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Messages - Michael Sandy

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Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: March 15, 2018, 08:53:58 PM »
But... it isn't 'really long ranged shots'.  The B and C components almost overlap!  Oh well, I will do some experiments, it isn't like I have anything else to do with my probe launching scout pinnace.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: March 15, 2018, 05:42:20 AM »
Had a weird issue where when I fired missiles at a waypoint in the C component from the B-component the missiles didn't move at all.  I was overlapped with a gas giant for some of the shots, but not all.

Good thing I tested with recon missiles before wasting a year's production of missiles only to watch them not move, but has anybody else experienced that?

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: March 14, 2018, 01:11:50 PM »
One of the systems that has 5 cost 2 worlds has a lot of wrecks and I confirmed Precursor presence.  There are also 5 Lagrange points.  And one of those Lagrange points is within short missile range of the Precursor guarded worlds.  And 2 others are within LONG missile range of them.

The tactical options are simply amazing.  Anybody else had a major battle where Lagrange points played a major role?

Bureau of Ship Design / Re: Max Tech Ships
« on: March 12, 2018, 12:50:55 PM »
I could see an excuse for the missile ship being that slow at max tech, but not a beam weapon ship.

The anti ship missiles are ridiculously slow. 24,000?  People have missiles that fast at Magnetoplasma (TL4) if not ION tech.

Also, 3.5 reloads for a fast launcher is ridiculously low.  You could go to box launchers and have more total magazine capacity.

One of the odd game paradoxes is that missile range often goes DOWN as tech advances.  Instead of being limited by fire control, it is limited by the effect of engine boost tech on missile range.  If you want long ranged missiles, you typically go to some form of 2-stage missile.

As far as your anti-missile missile launchers, 19 launchers and only 1 fire control seems a little vulnerable.  You can only engage 1 volley at a time with 1 fire control, so if a swarm of small fighters with box launchers fired, your defenses would be ill equipped to handle it.  And again, you want a heck of a lot more reloads for AMMs.

Also, a bit of a definition thing for me:

A cruiser has to be capable of independent cruises.  It therefore needs sensors, or to be an integral part of a squadron that has sensors, that allow it to use its weaponry effectively.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: March 10, 2018, 01:54:37 PM »
Further updates.

I keep finding ridiculously planet rich systems linked to the inner ring jump points.

5 cost 2 planets in one system, one only because it was .4 ATM oxygen.  A quaternary star system with all 4 stars within a billion km of each other.  3 more planets that are probably pretty juicy too.

Another system with over 100 moons, and a planet that is short on oxygen and a little cool.

And the very first system had a precursor on one planet, and 3 other terraformable planets.

So, the game thought I would be impressed by 5 2 cost worlds in one system?  How about 5 MOONS of a single planet that are all cost 2?!?

ONE system of the first five discovered didn't have a 2 cost planet.

Bureau of Ship Design / Re: Ships
« on: March 09, 2018, 05:06:01 PM »
I had heard that armor rounded up, so .51 MSP of armor acted as 1 armor?

It is somewhat an open question whether carrying the ability to lay down a colony versus carrying an entertainment module is more efficient.  You can really cut down on the crew endurance cost and mass with an entertainment module, and you don't lose time on station laying down a colony.

What is the largest commercial jump drive you can make?

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: March 09, 2018, 03:58:18 AM »
Further updates...

Found another jump gate.  And that jump point inside the orbit of Venus?  Pssshaw.  How about one within 3 million km of Earth orbit?  On the plus side, once I clear the aliens out, I can very rapidly exploit that system, but sheesh.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: March 09, 2018, 01:12:47 AM »
Sooo, good news bad news.

The bad news is that the aliens detected the transit, wiped out my explorers, and immediately headed to Luna, Luna being slightly closer to the jump point than Earth.  My scouts had literally died less than a day after they were built.

The good news is that the aliens expended all their missiles on my civilian liners.  My obsolete, Nuclear Thermal engined liners.

The really good news is that the aliens apparently lacked any beam weapons.

The bad news is that the aliens were utterly fanatic, and even with the really awesome diplomats I have, I really doubt I am going to be able to establish communications with them.

The good news is that they rammed those liners until they died.  I have 3 alien wrecks in my system, and it only cost me a couple of explorers and some civilian ships!  Woohoo!

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: March 08, 2018, 09:20:57 PM »
Addendum.  For the first time ever, the first system I discover has a habitable planet.  And lots of wrecks.  And a bleeping jump gate back.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: March 08, 2018, 09:09:48 PM »
For my latest conventional start, I decided to dump some ruins on LUNA to get my race thinking about aliens.  Then my first jump point found is inside the orbit of Venus, with a fricking Jump Gate.  Queue the probe with a really tiny fighter.  I thought about cheaping out, building just an engine and a fuel tank, but I decided to be nice, give them enough endurance and an engineering system so they could last enough for a retrieval mission.

I am RPing that communications are possible, even if transit isn't, but still.  This throws my schedule off a bit.  I had anticipated a somewhat more leisurely exploration, refitting my Nuclear Thermal ships to Ion while grav surveying was done and systems probed.  Suddenly all my grounded Geo Survey ship crews and officers are like, "Wha?!?" as the prospect of adventures at least a year earlier than projected are possible.

Bureau of Ship Design / Re: Fighter Design
« on: March 06, 2018, 04:10:37 AM »
Not bad.  I think you went a bit excessive with the short deployment times, but it fits with the role.

However, if they are deployed on a carrier at the jump point, you might consider even skimping on the engineering system as well.

I think the Exeter needs another engine, at least, because you want your interceptor to be faster, and because its accuracy is limited by its speed, not its fire control.
Your fire controls on your beam ships all seem to be 25,000 km/s, which would be great if your fighters were that fast, or if they had turrets.

Also, the fire control range is the range at which you have a 50% to hit, so having a longer ranged FC than your beam is not bad, if you can manage it.

I do like the reduced size laser to get a nice burst damage and shock damage in the jump point defense role, but the Warrior appears the best designed of the bunch.

The Academy / Re: Couple of questions from complete beginner
« on: March 06, 2018, 03:54:51 AM »
To deal with obsolete civilian shipping, you can split off a new player race, call it pirates or bureaucratic enforcers, and give it some ships to hunt down and destroy those poorly built ships.

Bureau of Ship Design / Re: Initial Jump Point Defense
« on: February 02, 2018, 04:12:45 AM »
The low fuel supply makes sense for its deployment, but its range indicates you are using fuel efficient engines instead of boosted engines.  At that tech level, jump engines can jump ships in well outside the range of its beam weapon.  Beam defenders don't need a lot of range, but they do need to be able to close before the enemy sensors and weapons come on line.

You would probably be better off with boosted engines, and more of them, and switch from a turret to a standard beam.

Because frontloading the damage is important, you might even consider reduced sized lasers, get more round 1 firepower, at the expense of sustained fire.

The problem with it as a jump point defense is that any targets can move out of its range envelope pretty quickly, before it has really done enough damage to justify itself.

In the interests of making its performance a little better, while still being under 500 tons, I would suggest splitting off the active sensor portion to a dedicated scout fighter class.  Fortunately, it is very easy to just churn out some fighter scouts without retooling.

If you want a virtually stationary self-deploying jump point defense base, I would suggest using Box launchers with missiles of less than 30 second flight time, (the expected duration of the attacker's sensor blindness, and therefore vulnerability to missiles), possibly with really big warheads for the possibility of shock damage.

You have front loaded offense, and a bit longer range.

Play around with it, see if you can get its speed up to 30,000 and tracking up to that as well.  It can also serve as colonial point defense.  Because you REALLY want these at point blank range for added damage.  As a jump point defense 'base', it won't need to close through missiles, so it doesn't need endurance or armor, but you do want it to have a good bit of speed.

Bureau of Ship Design / Re: Ships
« on: February 01, 2018, 06:20:36 AM »
I like the idea of a heavily armored tanker/tug.  Early in the game, I don't have that many shipyards, or any really big ones.  It is a lot easier to get a commercial shipyard to build a heavily armored tug/tanker to act as damage sponge than it is to build a naval shipyard that big.  Add a jump engine and you have strategic mobility as well, even if you don't get assault capability with a commercial jump drive.

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