missile Size 100    Rate of Fire 500
Torpedo Fire Control (r.499m-900t) (1)     Range 498.9m km    Resolution 18
"Red Mist" Proximity Mine (87)  Speed: 0 km/s   End: 0m    Range: 0.6m km   WH: 0    Size: 100    TH: 0/0/0

Thermal Wake Receiver TH-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km
EM Wake Receiver EM-18 (1)     Sensitivity 18     Detect Sig Strength 1000:  18m km

ECM 50
----------------


With the war and siege on the Jafari being essentially over at this point however, it would only be a method held in reserve to exert some control over the befriended Sabre in the future. Now seeing Louisburg completely safe for travel, the first thing to do would instead be to unleash the new recycler generation on the immense graveyard that had been piling up, hiding who-knows-what treasures.
An overview of the inner system's graveyard alone:
Off-Topic: show


The spoils where surprising to say the least. Long were the Jafari regarded as inferior on the technological front, enabling the Republic to hold serious range, speed and information advantages over them. As it turned out, even the less developed Jafari worker caste seemed to have technology just behind and in many fronts even far surpassing capacities, such as in active gravitic sensoring, general control of gravitic and dimensional dynamics (transporter devices for freighters = "grav assisted cargo handling"), and extremely advanced beam fire controls. The leading Harsawa caste then even had just developed engines of the very same reliant magnetic confinement grade which Astral's ships are so proud of. ...It seemed that the only difference between us and them was often not the technology, but our boldness to build such a large and fully equipped mission platform as our cruisers. ->A win from engineering, rather than science. The culturally succeeding wonder builders.
So before we even started to take a closer look onto the Jafari's actual belongings,  the graveyard yielded many amazing new gizmos and insights, such as:
Off-Topic: show






Even before the disassembly of all the wealth of components, the initial prospecting managed to kick start new directions of study which would now be possible to be pursued.
Off-Topic: show




An integral summary of all the intact relics that had been found after a solid year of salvage work:
Off-Topic: show

---------


Two further advances could be learned by studying all the systems, most namely understanding the transporter technology which should obsolete all previous methods that Astral had known (even from including the knowledge of the ancient forefather civilization that seeded us). It was also found that especially the information technology (sensors and fire controls) was so advanced that we couldn't even see the end of their capacities. It seems like even the supposed to be huge forefather empire had things to learn still as it easily shadowed their achievements by factors. How such a young race could hold onto secrets this arcane seems to be part of the great question surrounding their existence.
Off-Topic: show


With Astral's Gotei armies already readied nearby long ago, and the Jafari officially giving up on space faring altogether, it was now time to deal the final stroke and invade their homeworld for good. With regards to the major bio hazards that members of Jafari could pose, a combined assault was planned in order to prepare that not only official armies would possibly be resistant, but every civil member could potentially also act as a bomb of sorts. While the divisions would deploy in full hazard suits, synchronous a hail of bombardement shells would pave the area during the drop so to cause potential civilian threats to evacuate the battle zone.
Off-Topic: show


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


When the battles, though low on losses, continued for longer than had be foreseen, the constant orbital strikes eventually rendered the environment too hostile for living.
Off-Topic: show


..An outcome that was expected as a possibility in military affairs calculations, as stated by Admiral Kino in public announcements. An outcome that could not have been anything else to those who think silent to themselves in face of all the facts.

With the planetary resistance overthrown, a specialized commando was quick to surround both Jafari and Harsawa universities, technology parks and manufacturing centers, as well as their palaces. Any attempt of riotous civilian force to approach the captured points would still get disrupted immediately by the orbital coverage on both planet sides. There is little record of what happened from here concerning the dwindling Jafari population, as any documentation was officially prohibited, but it is to be expected that at least some found their ways into secured bunkers. Since all their advanced technology and infrastructure was to be ransacked and deported, they would soon only be a shadow however, incapable of returning to their space faring roots.
Amongst the spoils that the Jafari alone could provide were amazing wonders advancing multiple fields of studies by as much as 3 generations at once, basically resulting in throwing our own technology away and starting to use theirs entirely. Even a more powerful capacitor had been found that will enable Astral to finally realize the plans for a more massive cruiser idea, capable of mounting high caliber, yet still fast firing laser turrets for the first time. Jafari sensor and beam technology was truly inconceivable, and we could not resist the comparison to where we had seen that before...
Off-Topic: show



..Then it came to intrude into the Harsawa leader castes capitol, and the revelations it brought with it. Ghoma, our ancient nemesis that destroyed our forefathers outpost, and the first alien life that ever crossed our paths in this new era, - it had spread to a location outside of the Pharsalos Nebula. Overgrown now with wild skins, chitin and fleshy mass we found an university institute which held inside what appeared to be failed eggs of one of the demonic biological monstrosities. Though essentially exploded, the nest -however it got here- had formed a massive bulb of veinous biomass that seemed to be very alive in another way. We do not know anything about Ghoma life to this point still, so it may even be possible that this process was intentional, though it seems unlikely. ..There is no doubt that this must have been the source of the corruption that befell the Jafari, and probably even the source of their advanced understanding of certain technologies, most namely their sensoring capacities. In that case it would also explain how the Harsawa caste could stay ahead by a generation or so. The difference then would have never truly been due to culture, but simply due to distance to the "ground-zero" of the corruption.
How the Jafari were able to at least somehow maintain a shadow of a will after such a potential overtaking, will be object of studies to come. For now it is at least secured that the contaminated individuals are not contagious by themselves, and would require some process that we have not yet witnessed.(- maybe because it has ended with the overtaking of any last member on the planet?)

Further spoils from the center of advancement:
Off-Topic: show



Amongst the data recovered then were found mission codes to different research vessels that were still in operation after admirably dodging our sensoring so far.
Off-Topic: show


To no reason of real disquiet at first, it was a real shock when we had to find that a modernized version of the Rosencrantz probe that the Jafari sent out to conduct their first interstellar research was also re-issued for a second voyage and sent out deep into other systems already, carrying on board the infestation, if not even an entire original organism that might have survived after all. Like metallic pollen they engineered a ship to find new victims to decent upon like it must have happened to them, and it was too far out already to stop it now. The Harsawa had bred an ambassador.
Off-Topic: show



The Admiral and the leading captains will now have to figure out what to do with the situation. Though the conflict turned out to be extremely fruitful and will keep busyness and science occupied for around a decade to catch up, it also provided that at some point in the future equally or even superior developed and larger opponents might come the Republic's way. Though there was no reason yet to believe that Ghoma had any notion of vengeance, it seems questionable to conclude from the previous pure bestial encounters, as some crude form of shifty and crafty intelligence can now definitely be attributed to them.

Slight post war busyness:
Just at the moment of victory, the Sabre managed to sneak in yet another admirable feat by establishing a small sustainable base on A III to which they fled a small population.
Off-Topic: show

------

..How all this was happening without anyone being informed or sensors noticing anything is mysterious, but certainly not unwelcome. It had been one of the fears that the Sabre would eventually turn towards becoming a constant drag of development resources on the Republic, but their eagerness to make up for themselves surely proved otherwise.

Then, when there was finally time to also start on the excavations in the ruined city that the droid invaders left behind, another crowning discovery was found - the perfection of fusion technology.
Off-Topic: show


The inertia fusion method is so advanced and clean that it even exceeds the already perfectly safe magnetic confinement method. Fusion devices could now be scaled down and fitted in almost anywhere, even on fighter crafts, depending just on the portion of energy that you'd want to release. Generators and potentially even engine exhausts will appear as smooth and clean as having flying whyPods.
An advancement just in time too to be able to face whatever might be coming that likely will already match Astral's current means of getting around, as the Harsawa just did.


Finally, a summation of all the technological spoils of the Louisburg confrontation altogether:

- Beam Fire control range 60k->125k
- Fire Control Speed Rating 6k->12.5k
- Grav Assisted Cargo Handling
- Phased Geological Sensors
- Missile Tracking Bonus 40%->60%
- Gauss Cannon Launch Velocity 1->4
- Railgun Launch Velocity 3->8
- Railgun Caliber 10cm->40cm
- Jump Drive Efficiency 6->8
- Squadron Jump Radius 250k
- Capacitor Recharge Rate 8->10
- Active Grav Sensor Strength 36->80
- Inertial Confinement Fusion Reactor Technology


..And the material spoils:

Maintenance Facilities: 266
Construction Factories: 1733
Ordnance Factories: 469
Fighter Factories: 1
Fuel Refineries: 724
Mines: 2167
Automated Mines: 337
Mass Drivers: 1
Research Labs: 51 (will be scrapped though)
Training Facilities: 15
Genetic Manipulation Centres: 1
Deep Space Tracking Stations: 21
+ somewhat more than 800k in combined resources of all kinds
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline MarcAFK

  • Vice Admiral
  • **********
  • Posts: 2005
  • Thanked: 134 times
  • ...it's so simple an idiot could have devised it..
Re: Astral Rebublic Showcase
« Reply #21 on: June 05, 2015, 01:31:09 AM »
Wow. But why scrap the research facilities?
" Why is this godforsaken hellhole worth dying for? "
". . .  We know nothing about them, their language, their history or what they look like.  But we can assume this.  They stand for everything we don't stand for.  Also they told me you guys look like dorks. "
"Stop exploding, you cowards.  "
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Astral Rebublic Showcase
« Reply #22 on: June 05, 2015, 03:47:27 AM »
The game policy that I don't research beyond TL6, which I almost universally have by now. :) The only places that are allowed to research up to TL7 are these giant 5 lab orbital habitat research stations that I have to tow towards locations with research bonus.(and they are only allowed to research that field where the bonus lies)

Other than that I only need around 60 labs on my planet to develop new components out of found technology, but even that will eventually be taken over by the more efficient research stations when they run out of TL7 theoretics.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Astral Rebublic Showcase
« Reply #23 on: June 30, 2015, 02:00:19 PM »
Since I have finally managed to push through the large and, with the siege, rather exhausting NPR war campaign, I have become more enthusiastic in playing this a bit more, where I could finally focus on building up the republic again. There were some ideas that I wanted to test in this game, which I had already planned since way back to the first NPR war with that Jinza/Odell race.


So one of the main points was to figure out a method for an effective passive mine if possible, and learn to deploy it nicely. Though there is now a new plan for specialized crafts that would be capable of automated deployment, up to this date the preceding dormant Frigate designs of Gemini would fill the role and had to do the job after own measurement.
Most target goals had been reached within a year, including the sealing of Louisburg to keep the Sabre in and eventually returning Ghoma out, and protecting all unsecured distant fuel mining and research stations with a mining perimeter. Additionally some strategic points that had to be passed in order to proceed deeper into Republic main territory were also belted, as well as the Athens home system itself.
Off-Topic: show

---



The technological spoils of Louisburg had been extraordinary, and the specialized research stations were just taking up wind too, so a lot of new development had to come to maturity for a next refit of the fleet to make sense and be economic. ..Unfortunately too much, as the person who set it all into motion and had watched over the progress over 5 years could not live to see what it lead up to. Asuhara Kino, "hero" of the Odell containment gambit, later appointed as the first Admiral and leader of all republic Navy -and with it- its people, had died at age 85 and after more than 27 years in his final position.


His influence, character and vision shaped the Republic into that which it is today and gave it personality. A whole generation had grown up knowing the Navy and Kino leadership as the way things are, leaving huge expectations for the successor. After him comes Kanagaki Hitoshi, filling the spot as second Admiral in Republic history. Long already treated as Kino's protege after his miraculous survival of the Destroyer Soeren's destruction in Louisburg, Hitoshi shows a wide range of skill and overall unique talent which was already recognized even when he just joined as Lieutenant. It is widely rumored that he might easily surpass Kino's achievements, and surely he has already begun to use his new empowered position and make a few adjustments in planning... .
Off-Topic: show

---


///OOC: It is pure coincidence that the second Admiral also happens to be of japanese origin btw. . 40% are german, 40% english, and respectively 10% of officers should be nordic and japanese. Somehow there is often oddly strong representation of japanese amongst the captains or highest skilled officers though... . ..Maybe their insular naval tradition showing through, or just, you know, ..asian. :P


Hitoshi pushed the modernization of the fleet and sanctioned a few survey trips into directions that were considered safe as far as Ghoma threat chances go. However, he held back in the pursuit of the direct Ghoma traces leading out of Louisburg up until now. In anticipation of upcoming costs of the inertial fusion upgrade, many of the previously marked and charted mineral sources now experienced strong exploitation - enough so that as an extra, and much overdue, the freighting fleet could be expanded by the factor 3 as well.
And so another 10 years passed in which a couple things of interest stirred up public attention.

The Sabre have been caught arranging espionage efforts in our direct:


Though the espionage was mutual, Astral must receive the straightforward execution of our members as a heinous act, and also as utterly ungrateful behavior, considering Sabres few survivors owed their lives and a freshly terraformed new world to only the Republics grace.
However the court of captains voted to overlook the incident as long as it remained singular, so to not waste all the resources that had already been spent. As wisely pointed out by the seniors, the absolute isolation of Louisburg and the establishment of a large scale listening post are expected to provoke feelings of suspicion and maybe imprisonment amongst the Sabre, even though the feeling should be an irrational illusion considering that they weren't expected to reach interstellar traveling capacity again anyway within the next 2 generations at least.
So instead, the offers of friendship were reassured once again, and a survey team was sponsored to help the Sabre get started on their new world, which promptly brought up remains of an ancient just-subterran fallen moon -the "sandman", entirely encrusted with high grade Duranium sediments. The Sabre felt greatly humbled by us simply acknowledging their possession of this valuable treasure.



Mytilene Archimedes World


...Little did they know without having ever left their home system that, though still rare, similar and even far better spots could be found and were partly already under ownership of Astral. So when the bureau of geology finally caught up with Mytilene, they discovered that which is now classed as a Archimedes World - A planet with huge and easily accessible sources of all the four key resources, Duranium, Neutronium, Corundium and Gallicite, making it a perfect builder world.


A world spanning major civilization in ruins



The biggest ruins found to date, consisting of highly mechanized metropolis areas, were found lying under Nedroid watch in the Schlaun system. Though barely advanced behind chemical propulsion and sub-light electronics, the sheer scope of the likely up to two digit billion population must have been like a lighthouse for the automated incinerators when the first sensor experiments started. ...So many leftovers we have seen, and they always became too eager to "signal for life" when they first got the chance, never questioning why space had been silent to them itself so far.
However at least the Schlaun legacy shall live in the Republic, as we adapt to their great knowledge in focused city building and integrated infrastructure that make even multi-level cities feasible.


Diplomatic Wisdom


Proving the old decision right, a few years later we saw the fruits of the continued providing relationship towards the Sabre. They were apparently impressed, and though our own people still begrudge them for acting dishonorable, it may only be a matter of time until neighboring life will be considered normality.


Awesome Giant
The richest giant to date, a super-duper Jovian with almost as deep reserves as Massalia's pearl, but with powerful convecting streams that pump out its collected concentrated core contents to semi-permanent hot gas seas on the surface, where we have to do as little as dip in a metaphoric hose. Even more so, the giant lies adjacent to Sparta, the most easily accessible connection from Athens, basically placing an infinite power source in our front yard.



Then, finally, half a generation of modernization and project work later, all new designs could be finally laid down. A new era of ships that realizes even the most of the last technology potential hinted in the old schematics left from the Astral Empire, and then even surpasses it in matters of the salvaged Ghoma sensor inventions.
The transporter design upgrades had already started being slowly applied some years before, but since they amounted for the highest share of the coming costs, it would take quite a bit longer to finish them than it should to update and build the real navy.


Updated Fighter Craft
The most important upgrade for all fighter craft has been the replacement of the engines with clean, near non-residue fusion drives that despite their high power leave almost no trace anymore. The magnetic fusion drives of last generation Kanjiu and Mifune, though serving well over decades, had the issue of being rather 'loud' and giving away approach to even unwary targets ahead of time. It was often noted that at least with the bomber designs that turned out to be shame as it had sometimes eliminated save approach chances, which conflicted the whole bomber design purpose, so new generation models all had to meet the requirement of silence, no matter the cost.



In addition to the classic fighter craft, the Captain Loge and Kino long decided that some tactical capabilities were often missing that could potentially greatly enhance the usefulness of fighter formations. One first thought was that the conventional fighters were often only used as harassers, as any seriously armed military vessel would put them at too high risk. With the predominant goal of loss-less battles, this usually meant that bombers would be deployed instead.
However, fighters should see a comeback in the role of escorts where they could provide dearly needed fighter and missile protection for approaching bombers or other combatants. This would form a second measure after the engine muffling to further ensure that bombers can always make their move.
Shiroge S22
For the strategy to become plausible, a spy craft was finally needed. The former idea had always been that capital ships paint the targets, and with that also the zone in which fighter craft could operate. Missiles however can rarely be illuminated to great distance, and so the Shiroge came into being. In the theoretics, at least one Shiroge would glide silently with every formation of 10+ crafts, but would be able to spot any eventually approaching missiles via an advanced thermal augury hull which had been specially designed for it. Once an alarm was raised, it would stop the silent operation mode and active an enormously powerful, yet small missile sensor to give exact coordination to the escorting fighters.(salvaged Ghoma-Jafari hybrid technology became so advanced that even hypothetical lightspeed missiles could always be spotted at least 5 seconds ahead with just a standard civil collision monitor)
Since Mifune bombers could in theory also attempt missile interception with their standard dual-purpose shell ammunition, they also receive a Shiroge in every formation for safeties sake.
Shiroges are also especially heavy armored for a fighter in order to make sure they last hopefully the longest as to maintain illumination, so that the rest can keep fighting the pressure.


Hajabusa R94
The second proposal was then one directly addressing the coming Ghoma threat. Ghoma have been seen employing heavy fighter kind of monstrosities, yet the capital ships of Astral are not only ill equipped to spot them efficiently, but also reluctant to add expensive sensor equipment just for this case. Normally, missile sensory should be far enough to spot these assaulters soon enough before they become an issue, yet the real problem would be retreating ones, as they cannot be easily spotted once they leave the awareness circle.
For a hunting fighter detachment to be still capable of pursuit against any small craft, another recon fighter, Hayabusa, was conceived, this time equipped with a sole tailored SR sensor, taking up most of its hull. In addition the escort mission, Hayabusas carry some extra fuel to make patrol jobs feasible at least. The combination of fast silent engines and strong active sensory should make it possible to exert "flash-scan" tactics where enemy positions are checked, but if they show signs of advancing against the scout, the illumination could be turned off and the position quickly changed, making it a re-occurring radar ghost.


Oyama RR04
The last change in traditional fighter craft doctrine was the addition of simple fuel carrying fighter-ranger types. It was noted that sensor technology eventually grew faster than the ranges of advanced engines, so that the classical requirement of fighter craft -to be able to fly to the edge of the ship sensor and back- could not be fulfilled anymore. Though maximum range engagement was rarely needed, it should however stay an option, and so the Oyama was planned out to extend its own range and that of 3 other fighters to double.
Of course, another welcome side mission would be the quickest possible response refuel capacity of crafts that are about to become stranded. The spectacular extended flight that saved the survivors of the war provoking shot-down geo survey vessel in Louisburg, had been a case where tricky maneuvers had to be flown, refueling fighters trough other fighters in domino/multi-pendel patterns to not run out. A single large fuel space ranger could have prevented the whole situation, and if not, then at least make the refueling as effective as it can be.



Heavy Bomber Development
After considerable efforts and many difficulties, the first heavy bombers arrived finally, though to late to see the start of their first mission vessel for now. It was long debated whether or not it even made sense to double the size of conventional fighters, as a larger craft offers little in compensation. However, it does offer two things: space for adding electronic counter measures, which turns any heavy bomber into a critically effective air superiority anti-fighter vessel; and the option to mount slightly higher caliber guns, which mostly means range advantage.
In the shadows of the coming engagements with the Ghoma, a dominating anti-fighter/fac vessel could easily become a great boon, and even though other counters already existed, it is a path worth to be tested.
Aetherblitz and Aetherlicht, the first Heavy Bomber designs, both offer to replicate the conditions that made the Pharsalos Diver craft once so successful, ...but outside a nebula. While the ecm cuts the enemy weapon range down, the already outranging ion-carried disruptor manages to shoot any monstrosities from afar.
The designs are technically Ion Bombers, which is just a beam specialized sub-category of Heavy Bombers.




Lastly for this section also a comparison of the fighter craft sizes:
Off-Topic: show

---



Other Supports

Trireme TB34cs
All of Astral's capital ships come with a specially trained guard brigade, enabling it to carry out boarding missions. However, these usually were only effective in the rare cases that the enemies' engines had been mostly taken out without exploding the ship prematurely, giving the previous missions only about a 50% success ratio.
Though that was no reason to remove this capability at a whole, it raised questions if the task couldn't be approached in a safer way. The answer was only half satisfying, as any ship up to the mission would be so large that it can only be realistically be fitted into a carrier.


Asclepius Uq4
Louisburg also revealed another issue with the Republic's designs. Hospital shuttles could not always be present as fast to rescue any survivors or even take prisoners. Though the mission would not be taken over in open conflict zones, any incidental encounter required the capital ships to have some means of securing those disabled.
The designation as "Lifepod" is misleading, as these have little in common with the standard life ensuring capsules. Each Lifepod can move individually and take its ferry from basically anywhere all the way back to Athens home system, and does so in less than a year under mostly perfect stealth. Each capital ship will get a provision of a couple of Asclepius, so a single one could always be spent to even just transport back an important personal or prisoners outside of the planned homecoming schedule.



New Era Capital Ships

Artemis Leto
In the abundant energy age of fusion perfection, the classical mission of a long range exploration cruiser would now be taken over by the much more suited new representative, the Heavy Cruiser. The Artemis is therefore re-envisioned to return to more patrol, defense and response duties for whenever a destroyer group isn't enough. For now, only the survey craft staff has been reduced along with their hangar, freeing up space used for mostly slightly better armament. In the future it is expected to revision the design for about half the range and deployment, as they will become the main 'guard on duty' stationed in the planned deep space hangar bases.


Nereide
The long held dream of Asuhara Kino, yet he couldn't live to see its realization. The design had been in planning for around 30 years with the corresponding shipyard long since built, but always was short of something, so it was always postponed. With the discovery of new capacitors that made fast firing caliber 10 turrets possible, the last piece fell into place.
The heavy cruiser was designed as the ultimate force projection platform while still having cruiser typical full capital ship functionality (large fuel reserve, maintenance time, and due to fully autonomous recycling and expansive relaxation areas now even infinite deployment). It was built with the idea of making lengthy sieges like the one that happened in Louisburg obsolete, as it should be capable of directly charging ahead into all but most massively defended positions.(currently even our own homeworld would not have enough missile power to stop one heavy cruiser - ...but likely enough beams/disruptors)
When compared to the classical cruiser, the offensive power doesn't scale equally, which is mostly because of the expansion on the long range capability part. A Heavy Cruiser should be able to not only get to but, but even hold positions in deep space for years if necessary.(a substitute for Astral not holding any colonies or maintenance bases currently)


Oceanus
When seeing how effective just a small bomber flight detachment was in midst of the gunnery chaos that had befallen Louisburg, it was a frequent wish of the changing commanders to have more than just one flight of bombers at their hands, so that ideally the mothership wouldn't even have to engage. Though the heavy cruiser took that wish up and doubled the fighter complement, giving two flights of each, it is still not close to having a real carrier - a fleet on its own.
The Oceanus drains incredible talent resources and is thus so far the only ship planned of its type. It carries not only just an entire wing of respectively fighters and bombers plus supports, but also 20 heavy bombers and two whole destroyer escorts that make it possible to permanently occupy certain strategic points if necessary without obstructing the carrier's freedom.
Shields and direct weaponry are considerately weaker than on the cruiser types of course, so the carrier is expected to keep out of trouble by managing encounters with either crafts or its especially expanded LR torpedo strike capacity.
Oceanus is considered the center of the fleet at this point, so should any major war break out, it is mandatory for her to be summoned up to the front. This also means that it becomes the flag base of the actual fight commanding Vice Admiral of the fleet, which is currently the eccentric "Lady" Alfie Davison.
Off-Topic: show

---




To round it all up, here a complete size comparison of all current military craft in Astral:
Off-Topic: show

---
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Rich.h

  • Captain
  • **********
  • R
  • Posts: 555
  • Thanked: 55 times
Re: Astral Rebublic Showcase
« Reply #24 on: July 01, 2015, 09:26:07 AM »
Great update to the fleet their, I was not aware you could use the recreational stuff on a ship it was mounted on, but handy to know now. I noticed your numbers of low ranking officers seem far lower than my own when trying to get a rank 7 officer. Do you make use of the automatic/realistic promotions or do you do your own promoting to let you tailor your officer distribution to your needs?
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Astral Rebublic Showcase
« Reply #25 on: July 01, 2015, 02:09:31 PM »
The recreation works only around 90% of the time though, because some buggyness makes them randomly non functionable on a whole ship, even between different models of identical designs. So far it has only failed me on a few civil stations, and only one military ship so far, which is though sadly exactly that Oceanus carrier from the post. :( The first heavy cruiser worked perfectly, but the carrier accumulates time and is thus useless with only 3 months deployment. (if I had gone fully out and not chosen at least 3 months for RP reasons, it would be basically immovable...)
I had reported this before, but I will make another one tomorrow with more analysis.

..Also, has anyone ever had the issue where some civil ships start reporting moral loss? I currently have a tanker, one of four of the same design, and it keeps sending me moral problems (easily had with only 3 months time), but it shouldn't because it is civil, just like its sister ships. I have some hunch that the occurrences of these two problems could be connected. Actually, the primal reason why I started building large 50 cargo hold freighters throughout nearly all of my games, except the very first and now this one, was so that I could easily put one a recreational facility, because that doesn't matter much if your freighter is already 2.1-2.4mt heavy.
..The moment I stop this in favor for smaller freighters, I start seeing this problem again... . It is the second ship with it too.


For the officers: I let the automatic promotions run, so they can sort out talents for ground officers and navals up to commander. Sometimes I kind of guide or 'recommend' some people with a 1000pt worth "special promotion" badge, when they popped up as talented officers in the message feed, and I agree. However, only about a third of them improve significantly above those good starting skills, so many don't reach commander level still (though of course with way higher chances than any casual one).
The captains I run half automated. Sometimes I see time for promotion is up, and then I browse through the 40+ commanders to find one suitable, but without any thorough investigation ("pick the first that jumps into the eye"). Most of the time I simply wait for the message feed though, and when I see "captain", then I go check on them, and sometimes I might disagree and demote the person again.(fighter aces and mining cracks are not welcome if they lack other talents for example) The captains are kind of the leader caste in my game - the around 20 people who have dictatorish control over all, so more power any real admiral would have even ever had, and that makes me picky.
I also check on division captains and highest generals, but just out of RP curiosity. It would be pointless to micromanage them, because for some reason they die and shuffle through really quickly compared to all other personalities.
Then the senior captains and 2-3 assistance admirals are always hand selected, as soon as I see one die or the captain number grow enough. The admiral is always hand promoted, and I ignore all lower rank number requirements for this one.(even though it would need 3, there is not more than one vice admiral planned - his executive arm) I normally always have a reserve admiral candidate waiting at the start line which I eye out long before. For some strange reason though, the rate of successors to the admiral is usually around 3-1, as the upstart candidates keep dying before the admiral himself goes out.(I swear I have no doing in this ;) )
Current emergency candidate is the one rear admiral, which I personally spoon-fed into rank. He is just 33, which makes him younger than any of the captains and sn.captains even, and was one of the recommended talents that made it through. He eventually showed up on the radar again as captain and had accumulated all kind of powerful TF relevant boni - perfect admiral material, so I eventually advanced him by hand two ranks when the next rear admiral position opened up.

The admirals usually outliving successors(if not incredibly young) has been a consistent phenomenon through all my games so far btw. . The big task force leaders always age incredibly well, and sometimes live through decades of all different severe sicknesses, but simply wont go.(not saying I don't like it  :) - staying figureheads are great)
The two biggest record I had in my star swarm game, where the second ever fleet admiral was like this:
Off-Topic: show

---

...but the first one even lived to at least I think age 128 it was when I last checked, so something more even (cannot check 'record of dead legends' sadly. All dead and forgotten instantly) At this point, when you have basically lived half your life with "severe medical condition", it must be like having a flimsy corpse taped to some office chair, still somehow giving orders which are probably just youth rantings or even mere body crackings, interpreted by surrounding loyal scryers into complex campaign strategies. (Wh40k anyone? ;D)

I have 2 theories to explain this:
A)
Task force commanders get an actual bonus that makes them survive longer, whether it being through reduced accident chances, reduced illness affection, or maybe even simply that they cannot retire for health reasons.(not sure if I have ever seen that on them)

B)
Instead of high rank, high promotion score bestows that protection. This would explain some more phenomena, like ground officers dying and retiring in their 40s-50s normally (sparse skill sets), and also big civil leaders like sector commanders or A5 world governors living through quite some decades of service usually.
Also I have seen that always those admiral candidates seem to make it which have the most medals on their roster, which is nice, because I like to keep the most memorable ones around too. :)

Question with B then is though - if promotion score prolongs life, then isn't it inhumane to keep medals so exclusive? Is their supply limited, like some Bacta or ancient alien talisman, so only the best can be rewarded? (there is "alien artifact" commodity trade, right?)
I kind of want to test that theory out with some insane value medal ("anti-aging creme"/"pinned on respirator/auto-defibrilator"). Not in this game though, because it would taint the honorable admiral position.
...hmm, the "artificial robo-admiral experiment"?
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline Rich.h

  • Captain
  • **********
  • R
  • Posts: 555
  • Thanked: 55 times
Re: Astral Rebublic Showcase
« Reply #26 on: July 01, 2015, 03:33:31 PM »
Interesting way of doing things, and I very much like the idea of a semi auto system wherby you can generally forget about the typical ranks unless you spy a promising officer to follow their career. I have found a problem with my own game trying this though, I normally use the realistic promotion setting and I find that I then cannot select the promote button at all, this then only leaves me with the option of awarding medals of very high promotion scores to ensure that officer is selected. however even this method leaves me needed vast amounts of lower ranks, to put this in perspective your game has some 400 odd rank 1 officers and 1 rank 7. For some reason I end up needed far more than that, I once tried to get a rank * officer to just see the numbers and it would not give me one until I have some 1500+ rank 1 officers. AT that stages you end up with a vast number of lower ranking officers doing absolutely nothing, and there are only so many desk jobs going in star fleet.

Are you getting a rank 7 officer just through the use of high scoring medals alone, or are you also promoting using the instant promote button? If the later I may have to submit a bug report.
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Astral Rebublic Showcase
« Reply #27 on: July 02, 2015, 03:00:52 AM »
This and yet unbuilt design editing are actually the reasons why I am permanently in space master mode. I did this so long that I had even forgotten that it was needed to be able to edit the ranks. Medals aren't really reliable to do this for you, as sometimes people with lesser score sometimes get promoted still, plus you can of course not demote at all.
The rank seven indeed needs around 1500 ranks 1s on a natural route, and promotion score alone doesn't advance officers further. There it also bothers me that so many low ranks end up unemployed. I once had a game with 720 fighters, but it still wouldn't have been half enough, and the ship window was already lagging like snails on Valium.

Sometimes I am even in designer mode all the time, because that is necessary to personally cull upcoming civil ships. In this game I had little problem with them though for some reason, so I don't do that anymore.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy
 

Offline JacenHan

  • Captain
  • **********
  • Posts: 454
  • Thanked: 115 times
  • Discord Username: Jacenhan
Re: Astral Rebublic Showcase
« Reply #28 on: July 07, 2015, 12:18:40 AM »
Is there a particular reason the Neriede and Oceanus don't have active sensors? It seems like even a max-size sensor would be a small addition for ships over a million tons.
 

Offline Vandermeer (OP)

  • Moderator
  • Rear Admiral
  • *****
  • Posts: 961
  • Thanked: 128 times
Re: Astral Rebublic Showcase
« Reply #29 on: July 07, 2015, 01:35:10 AM »
Yes, well noticed. The reason is that through these npr wars I acquired extremely advanced sensors, but sadly in matters of active search strength, which increases the sensor costs in contrast to just em sensitivity. Though it turned out ok for the Artemis there, it cut heavily into the Oceanus' lifetime, reducing it to mere 4.53 years, which is not acceptable for a recreation capable exploration ship like this. The Nereide wasn't affected too much, but still to some degree, and since I was developing an alternative plan anyway, I included it there too.
So the alternative is to have a 10k minimum engine sensor module docked in the ship, which carries the three 2.5kt sensors that would have otherwise been on the capital one. It does only work though if the module is released and then tractored. In this smaller setting, the lifetime is enlarged even with few engineering sections, and I can always rewind the clock by docking it for while.
It was an experiment here though, and I will roll back to use cheaper sensors again instead, until the engine technology catches up to at least one level below actives (gives more MSP). Reason is that I had to witness that active sensor ships seem to always get targeted first, even with an overwhelmingly powerful thermal signature next to it.(and I only have 1 armor on the modules) This results in some awkward dance where I need to dock the ship in time to hide from missile fire, and then launch a Shiroge to still maintain sight on missiles... . Not a very elegant solution. I really should have given the two at least the size 1 sensors to prevent the dependance on fighters... .
But well, there is a refit for both after the maiden voyage anyway, because the energy weapons aren't on TL7 range yet.
playing Aurora as swarm fleet: Zen Nomadic Hive Fantasy