Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Jorgen_CAB

Pages: [1] 2
1
Aurora Suggestions / Civilian Industry and expanded economic model!
« on: March 10, 2015, 07:42:59 AM »
I would like if civilian industry actually consumed some preset number of resources based on the economy wealth factor and size of population. So as you raise your economy wealth your civilian industry consume more resources from your stock. Civilian Mining Complexes could reduce the resources needed in system where you have colonies to some extent.

If there are not enough resources then you should suffer economic penalties and gain some unrest.

This would in my opinion make the economic model in the game a little more interesting. You could add it as an option for those that don't want a more realistic economic model in the game when starting a game in the same way you have with other realism options.

There are probably other things that could be considered such as Commercial ships used by the government costing you some Wealth each year. I don't like the fact these ships are completely free of charge once constructed. A simple deduction of Wealth each five day cycle or month for running these ships would be a simple mechanic and at least not make them free of charge. The cost could be about 1/20 of their production cost in Wealth per year. Or simply add the option of Commercial ships needing maintenance in the same way military ships do but at a lower cost say half the cost of military ships.

Add a small supply cost to ships being maintained in hangars. A small supply cost for just maintaining them, slightly more for reducing the maintenance clock.

Add a wealth cost for running academies and maintaining your officer and crew base, this should not be a trivial number in any event.

Increase the incentive of long term industry and research planning. It has never been very efficient to change priority in either of these in reality. Exactly what would be needed I don't know. But I would like to have a slider mechanics in some way over the current way where you have to pay some efficiency whenever you change focus or priority on a specific world. The more you shift focus the harder the penalty will be before you can regain it after the industry or research has adapted.

It would be nice with a universal trading market of mineral, ship components and other structures where the game can set prices based on availability and demand. Societies that have open trade should be able to trade more or less anything that you can build and move. If this is connected to the efficiency of different industrial focus then trade will be more interesting even between empires.

There are probably allot more ideas that can be shared, so please share them here.


2
The Academy / Design-Only Tech Systems?
« on: November 06, 2014, 12:01:25 PM »
This one has eluded me for a long time... I can't simply figure out how to flag a tech system as Design-Only so I can use it but not build the ships so I can see how ships could be built.

I know the feature somehow is there in the design screen but I never got that to work.

3
Aurora / Into the Stars!
« on: April 10, 2014, 06:28:56 PM »
Hello!!!

This is me starting up a thread on my new campaign... I'm currently running a test version of that campaign and I do have the back story for it ready. I will wait for Steve to release his version 6.40 and perhaps wait and see so there are no major bugs in it. After that I'm going to start this rather massive campaign. It will start with nine separate faction and will most likely grow as the game limp along. I will warn anyone that it will become a very long game and I will not be able to present it all in detail. I have not really decided on a format yet either, it all depend in how much spare time I will have to write my story. But, without writing the story this game will not be very fun.

I'm not going to make this into a sort of community game, but suggestions on actions you think are reasonable or fun for factions to take can be welcome given the information you are all give during the presentation of the story here.

So... let's jump to my little back-story.



Into the Stars!

World history
In the early 21st century there was a continuing and increasing friction between the dominated christian but secular nations and the hard Islamist and fundamentalist factions and states.


2019
Israel made a preemptive strike against Iran just ours after they tested their first nuclear weapon.

In secret Israel and USA had developed and deployed anti ballistic satellites in space and as soon as Iran made their first nuclear tests Israel launched a heavy strike with their air-force and special forces. Through precise intelligence gathering prior to the attack all of the installations for creating nuclear weapons in Iran were more or less totally wiped out within a few days of air-raids.

There was a huge outcry in the world but no immediate action was taken by any of the major nations. The actions by Israel was backed by the US and UK on the political arena, even if only cautiously.

The aftermath of this aggression just fueled the Islamic world even more and a huge wave of terrorist attacks was the result. The majority of these attacks were directed at Israel and the US, but even Europe and to a lesser degree Russia and China received some incidents. All whom the Islamic factions felt had not backed them up was targeted.


2021-28
A huge economic crisis was now a fact in the US when the political parties was landlocked in the decision of raising their dept ceiling and as a result the country was forced to start restructure their economy, the main reason was lack of faith in US treasury bills in the surrounding world. This led to a nearly 20 year long mild depression and would see the US foreign politics become less expansive (influential) as a result when the protectionist forces took over.

The crisis in the US obviously had a huge effect on the world economy that also took a nosedive, but by 2023 most of the countries had started their recovery and a new economic model had replaced the old dollar as a world reserve currency.

In the wake of the deep world recession in 2021-2023 the Islamic factions in the Arab peninsula and middle east had overthrown the dictatorships or emerging democratic nations, this was an aftermath of the attack on Iran. Most of the power and influence was now in the hands of influential Iranian religious leaders whom was viewed as heroes and martyrs by the new political powers in the region.  

During this time a coalition between Israel, US and UK continued to attack potential installations in the Islamist controlled areas to thwart their tries of acquiring nuclear weapons. All NATO forces was withdrawn to bases surrounding the areas controlled by Iran and it's satellite states.

Most of these actions were done while countries such as Russia and China rhetorically protested, but overall they ignored the situation and allowed the attacks.

In 2028 there was an official cease fire between Iran and the Israel, US, UK coalition. Iran agreed to let UN inspectors conduct investigations into their nuclear program and dismantle it.


2031
South American nations and mainly Brazil had started economic aid to the US, mainly in favorable trade agreements in trade for military and other technology. By the end of the 2030th US had started to recover from its depression.

UK withdrew from the European Union due to economic and political problems, but it was also fueled by UK's rather hostile foreign politics.


2032-35
Civil unrest was sparked in Russia after a huge corruption scandal that spread like a wildfire on the internet.

This soon led to an armed conflict with national Russian military units on both sides. China more or less openly supported the nationalistic forces while EU aggressively supported the new “Democratic Alliance Party” (DAP) who officially formed in May 2032 and who initially operated from Warsaw. China accused EU for conspiring against Russia for harboring terrorists on their soil.

By 2033 the conflict had escalated into a war between EU and China with Russia caught in the middle. Combat actions had so far been contained to within Russia or in some cases to former soviet nations borders. But in June 2033 a Chinese submarine fired on a French Aircraft carrier that sank and killed nearly 800 French sailors. This sparked an outrage in Europe as well as in the US. Although US citizen was mostly in favor of military action the current depression and political power in the US was not. They would not enter into a conflict unless they were attacked, but they would support Europe with intelligence and economical and moral support. This obviously made the European Union immediately break of their ties with the NATO pact, which they now saw as useless.

By the end of 2033 a huge air and naval campaign by the European Union had completely broken the technologically inferior Chinese/Russian alliance. In the winter of 2034 EU and DAP had militarily and morally beaten the Russian nationalistic forces.
China had to see themselves beaten and a peace treaty was signed in February of 2035 where DAP was given control of all the former Russian territories.


2041
In 2041 a team of scientists in England recovered a piece of technology that impacted earth and landed in the northern part of Scotland.

They were very excited when it turned out to be some form of sensor probe, more or less intact and operable. It seemed to be very old and advanced beyond human comprehension, it was also made by materials completely unknown to them.

It took about six years of secret studies to just understand the material it were made of and the basics of how the electronics worked.


2042
Information about the probed leaked out to a few other countries intelligence agencies. The US approached Great Britain to get access to the device, but were met with a cold hand. The British had no intention to share in this until they analyzed it for themselves.


2044
A group of scientists in the British research organization leaked most of the data and research to the internet which turned in to a storm of astonishment and awe by the world. It was, after all, proof that humans was not alone in the Universe.

Some obviously refused to believe what is was and called it a hoax or conspiracy, some believed that an alien invasion was imminent. Obviously both of these extremes were wrong. Scientific research eventually showed that the probe was nearly 36000 years old, so there were nothing for humanity to worry about, at least for now.

There was, however, a huge pressure for Britain to release the devise to the wider scientific community and a year later scientist from all over the world were invited to join the studies in London. A huge research and education center quickly developed outside of London. Within just ten years nearly 20% of the Earths scientific community lived and worked in London. The research practically affected all scientific and engineering fields and huge leaps in advancement was made in electronics, biology, astrophysics and material engineering.


2054
By now every major nation was rushing to start their own space program. The countries in the lead was of curse UK closely followed by their close partner US. After them there were China and Russia but also countries such as Brazil, Japan, Germany and France was not far behind.


2063
A joint US/UK program constructed the first naval space yard and started the construction of the Voyager class survey vessel.


2065
USS Voyager was launched and with the HMS Newton only a few month left before launching. By now China, Brazil, Russia, Germany and France all had constructed their first Naval Yard in space. The UK had also started production on their own independent yard.

Even Japan and India had now developed the means to launch orbital space crafts en mass and had now also started construction of their first naval yard in space.


House rules

Industrial efficiency
Quote
Industrial production can only be changed by 5% (per project) either at the end of the project or at the start of each year.

New projects can always be started by applying a maximum of 5% to them and there are at least one project with 10% or more of industry dedicated to it.

Any production over this 5% will go into the industrial waste pool who can be reduced by 5% each year by apply it to any current project and add up to 5% to any number of new projects.

New industry that are deployed to a planets without any previous industry can have its project distribution set in any combination, but once decided follow the same rules as any other planet.

Construction engineers is a special case and is not affected by these rules unless they are on a planet with other industry.

Industrial projects must be long term, but any project at 5% is more or less always possible and available to do. There will never be any industrial production waste if you have twenty projects running at the same time. Although, it is wasteful in and of itself to have too many projects.

Research efficiency
Quote
Labs will always be dedicated to a specific field, labs can be moved from one field to another but for every two labs moved one lab must be destroyed.

After each research project is finished all the labs must be equally divided among two new different projects. If no researcher is available 1/3 (rounded up) of one of the halves is destroyed and the rest applied to any projects in the same field.

At the start of each year 10% (rounded up) of the labs may be moved from one project to another, within the same research category.

This way you can never concentrate research into one area and research becomes a long term strategy.

Economy
Quote
In order to reduce the effectiveness of storing wealth 10% of a countries wealth is eroded from their total each year, this will also include negative wealth but will instead be +5% negative wealth to make it even worse.

National Guard
Quote
Every 25 million population will give a world 1 Garrison brigade (National Guards) unit. This unit may not be moved and these brigades will be adjusted up or down based on how much population a colony or world has. After a war and losses to such garrisons they will re-spawn one new brigade each year until it has one per 25 million again.

Colonization
Quote
I will go with a gravitational range for colonization at only 0.4 points. That means no colonization of Mars for example and the only planet in Sol that we can colonize without underground infrastructure will be Venus, not the best planet to colonize though. My reason for this is that I don't think it is realistic for human to colonize planets like Mars in any meaningful way due to low gravity, at least without some new science that will offset the low gravity effect on our bodies. There is no problem with limited colonization, but I can't see families raised in such places.

Missile Design
Quote
Since distances is so huge and all missiles need communications with fire-control all missiles that are suppose to be guided need an EM passive sensor equal to EM sensitivity technology in million km per 0.1MSP of EM in a missile. So if a faction has an EM technology of 6 and they want to fire a guided missile at a range of 18m km that missile need a guidance module of 0.3 MSP of EM electronics. This will represent all the necessary guidance and communication electronics needed to give instruction to a missile at huge distances. The electronic and sensor equipment can also be used to home in on large EM signatures as a bonus.

Ship to Ship communications
Quote
In order for one ship to communicate with another ship and transfer large amounts of data over secure data-links they will need very advanced and sensitive communication devices.

Civilian "Communication and Navigation" sensors are normally between 0.1-0.5HS resolution 100 but can be up to a maximum of 1HS (C-class NavCom electronics).This sensor is deemed unsecured and can easily be tapped into and listened to by sensitive military equipment. In general the EM sensitivity of both scanner and listening device decide at what ranges one can intercept signals from a civilian ship.

Military ships can use "Communication and Navigation" sensors (M-class NavCom electronics) in sizes from 0.1HS and up. Smaller crafts with limited capacity can use as small as 0.1 HS sensors but these are limited to  very short ranges, they also lack from good EM recievers. Resolution 1 communication sensor is deemed as secure and will be almost impossible to tap into. The range of these communication devises are much shorter than civilian sensors.

The receiver antenna are the highest of either the strength of the NavCom sensor or the ships EM value.

Civilian stations exist where there is at least 10.000 population and has a sensitivity of one level of DSTS, ans a sender strength of 1/10 of that.

Military stations equal the value of any DSTS but the sensitivity is half and the strength is 1/10.

C-Class NavCom Electronics
The range is NavCom strength * NavCom sensitivity * receiver EM value (or NavCom strength)

M-Class NavCom Electronics
The range is NavCom strength * NavCom sensitivity * receiver EM value (or NavCom strength) / 10

If two ships or station need to communicate they need a double direction connection which can only be made by the one with the weakest link.

Ex.1
A civilian ship has a 0.5HS NavCom with a strength of 6 and sensitivity of 6 which is a sending range of 36 million km. A station in the system has sensitivity 250 and sender strength 25 which is a sending range of 6.25 billion km. The ship can send 36m km and the station has a sensitivity of 250 so can receive that transmission at 9 billion km. The ship can receive a transmission with its sensitivity of 6 at over 36 billion km.
As you can see, even at low technology a normal civilian ship will be able to communicate with any population in the system at 9 billion km.


Ex.2
A Destroyer with an 0.5HS M-class NavCom at strength 6 and an EM of 18 can have a full datalink with its surveillance craft that has a 0.2HS NavCom at strength 2.4 and an EM of 6 at...

Destroyer sending: 22m km
Scout sending: 26m km

So their maximum distance for full communication is 22m km.



Graviton communication arrays can be sent through graviton field jump points and gates can amplify signals. Although all signals amplified through a gate is unsecured, thus military communication between star systems is not possible, but civilian communication is.

In order for one ship to provide targeting data to another ship (active spotting) they must have a secure data-link with the ship firing a missile. This will normally not be a huge problem, but there might be instances where it is. Links may bounce between ships any number of times. So a high EM ship in a group can usually share incoming data from a remote scout.

In general ships MUST have double direction communication with their command structure to function properly, it is more involved than just receiving targeting information, normally there is need for feedback or connections might break or become corrupted. There are no way for the sender to know if information is actually being successfully received and so forth, often systems need double directed connection to even function properly since they both rely on information from each other.
Any operation outside proper command and control connections should be in special cases only.

An important note is that this form of communication is directed communication, not a broadcast like radio waves. In order for communication to initiate both parties must know the others location. Either through a transponder, active sensor coverage or an active data-link. If a ship looses the data-link it must somehow be spotted through an active scanning or by turning on their transponder. Turning on a transponder will reveal that ship to anyone in that system, although it does not say anything about what ship it is if it is a military ship.

NavComs may not be used to target enemies in combat with the exception of fighters. I will allow it on fighters for the sake of making them somewhat more effective with space preservation.

This is a rule I have introduced to make communications more interesting in the narrative of ship combat. I might also introduce some limited form of electronic warfare at a later stage.

Sensor Equipment
Quote
Active sensors in this universe are really power hungry components and they will require special power plants to operate. To simulate that sensors should not increase in a linear fashion a sensor will need as much power as its active strength divided by 20 times the components size. So a 1HS strength 10 active sensor will require 0.5 power to operate while a 2HS strength 20 active sensor will require 2 power to operate. If power on a ship is destroyed sensors will shut down, easy enough to account for in a campaign where I as the player control all sides.  :)

Civilian and commercial ships obviously don't need any power plants for their "Communication and Navigation" sensors. Their basic power generators is enough for these small sensors to work. Military ships on the other hand will need power to all their sensor equipment.

Fire-controls also have sort of an active part, but they are so concentrated in a specific area that the power they need don't have to be taken from huge power plants.

This means that active sensor range are going to be less overall and will encourage ships to spread out more to cover a larger area in a more cost efficient way. Smaller ships are forced to carry smaller sensors suites than what larger vessels can.

It is also going to be allot more sensible to use more and different resolution scanner for range purposes than one single large lower resolution sensor. Say that you have a large Destroyer class ship who carries a resolution 1, 5, 20, 60, 120 resolution sensors all at size 3 with active technology of 12 these sensors will require a total power of 7.4. If you just wanted to use say a size 9 resolution 20 sensor instead of the three 20, 60, 120 you would need to provide 51 power... pretty insane.... so sensors will tend to be rather small. Dedicated sensor ships will be very expensive and rare and very difficult to refit and upgrade, but technologically advanced and powerful factions will be able to build them.

I can see that active sensor technology will overall make sensors smaller while better power technology will make larger sensors more economical while the sensitivity will primarily increase the range of sensors. If you look at how ships are refitted you will try to fit a new sensor that draw the same power as before so an increase in active technology will make that same sensor smaller for the same coverage, space that you now can use for something else, or of course make the scanners bigger but them you also need more power. A change in sensitivity technology will simply increase the range for the same size and power usage of a sensor.

Likewise will DSTS be equally difficult to build. A level 1 DSTS can be moved and have no restrictions. It in order to build more they must be build on site with local industry and for each level you need to build twice the amount of DSTS to increase a level. The rest will just be destroyed to resemble the fact that higher levels really require very sofisticated and delicate equipment to scan in deep space. Level 2 will need 4 DSTS to be built, level 3 need 9 DSTS to be built, level 4 need 16 DSTS to be built while level 5 will need 25 DSTS to be built.

Missile Launch Rates
Quote
When looking at the restrictions on missile launch rates from a reality perspective it is not realistic to assume that missiles can be launched indiscriminately without effecting each other. It also is not realistic to assume that several NUCLEAR missiles can impact a ship at approximately the same time without simply destroying each other. Therefore missiles will need at least some distance between them in order to not interfere with each other at impact. The actual launch mechanism is not a big deal since missiles could most probably be programmed to fall in line and keep a certain distance, most missiles will after all spend a rather high amount of time in space. The irony is that the faster a missiles is or the more powerful they are the further distance they have to be from each other so they don't destroy each other on impacting the same target. So, the effect is that the larger the nuke and the faster a missile is the further distance they need to travel from each other but for practical purposes the rate at which missiles can hit a ship in a single 5 second turn will mostly be decided by the size of the ship. To make this easy one may not fire more missiles at the same targets in one 5sec turn than five missiles per square root of a ships mass divided by 10 and then divided by four (rounded down). I will use following list as a reference to make this very easy for myself...

500 ton or less = 1 missile
1000 ton = 2 missiles
1500 ton = 3 missiles
2500 ton = 4 missiles
4000 ton = 5 missiles
7000 ton = 6 missiles
12000 ton = 8 missiles
16000 ton = 10 missiles
36000 ton = 15 missiles
64000 ton = 20 missiles
100000 ton = 25 missiles
150000 ton = 30 missiles
etc...

This is the number of missiles allowed to be fired from a single location against one single ship. Different ships in the same spot is treated as two different targets since ships in the same spot can easily be hundreds if not thousands of km apart. This will also make CIWS and armouring missiles more important as a side effect.

I should also note that the above "limitations" are as much doctrinal as they are physical limitations, the rule can be broke if the situation demands it.



Starting nations and close allied partners
The population that each faction has is not the "actual" population of that faction (including alliance/supporters) but the portion of that faction population cited are those that are educated or wealthy enough to contribute in any meaningful way to space exploration. People that are too poor and/or uneducated will simply not be counted. Therefore countries such as China and India will have much fewer population than they actual does. Only about 2.5 billion of a total of 8 billion people on Earth will be represented as being available to contribute to space exploration. People might be added as the game progress and as wealth and education are distributed to the Earths population, or perhaps the reverse if that happens.

All nations start with the following basic technologies (in addition to some faction specific ones as well)
Trans-Newtonian Technology
Replacement Battalion
Garrison Battalion
Mobile Infantry Battalion
Assault Infantry Battalion
Brigade Headquarters
Divisional Headquarters
Cargo Handling Systems
Engineering Sections (down to fighter sections)
Magazine Ejection System – 70%
Missile Launcher Miniaturization (all)
Gauss Cannon Launch Velocity 1
Gauss Cannon Fire Rate 1
10cm Laser Focal size
Infrared Laser
Duranium Armour
Pressurized Water Reactor
Power settings up to x2
Active Grav Sensor 10
Beam Fire-control Range 10.000
Beam Fire-control Speed Rating 1250km/s
Geological Survey Sensor


4
Aurora Suggestions / Research efficiency
« on: April 10, 2014, 04:18:53 PM »
Research
I really would like research to be much less linear, this is not very realistic. I also feel that the number of labs per team (scientist) in general is too large. By the time you have enough labs to till your scientist to the maximum you will have enough scientists so it will never matter much in the end anyway. There is also a problem with research that give empire wide bonuses are too powerful in the hands of widespread large empires.

1. Make the number of labs available to scientists a new research path that start at one lab per scientist team.

2. Make every lab added to a team have a diminished effect, lets say 5-10% less RP per lab over the first. So if your RP per lab is 100 you get 100 for lab one, 90 for lab two and 81 for lab three and so on. This will represent that increased funding will never yield a linear result in efficiency which is realistic. This will also add the effect that you want to have as many scientists as possible but the skill of them is still very important.

3. Research with empire wide effect should in some way have a cost reduction/increase depending on the spread and size of said empire. For example if you want to research better industrial production it would be influenced by the number of worlds that have industrial complexes and in how many different systems and the number of sectors you have. It should also be important how many industrial complexes you have as a total. The same should be true for all the rest. Sure you could go with a system where each individual complex is upgraded (or a percentage system per planet would be enough) to make it more gradual, but that is more complex.

Specialization and increased overall efficiency due to improved technology that you are talking about here is handled in Aurora by the techs that improve research efficiency.

If you have the same level of technology, same level of equipment, then having 10 labs working on the same tech instead of 1 should not really be 10 times more effective.

CERN today has around 15000 employed (also including visiting scientists & engineers), compared to 1 million for a single research lab in Aurora. It is hard to imagine any situation where 1 million is not enough for even the largest research projects and experiments needed. Also remember that we already are very specialized due to the nature of Aurora ship building divided into components. Instead of researching an entire Carrier with everything on it you already divide it into dozens of projects. One research project can for example be researching a new missile engine component that will be used inside a missile, inside a launcher, inside a fighter, inside a carrier. It's hard to get more specialized then that.


It also seems you are mixing up alot of concepts here. Economy of Scale and Factory production then sure of course you are right that having one big assembly line instead of 10 small workshops employing the same amount is more effective.

But it doesn't work that way for Research, RnD and Product development. Every day you can see big companies buy up small upstarts with innovative technology and ideas, simply because they can't come up with those ideas themself, no matter if their RnD department is 1000 times larger. In a big company waste and as you put it C3 prevents you from seeing the big picture and making the big science breakthroughs.

If you ever see a big company buy a smaller rural workshop, it is because of their ideas, patents and innovative approaches, not because of their production assets.

I would be leery of assigning numbers too closely to how work is done. The in-game numbers might include significant portions of the rest of the supply/research chain, such as a copper refiner which gets copper to a superconductor manufacturer which gets superconducting elements to the engineers who actually build and set up everything. I don't know the source of your number but I doubt it accounts for such things, while the in-game workforce very well could (and reasonably so, considering you can pick them up and move it around it has to be mostly self-contained).

In any case, I would be especially hesitant to try and predict the future sizes of large research collaborations. I doubt anyone can predict future research project sizes now (although we are rapidly approaching Aurora's default start date), much less once we throw in trans-newtonian materials, jump technology or alien artifacts. Can anyone guess how many people it would to support a long-term manned expedition to study jump points, including planet-bound support staff, ship manufacturers, probe constructors, launch facilities, upkeep and researcher training? That's just to collect the data, much less analyze and utilize it. For comparison, the Apollo program employed about 400,000 people at its peak according to NASA, and that was in the 60s/70s without new TN materials involved.

If research is so much better with small firms, why do DuPont and 3M exist? Why is NIST around, or Argonne, or CERN? I don't think these monolithic companies/labs grow large and then completely ossify, feeding themselves solely through acquisitions? You should check out Bell Labs especially, a longtime research area owned by various companies, responsible for such modern items as transistors and CCDs plus fundamental physics like the fractional quantum Hall effect. It's a shame Alcatel-Lucent shut down their fundamental research division considering how much came out of there. There are plenty of other examples if you would like more.

Research is not a zero-sum game. The fact that companies acquire others does not mean the big company failed, only that they saw something they needed in the smaller lab. I have never stated that a small lab could not produce useful research. I merely stated that large labs are at least as good as small labs on average. I think there is a wealth of evidence and specific examples to support that assertion, including many projects that would be outright impossible without large teams of researchers.

*edit* I should add that it might be best to split a research discussion off so as not to clog the suggestion thread, especially if we keep up the debate.

Ok...

You still are mixing up the concepts here, technology being one of them as an enhancement in efficiency.

There is always a break even number of people/resources needed to actually perform any project. I'm more or less talking about anything we humans do in life. If you and your husband/wife make dinner will it go twice as fast if you do it together (even if you had twice the space and tools to do it)?

Any resources you throw at a project after that will have a diminishing effect.

Example
Quote
Koenigsegg is a Swedish luxury and hand crafted sports scar with a team of builders of about 50 people. They can hatch a new model with R&D and craftsmanship in about two years.

Now lets be extreme, but not impossible so...
Now lets say we grow that number of people and resources to x2000 which is about 100.000 people. Do you really think they could build the same handcrafted luxury car in about 8 hours?!?

Even if you only added another 150 people, could they make the same car (from the drawing board, R&D to full concept) in half a year?

This is just impossible... and lets remember we are not trying to make more cars, it is suppose to be rare. ;)

In real life nothing can be increased in a linear fashion once you reached critical mass for performing something. Yes you can finish something faster but there is always a limit on how fast something can be done thus throwing more resources at is is wasteful.

In Aurora I would deem a single lab as being the critical mass, it is after all about 1.000.000 people involved in one way or another. Obviously only a fraction is actually top scientists.

You can never compare output from a centralized industrial complex in regard to producing "stuff" (as you previously did), this has nothing to do with human organization and intellectual innovation or human efficiency.


*** added ***

In my current campaign I use the following house rule for all my current nine factions...

1. Every research lab that is built will be assigned to a certain field and project as I wish. But once the lab is assigned to field it is dedicated to that specific field (Energy weapons, Propulsion & Power, etc..)

2. If I want to move labs from one field to another I must move two labs and destroy one.

3. Once a research project is finished all the lab devoted to it must be as equally divided as possible into two new projects. If there are no available scientists I must destroy 1/3 (rounded up) of one of the halves and add it to the new project I start up or distribute them to other projects in the same field.

4. At the start of each year I may take one lab from a project and transfer it to any other project within the same field.

This has for me added much more realistic advancement in technology over all and also institute some diminishing returns, at least if I want to change focus. I find it fun. :)

I do something very similar with industrial output.

5
Bureau of Ship Design / UK fleet of 2082
« on: April 05, 2014, 07:39:07 PM »
This is an excerpt from my current test campaign that I play with until 6.4 is released. It is from a multi-faction campaign with more than a dozen different countries some are more active players than others. Below is a description of the UK fleet, or at least some of their newer and most important warships. Please give your opinion on these of you have any, or any question you like me to answer about them... :)

The UK have a history of keeping one of the world best and most modern war fleet, not to mention the most highly skilled crew and officer corps.

The fleet is based on several task-forces each led by a huge battle cruiser from the Ark-Royal class of ships. The Arc-Royal is the second largest navy ship built by any Earth nation and certainly the most modern. Only three are currently in existence and they replace the older Repulse class battle-cruisers.

Ark-Royal class battle-cruiser
Code: [Select]
Ark Royal class Battlecruiser    24,000 tons     619 Crew     2713.1 BP      TCS 480  TH 518.25  EM 720
1439 km/s     Armour 4-74     Shields 24-300     Sensors 64/32/0/0     Damage Control Rating 35     PPV 128.55
Maint Life 2.83 Years     MSP 1060    AFR 307%    IFR 4.3%    1YR 193    5YR 2895    Max Repair 194.4 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 23    
Flag Bridge    Hangar Deck Capacity 1000 tons     Magazine 251    Cryogenic Berths 400    

NPE-48-345/75  Nuclear Pulse Stardrive (2)    Power 345.6    Fuel Use 31.97%    Signature 259.2    Exp 9%
Fuel Capacity 1,100,000 Litres    Range 25.8 billion km   (207 days at full power)
Class-II Energy Shield (16)   Total Fuel Cost  192 Litres per hour  (4,608 per day)

Triple 10cm Class-Ib Pulse Laser Turret (2x3)    Range 30,000km     TS: 8000 km/s     Power 9-6     RM 1    ROF 10        3 1 1 0 0 0 0 0 0 0
19cm Class-II HCL (6)    Range 128,000km     TS: 2000 km/s     Power 9-2     RM 2    ROF 25        9 9 6 4 3 3 2 2 2 1
Triple 15cm Class-IIb Turbo Laser Turret (1x3)    Range 120,000km     TS: 3000 km/s     Power 18-6     RM 2    ROF 15        6 6 4 3 2 2 1 1 1 1
Phalanx CIWS-208 (2x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
BFC-2000-64  Beam Fire-control (2)    Max Range: 128,000 km   TS: 2000 km/s     92 84 77 69 61 53 45 37 30 22
PDFC-8000-16  Point-defence Fire-control (2)    Max Range: 32,000 km   TS: 8000 km/s     69 37 6 0 0 0 0 0 0 0
BFC-3000-64  Beam Fire-control (1)    Max Range: 128,000 km   TS: 3000 km/s     92 84 77 69 61 53 45 37 30 22
Pebble Bed Power Plant (12)     Total Power Output 36    Armour 0    Exp 5%

ILS-10  Automatic Interceptor Launch System (5)    Missile Size 1    Rate of Fire 10
VLS-08-2400  Missile Launch System (18)    Missile Size 8    Rate of Fire 2400
MFC-01-09  Interceptor Missile Fire-control (1)     Range 8.6m km    Resolution 1
MFC-120-94  Anti-ship Missile Fire-control (2)     Range 94.6m km    Resolution 120
AMM-31-08-B  Stingray class Interceptor Missile (107)  Speed: 14,000 km/s   End: 1m    Range: 0.8m km   WH: 1    Size: 1    TH: 102/61/30
ASM-08-102-B  Hurricane class Anti-Ship Missile (18)  Speed: 14,000 km/s   End: 121.7m    Range: 102.2m km   WH: 9    Size: 8    TH: 56/33/16

MDS-06-62  Missile Detection Sensor (1)     GPS 72     Range 5.8m km    MCR 627k km    Resolution 1
ASS-05-12  Gravitational Search Sensor (1)     GPS 360     Range 12.9m km    Resolution 5
TH-08-64  IR Detection Sensor (1)     Sensitivity 64     Detect Sig Strength 1000:  64m km
EM-04-32  EM Detection Sensor (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

Strike Group
2x Sentinel Scout Craft   Speed: 2800 km/s    Size: 5
1x Hawk Early Warning Craft   Speed: 2800 km/s    Size: 5
1x Seagull Recon Craft   Speed: 2400 km/s    Size: 5

The Ark-Royal carry all the necessary command and control functions that befits a ship of its stature. It sports a large array of auxiliary crafts to augments its projection of power. The main role of the ship is to act as the central function of operation of a single task-force and its defences are almost impregnable and it is there to instil fear in any nation that thinks to antagonize the royal navy. They main drawback of the ship is of course that it is hard to keep hidden and surprise attacks is not one of it's strong suits, but neither is it intended for that purpose.

Engines
The ship is equipped with two brand new BAE stealth nuclear pulse engines. It gives the ship an impressive thermal imprint of around 500 at maximum speed of 1400 km/s. At this size this is quite impressive.

Defences
The ship has a powerful energy shield and is by far the most powerful shield in any current naval warship in known space. It is protected by a decent amount of armour, although not as thick a hull armour as some other nations warships. In addition to this the ship also have four Phalanx individually tracked anti-missile cannon systems, each cannon are able to engage up to two targets simultaneously. In addition to this the ship also have two long range laser pulse turrets. These can even protect other ships in up to 30.000km from the ship itself from missile attacks.
The ship also have one of the absolutely most advanced damage control systems and redundancy of power for its weapons, not to mention extra armoured turbo laser turrets.

Armaments
2x banks of triple 19cm Laser Arrays (so called HCL or Heavy Combat Laser)
1x turrets of triple 15cm Turbo Laser Cannons
2x turrets of triple 10cm Point-defence Pulse Laser Cannons
4x Phalanx CIWS cannons (2x CIWS individual systems each with two cannons)
2x 9 cell 80cm Anti-Ship launchers (usually armed with the Hurricane Mk2b anti-ship missile)
1x SPIRV class anti-missile system (5 cell auto-launch anti-missile system using the commonly use Stingray Mk1c interceptor)

Sensor & Fire-control Systems
1x MDS-06-62  Missile Detection Sensor
1x ASS-05-12  Low intensity Gravitational Search Sensor (GPS 360)
1x MFC-01-09  Low resolution Fire-control
2x MFC-120-94  High resolution Fire-control
1x TH-08-64  Thermal Imaging system  (Detect thermal of 1000 at 64m km)
1x EM-04-32  EM Sensitivity Electronics (Detect EM signals of 1000 at 32m km)


Broadsword class Destroyer
Code: [Select]
Broadsword Mk1.3b class Missile Destroyer    9,000 tons     226 Crew     1075.01 BP      TCS 180  TH 270  EM 270
2000 km/s     Armour 2-38     Shields 9-300     Sensors 32/16/0/0     Damage Control Rating 13     PPV 46.76
Maint Life 2.05 Years     MSP 224    AFR 216%    IFR 3%    1YR 71    5YR 1064    Max Repair 75 MSP
Intended Deployment Time: 9 months    Flight Crew Berths 4    
Hangar Deck Capacity 250 tons     Magazine 162    

NPE-15-120/75  Nuclear Pulse Stardrive (3)    Power 120    Fuel Use 68%    Signature 90    Exp 10%
Fuel Capacity 500,000 Litres    Range 14.7 billion km   (85 days at full power)
Class-II Energy Shield (6)   Total Fuel Cost  72 Litres per hour  (1,728 per day)

19cm Class-II HCL (3)    Range 128,000km     TS: 2000 km/s     Power 9-2     RM 2    ROF 25        9 9 6 4 3 3 2 2 2 1
Phalanx CIWS-208 (1x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
BFC-2000-64  Beam Fire-control (1)    Max Range: 128,000 km   TS: 2000 km/s     92 84 77 69 61 53 45 37 30 22
Pebble Bed Power Plant (2)     Total Power Output 6    Armour 0    Exp 5%

ILS-10  Automatic Interceptor Launch System (5)    Missile Size 1    Rate of Fire 10
VLS-06-1200  Missile Launch System (12)    Missile Size 6    Rate of Fire 1200
MFC-01-09  Interceptor Missile Fire-control (1)     Range 8.6m km    Resolution 1
MFC-120-94  Anti-ship Missile Fire-control (1)     Range 94.6m km    Resolution 120
AMM-31-08-B  Stingray class Interceptor Missile (90)  Speed: 14,000 km/s   End: 1m    Range: 0.8m km   WH: 1    Size: 1    TH: 102/61/30
ASM-06-94-B  Barracuda class Anti-ship Missile (12)  Speed: 14,000 km/s   End: 114.1m    Range: 95.8m km   WH: 9    Size: 6    TH: 60/36/18

MDS-06-62  Missile Detection Sensor (1)     GPS 72     Range 5.8m km    MCR 627k km    Resolution 1
TH-04-32  IR Detection Sensor (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
EM-02-16  EM Detection Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

Strike Group
1x Sentinel Scout Craft   Speed: 2800 km/s    Size: 5
or
1x Hawk Early Warning Craft   Speed: 2800 km/s    Size: 5

The Broadsword is the workhorse of the Royal Navy. It has been in service for nearly twelve years and has seen some smaller improvements here and there. The ship has been deployed in Naval combat and did exceptionally well during the Europa incident in 2078. It has a respectable size and is equipped with an advanced stealth engine that make it hard to spot on enemy heat sensors. The Broadsword can work as an independent ship but is usually deployed in destroyer groups during wartime operations. They have very advanced sensor system and as such can operate in an efficient space domination role, although they are often deployed together with other support vessels such as frigates for mutual protection and reconnaissance purposes.

Engines
The engine is developed by BAE systems and is a common engine type for both the US and UK fleets for ships of up to about 5000-12000t. They have an advanced stealth technology built in and offer a very good speed to heat reduction efficiency at a reasonable cost.

Defences
The ship is protected by several layers of High Density Duranium Alloy armour that give the ship a decent protection against enemy missile threats. In addition to this the ship is protected by a KRUPP K-5 Beta wave shield system, the same as most of the German ships use. This shield system has been in service for quite some time and have proven very effective.
The ship also have a single Phalanx system with two individual cannons for missile point-defence.
In the event that an attack do penetrate the ships defences it has advanced damage control abilities and systems to deal with this. There are many redundancies and automatic system to re-rout damaged electronics to keep the ship going even during heavy combat damage.

Armaments
1x bank of triple 19cm HCL
2x Phalanx CIWS cannons (1x CIWS individual system with two cannons)
2x 6 cell 60cm Anti-Ship launchers (usually armed with the Barracuda Mk1c anti-ship missile)
1x SPIRV class anti-missile system (5 cell auto-launch anti-missile system using the commonly used Stingray Mk1c interceptor)

Sensor & Fire-control Systems
1x MDS-06-62  Missile Detection Sensor
1x MFC-01-09  Low resolution Fire-control
1x MFC-120-94  High resolution Fire-control
1x TH-04-32  Thermal Imaging system  (Detect thermal of 1000 at 32m km)
1x EM-02-16  EM Sensitivity Electronics (Detect EM signals of 1000 at 16m km)


Tone class Frigate
Code: [Select]
Tone Mk1.2b class Frigate    6,000 tons     163 Crew     678.95 BP      TCS 120  TH 180  EM 180
2000 km/s     Armour 2-29     Shields 6-300     Sensors 16/16/0/0     Damage Control Rating 12     PPV 17
Maint Life 3.01 Years     MSP 194    AFR 104%    IFR 1.5%    1YR 32    5YR 483    Max Repair 75 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 4    
Hangar Deck Capacity 250 tons     Magazine 175    Cryogenic Berths 200    

NPE-15-120/75  Nuclear Pulse Stardrive (2)    Power 120    Fuel Use 68%    Signature 90    Exp 10%
Fuel Capacity 300,000 Litres    Range 13.2 billion km   (76 days at full power)
Class-II Energy Shield (4)   Total Fuel Cost  48 Litres per hour  (1,152 per day)

15cm Class-II HCL (3)    Range 120,000km     TS: 2000 km/s     Power 6-1     RM 2    ROF 30        6 6 4 3 2 2 1 1 1 1
Phalanx CIWS-208 (1x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
BFC-2000-64  Beam Fire-control (1)    Max Range: 128,000 km   TS: 2000 km/s     92 84 77 69 61 53 45 37 30 22
Pebble Bed Power Plant (1)     Total Power Output 3    Armour 0    Exp 5%

ILS-10  Automatic Interceptor Launch System (5)    Missile Size 1    Rate of Fire 10
MFC-01-09  Interceptor Missile Fire-control (1)     Range 8.6m km    Resolution 1
AMM-31-08-B  Stingray class Interceptor Missile (175)  Speed: 14,000 km/s   End: 1m    Range: 0.8m km   WH: 1    Size: 1    TH: 102/61/30

MDS-03-31  Missile Detection Sensor (1)     GPS 36     Range 2.9m km    MCR 314k km    Resolution 1
TH-02-16  IR Detection Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM-02-16  EM Detection Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

Strike Group
1x Hawk Early Warning Craft   Speed: 2800 km/s    Size: 5

The Tone is a dedicated escort ship for any military operation that is undertaken by the UK. They can be guarding anything from troop transports to destroyer groups. The Tone are rarely deployed in individual groups of ships and is almost always deployed as the escort for some other ships in one way or another. The ship lack the necessary advanced electronics to be an effective reconnaissance ship or weapons for space domination. They make up for this in their power for protecting against enemy missile attacks and also can provide for close in beam engagement protection. The ship also carry cryogenic births for up to 200 people and is the primary source for picking up stranded crews.

Engines
The Tone use the the same type of engines that is used by all frigates and destroyers in UK service, the BAE C-15 class stealth engine.

Defences
The tone has the same armour type as the Broadsword destroyer and the same type of shield system. The ship also have the same advanced damage control system as most other UK combat oriented ships use. The Tone is also defended by a Phalanx CIWS system.

Armament
1x bank of triple 15cm HCL
2x Phalanx CIWS cannons (1x CIWS individual system with two cannons)
1x SPIRV class anti-missile system (5 cell auto-launch anti-missile system using the commonly used Stingray Mk1c interceptor)

Sensor & Fire-control systems
1x MDS-03-31  Missile Detection Sensor
1x MFC-01-09  Low resolution Fire-control
1x TH-02-16  IR Detection Sensor (Detect Strength 1000 at 16m km)
1x EM-02-16  EM Detection Sensor (Detect Strength 1000 at 16m km)


Victory class Corvette
Code: [Select]
Victory Mk2 class Patrol Ship    3,300 tons     52 Crew     364.4 BP      TCS 66  TH 208  EM 180
3151 km/s     Armour 3-19     Shields 6-300     Sensors 16/16/0/0     Damage Control Rating 1     PPV 12
Maint Life 2.65 Years     MSP 69    AFR 87%    IFR 1.2%    1YR 14    5YR 209    Max Repair 36 MSP
Intended Deployment Time: 0.5 months    Spare Berths 4    

NPE-05-52  Nuclear Pulse Stardrive (4)    Power 52    Fuel Use 146.44%    Signature 52    Exp 13%
Fuel Capacity 150,000 Litres    Range 5.6 billion km   (20 days at full power)
Class-II Energy Shield (4)   Total Fuel Cost  48 Litres per hour  (1,152 per day)

15cm Class-II Laser Array (3)    Range 120,000km     TS: 3151 km/s     Power 6-1     RM 2    ROF 30        6 6 4 3 2 2 1 1 1 1
BFC-3000-64  Beam Fire-control (1)    Max Range: 128,000 km   TS: 3000 km/s     92 84 77 69 61 53 45 37 30 22
Pebble Bed Power Plant (1)     Total Power Output 3    Armour 0    Exp 5%

MDS-03-31  Missile Detection Sensor (1)     GPS 36     Range 2.9m km    MCR 314k km    Resolution 1
TH-02-16  IR Detection Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM-02-16  EM Detection Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

The Victory is a small heavily armoured and armed patrol gunships. It's intended role is reconnaissance, patrol and escort of local civilian and military ships and installations. Their limited range of slightly below 6 billion km means that they operate within a certain system, or even within a limited part of a system. In Sol they patrol the outer and inner system and provide security in and around the asteroid belt. There are many civilian installation here that often is in need to be patrolled from potential threats such as occasional privateers. In a pinch they may also serve as escort ships in military operation,  but this is not their main role.

Engines
The Victory use the Steven Steels Industry naval B18 type-z engine. This is a standard small engine for ships between 1000-5000t. The type-z engine is a modified version of the standard B18 and incorporate advanced stealth technology mainly used by the UK and US. The ship carry four of these powerful engines and give the ship a chocking speed of over 3000 km/s, this make the ship one of the fastest ships in known space.

Defences
The Victory uses a thick layer of High Density Duranium armour. It is strong enough to withstand penetration from all but the strongest of laser beams at ranges other than point blank range. It also have a powerful shield that can usually can take several hits before a weapon will even reach the ships hull armour. The ship lack any dedicated anti-missile defences, but their main HCL can act as a missile defence system in a pinch. Their main role is not to engage missile armed ships.

Armament
1x bank of triple 15cm HCL

Sensor & Fire-controls
1x MDS-03-31  Missile Detection Sensor
1x TH-02-16  IR Detection Sensor (Detect Strength 1000 at 16m km)
1x EM-02-16  EM Detection Sensor (Detect Strength 1000 at 16m km)


Cobalt class Reconnaissance Ship
Code: [Select]
Cobalt Mk1.2 class Recon Frigate    5,000 tons     129 Crew     576.85 BP      TCS 100  TH 180  EM 180
2400 km/s     Armour 2-26     Shields 6-300     Sensors 64/32/0/0     Damage Control Rating 3     PPV 8
Maint Life 3.59 Years     MSP 216    AFR 66%    IFR 0.9%    1YR 26    5YR 388    Max Repair 75 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 4    
Hangar Deck Capacity 250 tons    

NPE-15-120/75  Nuclear Pulse Stardrive (2)    Power 120    Fuel Use 68%    Signature 90    Exp 10%
Fuel Capacity 300,000 Litres    Range 15.9 billion km   (76 days at full power)
Class-II Energy Shield (4)   Total Fuel Cost  48 Litres per hour  (1,152 per day)

15cm Class-II Laser Array (2)    Range 120,000km     TS: 2400 km/s     Power 6-1     RM 2    ROF 30        6 6 4 3 2 2 1 1 1 1
Phalanx CIWS-208 (1x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
BFC-2000-64  Beam Fire-control (1)    Max Range: 128,000 km   TS: 2000 km/s     92 84 77 69 61 53 45 37 30 22
Pebble Bed Power Plant (1)     Total Power Output 3    Armour 0    Exp 5%

MDS-02-20  Missile Detection Sensor (1)     GPS 24     Range 1.9m km    MCR 209k km    Resolution 1
TH-08-64  IR Detection Sensor (1)     Sensitivity 64     Detect Sig Strength 1000:  64m km
EM-04-32  EM Detection Sensor (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km

Strike Group
1x Sentinel Scout Craft   Speed: 2800 km/s    Size: 5
or
1x Seagull Recon Craft   Speed: 2400 km/s    Size: 5

The Cobalt is the main reconnaissance ship of the fleet. These vessels most often act independent from the fleet or in conjunction with a fleet at a rather great distance from it using their advanced sensor system to detect threats before they become a real problem. UK have eight of these advanced frigates in service and they have proved to be a huge success.

Engines
The Cobalt use the the same type of engines that is used by all frigates and destroyers in UK service, the BAE C-15 class stealth engine.

Defences
The defences of the Cobalt are very similar to that of the Tone, the hull frame are very similar. The ship do lack some of the redundant and reinforced hull structure and are more susceptible to internal damage. This is a trade of for additional speed.

Armament
1x bank of twin 15cm HCL
2x Phalanx CIWS cannons (1x CIWS individual system with two cannons)

Sensor & Fire-control systems
1x MDS-02-20  Short range Missile Detection Sensor
1x TH-08-64  IR Detection Sensor (Detect Strength 1000 at 64m km)
1x EM-04-32  EM Detection Sensor (Detect Strength 1000 at 32m km)


Harrier class Escort Carrier
Code: [Select]
Harrier Mk2 class Escort Carrier    6,000 tons     116 Crew     693.45 BP      TCS 120  TH 180  EM 180
2000 km/s     Armour 2-29     Shields 6-300     Sensors 16/16/0/0     Damage Control Rating 13     PPV 0
Maint Life 2.43 Years     MSP 217    AFR 96%    IFR 1.3%    1YR 51    5YR 760    Max Repair 75 MSP
Intended Deployment Time: 6 months    Flight Crew Berths 32    
Hangar Deck Capacity 2000 tons    

NPE-15-120/75  Nuclear Pulse Stardrive (2)    Power 120    Fuel Use 68%    Signature 90    Exp 10%
Fuel Capacity 350,000 Litres    Range 15.4 billion km   (89 days at full power)
Class-II Energy Shield (4)   Total Fuel Cost  48 Litres per hour  (1,152 per day)

Phalanx CIWS-208 (1x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
MDS-03-31  Missile Detection Sensor (1)     GPS 36     Range 2.9m km    MCR 314k km    Resolution 1
TH-02-16  IR Detection Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM-02-16  EM Detection Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km

Strike Group
5x Spitfire Interceptor   Speed: 4057 km/s    Size: 6.9
1x Sentinel Scout Craft   Speed: 2800 km/s    Size: 5

The Harrier is essentially a rebuilt Tone class frigate for the purpose of deploying the Spitfire interceptor. The Spitfires sole mission is to engage enemy fighters or scout crafts. The Harrier is built in four versions and serve as an escort in military operations. The ship can not really defend itself and is completely reliant on being part of a larger group which it can support with its five Spitfire interceptors.

Engine
The Harrier use the same engines as all the other Frigate and Destroyers in the UK fleet.

Defences
The Harrier uses the same Duranium alloys and shields as the Tone and the same damage control functionality. It's only active defensive system is a Phalanx CIWS for missile defence.

Armament
2x Phalanx CIWS cannons (1x CIWS individual system with two cannons)

Sensor & Fire-control systems
MDS-03-31  Short range Missile Detection Sensor
1x TH-08-64  IR Detection Sensor (Detect Strength 1000 at 64m km)
1x EM-04-32  EM Detection Sensor (Detect Strength 1000 at 32m km)

Voyager class Science Vessel
Code: [Select]
Voyager Mk1 class Science Vessel    12,000 tons     316 Crew     1358.25 BP      TCS 240  TH 216  EM 180
1200 km/s    JR 3-50     Armour 2-46     Shields 6-300     Sensors 64/32/2/0     Damage Control Rating 11     PPV 12
Maint Life 4.04 Years     MSP 814    AFR 100%    IFR 1.4%    1YR 80    5YR 1197    Max Repair 266 MSP
Intended Deployment Time: 24 months    Flight Crew Berths 27   
Hangar Deck Capacity 1000 tons     

JPD-12000-53  Military Jump Drive     Max Ship Size 12000 tons    Distance 50k km     Squadron Size 3
NPE-20-96/75  Nuclear Pulse Stardrive (3)    Power 96    Fuel Use 17.85%    Signature 72    Exp 6%
Fuel Capacity 500,000 Litres    Range 42.0 billion km   (405 days at full power)
Class-II Energy Shield (4)   Total Fuel Cost  48 Litres per hour  (1,152 per day)

15cm Class-II Laser Array (3)    Range 120,000km     TS: 2000 km/s     Power 6-1     RM 2    ROF 30        6 6 4 3 2 2 1 1 1 1
Phalanx CIWS-208 (1x4)    Range 1000 km     TS: 8000 km/s     ROF 5       Base 50% To Hit
BFC-2000-64  Beam Fire-control (1)    Max Range: 128,000 km   TS: 2000 km/s     92 84 77 69 61 53 45 37 30 22
PB-01 Pebble Bed Power Plant (1)     Total Power Output 3    Armour 0    Exp 5%

MDS-02-20  Missile Detection Sensor (1)     GPS 24     Range 1.9m km    MCR 209k km    Resolution 1
TH-08-64  IR Detection Sensor (1)     Sensitivity 64     Detect Sig Strength 1000:  64m km
EM-04-32  EM Detection Sensor (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
Gravitational Survey Sensors (2)   2 Survey Points Per Hour

Strike Group
2x Copernicus Geological Survey Vessel   Speed: 707 km/s    Size: 9.9

The Voyager class Science Vessel is a new and very expensive piece of hardware developed by the UK government in conjunction with several other major European countries and the US. With the knowledge that space is not safe from alien influence it was decided that a bigger and safer ship was needed and the Voyager class is the result of these effort. The Voyager would usually be escorted into unknown space by at least two Tone class frigates who later would leave when the system was deemed to be safe to explore. An even bigger science vessel is in the works, but this ship is far into the future.



Small Crafts

Code: [Select]
Sentinel class Scout Craft    250 tons     4 Crew     47.6 BP      TCS 5  TH 14  EM 0
2800 km/s     Armour 1-3     Shields 0-0     Sensors 1/8/0/0     Damage Control Rating 0     PPV 0
Maint Life 6.81 Years     MSP 12    AFR 5%    IFR 0.1%    1YR 0    5YR 7    Max Repair 24 MSP
Intended Deployment Time: 0.5 months    Spare Berths 2    

NPE-01-14  Nuclear Pulse Stardrive (1)    Power 14    Fuel Use 320.86%    Signature 14    Exp 17%
Fuel Capacity 10,000 Litres    Range 2.2 billion km   (9 days at full power)

ASS-60-14  Gravitational Search Sensor (1)     GPS 1440     Range 14.9m km    Resolution 60
EM-01-08  EM Detection Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
This is the main scout craft of the UK fleet, it's role is to scan and send targeting data to the ships in the fleet for fire solutions. It is also used for identifying enemy and neutral contact at great distances.


Code: [Select]
Hawk class Early Warning Craft    250 tons     4 Crew     51.6 BP      TCS 5  TH 14  EM 0
2800 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 5.14 Years     MSP 13    AFR 5%    IFR 0.1%    1YR 1    5YR 12    Max Repair 36 MSP
Intended Deployment Time: 0.5 months    Spare Berths 2    

NPE-01-14  Nuclear Pulse Stardrive (1)    Power 14    Fuel Use 320.86%    Signature 14    Exp 17%
Fuel Capacity 10,000 Litres    Range 2.2 billion km   (9 days at full power)

MDS-03-31  Missile Detection Sensor (1)     GPS 36     Range 2.9m km    MCR 314k km    Resolution 1
The Hawk is an early warning craft with the mission to extend the missile detection envelope around a task-group.


Code: [Select]
Seagull class Recon Craft    250 tons     4 Crew     38.6 BP      TCS 5  TH 12  EM 0
2400 km/s     Armour 1-3     Shields 0-0     Sensors 16/8/0/0     Damage Control Rating 0     PPV 0
Maint Life 7.3 Years     MSP 10    AFR 5%    IFR 0.1%    1YR 0    5YR 5    Max Repair 16 MSP
Intended Deployment Time: 0.5 months    Spare Berths 2    

NPE-01-12  Nuclear Pulse Stardrive (1)    Power 12    Fuel Use 218.25%    Signature 12    Exp 15%
Fuel Capacity 10,000 Litres    Range 3.3 billion km   (15 days at full power)

TH-02-16  IR Detection Sensor (1)     Sensitivity 16     Detect Sig Strength 1000:  16m km
EM-01-08  EM Detection Sensor (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
The Seagull is the UK main reconnaissance small craft. It is often used as a picket ship or as a stealthy way to approach enemy installations in order to detect forces without being detected in return. It can also in some respect replace dedicated frigates in this role.


Code: [Select]
Spitfire class Interceptor    345 tons     3 Crew     31.2 BP      TCS 6.9  TH 28  EM 0
4057 km/s     Armour 1-4     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 3
Maint Life 0 Years     MSP 0    AFR 69%    IFR 1%    1YR 2    5YR 33    Max Repair 7 MSP
Intended Deployment Time: 0.1 months    Spare Berths 7    

NPE-01-14  Nuclear Pulse Stardrive (2)    Power 14    Fuel Use 320.86%    Signature 14    Exp 17%
Fuel Capacity 5,000 Litres    Range 0.8 billion km   (55 hours at full power)

10cm Class-II Laser Array (1)    Range 48,000km     TS: 4057 km/s     Power 3-1     RM 2    ROF 15        3 3 2 1 0 0 0 0 0 0
FFC-4000-24  Beam Fire-control (1)    Max Range: 48,000 km   TS: 4000 km/s     79 58 38 17 0 0 0 0 0 0
PB-X1 Pebble Bed Power Plant (1)     Total Power Output 0.6    Armour 0    Exp 5%

FSS-X1-16  Gravitational Search Sensor (1)     GPS 4     Range 160k km    Resolution 3
The Spitfire is a fast small gunboat classified as an interceptor craft. Its role is to mainly engage unarmed scout and reconnaissance ships and smaller crafts. It can also engage enemy interceptor crafts. Their very thin armour and vulnerable hull frame make them a very poor choice to attack enemy military vessels that have any type of defensive weaponry. Some very light armed ships can be attacked if they are alone and the Spitfire attack in a larger formation.


Code: [Select]
Copernicus class Geological Survey Vessel    495 tons     13 Crew     121.4 BP      TCS 9.9  TH 7  EM 0
707 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/1/0     Damage Control Rating 0     PPV 0
Maint Life 3.8 Years     MSP 31    AFR 9%    IFR 0.1%    1YR 3    5YR 50    Max Repair 100 MSP
Intended Deployment Time: 18 months    Spare Berths 0    

NPE-03-07  Nuclear Pulse Stardrive (1)    Power 7.2    Fuel Use 3.83%    Signature 7.2    Exp 3%
Fuel Capacity 5,000 Litres    Range 47.5 billion km   (777 days at full power)

Gravitational Survey Sensors (1)   1 Survey Points Per Hour
The Copernicus is the UK main geological survey vessel. It is usually docked in a Voyager science vessel or use a small colony as their base of operation. Although the ship is small it is quite comfortable for its size and most of the crew are civilian scientists that operate the advanced survey equipment. Most of the data are relayed to the mothership where it is analysed and processed. The ship also has a small shuttle where it can house replacement crew going to and from the mothership on very long deployments.

6
Just wanted to start a thread on how this new mechanic will alter the style of the tactics in the game from beam combat to missile designs and doctrinal changes.

I find the new system to be quite intriguing and a way to differentiate weapons more and it will hopefully diversify the weapon platforms more.

I suppose that shields in some form will become more common to protect against small number of missiles leaking through the defences, single missiles impacting a ship will be a much bigger concern than before.

I also suppose that spreading your fire among more than one ship will become a slightly more viable option than before once you know you can comfortably penetrate your opponents missile defences. Which in turn will make CIWS slightly more appealing as well.

I also think that this change will make bigger ships and beam combat a little more appealing on average.

It will certainly make bigger missiles with higher yields much more interesting to use in favour of small missiles with a low yield.

The way I see it missiles with a yield of 9 or more will be the entry point where chock damage will start to get interesting. Anything below that will have too low chock damage to have much impact. This means that chock damage from missile combat will start to become interesting at middle game tech levels and above.

Some more thoughts on changes in combat behaviour?

7
Aurora / Terra Nova ,”The lost colony”
« on: December 06, 2012, 08:20:38 PM »
Terra Nova ,”The lost colony”


Transition
In 2067 humanity discovered the secrets of Trans-Newtonian technology which spurred the beginning of a mad race for the stars. Several factions on Earth were trampling each other to be the first to send a colonization fleet out into space and be the first to establish a colony outside of the Sol system. This competition unavoidably led to several minor wars, all of which fortunately was confined (for the most part) to space.

By 2103 there were only four major factions left that had the economic might and will to compete in the space race. One of these factions was the newly formed New Anglian Confederation.

The NAC (New Anglian Confederation) was a loose federation of states highly influenced by Britain. Britain had early left the European Union when they felt that their interests were not aligned with the rest of Europe. During a severe economic downturn in the early 21st century there was a collapse of many states, including a second civil war in the US. Britain offered an economic alliance with all former Commonwealth nations in response to the aggressive postures of China, especially with their politics against India and threats towards Australia.
In 2036 Britain and their allies had intervened in the war in the US and managed to either subdue or ally with the now fractured country. The only free state left after the war was the newly found Cal-Tex State that principally were California and  New  Mexico, who now also were a strong ally with Mexico and would later become the technological powerhouse of the New American League.

When a Californian scientist published his paper on the Trans-Newtonian theory they were first ridiculed as mere science fiction. But when a Swedish scientist working in London proved the existence of four of the new minerals it was literally as lighting a match inside a barrel of gasoline. Soon every scientist and physicist in the world was working hard to prove and discover all the new wonders that these minerals could be used for. Such as advanced super computers with near human like capabilities or being able to efficiently propel ships in space to other places in our solar system or even manipulate gravity itself.

At the end of the 21st century several factions on Earth had launched survey and exploration expeditions to most of the bodies in the Solar system. Soon, hostilities broke out due to the scarcity of these new resources in space.

In 2109 the NAC launched the first probe through a detected graviton well. Telemetry showed a more or less empty solar system with a dying dwarf sun. This rather sparse solar system was, though, inhabited by seven more functioning gravity wells.  Several of these led to systems that were ripe with resources including a few promising planets for colonization.

The NAC were still involved with skirmishing battles with ESU (Eurasian Solar Union) fleets in the Sol system. Despite this there was a huge effort of raising funds for a huge colonization fleet to start colonizing these new worlds. Ships from all over Sol were bought or confiscated, several new ones built and soon a huge fleet of nearly fifty civilian ships was assembled near the lunar orbit of Earth. With the military escort the fleet would number nearly seventy ships. It would carry nearly three million colonist and all the materials needed for several years of hard work in a new and somewhat inhospitable world. This was the largest concentration of ships ever assembled by humanity.
Tasked with the role to lead this enormous convoy was Commodore Nathan Pike, a veteran of the first ESU war. One of his closest senior officers was also prince August, second in line to the throne of England.

The journey would take nearly half a year. Their destination was a terrestrial planet in the Wolf system. In order to reach it they had to first traverse the very large and empty Lalande system.


The Lalande incident
At 03.00, July 23, 2112 the order to clear the space dock and break orbit was given to Commodore Pike. It would now take the fleet about two weeks to reach the jump point in Sol space. There were still hostilities between NAC and ESU, although, it was a very long time since either fleet engaged civilian targets. Commodore Pike got regular tactical updates from the ground based tactical centre at Earth and advanced sensor telemetry from the surveillance cruiser Jutland that were escorting the fleet in a vanguard position.

Two days from the jump point, nothing in particular happening, when suddenly three boogies with a minimal thermal imprint were detected at 36 million kilometres and 70 degree starboard of the fleet. No one could really say what they were, but they were not traveling all that fast. No active scanners could lock on or get any information which was a little strange. Their thermal imprint certainly suggested a vessel bigger than a corvette or fighter craft.

Commodore Pike orders the third Frigate squadron to detach and close with the object to identify it. The lead ship Achilles II launched a fast scout that mounted advanced low resolution scanning equipment to quickly assess the potential threat. It would take the scout ship about three hours to reach a point where it possibly could be able to detect the vessels signatures.

But just minutes before the scout had reached a position to engage its scanning equipment twenty boogies traveling at incredible speeds was detected by one of the fleet escorts’ early warning crafts. Several Viper interceptor missile volleys was fired by the closest escort frigates but both the speed and armour of the missiles were too hard for the NAC fire systems to handle. Despite this, they were able to intercept about half the salvo of missiles before they struck one of the escort frigates. The Frigate was severely knocked about. Strangely enough the ship only sustained light damage. An even stranger thing was that all its electronics had more or less been completely disabled.

Shortly after the impact the thermal signature started moving at a much faster pace away from the fleet and soon they were simply gone, not even the fast scout ship sent after it could keep up with them.

It took nearly half a day to restore most of the system malfunctions on the escort ship, enough was done to restart its engines and get it moving again. Commodore Pike was not very keen on letting any ship leave the comfort zone of the fleet with something like that lurking about. No one had any clue, what so ever, what these ships was. Clearly they must be some new experimental craft that the ESU has been working on in secret.

After the repairs the fleet started moving again and two days later it arrived at the jump point, about half a day late but all in one piece. The fleet starts jumping to Lalande. With only three Jump capable civilian ships in the fleet it would take some time to transit the whole fleet to the other side. A few hours later the fleet were on course for the next gravity well that would lead them to the Wolf system.

Somewhere, in between the two jump points, a short transmission made by Commodore Pike was sent back to Earth through the communications buoy stationed at the gravity well to Earth. A strange energy field surrounded the frigate London (the very same ship hit by the unknown missiles) were blinding all the fleet sensors and then all was silent. The fleet was gone and there was no single trace of its very existence left.


A new dawn
In one moment the fleet was in Lalande, and in the blink of an eye they were somewhere else. All ships in the fleet were accounted for, except for the frigate London who was missing. No trace of it has ever been found.

The fleet were in perfect geosynchronous orbit of a large terrestrial planet orbiting the sun at a distance of just 15.8 million kilometres. The planet was big at a diameter of 19600 kilometres. Its atmosphere was mostly Nitrogen and Oxygen and at about the right levels, pressure was slightly above one. The temperature was a little cold at -14 degrees Celsius and the atmosphere had too much Carbon Dioxide to be healthy to breathe. The planet had no moons orbiting it.

Aside from this planet the system seemed rich in bodies and, it did, in a way resemble the Sol system. It had an inner system with an asteroid field surrounding it. In the inner systems there were six planets, two Terrestrial, three Gas Giants and one Super Jovian. Of all the planets and moons there was only this one planet that was clearly habitable. Only one other body in the system seemed capable of housing human life which was the seventh moon of 22 moons of the sixth planet, a Gas Giant in the inner ring.

On the other side of the thick asteroid belt were five more planets, three Dwarf Planets, one Gas Giant and one Super Jovian. In addition, there were a total of no less than 10 terrestrial planets orbiting the Gas Giants and Super Jovian planets in the system.

The inner edge of the asteroid field was about 300 million km from the sun while the outer band of the asteroid field was nearly one billion km from the sun. There was also a rather great distance between the outlaying planets and the sun, they ranged from 3.8 billion km to as much as 85 billion km for a single small Dwarf Planet and its moon.

Commodore Pike quickly ordered a crisis meeting on-board his ship, the cruiser Nemesis. He orders a single squadron of frigates to patrol the area around the fleet and be ready, for anything.
Most of the ships captains and commanders were called upon to discuss the situation. After a few days of deliberation and no further events taking place it was decided to awake some of the senior scientists from cryo sleep. The naval intelligence and science officers could not make heads or tail of their star charts and had no clue where the fleet could have ended up in relation to earth.

About a week later, astrophysicists and astronomers had established that the fleet was not even near the Milky Way. In fact, it was quite far away from our own galaxy. They were pretty sure which galaxy was Milky Way, but the point was rather moot.

Another month had gone by and no one had discovered any further clues as to what had happened to the fleet. All sensor logs were there but during the few minutes before the event every sensor on every ship was dead. After the event they were back online immediately. It was almost like a reverse jump through a gravity well were sensors are jammed after the jump but not before.

Yet another month had passed, the fleet were still parked over the cold blue planet. The leaders of the civilian delegation had convened to discuss what to do next, their decision was supported by almost all the delegates. The fleet, which had enough supplies, building material and people to start a new civilization would do just that. The survey of the planet had also shown large quantities of all Trans-Newtonian minerals. This planet was a perfect new home for humans to start over. Some were even excited over the possibility of perhaps making things right this time around.
The fleet had about forty-five very large transport and freighter ships and almost three million people in cryo sleep. Enough building material to establish a well suited infrastructure on the planet. In addition to this there were two complete factory complexes and two terraforming facilities. It was also decided that at least half of the civilian ships would be dismantled and its raw material reused to support the new colony. There were no real maintenance facilities to take care of them anyway.

Part of the civilian fleet was converted into a temporary command and control centre and would also serve as a temporary maintenance facility for the smaller frigates in the fleet. The two larger cruiser ships in the fleet had to make due with emergency repairs and some assistance from the ad hoc maintenance facilities.

The new star was named after the famous 21st century poet Victoria Zandori and was plainly called Zandoria. The planet was named after the call sign of the project which was project Nova. This was the new human home world in a new galaxy far far away… and it was from now on called Terra Nova.


Prosperous times
Time on Terra nova was passing on by and the new society was prospering, even though it was a hard life for many. The military were still patrolling above the planet, but a lack of fuel meant that most of the ships had to stay in orbit of the planet. Aside from Commodore Pike, who was more of a civilian government official now, the single most influential man in the military was Prince August who had attained the rank of Commodore while Pike was promoted to Admiral of the Fleet.
Most of the work of the military was to oversee the survey missions of the inner ring of the system. A few of the scouting crafts had been stripped of all their military sensor equipment and given rudimentary survey equipment. Within a couple of years most of the inner system had been charted.

After about five years since their arrival at the Zandoria system the decision was finally taken to dismantle the whole fleet and use their raw materials for more pressing matters. From who would the military really protect everyone from?!? Aliens?!?
In the hundred or so years that humanity had ventured into the stars they had never seen any evidence of any intelligent life anywhere. Life on other planets was a fact, easily proven to even a blind on Terra Nova.
Most scientists pretty much agreed that the likelihood that humans would ever meet another intelligent species in their little corner of the cosmos were close to zero.

Admiral Pike and Prince August both argued for to pass a resolution in the senate that there should at least be some underground missile bases built, just for safe measures. No one knows if what happened to them can’t happen again. It would be better to be safe than sorry. The motion passed and three underground planetary complexes were built.
In addition to this Prince August laid the foundation for a new Military Academy, more known as the Royal Academy. The whole military structure and mentality is strongly tied to the Royal family and a sense of duty to the sitting monarch. The monarch has no real say in either the military or in the chambers of the senate, but the family is both wealthy and influential. Both males and females of the royal family is educated at the Royal Academy. This is a tradition.
All ships tied to the military or in the service of the state are referred to as the king’s or the queen’s ship and the navy refer to itself as the Royal Navy. Every ship is basically called RNSS which stands for Royal Navy Space Ship.


The future
Time has now passed and nearly 70 years has gone by since their arrival. The calendar is rewritten and the time of arrival stands for year zero while the old history has been rewritten as BA (Before Arrival).

Terra Nova has now flourished and has a large population of little more than 300 million people. As you can imagine a big part of the population are still young and families tend to be large and very complex in their construction. The young republic has finally started to turn their eyes towards the stars again. The supplies of minerals on Terra Nova are dwindling fast, especially since the new mining regulations have been lifted. Both population and industry is expanding very fast.

The planet was fully terraformed after about ten years after its creaion, it is now a lush paradise with large wet jungles and majestic oceans and an average temperature of 24 degrees, atmosphere pressure of one and a gravity of 1.57 which has just improved the physique of the population.

The first space dock was constructed two years ago and since then two new geological survey vessels have been constructed with the mission of exploring the outer ring of the system.

At the inner ring there are the spitefully planet named Mordor for its extremely inhospitable environment. It has allot of minerals, most of which, is very hard to get. The most accessible mineral is Tritanium: Tritanium is not a very critical mineral at this time. Terra Nova still have this mineral at very easy access and enough mineral for building about 1000 construction facilities, or far more than there is Duranium to spare. Mordor are still an interesting planet to start mining since it is close and there is a lot of different minerals so the overall gain in the long run is high.

Further out are the Gas Giants Elis, Zeus and Zandra, all has reasonable quantities of easily mined Sorium. As soon as the practical science to build Sorium extractors is done these planets are going to be the first to be mined. Zeus also has two moons with smaller amounts of very accessible minerals while Zandra has two terrestrial moons named Lindara with Corbomite and Tritanium and Richmond with Corbomite and Sorium. Although, neither minerals found at these moons are very crucial at this time.

There also is a comet by the name of Borelia that has lots of easy access minerals. It is currently situated at the edge of the asteroid belt moving away and will be a candidate for exploitation as soon as possible.

The most pressing matter is finding high quantity of Duranium, Corundium, and Mercassium and to some extent Neutronium. The most pressing matter at the moment is Corundium which is at mere 20% accessibility in Terra Nova and at only about 80000 tons left and Duranium which is only found at a total of 200000 tons. Borelia has an additional 32000 ton Duranium but only 5500 tons worth of Corundium.
Mordor has very large quantities of both Duranium and Corundium. The problem is getting it of the ground, in a place as hostile as this planet with its 3461 degree Celsius on average, who will work there freely?!?


Civilian Government of Terra Nova at AD 73-75
President: Harrison Cole
Vice President: Samuel Day
Population: 326 million
Annual Wealth: 6605
Annual growth rate: 3.04%

Military Academies: 1
Deep Space Tracking Stations: 1
Naval Maintenance Facilities: 1600 tons
Mass driver capacity: 5000 tons per year

Naval Shipyard (Kaiser Company Incorporated) 3200 tons, 1 slipway
-   Expanding from 1500 to 3000 tons AD 73-74
-   Retooling for the Kepler Mk.I class Gravitational Survey Vessel, ready in March AD 75

Construction factories: 286
Ordnance factories: 10
Fighter factories: 10
Fuel refineries: 25
Mines: 250
Terraforming installations: 5
Research labs: 5
Financial centres: 5
Ground force training facilities: 1

Fuel reserves: 11.750.000 tons
Maintenance supplies: 5000 tons

Royal Navy Assets


Fleet Admiral: Sir William Davey

Groundforces
101st Infantry Brigade
-   10th Infantry Guards Battalion
-   11th Infantry Guards Battalion
-   12th Infantry Guards Battalion
-   9th Infantry Guards Battalion

401st Garrison Brigade
-   3rd Garrison Battalion
-   4th Garrison Battalion
-   6th Garrison Battalion
-   7th Garrison Battalion

13th Garrison Battalion (stationed at Edmonton)
8th Garrison Battalion (Stationed at Lyndhurst)
5th Garrison Battalion (Stationed at Newark)


Planetary Defence Centres (So. Captain Commander Dominic Barnett)
Edmonton (Edmonton class missile base)
Lyndhurst (Edmonton class missile base)
Newark (Edmonton class missile base)


Space fleet
Geosurvey 01(So. Captain Commander Peter Haynes)
-   RNSS Copernicus (GEV, Copernicus Mk.I)

Geosurvey 02 (So. Captain Mark Patel)
-   RNSS Challenger (GEV, Copernicus Mk.I)

8
Mechanics / Setting up a multi nation game?
« on: November 27, 2012, 03:05:44 PM »
I think I grasped most of what I need to set up a complex game with many nations or factions at earth but I have hit a strange snag.

I have one faction that is very small that is the peace keeping force of the Sol system. This faction is supported by all the other major factions and everyone share research with them but they don't share research with anyone. I have now started to by technology for the different factions and for some reason tech is leached between factions that don't have any such agreement. Can anyone tell me whats going on?

Some factions are allied or friendly while some are neutral with each other, there are also some trade agreements between most of the factions.

9
The Academy / Rescued crew question?
« on: November 23, 2012, 02:52:03 AM »
With morale now being more important depending on the number of berths on a ship, how do I transfer rescued people from one ship to another. It would be quite handy to put some cryo beds on a support ship and use that as a hospital ship but I find no way to actually transfer rescued crew from one ship to another, if at all possible?

10
The Academy / Sensor question?
« on: November 21, 2012, 08:55:55 PM »
I had a strange battle were an enemy could somehow target my ships with no active sensors to track me. I had a scout very close to his ships and detected a resolution 20 sensor.. This had no range to my ships,far from it. I turned tail and started to run and they followed. They were able to keep pace since they were slightly faster than my ships. I never managed to detect any active sensors except the res 20 one. I'm also pretty sure they did not use active or passive sensors on their missiles. The first run the hit my TG when it were picketing in space with no sensors on and I do have decent passiveso I should detect any active on the missiles.

So any thought as to what was going on?

11
Advanced Tactical Command Academy / Naval ships and sizes?
« on: November 19, 2012, 08:01:09 PM »
So, I would like to have a small discussion of the benefit and drawbacks of building bigger multipurpose ships or smaller more specialized ships or even variations of them.

I have experimented allot lately with having a core of relatively large ships supported by medium, small and tiny supportive crafts.

In my current game I have a few distinct types of ships. These are small escorts or system patrol ships 3000-4000 tonnes. medium sized supportive ships with a distinctive and specialized role at about 9000-12000 tonnes. Small capital ships at 20000-30000 tonnes who are somewhat multipurpose but tend to favor some areas more than another. And then heavy capital ships from around 40000-100000 tonnes who are the main offensive weapon. In addition to these I run allot of small 300-500 tonne specialized recon and surveillance craft. They do everything from active scanning, passive, survey, emergency/fighter tanker and ambulance duties. Almost every ship class at the medium range and up has at least a 500 tonne hangar for these highly specialized crafts.

The main drawback that I have found so far is that all these larger ships have a very large thermal signature so I need to run them very slow in enemy territory so I'm not detected too soon.

Allot of micromanagement with tiny support crafts.

It takes both time and wealth to get those big naval yards up and running, but in conventional starts I don't find this to be much of a hindrance. I can usually build yards much bigger than I have need for.

You might loose some flexibility in creating task groups and you will not be able to tailor them as efficiently but on the other hand you may instead use high rated commanders more efficiently.

The benefits are that bigger ships are built much... much faster. They refit even faster since they have so many subsystems that you never upgrade them all at the same time so the refit cost is usually very low.

You can build variations of the same large ship in the same yard much easier with large multipurpose ships.

They seem to hold up much better in a loosing fight since they can absorb a lot of damage, this also has the benefit of giving you lots of very high grade crew which only makes the ships even tougher.

The use of bigger more fuel efficient engines can be very beneficial in that you need to concentrate less resources on your fuel logistics and production.

Any other thoughts?!?

12
The Academy / Getting rid of buoys?
« on: November 19, 2012, 02:21:03 AM »
How do I get rid of a buoy that I deployed if I managed to put it where I did not want it so it don't clutter my screen?

13
The Academy / Auto assign naval officers?
« on: November 18, 2012, 07:08:53 PM »
Do anyone know if it is a bug that auto assignment of naval officers don't apply to ships with a Flag bridge?

I have a few ships with Flag bridge and they are never assigned when the routine for auto assignment occurs. So I must assign someone after each time the computer run that routine.

14
Aurora Suggestions / Gauss cannons
« on: November 17, 2012, 08:30:14 AM »
I have wondered some about the implementation of the Gauss cannon. I seem to find very few reason to put any research points into extending its range.

The bonus for range is that my CIWS system get a slight reduction in size.

I find very few bonuses for extending the range of them for PD functionality since the "Final Defense" mode seem to ignore the range and only fire on missiles that impact the ship. And even if they did fire at rangers beyond 10000km it would be very rare instances where a 40000km range Gauss cannon would fire.

Even if you use them to fire at enemy ships with fighters or even ships I don't see how it matter all that much, unless I have Gauss at the range of 20000km and you have 10000km and my ships are faster and stay at 20000km distance. In most other circumstances a laser would be much more useful in these situation mounted on a ship anyway.

The only reason why I seem to increase the range of the Gauss cannon seem to be for RP reasons. The same reasoning might apply to some other weaapons as well, but the Gauss cannon seem to be the most penalized for the research put in.

I could be wrong so please correct me if I am?

One very simple solution to the problem could be that you would get a small tracking bonus while a weapon is set to "Final Fire" or "Area Defense". For every 10k a weapon has traveled inside that weapons range it would get say a 1% bonus to its tracking, just like the missile tracking bonus but against anything it shoots at that is faster than it's current tracking system. At least now you would get something out of that range from a Gauss weapon, even if it still is a small bonus. It would also make weapons such as lasers more attractive in the "Area-Defense" department.

15
Bureau of Ship Design / First Terran Republic trial by fire!
« on: November 16, 2012, 06:59:50 PM »
In 2072 Earth was visited by an alien vessel that apparently emerged from deep space and took interest in our planet. For some reason after just standing above Earth for nearly a weak it opened fire and destroyed one of the orbital space stations. In an act of desperation ground fighters with the capability of entering a low orbit of earth armed with nukes was launched. The alien vessels fired up its engines to head of into space but a lucky strike hit some of their guidance system. The Alien ship then entered an orbit around Earths moon, damaged and unable to leave. A joint military operation of the nations of earth managed to arm two space shuttles that was meant for a manned trip to Mars. A second strike disables the alien ship that entered into a slow decaying orbit of the earths moon and later crash landed.

A scientific expedition was hastily put together and wreckage from the alien vessel was brought to Earth. Soon after a whole new chapter of the physics books had to be rewritten. Humanity discovered the properties of several new mineral they never knew of before and had a basic grasp in the theoretical practices using natural gravity wells in space that existed between stars to propel a ship from one end of space to the next in an instant.

Through these new discoveries and the apparent threat of other intelligent life out there in the galaxy humanity managed to miraculously unite in a form of Galactic Republic. The nations of earth would still have their own sovereignty by in space there were only one unified government and authority under which all other nations of earth had to abide to. There was a civilian government elected, a scientific branch, the military branch and the naval branch.

Humanity did at first struggle with at what direction to go, but it was essentially decided that humanity would not venture out and explore until they were prepared. Colonies were quickly established on Luna and Mars. These quickly grow to millions and then to tens of millions of people. A large terraform project was started and by 2083 Luna was a breathable and fully habitable planet, Mars quickly followed in 2088.

Both the military and naval branch of this new republic had for long urged the government for military spending. There were after all hostile alien species out there. The civilian government was very hesitate to start any project of exploring space beyond Sol. Sensor buoys were placed at all seven known gravitational eddies and a small class of missile frigates were issued to defend earth and the new colonies from any alien threat.

Garrisons of republican guards were stationed at Luna and Mars just in case. A larger military program had been going since the forming of the new republic and ten years later it had expanded into four new air mobile division that had the same firepower of nearly a dozen or more conventional divisions.

First ship launched at December 22nd 2080.
Code: [Select]
River Mk.2/A class Missile Frigate    3,400 tons     124 Crew     487.5 BP      TCS 68  TH 256  EM 0
3764 km/s     Armour 1-20     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 24
Maint Life 1.63 Years     MSP 90    AFR 92%    IFR 1.3%    1YR 40    5YR 597    Max Repair 128 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Magazine 241   

NPE-800/256  Nuclear Pulse Stardrive (1)    Power 256    Fuel Use 285.11%    Signature 256    Exp 20%
Fuel Capacity 200,000 Litres    Range 3.7 billion km   (11 days at full power)

ML-04/40  Torpedo Launcher (6)    Missile Size 4    Rate of Fire 40
ASTFC-50/120  Torpedo Fire Control System (1)     Range 50.5m km    Resolution 120
AST-45/6  Barracuda Anti-Ship Torpedo (60)  Speed: 20,800 km/s   End: 36m    Range: 45m km   WH: 6    Size: 4    TH: 76 / 45 / 22

First ship launched at January 2nd 2081.
Code: [Select]
(N) River Mk.2/B class Missile Frigate    3,350 tons     121 Crew     511 BP      TCS 67  TH 256  EM 0
3820 km/s     Armour 1-19     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 20
Maint Life 1.65 Years     MSP 95    AFR 89%    IFR 1.2%    1YR 41    5YR 622    Max Repair 128 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Magazine 206   

NPE-800/256  Nuclear Pulse Stardrive (1)    Power 256    Fuel Use 285.11%    Signature 256    Exp 20%
Fuel Capacity 200,000 Litres    Range 3.8 billion km   (11 days at full power)

ML-04/40  Torpedo Launcher (5)    Missile Size 4    Rate of Fire 40
ASTFC-50/120  Torpedo Fire Control System (1)     Range 50.5m km    Resolution 120
AST-30/9  Barracuda II Anti-ship Torpedo (50)  Speed: 34,500 km/s   End: 14.6m    Range: 30.3m km   WH: 9    Size: 4    TH: 126 / 76 / 38

NSS-52/120  Naval Search Sensor (1)     GPS 7200     Range 52.6m km    Resolution 120

This model were severely rushed into service and lacked allot from what had become the standard doctrine in the new Republican navy but they were at least a Republican naval presence at the increasing traffic of civilian ships. There were now four large competing civilian corporation and nearly sixty civilian ships in total in Sol system and they started to present a problem that these new ships could provide a solution for.

Otherwise, the new doctrine of the republic was that ships in space needed to be well armored and armed. Crew capable to operate under the severe conditions that space provided was quite limited to say the least, at least to the standard required by republican navy. The civilian government also made it quite clear that under no circumstance should human lives be viewed as replaceable parts in machine. The republic was build on the principled of human rights. This have clearly influenced the further development of the 'Terran Republic of Earth' space navy.

It would take a long time before the next stage of Earths navy was planed and even longer to get those plans into action. In early 2079 the first seeds were was cast on the future of the Republican navy. Soon there were two different set of ships and a naval structure to support them. The first ships to enter into service should be some sort of jump capable cruiser. This ship should also become the base of operation for the science directory to operate their geological and gravitational survey vessels. These small vessels would dock inside the cruisers large hangar and be deployed once the system had been properly secured by the navy.
Each science division would have six survey vessels for each mission and a full squadron of cruisers should be deployed for each mission. Each mission would last between 6-9 months.
The first cruiser squadron would be ready and partially trained at January 2088. At 03.00 hours of January 4th 2088 the first Republican cruiser squadron (RSS Bengal (CA), RSS Vanguard (CL) and RSS Kidd (CL)) vanished from the monitors of Earth.  Anticipation of a report were high, when it turned out that the system the squadron arrived at were a more or less empty star system many people where disappointed. Some thought that most gravitational wells would lead to just these kinds of places. Some even put forth evidence that further discovery should be nearly pointless since 99.9% of all systems would look just the same. Of course, most scientists believed that this was nonsense.

First launched at February 13th 2087.
Code: [Select]
Bengal Mk.2/A class Heavy Cruiser    38,000 tons     1019 Crew     6241.7 BP      TCS 760  TH 1560  EM 0
2736 km/s    JR 3-50     Armour 8-100     Shields 0-0     Sensors 24/24/0/0     Damage Control Rating 51     PPV 72
Maint Life 2.96 Years     MSP 4209    AFR 281%    IFR 3.9%    1YR 714    5YR 10717    Max Repair 907 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 95   
Flag Bridge    Hangar Deck Capacity 3000 tons     Magazine 611   

JPN-38000/95  Military Jumpdrive     Max Ship Size 38000 tons    Distance 50k km     Squadron Size 3
NPE-2500/520  Nuclear Pulse Stardrive (4)    Power 520    Fuel Use 57.81%    Signature 390    Exp 13%
Fuel Capacity 3,000,000 Litres    Range 24.6 billion km   (103 days at full power)

PB-150/3-10  Particle Beam (4)    Range 150,000km     TS: 5000 km/s     Power 7-4    ROF 10        3 3 3 3 3 3 3 3 3 3
CIWS-160/6  Guardian Point Defence (2x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
BFC-4000/128  Beam Fire Control System (1)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
PP-3/5  Pebble Bed Reactor Plant (6)     Total Power Output 18    Armour 0    Exp 5%

ML-01/10  Interceptor Launcher (12)    Missile Size 1    Rate of Fire 10
ML-06/225  Torpedo Launcher (12)    Missile Size 6    Rate of Fire 225
ASTFC-136/120  Torpedo Fire Control System (1)     Range 136.7m km    Resolution 120
ATMFC-10/1.1  Anti-Torpedo Fire Control System (2)     Range 10.6m km    Resolution 1
AMM-7/38  Viper Interceptor Missile (251)  Speed: 16,000 km/s   End: 7.3m    Range: 7m km   WH: 1    Size: 1    TH: 128 / 76 / 38
AST-127/9  Python Anti-Ship Torpedo (60)  Speed: 19,700 km/s   End: 107.4m    Range: 127m km   WH: 9    Size: 6    TH: 65 / 39 / 19

ASTDS-10/1.1  Torpedo Detection System (1)     GPS 128     Range 10.2m km    Resolution 1
NSS-237/240  Naval Search Sensor (1)     GPS 46080     Range 238.0m km    Resolution 240
TH-24/8  Naval Thermal Sensor (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
EM-24/8  Naval EM Detection System (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

First launched at May 18th 2087
Code: [Select]
Vanguard Mk.2/B class Light Cruiser    17,200 tons     446 Crew     2877.4 BP      TCS 344  TH 780  EM 0
3023 km/s     Armour 6-59     Shields 0-0     Sensors 24/24/0/0     Damage Control Rating 22     PPV 46
Maint Life 2.71 Years     MSP 1307    AFR 189%    IFR 2.6%    1YR 254    5YR 3815    Max Repair 325 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 17   
Hangar Deck Capacity 500 tons     Magazine 480   

NPE-2500/520  Nuclear Pulse Stardrive (2)    Power 520    Fuel Use 57.81%    Signature 390    Exp 13%
Fuel Capacity 1,500,000 Litres    Range 27.2 billion km   (103 days at full power)

PB-150/3-10  Particle Beam (3)    Range 150,000km     TS: 5000 km/s     Power 7-4    ROF 10        3 3 3 3 3 3 3 3 3 3
CIWS-160/6  Guardian Point Defence (1x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
BFC-4000/128  Beam Fire Control System (1)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
PP-3/5  Pebble Bed Reactor Plant (4)     Total Power Output 12    Armour 0    Exp 5%

ML-01/10  Interceptor Launcher (10)    Missile Size 1    Rate of Fire 10
ML-06/225  Torpedo Launcher (6)    Missile Size 6    Rate of Fire 225
ATMFC-23/2.5  Anti-Torpedo Fire Control System (2)     Range 23.0m km    Resolution 1
ASTFC-136/120  Torpedo Fire Control System (1)     Range 136.7m km    Resolution 120
AMM-13/31  Stinger Interceptor Missile (132)  Speed: 22,400 km/s   End: 9.8m    Range: 13.2m km   WH: 1    Size: 1    TH: 104 / 62 / 31
AMM-7/38  Viper Interceptor Missile (132)  Speed: 16,000 km/s   End: 7.3m    Range: 7m km   WH: 1    Size: 1    TH: 128 / 76 / 38
AST-127/9  Python Anti-Ship Torpedo (36)  Speed: 19,700 km/s   End: 107.4m    Range: 127m km   WH: 9    Size: 6    TH: 65 / 39 / 19

NSS-112/120  Naval Search Sensor (1)     GPS 15360     Range 112.2m km    Resolution 120
ASTDS-15/1.7  Torpedo Detection System (1)     GPS 192     Range 15.4m km    Resolution 1
TH-24/8  Naval Thermal Sensor (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
EM-24/8  Naval EM Detection System (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

Docked in the Vanguard hangar bay
Code: [Select]
Raptor Type-20 Mk.2 class Scout    480 tons     16 Crew     123 BP      TCS 9.6  TH 24  EM 0
3333 km/s     Armour 1-5     Shields 0-0     Sensors 4/8/0/0     Damage Control Rating 0     PPV 0
Maint Life 2.6 Years     MSP 16    AFR 18%    IFR 0.3%    1YR 3    5YR 50    Max Repair 64 MSP
Intended Deployment Time: 2 months    Spare Berths 3   

NPE-50/16  Nuclear Pulse Stardrive (2)    Power 16    Fuel Use 332.63%    Signature 12    Exp 20%
Fuel Capacity 50,000 Litres    Range 5.6 billion km   (19 days at full power)

NSS-23/20  Naval Search Sensor (1)     GPS 1280     Range 22.9m km    Resolution 20
TH-4/8  Naval Thermal Sensor (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km
EM-8/8  Naval EM Detection System (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km

Geosurvey and Gravsurvey vessels
Code: [Select]
Newton Mk.2 class Gravitational Survey Vessel    488 tons     15 Crew     134.125 BP      TCS 9.75  TH 9  EM 0
1230 km/s     Armour 1-5     Shields 0-0     Sensors 4/4/1/0     Damage Control Rating 0     PPV 0
Maint Life 5.22 Years     MSP 43    AFR 7%    IFR 0.1%    1YR 3    5YR 39    Max Repair 100 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

NPE-100/12  Nuclear Pulse Stardrive (1)    Power 12    Fuel Use 28.64%    Signature 9    Exp 7%
Fuel Capacity 20,000 Litres    Range 25.8 billion km   (242 days at full power)

TH-4/8  Naval Thermal Sensor (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km
EM-4/8  Naval EM Detection System (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km
Gravitational Survey Sensors (1)   1 Survey Points Per Hour

Code: [Select]
Copernicus Mk.2 class Geological Survey Vessel    488 tons     15 Crew     134.125 BP      TCS 9.75  TH 9  EM 0
1230 km/s     Armour 1-5     Shields 0-0     Sensors 4/4/0/1     Damage Control Rating 0     PPV 0
Maint Life 5.22 Years     MSP 43    AFR 7%    IFR 0.1%    1YR 3    5YR 39    Max Repair 100 MSP
Intended Deployment Time: 6 months    Spare Berths 1   

NPE-100/12  Nuclear Pulse Stardrive (1)    Power 12    Fuel Use 28.64%    Signature 9    Exp 7%
Fuel Capacity 20,000 Litres    Range 25.8 billion km   (242 days at full power)

TH-4/8  Naval Thermal Sensor (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km
EM-4/8  Naval EM Detection System (1)     Sensitivity 4     Detect Sig Strength 1000:  4m km
Geological Survey Sensors (1)   1 Survey Points Per Hour

After the failure of the the first jump humanity soon found a new system that was wildly beyond their dreams in terms of mineral riches. The system was not all that populated with planetary bodies but there was one very promising planet for earth to start mining along with a potential site for a colony.

At the fifth jump point Earth suddenly had an echo on its screen that indicated an alien ship. It was not traveling very fast but there were several of them. The raptor that first spotted them stayed at a distance to see what they would do, they were going straight at the cruisers. The ships were about 9000 tones and the commander of Tigers Claw the cruiser leading the squadron issued the order to close the distance for a better look. Suddenly they were met by a hail of missiles. Viper interceptors were dispatched and downed some of them quite easily. But they were traveling so slow that Commodore Abdul-Tawwab Armanjani ordered to cease the firing of missiles and just use the ships automated systems and beam weapons to shoot them down. Hail after hail was simply gunned down by the ships. The commander decided to withdraw and let the diplomatic core and scientists handle the dealing with this non threatening race. Analyses from debris of the aliens missiles showed what the commander suspected, these were not the alien that visited earth. A few month later initial communication was established with this new alien race who called themselves the Albecus Empire. more is not known at this stage.

Later (May 2090), all jump points had been charted and the 1st cruiser squadron with RSS Bengal headed towards the first unknown jump point in the Wolfram system. A safe jump was made and two scouts were sent out to investigate the planets of this new system dubbed Gemini. Both Raptors returned to base without finding any trouble. Gemini was a relatively small system, the outermost body was merely 300 million kilometers from its sun. All six survey vessels was launched. After just a couple of weeks Copernicus 01 was heading towards  the fourth planet when they registered something on their sensors, it was an active EM signal, about an hour later the survey vessel was struck by a large number of nuclear missiles. Five members of the crew made it to the escape pods.

An overconfident commander of the RSS Bengal, spurred on the events that took place in the Pegasus system, ordered the squadron to move closer. They dispatched a Raptor that took up several million kilometers ahead of the squadron. An order of immediate withdrawal of all civilian vessel was sent. They all started to head back the RSS Bengal.

A few days later, the same group of ships turned up and a salvo of fifty missiles traveling way faster than any missiles currently in service in the Terran navy was detected heading towards the squadron. (Earth just developed new missile technology who were ready for production with similar speed such as these.) Vipers and Stingers were frantically released to stop the incoming barrage. But to no avail, they only managed to down a very few number of missiles. The whole barrage hit RSS Vanguard who took heavy damage, but she was still floating. The thick armourbelt of the cruiser insured it would live and fight another day.
One of the main concern though was at what speed the enemy ships was traveling, they were small but extremely fast at 10000km/s. The commander now ordered a full retreat, damage control was already underway on RSS Vanguard. A Raptor was dispatched to collect the surviving crew of Copernicus 01.
A few days later another group of ships appeared on the sensors, his time bigger at about 9000 tones. The commander gave the order of not open fire. Hopefully the aliens would acknowledge that they were withdrawing and just escort them out of the system. But a new wave of smaller missiles now started to come in. Most of these were directed at RSS Bengal and at much slower speed. The interceptors appeared to have a much better effect and the automated point defenses on Bengal was glowing hot and shooting down the missiles in droves.

Unfortunately, there were just wave after wave of missiles and some also hit both RSS Kidd and Vanguard. Vanguard were now limping with one of its engines down. It was silent again, repairs started yet again on RSS Vanguard.

A new wave of missiles suddenly appeared and was now coming in with a greater number directed at RSS Vanguard and RSS Kidd. The Vanguard was soon overwhelmed and all interceptor missiles were now depleted within the squadron.

The commander finally gave the order to retaliate and give the new aliens some taste of their own medicine and launch several salvos of Python anti-ship torpedoes.

90 crew of the Vanguard survived and was rescued by Bengal. The Hangar was now a large hospital facility.

Another hour or so past and the Python missiles reached their targets. They started to rip the enemy ships apart and two were soon disabled and two completely destroyed.

Another day passed and suddenly those smaller crafts appeared again and a new hail of missiles slammed into RSS Bengal, she took nearly 40 missile hits this time and there were some light damage on her systems.

A relief force has now left earth to help the cruiser squadron. The squadron did now safely manage to jump back to Wolfram. But the loss of RSS Vanguard is a stain on the record of the Republican navy whose policy it is that none shall fall to the perils of space, were they proven wrong!?!

A new model of the Bengal class cruiser has been issued to complement the A series in a more offensive reconnaissance role.

Not yet launched or refitted, there are currently four Bengal A class cruisers in service.
Code: [Select]
Bengal Mk.2/B class Heavy Cruiser    38,000 tons     1002 Crew     6072.7 BP      TCS 760  TH 1560  EM 0
2736 km/s    JR 3-50     Armour 8-100     Shields 0-0     Sensors 24/24/0/0     Damage Control Rating 51     PPV 72
Maint Life 2.92 Years     MSP 4095    AFR 281%    IFR 3.9%    1YR 712    5YR 10674    Max Repair 907 MSP
Intended Deployment Time: 12 months    Flight Crew Berths 31   
Hangar Deck Capacity 3000 tons     Magazine 859   

JPN-38000/95  Military Jumpdrive     Max Ship Size 38000 tons    Distance 50k km     Squadron Size 3
NPE-2500/520  Nuclear Pulse Stardrive (4)    Power 520    Fuel Use 57.81%    Signature 390    Exp 13%
Fuel Capacity 3,000,000 Litres    Range 24.6 billion km   (103 days at full power)

PB-150/3-10  Particle Beam (4)    Range 150,000km     TS: 5000 km/s     Power 7-4    ROF 10        3 3 3 3 3 3 3 3 3 3
CIWS-160/6  Guardian Point Defence (2x6)    Range 1000 km     TS: 16000 km/s     ROF 5       Base 50% To Hit
BFC-4000/128  Beam Fire Control System (1)    Max Range: 256,000 km   TS: 4000 km/s     96 92 88 84 80 77 73 69 65 61
PP-3/5  Pebble Bed Reactor Plant (6)     Total Power Output 18    Armour 0    Exp 5%

ML-06/225  Torpedo Launcher (12)    Missile Size 6    Rate of Fire 225
ML-01/10  Interceptor Launcher (12)    Missile Size 1    Rate of Fire 10
ASTFC-136/120  Torpedo Fire Control System (1)     Range 136.7m km    Resolution 120
ATMFC-10/1.1  Anti-Torpedo Fire Control System (2)     Range 10.6m km    Resolution 1
AST-60/12  Python II Anti-Ship Torpedo (24)  Speed: 34,000 km/s   End: 29.1m    Range: 59.4m km   WH: 12    Size: 6    TH: 113 / 68 / 34
AST-120/12  Anaconda II Anti-ship Torpedo (36)  Speed: 30,000 km/s   End: 66.1m    Range: 119m km   WH: 12    Size: 6    TH: 100 / 60 / 30
AMM-2.7/84  Viper II Interceptor Missile (274)  Speed: 30,000 km/s   End: 1.6m    Range: 2.9m km   WH: 1    Size: 1    TH: 280 / 168 / 84
AST-20/53  Cobra II Light Torpedo (75)  Speed: 38,000 km/s   End: 8.7m    Range: 19.9m km   WH: 5    Size: 3    TH: 177 / 106 / 53

NSS-237/240  Naval Search Sensor (1)     GPS 46080     Range 238.0m km    Resolution 240
ASTDS-10/1.1  Torpedo Detection System (1)     GPS 128     Range 10.2m km    Resolution 1
TH-24/8  Naval Thermal Sensor (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km
EM-24/8  Naval EM Detection System (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

It will carry two wings of Eagle class Interceptor crafts (2x5)
Code: [Select]
Eagle Mk.3 class Interceptor    298 tons     3 Crew     64.6 BP      TCS 5.95  TH 60  EM 0
10084 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 2.25
Maint Life 0 Years     MSP 0    AFR 59%    IFR 0.8%    1YR 4    5YR 62    Max Repair 19 MSP
Intended Deployment Time: 0.5 months    Spare Berths 3   
Magazine 15   

NPE-50/30  Ion Stardrive (2)    Power 30    Fuel Use 489.16%    Signature 30    Exp 25%
Fuel Capacity 5,000 Litres    Range 0.6 billion km   (17 hours at full power)

ML-03/X  Torpedo Rack Mounts (5)    Missile Size 3    Hangar Reload 22.5 minutes    MF Reload 3.7 hours
ASTFC-20/20  Torpedo Fire Control System (1)     Range 20.6m km    Resolution 20
AST-20/53  Cobra II Light Torpedo (5)  Speed: 38,000 km/s   End: 8.7m    Range: 19.9m km   WH: 5    Size: 3    TH: 177 / 106 / 53

This ship will not directly replace the Bengal type A, but it will be a compliment to it. Later ideas is to build a slightly larger battle cruiser to service as the flagship of every independent reconnaissance divisions in the fleet.

In the next installment I will show of the second branch of the fleet and the fiasco of the current state of it. This is the plan behind the Concordia Battle Carrier which is a 75000 tone ship of pure brutal force just rotting away wasting resources at Earth maintenance facilities. Two of them have been built (RSS Concordia and RSS Republic) but none of them are really operational.

Pages: [1] 2