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Messages - Michael Sandy

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The Academy / Re: More slipways vs more yards
« on: December 07, 2017, 10:55:43 AM »
Good topic.

I would include a third category, and that is building ship components with industry in order to speed construction.

Some advantages to multiple slipways:  It costs less resources to add extra ship construction capacity, and more importantly, it costs less production.  You can add slipways while ships are being built.  If you want to build a lot of ships of a particular class, it is a lot faster to get a shipyard up to size, and then add slipways once you have tooled it to the ship in question.

However, if you have the time to build more shipyards, you will be a lot more flexible, and be able to refit ships a lot more readily as well as you will be able to tweak the tooling of your shipyards more precisely.

The Academy / Re: Set survey ship to fly against the current (clockwise)
« on: November 30, 2017, 10:05:25 PM »
Don't use it for Mercury, Venus or comets.

And I always make my geosurvey ships commercial, with size 50 engines (partly because I intend to retool and refit to better engines), because that gives them about 65-70 km/s, which is plenty to catch any body.

Fortunately, if you DO catch a body, you will be able to keep up with it and orbit with it as you survey.  Waiting ahead of it until the 5 day movement processes, and then dashing up to it works too.

Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: November 26, 2017, 03:04:27 AM »
I wonder if there should be a militancy check for ships and fighters to delete (no wrecks) rather than self-destruct in a way that leaves wrecks.  More an RP question than a mechanics question.

Haji's Fiction / Re: This may be a good bye
« on: November 25, 2017, 11:12:48 PM »
Reading the Hegemony write up, I really enjoyed the Big Battleship battles.  Something occurred to me about the Unicorn missile ships.

If you are firing missiles exclusively at point blank range, you can use very small missile fire controls.  Antimissile defenses based on long ranged missile fire presume also that the missile fire controls are larger and more expensive.

But if you can hit your target with a .1 HS missile fire control, you could have a fire control for each launcher.  Conceivably, you could overwhelm the defensive fire controls at a slightly longer range.

Of course, a missile heavier strategy runs into even greater logistical limitations for the Kingdom.

While it is possible to set initial conditions, especially in terms of existing shipyard sizes, to favor big battleship vs big battleship fights, in the longer term I do not think that it is stable.

Haji's Fiction / Re: From the Ashes - part 32
« on: November 21, 2017, 07:29:27 PM »
That sounds pretty epic!  And probably challenging to sum up.

And perhaps a deterrent to playing truly long game Aurora.

The Academy / Re: Is there a basic or common build / research order?
« on: November 19, 2017, 10:09:22 AM »
I don't have fuel shortages, because I build up the civilian economy early, and they build my fuel harvesters for me.  However, researching .4 engine power is worth it for the cheaper engines for freighters and survey ships.

Actually, I DO use .3 power engines in sensor drones and geo survey drones.

The Academy / Re: Is there a basic or common build / research order?
« on: November 18, 2017, 10:14:59 PM »
Before Transnewtonian tech is researched, I suggest building military academies.  This will help produce more civilian administrators and scientists to help boost your economy.  Getting the right scientists can basically double your research or more.  A good administrator on Earth is equivalent to having a tech level in mining, construction and perhaps shipyard techs.

Especially if you have a good logistics scientist, you should get Improved Command and Control in order to research Sector Control.  It is definitely worth it after you have gotten the 10,000 level Construction techs, as a good Sector Command civilian administrator provides almost as much improvement as a single Construction tech level, at a lower research cost at that point.

After Transnewtonian tech is research, your highest priority is converting the economy.  Start with construction factories until your duranium starts going down.  It is okay to really dip in duranium in order to speed the conversion, and then starting switching to converting industry to mines.

Because ground troops take so long to build, you may want to also keep building up infantry, in order to convert them to cadre to build Construction Brigades later.  It doesn't take that many minerals, and you have the facility.

I waffle back and forth on whether it is worth having the shipyard expanded early.  It takes more resources to expand shipyards, and when you are watching every duranium to get the fastest economic expansion, spending that duranium elsewhere slows your conversion.  My target is to get the Naval Shipyard to about 4000 tons to build my geosurvey ships, which are basically a size 50 commercial conventional engine, a geosurvey sensor and a couple of fuel tanks.

I can then speed the building of geosurvey ships by using industry to build the engines and the sensor ship components.  Overcommitting to building or expanding shipyards, adding new slips, can be a mistake.  It takes longer and costs more to refit a shipyard that has multiple slips.

It is usually economical to refit the early conventional engined survey ships to size 50 commercial nuclear thermal engines.  However, once you refit that shipyard to building grav sensor ships, you generally want a civilian yard for refitting and updating the geosurvey ships.

A major decision that you will want to make early on is whether you build survey ships with their own single ship jump drives, which makes individual survey ships slower, more expensive, less efficient, but has less idle time and less micromanagement required, or build commercial jump tenders, (at least 15,000 tons), which act as mobile jump gates, providing strategic mobility for your early combat fleet.

My feeling is that until you have higher efficiency jump engines, x6 or x8, you really don't want them on every ship because of performance issues.

The Academy / Re: Is there a basic or common build / research order?
« on: November 18, 2017, 04:25:25 PM »
From a conventional start, I recommend prioritizing the construction, mining and research rate techs.  Early on, you are working on converting your economy to Transnewtonian.  If I start with a power and propulsion scientist, I will put them to researching with 1 lab even before researching transnewtonian tech, because I want them to start improving their rate.

If I have a sensor scientist, I generally set 1 lab for them to start geo survey tech, because it isn't much of an investment to get the surveying started early.  You can survey the inner system quite well with conventional engines, but past Saturn you will want at least Nuclear Thermal.

Depending on the resources in the system, that determines how far in the Construction and Production trees I go before working on Jump Theory.  I have had games where I was so limited in Mercassium that I couldn't mass produce research labs, and had to get out of the system early.

You should definitely have at least Nuclear Pulse drive tech before Jump Theory.  Unless you have scouting as a religion, you probably shouldn't leave your solar system without Ion Tech, at least the first tier in missile tech, and active sensors.

As far as weapons, that can depend on what kind of scientists you have, and therefore how easy it is to get the techs up.

Bureau of Ship Design / Re: My first original warship please review
« on: November 11, 2017, 09:29:07 PM »
Spinal weapons give you bigger and slower weapons.  You don't have enough firecontrol range to fully exploit it.  The main advantage of a really big weapon is actually the shock damage it does, because the DPS is typically lower.

For the highest dps, you should go for the caliber that can hit out to the furthest extent of your fire control, with either a 5 second rate of fire or a 10 second rate of fire.

Spinals might have a niche application for a ship that fights in a nebula, where the shock damage would be a bigger factor because no need to batter through shields.  Or possibly as a jump point assault/defense ship, where the combat may start at close range, and the initial shot is more important than sustained damage.

For boarding ships, you want them to be a minimum of 10x as fast as the target ship (or was it 6?) to have most of your troops survive boarding.  Also, it would be nice if the boarding ship could survive 5 seconds of point blank fire, so if the target had any active weapons left, it could drop off the boarders and then run away.

You also want ships that can rapidly retrieve your boarding marines.  You can have commercial designs for them.

Bureau of Ship Design / Re: My first original warship please review
« on: November 10, 2017, 05:14:27 PM »
Much improved... except for the engineering spaces.  As a rule of thumb, you want at least twice as much maintenance life as you have deployment time, because it takes twice as long to rewind maintenance time as deployment time.

You still have a small mismatch in the speed of your ship and the tracking on your fire control.

The rule of thumb I go with for magazine to launcher ratio is roughly equal HS for magazine and launcher, the faster the launcher, the more you should emphasize the magazine.  And that is regardless of whether you go with regular launchers, x.5, x.33 or x.25 launchers.  That goes for carrier ammo capacities as well, so plan for about 3 reloads for your fighter's box launchers.

For AMM capacity, my theory is that if I outnumber the enemy 2-1, I should be able to destroy them without taking casualties, at least not more than armor damage.  Therefore, the defensive fire of two of my ships should be able to neutralize the offensive power of one, or two of my squadrons should be able to handle the fire of one.

And while this isn't a problem with your ship, there is something you want to keep in mind with fuel tanks.  You never want a fuel tank hit to mission kill a capital warship.  While commercial ships will want the largest and cheapest fuel tanks possible, a military ship that expects to see combat can't afford to watch a million liters of fuel disappear with a single meson hit.  For military, front line ships, I recommend either standard 50,000 liter tanks or 250,000 liter tanks, rather than the very large 1,000,000 liter tanks.  The cost savings that comes with reduce HtK is not really worth it.

Because space on a military ship is at a premium, if you can have commercial tankers keep up or preposition fuel supplies when you have to move the fleet in a hurry, you will have a somewhat leaner and more efficient war fleet.

But that is something to do if you like micromanaging, if you want fleets that are much simpler to manage, or if you have a particular horror of your warfleet getting stranded without fuel, internal fuel supply is fine.

The Academy / Re: Dumb newbie mistakes to avoid
« on: November 10, 2017, 04:47:47 PM »
I probe ALL jump points with scout pinnaces.  Either 250 ton ones that are really cheap, and use the minimum ship sensors to check out planets, or 500 ton ones with 3 HS sensors.

Scout pinnaces have 30-60 billion km range, a .5 hs engineering system.

Fleet scouts are much shorter endurance, with boosted engines and no jump drive or engineering system, and are used for tactical scouting, not strategic.

Once I get x.33 reduced sized launchers, I build a pinnace with a launcher, minimum fire control, and a magazine full of sensor missiles of various types.

A lot of AIs don't shoot at buoys or sensor missiles, so you can occasionally get a fix on them, and then get an idea of their passive sensor range when they start moving on detection of your battle fleet.  I like the game of trying to figure out the enemy's capacities before actually fighting them.

The Academy / Re: Dumb newbie mistakes to avoid
« on: November 10, 2017, 04:07:13 PM »
One of my high priorities early on is half sized engineering systems.  I put them on my scouting pinnaces, and the PD escort fighters.

Part of it is RP.  I simply would not want to be on a solo ship exploring another system with no means of repairing crucial systems and no way to get help, simply because of budget matters.  I would take the somewhat lower speed and range, their job is dangerous enough.

Aurora Chat / Re: Shared ships classes per SY
« on: November 10, 2017, 03:53:19 AM »
All things being equal, you want the shipyard tooled to the more expensive components.  The more expensive the ship, the bigger a difference 20% of that cost is going to be.  On the other hand, making the tooling an excessively expensive version may make it more expensive and time consuming to retool.

Aurora Chat / Re: Shared ships classes per SY
« on: November 10, 2017, 03:50:38 AM »
Other than going to the DAC page and checking the refit cost from the old class to the new, not really.

One of the reasons I put a hangar on every capital ship is so that I can 'refit' a lot of things by simply switching out some fighter pods.

Spoilers / Re: Star swarm questions
« on: November 09, 2017, 05:21:46 PM »
Mommy's have mesons, but since they have massive shields, they can also safely ram without taking permanent damage.

If you can, scout carefully with some sacrificial fast ship to gauge their exact range.  That will help you a lot on the ship design and tactics.

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