Aurora 4x
C# Aurora => C# Bureau of Design => Topic started by: DFNewb on May 28, 2020, 11:03:26 AM
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I recently ran this fleet against two NPR's in the same system.
Their ships were between 4km/s and 6km/s movespeed.
I wanted to create a carrier group that could lock down their system and conduct constant strikes on enemy targets.
The Carriers (2 per fleet):
Carrier - - - class Carrier 30 000 tons 617 Crew 4 808.8 BP TCS 600 TH 2 880 EM 1 110
4800 km/s Armour 6-86 Shields 37-493 HTK 158 Sensors 55/55/0/0 DCR 24 PPV 23
Maint Life 2.74 Years MSP 3 204 AFR 300% IFR 4.2% 1YR 613 5YR 9 193 Max Repair 480 MSP
Hangar Deck Capacity 8 000 tons Magazine 420
Lord-Captain Control Rating 4 BRG AUX ENG PFC
Intended Deployment Time: 24 months Flight Crew Berths 160 Morale Check Required
Magneto-plasma Drive EP960.00 (3) Power 2880 Fuel Use 24.49% Signature 960 Explosion 10%
Fuel Capacity 1 497 000 Litres Range 36.7 billion km (88 days at full power)
Gamma S37 / R493 Shields (1) Recharge Time 493 seconds (0.1 per second)
25cm Railgun V50/C5 (1x4) Range 250 000km TS: 5 000 km/s Power 15-5 RM 50 000 km ROF 15
10cm Railgun V50/C3 (5x4) Range 50 000km TS: 5 000 km/s Power 3-3 RM 50 000 km ROF 5
Beam Fire Control R320-TS5000 (1) Max Range: 320 000 km TS: 5 000 km/s 97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor R20 (1) Total Power Output 20.2 Exp 5%
Nanking Torpedo (10) Speed: 52 000 km/s End: 3.4m Range: 10.7m km WH: 51 Size: 30 TH: 225/135/67
Shiba Rocket (120) Speed: 52 000 km/s End: 3.1m Range: 9.5m km WH: 1 Size: 1 TH: 225/135/67
Active Search Sensor AS22-R1 (1) GPS 140 Range 22.1m km MCR 2m km Resolution 1
Active Search Sensor AS129-R200 (1) GPS 28000 Range 129.5m km Resolution 200
Thermal Sensor TH5-55 (1) Sensitivity 55 Detect Sig Strength 1000: 58.6m km
EM Sensor EM5-55 (1) Sensitivity 55 Detect Sig Strength 1000: 58.6m km
ELINT Module (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
Strike Group
1x Scoutcraft - - Scout Speed: 16003 km/s Size: 10
5x Harpoon - - Bomber Speed: 16003 km/s Size: 10
10x Arrow - Fighter Speed: 16020 km/s Size: 9.99
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
Battleship with jumpdrive (1 per group):
Boardsword - class Battleship 30 000 tons 839 Crew 5 505 BP TCS 600 TH 3 840 EM 2 220
6400 km/s JR 3-50 Armour 9-86 Shields 74-493 HTK 175 Sensors 11/11/0/0 DCR 30 PPV 68
Maint Life 3.12 Years MSP 4 880 AFR 240% IFR 3.3% 1YR 751 5YR 11 272 Max Repair 593 MSP
Lord-Captain Control Rating 4 BRG AUX ENG CIC
Intended Deployment Time: 24 months Morale Check Required
J30000(3-50) Military Jump Drive Max Ship Size 30000 tons Distance 50k km Squadron Size 3
Magneto-plasma Drive EP960.00 (4) Power 3840 Fuel Use 24.49% Signature 960 Explosion 10%
Fuel Capacity 1 052 000 Litres Range 25.8 billion km (46 days at full power)
Gamma S37 / R493 Shields (2) Recharge Time 493 seconds (0.2 per second)
25cm Railgun V50/C5 (4x4) Range 250 000km TS: 6 400 km/s Power 15-5 RM 50 000 km ROF 15
15cm Railgun V50/C5 (4x4) Range 150 000km TS: 6 400 km/s Power 9-5 RM 50 000 km ROF 10
10cm Railgun V50/C3 (4x4) Range 50 000km TS: 6 400 km/s Power 3-3 RM 50 000 km ROF 5
Beam Fire Control R320-TS6500 (1) Max Range: 320 000 km TS: 6 500 km/s 97 94 91 88 84 81 78 75 72 69
Stellarator Fusion Reactor R12 (1) Total Power Output 12.4 Exp 5%
Stellarator Fusion Reactor R20 (2) Total Power Output 40.4 Exp 5%
Active Search Sensor AS9-R1 (1) GPS 28 Range 9.9m km MCR 891.1k km Resolution 1
Thermal Sensor TH1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
EM Sensor EM1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
This design is classed as a Military Vessel for maintenance purposes
Strike craft:
Harpoon - - class Bomber 500 tons 11 Crew 155.5 BP TCS 10 TH 80 EM 0
16003 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 4.2
Maint Life 3.07 Years MSP 39 AFR 20% IFR 0.3% 1YR 6 5YR 93 Max Repair 120 MSP
Magazine 42
Commander Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Magneto-plasma Drive EP160.00 (1) Power 160 Fuel Use 781.25% Signature 80.0 Explosion 25%
Fuel Capacity 34 000 Litres Range 1.6 billion km (27 hours at full power)
Size 1 Box Launcher (12) Missile Size: 1 Hangar Reload 50 minutes MF Reload 8 hours
Size 30 Box Launcher (1) Missile Size: 30 Hangar Reload 273 minutes MF Reload 45 hours
Missile Fire Control FC13-R10 (1) Range 13.5m km Resolution 10
Nanking Torpedo (1) Speed: 52 000 km/s End: 3.4m Range: 10.7m km WH: 51 Size: 30 TH: 225/135/67
Shiba Rocket (12) Speed: 52 000 km/s End: 3.1m Range: 9.5m km WH: 1 Size: 1 TH: 225/135/67
Active Search Sensor AS14-R100 (1) GPS 280 Range 14.5m km Resolution 100
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 Fighter for production, combat and planetary interaction
Arrow - class Fighter 500 tons 24 Crew 197 BP TCS 10 TH 80 EM 0
16020 km/s Armour 1-5 Shields 0-0 HTK 3 Sensors 0/0/0/0 DCR 0 PPV 3
Maint Life 3.09 Years MSP 44 AFR 20% IFR 0.3% 1YR 7 5YR 104 Max Repair 120 MSP
Commander Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Magneto-plasma Drive EP160.00 (1) Power 160 Fuel Use 781.25% Signature 80.0 Explosion 25%
Fuel Capacity 27 000 Litres Range 1.2 billion km (21 hours at full power)
10cm Railgun V40/C3 (1x4) Range 40 000km TS: 16 020 km/s Power 3-3 RM 40 000 km ROF 5
Beam Fire Control R40-TS15000 (1) Max Range: 40 000 km TS: 15 000 km/s 75 50 25 0 0 0 0 0 0 0
Stellarator Fusion Reactor R3-PB40 (1) Total Power Output 3 Exp 20%
Active Search Sensor AS3-R1 (1) GPS 3 Range 3.1m km MCR 281.8k km Resolution 1
This design is classed as a Fighter for production, combat and planetary interaction
Scoutcraft - - class Scout 500 tons 19 Crew 213.4 BP TCS 10 TH 80 EM 0
16003 km/s Armour 1-5 Shields 0-0 HTK 6 Sensors 11/11/0/0 DCR 0 PPV 0
Maint Life 3.03 Years MSP 46 AFR 20% IFR 0.3% 1YR 8 5YR 113 Max Repair 120 MSP
Commander Control Rating 1
Intended Deployment Time: 1 months Morale Check Required
Magneto-plasma Drive EP160.00 (1) Power 160 Fuel Use 781.25% Signature 80.0 Explosion 25%
Fuel Capacity 49 000 Litres Range 2.3 billion km (39 hours at full power)
Active Search Sensor AS57-R200 (1) GPS 5600 Range 57.9m km Resolution 200
Active Search Sensor AS9-R1 (1) GPS 28 Range 9.9m km MCR 891.1k km Resolution 1
EM Sensor EM1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
This design is classed as a Fighter for production, combat and planetary interaction
Pretty much you keep the carrier at least 100million km away from the enemy fleet, and have it send out it's bomber sto launch missile strikes and then use the fighters to chase down lone targets and the battleship to destroy disabled enemy ships.
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A single beam fire control could see that Battleship turn useless pretty quickly from an unlucky hit, and the missile portion of that strike group looks pretty weak/vulnerable to getting the only 10 torpedoes a combined strike from 2 fleet CVs contains shot down.
They probably also take half an eternity to reload given their size and I wouldn't want to be waiting hours for reloads if the NPR with 6km/s movespeed shows up with a larger fleet at the edge of those actives (129m km out)
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A single beam fire control could see that Battleship turn useless pretty quickly from an unlucky hit, and the missile portion of that strike group looks pretty weak/vulnerable to getting the only 10 torpedoes a combined strike from 2 fleet CVs contains shot down.
They probably also take half an eternity to reload given their size and I wouldn't want to be waiting hours for reloads if the NPR with 6km/s movespeed shows up with a larger fleet at the edge of those actives (129m km out)
The 1 BFC is a good point.
The missile group works fine as the 120 size 1 missiles get targeted first before the 10 real missiles do. 1 of those missiles has been shown to disable NPR ships when hit (or severely damage them). The 129m is the actives of the carrier but if you know the location of lets say an enemy planet you can just strike from over 500m away due to the range of the strikecraft.
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The missile group works fine as the 120 size 1 missiles get targeted first before the 10 real missiles do. 1 of those missiles has been shown to disable NPR ships when hit (or severely damage them). The 129m is the actives of the carrier but if you know the location of lets say an enemy planet you can just strike from over 500m away due to the range of the strikecraft.
I guess each to their own. I prefer not to exploit the poor AI that heavily in my games / or play both sides where I just shoot em down but that's just me :)
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The missile group works fine as the 120 size 1 missiles get targeted first before the 10 real missiles do. 1 of those missiles has been shown to disable NPR ships when hit (or severely damage them). The 129m is the actives of the carrier but if you know the location of lets say an enemy planet you can just strike from over 500m away due to the range of the strikecraft.
I guess each to their own. I prefer not to exploit the poor AI that heavily in my games but that's just me :)
Has nothing to do with the AI and has to do with the mechanics of the game. I think in the future I will add limits to my use of size 1 missiles to make it maybe only 2 or 3 per every real hitter.
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So the AI targeting of the game where a player would focus them has nothing to do with the AI?
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So the AI targeting of the game where a player would focus them has nothing to do with the AI?
What's your goal with this question and in general your responses to my thread? Does how I masturbate matter and bother you too?
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What's your goal with this question and in general your responses to my thread? Does how I masturbate matter and bother you too?
What's your goal in replying with nonsense about masturbation when other arguments fail you?
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lmao this is hilarious i was gonna say I'm not sure how you get a payload on target with one launcher per fighter but thats a cool strategy I hadnt thought of. Don't think your rail fighters will do much, unless theyre PD? Idk, funniest thread I've ever seen on the forum though.
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So an application of the decoy theory :)
Hopefully the fighters are not designed in 1.10.0 since now box launcher’s size is bugged (50% smaller than they should be)
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It is just fine to use tactics the AI can't deal with as long as you are aware of it and perhaps don't abuse it too much as it might turn the game a bit boring if there are no challenges for you, depends on what you want.
As I told in that other thread there are a few issues with how the game mechanics work. In my opinion there need to be someway to counter any particular strategy or there is a balance issue with mechanic itself not just overall values and how you balance those.
In this particular case there are some fundamental hard problems. Final Fire PD will become completely useless as they fire on the largest salvo of missiles and will likely ignore the more dangerous missiles. It can probably be mitigated to some degree with a human opponent suing area fire and manually targeting the large missiles.
Likewise can a human opponent target the large missiles with AMM and mostly ignore the smaller missiles.
I think you could use this strategy in a standard game and still make it balanced if you perhaps did not do it in the extreme so the NPR at least have a chance to deal with it if the forces are roughly evenly matched.
To me Aurora is not a game that you "win", it is a game that you play for the sake of playing. I know the goal might be different for other people and I respect that. I can only say what I think and perhaps influence others to do the same or at least contemplate that thought.
When I play Aurora I try to come up with restrictions on my actions rather than finding ways to beat the game. I want to make it more challenging, slower paced and build an interesting story. That is my goal playing the game.
Overall I like the concept of how these fighters work, unfortunately the mechanic are a bit wonky and not intended to support it all that well.