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Messages - Michael Sandy

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1
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.


2
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.

3
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.

4
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.

5
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.

6
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.

7
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%.

8
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.

9
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?

10
The Academy / How do I create an alien start?
« on: June 04, 2017, 04:34:54 AM »
I am a bit stumped, I selected the create an SM race option, and no system was created with it.  Can someone point me to a video perhaps explaining the step by step for creating an alien system to start from?  I want to do a conventional start in an alien system, and I am missing something important.

11
Aurora / Re: Youtube playthrough: Advice welcome, disaster imminent
« on: June 04, 2017, 04:09:15 AM »
When you copied your missile specs from your notes for AMMs, you reversed the fuel and agility numbers.  So you have a long ranged inaccurate warhead-1 missile, instead of a short ranged accurate warhead 1 missile.

12
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: June 04, 2017, 03:25:52 AM »
Clement, my conversion story was similar to yours, except it was six, and the system they followed me to was one jump from Sol.  And fortunately that system had an exit to a different loop, so the rest of the survey fleet eventually made it home, after they were SURE they had not been spotted.

13
Aurora Chat / Re: What's going on in your empire/planet/battlefield?
« on: June 04, 2017, 03:22:48 AM »
Clement, are you a new convert to the religion of scouting?

The first principle of our religion is:
Thou Shalt not transit any ship larger than 500 tons into ANY system until every planet has been scouted by a Morituri class pinnace. ;)
The second principle of our religion is:
Get the data home.  NO scout is done solo.  Never have only one ship in a system.  There should ALWAYS be a jump capable pinnace capable of getting the data home.  Including the really important information of "Did they discover our transit, will they follow through?"

So two pinnaces go in, one stays at the jump point.  If the scouting pinnace gets eaten, the other transits out and sits on the jump point until relieved.  The knowledge that an enemy HAS NOT pursued is almost as important as any other information, as that information can allow for the exploitation of systems adjacent to a discovered danger.

14
Bureau of Ship Design / Re: Military Doctrine
« on: June 04, 2017, 03:06:59 AM »
My philosophy is to use commercial ship designs for every possible purpose I can, given their capacity is so much greater than naval yards.  I really like armored tanker designs.  Every hull space I can get off my military hulls is that much more weaponry for the same maintenance costs in engineering spaces, maintenance facilities etc...

So my jump engines are on commercial ships, my tankers are commercial, my tanks (sort of, no firepower) are civilian, the engines for my carriers are commercial tugs.

15
Bureau of Ship Design / Re: Military Doctrine
« on: June 04, 2017, 03:00:22 AM »
So I do not argue that my fleet doctrine is the best, but that it evolved naturally and logically from my early decisions.

A philosophy of 'build as small ships as possible' will run into a couple of snags, not big ones, just ones to think about.

First, some ships really have to be big.  You want terraformers to be big because you want them to make use of a limited supply of good terraforming officers.  And because you don't want to have to have a huge number of tugs to manage shipping them about.

Jump gate construction ships have to be a certain size, as do troop transports that can carry construction brigades.

There are going to ships that are vital to your expansion effort that are a lot bigger than your military ships.  I would argue that you will want salvagers capable of going anywhere your warships are capable of going.

And that means you will at some point need jump ships capable of handling at least the salvagers, and maybe a number of other missions as well.

As you get the potential infrastructure for moving large military ships strategically, that increases the demand for them.  If you can build 100,000 ton tugs, limiting yourself to 15,000 ton ships seems to be a waste of them.  If your smallest civilian yard is 100,000 tons, that is likely the size of the tankers you will build.  And it seems a poor idea to have the tanker have such a huge footprint compared to your fleet.

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