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Messages - Michael Sandy

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1
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: July 31, 2017, 05:39:19 PM »
A tip for minelayers:

Consider a fast launcher on a fast minelayer, where the first stage is a speed the minelayer can keep up with.  Then you can deploy all the mines in a single wave.  It makes a decent siege weapon, for hitting really large stationary bases.

2
Advanced Tactical Command Academy / Re: Forward jump point defense
« on: July 30, 2017, 04:33:24 AM »
I RP 'expendable jump couriers' as automated vessels, where the space for 'crew' is actually space for computers and maintenance robots.

And I don't mean expendable like missiles are expendable.  I mean expendable like a fleet is expended to save a planet.

Consider the movie Rogue One.  If the consequences of NOT getting the information are sufficiently great, then taking huge chances or even knowingly having one-way missions is logical, because the sacrifice of some saves so many lives from futile and tragic loss.

3
During my surveying phase, I built a lot of 15,000 ton commercial jump drive ships, 2 size 50 engines, the smallest commercial jump drive I could build, and a bunch of fuel tanks.  I called them mobile jump stations, and they would stay at a jump point until the survey was complete.

My first military ships were all commercial engined ships, so that they could make use of my existing jump drive capacity.  However, I also built a bunch of tugs and 15,000 ton carriers that had no engines.  So I could pair the carriers with the jump stations, if necessary, to get military drive ships around.

Also, they are useful for getting really high boost military ships around without exhausting my fuel.

4
Bureau of Ship Design / Re: Ships
« on: June 29, 2017, 09:02:42 PM »

Home rule 2: All important systems need to have a spare one so I am not going to use 1 big engine.

Not a bad rule, but my variant is have enough spares to repair anything, and go into battle with battle tugs, commercial ships with lots of armor, a tractor, and extra fuel because, why not?

I basically design a size 50 engine and lots of size 1 engines of different efficiencies.  Possibly a size 2 if there is a cost break issue with fuel efficient engines.

My fleet speed is determined by what speed I can get out of commercial engined ships with 50-60% engine mass.  However, I also have boosted ships that I can transport in carriers if necessary, at least to get them across jump points.

Part of my decision for going with commercial engines was to save fuel and engine costs, but now that I have Fuel Harvesters, I have lots of fuel.  The other part was a desire to avoid having to spend more research on jump technology until I absolutely had to, and military jump engines of any size take a bit to research.  Some things may just have to wait until I have a propulsion anomaly to exploit.

My strategy has been warped by low availability mercassium on Earth, and the complete absence of it anywhere in the Solar System.  Once I get my El Dorado (4 jumps from Earth) in operation, my Mercassium problems go away, and I can go back to building more research facilities.

5
Bureau of Ship Design / Re: First warship, how bad am I doing?
« on: June 28, 2017, 03:16:49 AM »
There are a very few missile ship philosophies that are not improved by using reduced sized launchers.

Antimissile missile ships benefit from fullspeed launchers.

What I call an avalanche design, where the launcher has a DEEP magazine, and fires missiles exactly as fast as it, so that all missiles arrive at the same time.  It is not horrible versus fixed bases defended by AMMs, because you can fire relatively slow missiles from outside the base's missile envelope, and have all the slow missiles arrive at the same time.

And at very high boost levels, when high agility AMMs basically kill long ranged missiles, ships that use missiles instead of beams for the .5 million - 1.5 million km or so range, high launcher rates improve overall dps.

And when you need high dps to kill closing beam fighters before they enter beam range.

So that is either slow missiles, or firing missiles at a very close target.  (that is also a lot faster than you, but has to get closer to attack)

6
Bureau of Ship Design / Re: First warship, how bad am I doing?
« on: June 27, 2017, 08:22:07 PM »
One of the big things that affects ship size is whether you started with a conventional start or not, and about how many years after start you are building your warships.

It can take quite a while to expand a shipyard enough to build real capital ships.  Especially if you put a bunch of extra slips on your largest shipyard to get out some ships in a hurry.

Once you start building your fleet, you may be retooling your shipyards a lot more, so you can't be enlarging them at the same time.

7
Bureau of Ship Design / Re: Trying for PD missile ship
« on: June 23, 2017, 07:22:00 PM »
I am curious that you got to 5 second reload tech for AMMs which is a pretty huge investment, compared to your other missile and drive tech.

I am going to be a bit contrarian on the range, however.  Until you get really high boost tech, I advise having AMM missiles the same range as your AMM sensors vs 50 ton objects.  You really do not lose much accuracy that way, and they are useful anti-fighter/LAC missiles.

You have the option of making use of the full range against missiles if you have small AMM sensor ships that fly ahead of your fleet.


8
The Academy / Re: Interstellar Civilian Contracts?
« on: June 23, 2017, 07:08:46 PM »
Yes, civilians re-evaluate after dropping off cargo.

Had a huge surge of colony ships over pop a colony, going from 5 million to about 30.  So I switched it to source, and they loaded up...  then the colony was below 25 mil, and the colony ships said, "hey!  Lets dump them there!  And get paid for it!"

Lather, rinse, repeat, until the infrastructure finally arrived.

9
Aurora Chat / Re: PDC defences
« on: June 20, 2017, 04:25:03 PM »
I built a bunch of PDCs for my colonies to reduce unrest.  Just some anti-missile launchers (anti-missiles themselves to be developed and installed later).  But I plan on building a 15,000 ton capacity hangar at every extra-solar colony.

My higher priority for defenses is to get a sensor buoy network on every jump point.

Strategically, other than missile defenses capable of stopping a quick raid, my colony defense priority is to get information about an attacker as fast as possible, so the PDC CVs will have various scout fighters based on it.  I have squadrons with a thermal sensor fighter, an EM sensor fighter, an anti-capital ship active sensor and an anti-missile active sensor and a tanker fighter.

Maintenance costs is a major concern in my decisions over colony defenses.  If I don't have a specific reason for defenses for a particular colony, their defenses are what won't cost maintenance.

10
The Academy / Re: What are luxury liners good for?
« on: June 20, 2017, 04:06:25 PM »
You can build luxury liners before you can build colony ships.  Also, because they have no loading time, you can actually ship a surprising amount of colonists to the moon with one.

If you were playing a transnewtonian, zero research point start, and didn't have a logistics scientist, and did have a PP specialist, maybe there would be a couple year niche for luxury liners colonizing the moon.

11
Haji's Fiction / Re: From the Ashes - part 32
« on: June 19, 2017, 12:33:30 AM »
I am just stunned at the scale of your campaign.  50 billion km, megatons of ships.  Years upon years of investment destroyed in a single battle.

12
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: June 16, 2017, 02:24:03 AM »
I have decided that any Geo Survey team that discovers enough new minerals gets the planet named after them.

Had a planet that got renamed "Reprieve" after the geo-survey, for a large corundium deposit that turned a dud of a planet into a colonization prospect.  A bit premature when the rest of the first tier surveys came in.

It felt very nice, after a long series of dud geo surveys, where maybe a .1 deposit was found, or a 1 or 2 element planet had a new deposit of those elements.

13
The Academy / Re: Crew grade of commercial ships
« on: June 05, 2017, 03:01:38 PM »
If you have tugs/tankers with the fleet, having them be responsive to orders matters.  I am a bit curious myself.

I am also mildly curious what happens when you have a commercial ship with the maximum crew to cost ratio ship, and give it a bunch of armor and have a gauss equipped no-engine ship shoot at them to get their grade up, whether you can get your average starting grade above 12%.

14
The Academy / Re: Civilian Mining Complex and body types
« on: June 05, 2017, 12:36:26 AM »
And moons.  I have CMCs on Titan and Titania and Charon.

15
The Academy / Re: How do I create an alien start?
« on: June 04, 2017, 04:37:55 AM »
Also, my GF wants the ability to conquer Earth, so how do I create an alien homeworld, and have the NPR have the solar system to start in?

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