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Posted by: Stardust
« on: August 18, 2013, 09:24:31 AM »

I do have a huge military shipyard that I forgot about right after I set it upon continuous expansion.  I remembered it when I realized my colony was desperately in need of workers.  It's capacity is north of 900K tons.  Unable to figure out what to do with it, I wound up enlisting the service of an out of date tug to accompany it to the edges of the system.

I now have the population to at least partially man it.  That might be fun.

Regardless, I'm liking my balanced fleet with its support vessel at this point in time.  I'm considering doubling the range of the resolution 1 sensor to provide a bit more breathing room and lower that of the resolution 100.

My resolution 500 sensor in only 5 HS (250 tons).  It didn't seem necessary to go far beyond 1 billion Km
Posted by: Whitecold
« on: August 18, 2013, 04:54:32 AM »

MegaTraveller Doctrine (on paper and pencils Must of The RPG Sci-Fi from @Marc W. Miller)

SuperDreadnought : 1.000.000 ton and more. Not merely 70.000tons..just a point of view from an Empire lifespan 10.000 Planets..than another gave 3 lonely Colonies..:)

(hope r understandable my concept)

What consists of a super dreadnought is entirely depended on your classification system, and in Aurora 70k t for a pure warship is a lot. It was discussed here at some length: http://aurora2.pentarch.org/index.php/topic,6320.0.html.
Posted by: waresky
« on: August 18, 2013, 04:00:42 AM »

It's already incredibly hard to build a shipyard for. Give it some hangar bays/weapons, make it a mothership/superdreadnought.

MegaTraveller Doctrine (on paper and pencils Must of The RPG Sci-Fi from @Marc W. Miller)

SuperDreadnought : 1.000.000 ton and more. Not merely 70.000tons..just a point of view from an Empire lifespan 10.000 Planets..than another gave 3 lonely Colonies..:)

(hope r understandable my concept)
Posted by: JacenHan
« on: August 17, 2013, 11:28:23 AM »

It looks like you have a sensor with less range but higher resolution than one of the other sensors. I'm not sure how big your sensors are, but I'd guess they're pretty big so you could probably save some space by only using the one low-res sensor.
Posted by: Rolepgeek
« on: August 16, 2013, 09:41:48 PM »

It's already incredibly hard to build a shipyard for. Give it some hangar bays/weapons, make it a mothership/superdreadnought.
Posted by: Stardust
« on: August 16, 2013, 04:22:09 PM »

I wonder if a properly appointed hangar bay might serve both of these purposes.
Posted by: Erik L
« on: August 16, 2013, 03:05:05 PM »

Think planetary launchers with mongo range.

Doctrine-wise, if the ship were mine I'd leave it at the JP as you plan, but also give it a healthy escort. Just in case.
Posted by: Stardust
« on: August 16, 2013, 03:01:58 PM »

Anything that happens to get in range of her will be full of holes.
Posted by: Erik L
« on: August 16, 2013, 02:40:51 PM »

I intend for her to remain far behind my primary engagement fleet.  Her role is to jump all players into the area, see the playing field, and refuel and resupply as necessary.  She's also heavily armored, shielded, and otherwise protected.

I surmised so, but still; anything that can target her will.

This probably goes back to the AI, but I do think the AI targeting routines need a looking at.
Posted by: Stardust
« on: August 16, 2013, 01:58:10 PM »

I intend for her to remain far behind my primary engagement fleet.  Her role is to jump all players into the area, see the playing field, and refuel and resupply as necessary.  She's also heavily armored, shielded, and otherwise protected.
Posted by: Erik L
« on: August 16, 2013, 01:40:12 PM »

I hope you realize that thing will be a magnet for every missile even barely in range?
Posted by: Stardust
« on: August 16, 2013, 01:12:14 PM »

Code: [Select]
Hatamoto-Ku - II class Fleet Support Vessel    70,000 tons     6327 Crew     31493.5 BP      TCS 1400  TH 21000  EM 2400
15000 km/s    JR 7-50     Armour 10-151     Shields 80-400     Sensors 1/1/0/0     Damage Control Rating 200     PPV 0
Maint Life 5.69 Years     MSP 56238    AFR 196%    IFR 2.7%    1YR 2940    5YR 44103    Max Repair 9604 MSP
Magazine 6080   

J70000(7-50) Military Jump Drive     Max Ship Size 70000 tons    Distance 50k km     Squadron Size 7
Plasma Core Anti-matter Drive E2.5 (70)    Power 300    Fuel Use 25%    Signature 300    Armour 0    Exp 5%
Fuel Capacity 5,200,000 Litres    Range 534.9 billion km   (412 days at full power)
Sigma R400/20 Shields (10)   Total Fuel Cost  200 Litres per day

CIWS-500-RF5 (10x10)    Range 1000 km     TS: 50000 km/s     ROF 5       Base 50% To Hit
Active Search Sensor MR2880-R100 (1)     GPS 120000     Range 2,880.0m km    Resolution 100
Active Search Sensor MR1287-R500 (1)     GPS 120000     Range 1,288.0m km    Resolution 500
Active Search Sensor MR288-R1 (1)     GPS 1200     Range 288.0m km    Resolution 1
Active Search Sensor MR1152-R16 (1)     GPS 19200     Range 1,152.0m km    Resolution 16

This design is classed as a Military Vessel for maintenance purposes