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Posted by: Steve Walmsley
« on: August 03, 2010, 12:01:46 PM »

Quote from: "SenorOcho"
Meh, it was just a jump scout far from home.  Not like I got ganked within Sol.
Famous last words :)

Steve
Posted by: SenorOcho
« on: August 03, 2010, 06:03:31 AM »

Meh, it was just a jump scout far from home.  Not like I got ganked within Sol.
Posted by: Beersatron
« on: August 02, 2010, 10:00:39 PM »

Quote from: "SenorOcho"
My jump scout just made first contact... literally.
Alien ship with at least 6 armor collided with it at 8000 km/s (With TH960...).  Wasn't expecting that, and however they did it is well beyond my current tech, as I can't seem to recreate it- armor rating 6 ship hits hard diminishing returns at about 5700 km/s with current tech, and that's assuming no other weight distractions like fuel, etc.
Looks like I'm gonna need some bigger weapons to deal with that sort of thing.

I do not want to spoil your game because I believe that Aurora should be played as 'blind' as possible, but ... [spoiler:1xyx9qzy]I would recommend you disable Precursors in your game start screen otherwise you will be in a world of hurt which will ruin the game for you at start an early stage[/spoiler:1xyx9qzy]
Posted by: SenorOcho
« on: August 02, 2010, 05:46:59 PM »

My jump scout just made first contact... literally.
Alien ship with at least 6 armor collided with it at 8000 km/s (With TH960...).  Wasn't expecting that, and however they did it is well beyond my current tech, as I can't seem to recreate it- armor rating 6 ship hits hard diminishing returns at about 5700 km/s with current tech, and that's assuming no other weight distractions like fuel, etc.
Looks like I'm gonna need some bigger weapons to deal with that sort of thing.
Posted by: Erik L
« on: August 02, 2010, 05:10:22 PM »

Quote from: "Kurt"
My two cents: CIWs are nice on high value targets, but I generally don't use them throughout my fleet.  The reason is that CIWS only protect the mounting ship, whereas a laser or meson turret can protect the entire fleet, and if a lot of ships mount a turret or two, their defensive fire can protect the entire fleet from a fairly large salvo, whereas if every ship mounts a CIWS then those CIWS only protect the mounting ships.

Kurt

I tend to operate a lot of ships in single deployments. And on survey ships it's nice to be able to at least pretend they can survive ;)
Posted by: UnLimiTeD
« on: August 02, 2010, 04:48:13 PM »

On your recent designs, I think you shot above the goal with the fuel storage.
I'd reduce it to 300k, get an extra engineering space or maybe a level of armor (2 or 3 is ok for a start, generally, so your not bad off) and increase the Resolution of the Scout to 100 (geared for 5000 Ton ships).
Also, if one of your ships is a little ligher and a little faster than the other ships, that doesn't actually benefit you that much.
Maybe on Area Defense/Anti-Missile, allowing maneuvering.

Good missiles this time, reasonable range, shorter than your missile armed opponents most likely, but good enough to fight an enemy at range, really good speed for the tech level, and a size 4 warhead.
Posted by: Kurt
« on: August 02, 2010, 04:12:02 PM »

Quote from: "Erik Luken"
Quote from: "SenorOcho"
I was starting to wonder how many "No, BIGGER!" responses it would take for someone to throw a number at me.  The sort of mind that would be attracted to this game is far better with specifics. :)

My two cents: CIWs are nice on high value targets, but I generally don't use them throughout my fleet.  The reason is that CIWS only protect the mounting ship, whereas a laser or meson turret can protect the entire fleet, and if a lot of ships mount a turret or two, their defensive fire can protect the entire fleet from a fairly large salvo, whereas if every ship mounts a CIWS then those CIWS only protect the mounting ships.

Kurt
Posted by: Steve Walmsley
« on: August 02, 2010, 02:53:11 PM »

Quote from: "SenorOcho"
I was starting to wonder how many "No, BIGGER!" responses it would take for someone to throw a number at me.  The sort of mind that would be attracted to this game is far better with specifics. :P
I haven't run into a reason to restart yet, so I'll research up some suitable sensors.

For the armor... so a hit that matches the armor rating causes internal damage? Unlimited's post made it sound like a size 4 warhead would do damage as:

Code: [Select]
x x x
o x o

With the Xs being damaged armor boxes, so such a hit would exactly breach an armor rating 2 ship on one column, correct?  Or am I completely misunderstanding how this works?

Edit: And yes, the missile was 1x Warhead, 2.25x Engine, 0.25x Fuel, 0.5x Maneuver (I think)
Yes, that would be the pattern for a size 4 warhead. No actual damage would penetrate to the ship with armour rating 2 but there would be a hole in the armour. Another hit in the same location would penetrate. You can see the effects of hits on the armour if you check the Armour Status tab on the F6 Ship window for the damaged ship.

Don't get too concerned about perfect designs when you are just learning the game. When you start to fight aliens you will soon realise which areas of your ship designs need improvement, and those areas are often different against different enemies.

Steve
Posted by: Erik L
« on: August 02, 2010, 02:43:14 PM »

Quote from: "SenorOcho"
I was starting to wonder how many "No, BIGGER!" responses it would take for someone to throw a number at me.  The sort of mind that would be attracted to this game is far better with specifics. :)
Posted by: Erik L
« on: August 02, 2010, 02:31:40 PM »

Here are the designs in my current game. 250k tech point start, randomly assigned by the game. Thirteen years into the game, but these are still the initial designs.

Code: [Select]
Enterprise class Cruiser    9000 tons     746 Crew     1658.2 BP      TCS 180  TH 300  EM 450
2222 km/s    JR 3-50     Armour 6-38     Shields 15-300     Sensors 30/30/0/0     Damage Control Rating 9     PPV 26
Annual Failure Rate: 72%    IFR: 1%    Maint Capacity 1036 MSP    Max Repair 324 MSP    Est Time: 2.48 Years

J9000(3-50) Military Jump Drive     Max Ship Size 9000 tons    Distance 50k km     Squadron Size 3
Magneto-plasma Drive E7 (5)    Power 80    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 71.4 billion km   (372 days at full power)
Beta R300/10.5 Shields (10)   Total Fuel Cost  105 Litres per day

Twin Gauss Cannon R1-100 Turret (1x6)    Range 10,000km     TS: 12000 km/s     Power 0-0     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
10cm Railgun V1/C3 (3x4)    Range 10,000km     TS: 3000 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
"Phalanx-24" XS Tracking System (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (3)     Total Power Output 18    Armour 0    Exp 5%

AS "Guardian-67" Search Scanner (1)     GPS 11200     Range 67.2m km    Resolution 40
"Therma-30" Military Scanner (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
"Magne-30" Military Scanner (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

This design is classed as a military vessel for maintenance purposes
The Enterprise is designed for close-in assault.

Code: [Select]
Fletcher class Cruiser    9000 tons     833 Crew     1747.68 BP      TCS 180  TH 300  EM 450
2222 km/s     Armour 6-38     Shields 15-300     Sensors 30/30/0/0     Damage Control Rating 9     PPV 33
Annual Failure Rate: 72%    IFR: 1%    Maint Capacity 1092 MSP    Max Repair 280 MSP    Est Time: 2.81 Years
Magazine 334    

Magneto-plasma Drive E7 (5)    Power 80    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 71.4 billion km   (372 days at full power)
Beta R300/10.5 Shields (10)   Total Fuel Cost  105 Litres per day

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
10cm Railgun V1/C3 (3x4)    Range 10,000km     TS: 3000 km/s     Power 3-3     RM 1    ROF 5        1 0 0 0 0 0 0 0 0 0
"Phalanx-24" XS Tracking System (1)    Max Range: 48,000 km   TS: 12000 km/s     79 58 38 17 0 0 0 0 0 0
Stellarator Fusion Reactor Technology PB-1 AR-0 (2)     Total Power Output 12    Armour 0    Exp 5%

Heavy Missile Launcher (2)    Missile Size 12    Rate of Fire 120
MFC "Catapult-201" Control Suite (1)     Range 201.6m km    Resolution 40
Mk1 Heavy Missile (28)  Speed: 15,000 km/s   End: 71.4m    Range: 64.3m km   WH: 12    Size: 12    TH: 95 / 57 / 28

AS "Guardian-67" Search Scanner (1)     GPS 11200     Range 67.2m km    Resolution 40
"Therma-30" Military Scanner (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
"Magne-30" Military Scanner (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
The Fletcher is the long-range counter-part to the Enterprise. I'm not happy with this design as it only has 2 launchers. A future refit might drop the launchers to Light (size 4) or Medium (Size 8).

Code: [Select]
Lexington class Missile Destroyer    7600 tons     748 Crew     1518.68 BP      TCS 152  TH 300  EM 450
2631 km/s     Armour 3-34     Shields 15-300     Sensors 30/30/0/0     Damage Control Rating 5     PPV 32
Annual Failure Rate: 92%    IFR: 1.3%    Maint Capacity 624 MSP    Max Repair 280 MSP    Est Time: 1.71 Years
Magazine 342    

Magneto-plasma Drive E7 (5)    Power 80    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 84.6 billion km   (372 days at full power)
Beta R300/10.5 Shields (10)   Total Fuel Cost  105 Litres per day

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
Light Missile Launcher (8)    Missile Size 4    Rate of Fire 40
MFC "Catapult-201" Control Suite (1)     Range 201.6m km    Resolution 40
Mk1 Light Missile (85)  Speed: 15,000 km/s   End: 71.4m    Range: 64.3m km   WH: 4    Size: 4    TH: 95 / 57 / 28

AS "Guardian-67" Search Scanner (1)     GPS 11200     Range 67.2m km    Resolution 40
"Therma-30" Military Scanner (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
"Magne-30" Military Scanner (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
The Lexington are probably more effective than the Fletchers, just based on throw-weight.

Code: [Select]
Spruance class Destroyer Escort    8350 tons     738 Crew     2269.08 BP      TCS 167  TH 300  EM 450
2395 km/s     Armour 3-36     Shields 15-300     Sensors 30/30/0/0     Damage Control Rating 5     PPV 16
Annual Failure Rate: 111%    IFR: 1.5%    Maint Capacity 849 MSP    Max Repair 280 MSP    Est Time: 1.86 Years
Magazine 326    

Magneto-plasma Drive E7 (5)    Power 80    Fuel Use 70%    Signature 60    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 77.0 billion km   (372 days at full power)
Beta R300/10.5 Shields (10)   Total Fuel Cost  105 Litres per day

CIWS-120 (1x6)    Range 1000 km     TS: 12000 km/s     ROF 5       Base 50% To Hit
AM Launcher (16)    Missile Size 1    Rate of Fire 10
MFC "Flechette-5" Control Suite (4)     Range 5.0m km    Resolution 1
Mk1 AM (326)  Speed: 15,000 km/s   End: 114.3m    Range: 102.9m km   WH: 1    Size: 1    TH: 50 / 30 / 15

AM "Morningstar-16" Search Scanner (1)     GPS 280     Range 1.7m km    Resolution 1
"Therma-30" Military Scanner (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km
"Magne-30" Military Scanner (1)     Sensitivity 30     Detect Sig Strength 1000:  30m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes
The Spruance is the escort class for the fleet. It can engage 4 salvos at once. And yes, I know the search scanner is far out-ranged by the MFC.

Current fleet is 3 Fletcher, 1 Enterprise, 3 Lexingtons, and 3 Spruance.

I should note that these designs are also not battle-tested. I've only discovered 17 systems in 13 years, with 14 being surveyed. I've got 1 extraterrestrial colony on Mars (archaelogical site). I've got 2 prime colony spots (under 1 cost) and 3 in the 2-4 range.
Posted by: SenorOcho
« on: August 02, 2010, 02:22:39 PM »

I was starting to wonder how many "No, BIGGER!" responses it would take for someone to throw a number at me.  The sort of mind that would be attracted to this game is far better with specifics. :P
I haven't run into a reason to restart yet, so I'll research up some suitable sensors.

For the armor... so a hit that matches the armor rating causes internal damage? Unlimited's post made it sound like a size 4 warhead would do damage as:

Code: [Select]
x x x
o x o

With the Xs being damaged armor boxes, so such a hit would exactly breach an armor rating 2 ship on one column, correct?  Or am I completely misunderstanding how this works?

Edit: And yes, the missile was 1x Warhead, 2.25x Engine, 0.25x Fuel, 0.5x Maneuver (I think)
Posted by: Erik L
« on: August 02, 2010, 01:42:47 PM »

First the Tico.

Your sensors are geared to 1000 ton ships. As an anti-ship design, you might increase (decrease?) the resolution to 2500 or a bit more. This will give you a boost in detection range. Your search scanner has the same range as your fire control. This severely limits you in practice. Once you detect them, they are already in your range, and possibly in theirs. Having search scanners with 4-5x the fire control range is my norm. From a personal standpoint, I like my warships to have ~1 year of fuel; you've got 2, but like I said that's a personal choice. Those are some nice missiles for your tech. Guessing mostly engine?

The Tennessee looks like a good all-around escort design. Again the fuel stocks.

Armor on both are a bit light. Especially with no shields. A single hit from one of your own missiles will cause internal damage.

The Alaska. For a dedicated scout, it is very myopic. My scouts will have 2-3x the scan range of the non-scouts, in this case the Tico would have a scan range of ~50m km and the Alaska around 100m km. The fuel again, but you've kept the fuel the same across the designs, so that's good.

For a collier, design a ship with a crapload of magazines and in the upper right corner of the F5 design screen you should see "Collier". Check the box.
Posted by: SenorOcho
« on: August 02, 2010, 01:29:39 PM »

Ok. ok. ok ok ok.  
Code: [Select]
Ticonderoga class Missile Cruiser    5600 tons     541 Crew     739 BP      TCS 112  TH 320  EM 0
2857 km/s     Armour 2-28     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 20
Annual Failure Rate: 83%    IFR: 1.2%    Maint Capacity 247 MSP    Max Repair 96 MSP    Est Time: 2.03 Years
Magazine 276    

Nuclear Pulse Engine E8 (8)    Power 40    Fuel Use 80%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 450,000 Litres    Range 180.8 billion km   (732 days at full power)

Size 4 Missile Launcher (5)    Missile Size 4    Rate of Fire 30
Missile Fire Control FC11-R20 (1)     Range 11.5m km    Resolution 20
Size 4 Anti-ship Missile (68)  Speed: 22,500 km/s   End: 8.3m    Range: 11.2m km   WH: 4    Size: 4    TH: 120 / 72 / 36

Active Search Sensor MR11-R20 (1)     GPS 1920     Range 11.5m km    Resolution 20

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a military vessel for maintenance purposes

Code: [Select]
Tennessee class Escort Cruiser    5550 tons     522 Crew     654 BP      TCS 111  TH 320  EM 0
2882 km/s     Armour 2-27     Shields 0-0     Sensors 8/6/0/0     Damage Control Rating 3     PPV 30
Annual Failure Rate: 82%    IFR: 1.1%    Maint Capacity 221 MSP    Max Repair 50 MSP    Est Time: 2.79 Years

Nuclear Pulse Engine E8 (8)    Power 40    Fuel Use 80%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 450,000 Litres    Range 182.4 billion km   (732 days at full power)

Twin 10cm C3 Near Ultraviolet Laser Turret (3x2)    Range 32,000km     TS: 12000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 0 0 0 0 0 0 0
Fire Control S04 16-12000 (1)    Max Range: 32,000 km   TS: 12000 km/s     69 37 6 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (6)     Total Power Output 18    Armour 0    Exp 5%

Active Search Sensor MR0-R1 (1)     GPS 16     Range 96k km    Resolution 1
Thermal Sensor TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Sig Strength 1000:  6m km

This design is classed as a military vessel for maintenance purposes

And my first shot at some kind of sensor ship...

Code: [Select]
Alaska class Scout Cruiser    5350 tons     432 Crew     678 BP      TCS 107  TH 320  EM 0
2990 km/s     Armour 4-27     Shields 0-0     Sensors 32/24/0/0     Damage Control Rating 3     PPV 10
Annual Failure Rate: 76%    IFR: 1.1%    Maint Capacity 238 MSP    Max Repair 96 MSP    Est Time: 2.08 Years

Nuclear Pulse Engine E8 (8)    Power 40    Fuel Use 80%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 450,000 Litres    Range 189.2 billion km   (732 days at full power)

Twin 10cm C3 Near Ultraviolet Laser Turret (1x2)    Range 32,000km     TS: 12000 km/s     Power 6-6     RM 3    ROF 5        3 3 3 0 0 0 0 0 0 0
Fire Control S04 16-12000 (1)    Max Range: 32,000 km   TS: 12000 km/s     69 37 6 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (2)     Total Power Output 6    Armour 0    Exp 5%

Active Search Sensor MR11-R20 (1)     GPS 1920     Range 11.5m km    Resolution 20
Thermal Sensor TH4-32 (1)     Sensitivity 32     Detect Sig Strength 1000:  32m km
EM Detection Sensor EM4-24 (1)     Sensitivity 24     Detect Sig Strength 1000:  24m km

This design is classed as a military vessel for maintenance purposes

Also, new question: I saw a mention of ammo supply ships- how would I go about making/using such a thing?
Posted by: UnLimiTeD
« on: August 01, 2010, 05:56:01 AM »

:D
Posted by: SenorOcho
« on: July 31, 2010, 05:55:16 PM »

Gah!
I just took a look at orbit distances to get a better idea of ranges.. Before, I was just going off of:
1. 2.4m km seems pretty far
2. that's waaaay longer than anything I can do with beams

Oh well, I continue to be dissatisfied with my early game economic plans, so I've got plenty of chances to get this right.  :wink: