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Posted by: JacksonTaus
« on: November 05, 2015, 10:54:05 PM »

They're fine on the troopship.
So it's been mentioned construction brigades can be split down for transport, can battalions be split down to companies too?

Turns out that you can't. Or at least I can't get it to work.
Posted by: MarcAFK
« on: November 05, 2015, 07:23:27 PM »

They're fine on the troopship.
So it's been mentioned construction brigades can be split down for transport, can battalions be split down to companies too?
Posted by: JacksonTaus
« on: November 05, 2015, 07:13:20 PM »

I haven't done it recently, but I believe the penalties start around a day or so.

And Cargo Handling Systems will shorten the time to load.

Do I need them on the assault ship, or can I just put them on the troop transport?
Posted by: MarcAFK
« on: November 05, 2015, 04:50:29 PM »

The pelican is just a cheap way of transporting meat towards my colonies :p once I have marine companies researched it'll become a true dropship.
Posted by: 83athom
« on: November 05, 2015, 01:52:57 PM »

Y'all might want to add Troop Transport Bays to your designs. Otherwise you are basically loading the troops into their drop pods and then shipping them for weeks to their drop site. Their morale will be in the crapper.
Troop Transport Carrier aka Amphibious Assault Ship.
Posted by: Erik L
« on: November 05, 2015, 01:50:01 PM »

That's what the Mars class is for. How long does it take for morale penalties to kick in? Like it's not within the few days to load dropships, fly the last few hundred million miles and drop, right?

I haven't done it recently, but I believe the penalties start around a day or so.

And Cargo Handling Systems will shorten the time to load.
Posted by: JacksonTaus
« on: November 05, 2015, 01:42:16 PM »

Y'all might want to add Troop Transport Bays to your designs. Otherwise you are basically loading the troops into their drop pods and then shipping them for weeks to their drop site. Their morale will be in the crapper.

That's what the Mars class is for. How long does it take for morale penalties to kick in? Like it's not within the few days to load dropships, fly the last few hundred million miles and drop, right?
Posted by: Erik L
« on: November 05, 2015, 01:28:13 PM »

Y'all might want to add Troop Transport Bays to your designs. Otherwise you are basically loading the troops into their drop pods and then shipping them for weeks to their drop site. Their morale will be in the crapper.
Posted by: JacksonTaus
« on: November 05, 2015, 01:13:48 PM »

Design completed.
Code: [Select]
Pelican class Dropship    1,000 tons     12 Crew     119.745 BP      TCS 20  TH 55  EM 0
2750 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 5.73 Years     MSP 37    AFR 16%    IFR 0.2%    1YR 2    5YR 29    Max Repair 17.745 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Drop Capacity: 1 Battalion   

54.6 EP Ion Drive (1)    Power 54.6    Fuel Use 25.34%    Signature 54.6    Exp 6%
Fuel Capacity 30,000 Litres    Range 21.3 billion km   (89 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Is cheap, has range and speed to keep up with the main fleet, and capacity for a whole battalion. What's not to love?*

*Ok fine, it takes 10 days to load, which could be a problem :P

The 10-day load was the thing I was most trying to avoid with my redesign of my 1kT dropship. I'm hopeful that splitting into using a ton of company-sized drop pods lets me avoid that?

Code: [Select]
Coontz class Dropship    500 tons     2 Crew     102.1 BP      TCS 10  TH 125  EM 0
12500 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 11    5YR 167    Max Repair 15 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8   
Drop Capacity: 2 Companies   

25EP 1HS MMCFFD (5)    Power 25    Fuel Use 59.4%    Signature 25    Exp 10%
Fuel Capacity 10 000 Litres    Range 6.1 billion km   (5 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
It is classed as a fighter so you can build them from factories instead of your shipyards.

I'm researching company-sized drop pods now to try to build or design something like this. It loads faster, right?
Posted by: 83athom
« on: November 04, 2015, 07:06:10 AM »

 
Code: [Select]
Coontz class Dropship    500 tons     2 Crew     102.1 BP      TCS 10  TH 125  EM 0
12500 km/s     Armour 1-5     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 0 Years     MSP 0    AFR 100%    IFR 1.4%    1YR 11    5YR 167    Max Repair 15 MSP
Intended Deployment Time: 0.1 months    Spare Berths 8   
Drop Capacity: 2 Companies   

25EP 1HS MMCFFD (5)    Power 25    Fuel Use 59.4%    Signature 25    Exp 10%
Fuel Capacity 10 000 Litres    Range 6.1 billion km   (5 days at full power)

This design is classed as a Fighter for production, combat and maintenance purposes
It is classed as a fighter so you can build them from factories instead of your shipyards.
Posted by: MarcAFK
« on: November 04, 2015, 04:27:19 AM »

Design completed.
Code: [Select]
Pelican class Dropship    1,000 tons     12 Crew     119.745 BP      TCS 20  TH 55  EM 0
2750 km/s     Armour 1-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0
Maint Life 5.73 Years     MSP 37    AFR 16%    IFR 0.2%    1YR 2    5YR 29    Max Repair 17.745 MSP
Intended Deployment Time: 3 months    Spare Berths 1   
Drop Capacity: 1 Battalion   

54.6 EP Ion Drive (1)    Power 54.6    Fuel Use 25.34%    Signature 54.6    Exp 6%
Fuel Capacity 30,000 Litres    Range 21.3 billion km   (89 days at full power)

This design is classed as a Military Vessel for maintenance purposes
Is cheap, has range and speed to keep up with the main fleet, and capacity for a whole battalion. What's not to love?*

*Ok fine, it takes 10 days to load, which could be a problem :P
Posted by: drejr
« on: November 04, 2015, 01:39:30 AM »

Lately I've just been ripping out most of the launchers, magazines and sensors out of my standard 6000 ton AMM escort and replacing them with a cryo battalion drop module and some cargo handling. This gives me a cheap but flexible ship--with a twin laser turret and 48 AMMs (ideally these would be supplemented by size 1 bombs I never get around to) it has organic fire support and limited self-defense capability. The main advantage is logistical, as it can easily use the same yard as an escort. The downside is that it's a little to slow to easily capture ships, but honestly that's usually more trouble than it's worth unless you stand to gain significant research bonuses.
Posted by: JacksonTaus
« on: October 31, 2015, 11:37:42 PM »

Quote from: 83athom link=topic=8012. msg82320#msg82320 date=1446309426
Yes you can. . .  I think (in the same tg).  I believe I did that in a previous game (for the construction brigades) but the last few versions I have gone the giant troop transport route.

OK, cool.  I've already got a 28000 ton carrier design I'm building with 9000 hanger space, I can just have an extra one I shove a bunch of these landing ships into.  20 (combat) companies in a brigade, right? So 7x a 3-company dropship would be sufficient, or 10x a 2-company dropship.

Quote from: 83athom link=topic=8012. msg82320#msg82320 date=1446309426
This is also a good idea.  This is what the UNSC in the Halo universe handles it, EVERY ship doubles as a troop transport.

Yeah, but I'm generally focusing on like dedicated ships.  The cryo-drop destroyer that's the alternative would have 6 battalion-sized cryodrop pods and that's pretty much it, once I add 6 layers of armor and like 20 shields there's not a whole ton of room left for payload.
Posted by: 83athom
« on: October 31, 2015, 11:37:06 AM »

Can I split battalions into companies for transport like that? Or am I fine if they're in the same task group?
Yes you can... I think (in the same tg). I believe I did that in a previous game (for the construction brigades) but the last few versions I have gone the giant troop transport route.
Just in case this wasn't clear, I mean a drop ship for planetary assault not for like ship boarding.
Multirole, you can use it for either.
My alternative is a 16000 ton destroyer with a ton of armor and shields and 6 cryo drop pods (whole brigade plus div HQ or replacement battalion), which would replace both ships.
This is also a good idea. This is what the UNSC in the Halo universe handles it, EVERY ship doubles as a troop transport.
and as far as I can see theres no other company sized ground units.
Ship boarder defense and RP.
Posted by: MarcAFK
« on: October 31, 2015, 12:45:44 AM »

This is a good idea, I've been supplementing my inactive full size shipyards with 1000 ton designs of all types. They've been on add slipway (50%) for years because of resource shortage, in the meantime it's so cheap to retool my 3 slip FAC yard so it's been used to pop out magazine ships, tankers, light carriers (basically fuel efficient fighter delivery ships), scouts, rescue ships, and then back to AMM spam death swarm. However some drop module craft would be handy too.
Btw, how long can you keep your soldiers canned up in drop pods for?
I'm also wondering how viable 1000 ton capture craft would be at my tech level....
EDIT: I forgot about researching Marine companies, prohibitively expensive at the moment, especially considering the prequisite of first needing to research ssault battalion, then marine battalion, then finally marine company, and as far as I can see theres no other company sized ground units.