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Posted by: Tanj
« on: March 05, 2015, 04:44:19 PM »

On the other hand, I stopped using them since I almost never see the AI defend a jump point. Kind of a pity, since it would add some more diverse tactical situations.

Actually, I've seen the AI defend several jump points in my games! In fact I've twice lost entire assault fleets to AI fleets defending jump points - but I think the key is if the AI sees you using that jump point.
Posted by: LtWarhound
« on: March 05, 2015, 01:32:21 PM »

http://aurora2.pentarch.org/index.php/topic,3703.0.html

Minelaying immediately after jump transit shouldn't work, sorry.  My fallback plan at that time was cheap tiny fighters, 100 tons each.  Push through a few squadrons, have them outrun the defenders (pretty much instantly) and then circle back to surgically strike the important targets.  Or try to get the defenders to chase them.
Posted by: Bremen
« on: March 02, 2015, 01:32:18 PM »

I've used specially designed assault cruisers before; slow, usually lots of armor (this was before shock damage.. does anyone know if shields stay at full power after a jump?) and a high jump distance on the jump ship, with redundant systems and usually lots of short range missiles in box launchers. The idea being for them to jump through and survive until their systems come up, then cover for other ships as they come through.

On the other hand, I stopped using them since I almost never see the AI defend a jump point. Kind of a pity, since it would add some more diverse tactical situations.
Posted by: SteelChicken
« on: February 25, 2015, 09:28:52 AM »

Was just discussing this on the dwarf fortress forum.
Someone mentioned how effective a bunch of CIWS was on a freighter, I suggested the classic armour ball: a freighter with lots of CIWS and armour, perhaps enough speed to keep up with the rest of the fleet, and for good measure a bunch of size 1 sensors.

Ive used this method before.  Giant, armored commercial ships with lots of CIWS.  Send them in random directions.   For RP purposes I assume automated pilots :)   It doesn't need to keep up with the fleet, as you can stage on the other side before jumping.

Cheaper than building dedicated jump ships and researching advanced jump tech.
Posted by: JacenHan
« on: January 28, 2015, 05:48:42 PM »

Was just discussing this on the dwarf fortress forum.
Someone mentioned how effective a bunch of CIWS was on a freighter, I suggested the classic armour ball: a freighter with lots of CIWS and armour, perhaps enough speed to keep up with the rest of the fleet, and for good measure a bunch of size 1 sensors.
Blue Emu used them in the "Ad Astra" game on the Paradox forums. They were very effective, as I remember.
Posted by: Jorgen_CAB
« on: January 28, 2015, 05:47:05 PM »

The most efficient way that I have observed is to have an advanced small and very fast and stealthy jump scout ship. Their job is to get information about the enemy strength.

Step two is to have specialized JP assault ships. These should basically carry your other more regular ships through the JP with the best jump drives that you can build.

Once you know you can bring enough force to overwhelm the enemy you can jump in and beat them with your fleet.

In general I don't like to either assault or defend JPs other than as a temporary solution, especially defending them. Mainly because it ultimately is pointless to do so and waste lot's of resources. I can see how mines is useful to damage and slow down an assault, but unless you know of a dedicated attack you can never stop it with defending a JP, unless you intend to fortify all your JPs all over the place. I certainly would not like to be stationed on a defence station knowing it could easily be overwhelmed and defeated.

In any way the question was assaulting them and that is easy as long as you have the necessary information.
Posted by: MarcAFK
« on: January 28, 2015, 05:06:45 PM »

Was just discussing this on the dwarf fortress forum.
Someone mentioned how effective a bunch of CIWS was on a freighter, I suggested the classic armour ball: a freighter with lots of CIWS and armour, perhaps enough speed to keep up with the rest of the fleet, and for good measure a bunch of size 1 sensors.
Posted by: linkxsc
« on: January 28, 2015, 12:46:18 PM »

Remember that Standard Transit allows any size of a TG to traverse a JP, as long as there is a big enough jump engine on one of the ships. This is useful for peacetime transits.

Squadron Transit shortens the blindness period but only allows the number of ships that the jump engine has been designed for. This is useful for combat transits.

Reallllyllylylyyly. So ive been wasting hours, splitting up my combat fleets that are just trawling into systems that i know theres no danger, so they can fit into the 4-5 squadron limit of my jump tenders. wow.


Back onto topic, on the note of doing ships loaded with mines. 1 of my thoughts was always A large ship loaded with as many box launchers as possible. Jump it into the system 5 seconds before the rest of your fleet, and dump all the mines it has (do a mix of antiship missiles and size 1.5 amms, need space for the sensor after all). Even if they blap down your cruiser, in a few seconds, all those mines will go off supported by the weapons of your main fleet
Posted by: iceball3
« on: January 28, 2015, 10:16:19 AM »

I believe yes/no (first one), you can still fire at waypoints for mines/buoys (I think), but the mines'/buoys' active sensors will still be blind (maybe).
Yes (second one). Task force training dictates how fast/well fleets react to orders given and has nothing to do with sensor blindness (from jumping).
I was more asking if 100% fleet training completely negated fire delays.
Posted by: 83athom
« on: January 28, 2015, 09:34:01 AM »

Does blindness stop blind missile fire? If not, you could possibly fire an active sensor heavily armored cluster of buoys immediately upon emerging so you can have instant contacts.
Do fleets experience fire delays at 100% Taskforce training?
I believe yes/no (first one), you can still fire at waypoints for mines/buoys (I think), but the mines'/buoys' active sensors will still be blind (maybe).
Yes (second one). Task force training dictates how fast/well fleets react to orders given and has nothing to do with sensor blindness (from jumping).
Posted by: iceball3
« on: January 28, 2015, 08:16:22 AM »

Does blindness stop blind missile fire? If not, you could possibly fire an active sensor heavily armored cluster of buoys immediately upon emerging so you can have instant contacts.
Do fleets experience fire delays at 100% Taskforce training?
Posted by: Garfunkel
« on: November 27, 2014, 05:13:29 PM »

Remember that Standard Transit allows any size of a TG to traverse a JP, as long as there is a big enough jump engine on one of the ships. This is useful for peacetime transits.

Squadron Transit shortens the blindness period but only allows the number of ships that the jump engine has been designed for. This is useful for combat transits.
Posted by: CaptainBipto
« on: November 20, 2014, 03:18:50 PM »

Thanks guys! Makes sense! Get my Internet today so I'll be able to not use my phone for reading :-[
Posted by: Charlie Beeler
« on: November 20, 2014, 02:16:35 PM »

Erik is on point. 

"max squadron jump radius" means that when you use squadron transit that is the max distance from the jump point the task group will arrive on a random bearing.

OPFOR is a common acromyn fro Opposing Force. 
Posted by: Erik L
« on: November 20, 2014, 01:41:04 PM »

http://aurorawiki.pentarch.org/index.php?title=Aurora_Player_Designed_Systems#Jump_Engines

Jump Point Distance is used to purposely create distance from the JP in case of on-JP defenses like mines or defenders.