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Quasar4x / Re: Quasar4x - An early look at an Aurora4x clone in the works
« Last post by xenoscepter on Yesterday at 09:24:15 PM »
Will this be a clone in the sense that it is exactly like Aurora 4X is in the v.7.1 or will this be a clone in the resto-mod sense, like a '67 Chevy Bel Air "restored" with modern amenities and a "better" engine.

Not trying to be mean, but not sure if it sounds like it so I though I'd say so up front. I'm genuinely curious.
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Here are some super-early game Ship Designs, all of which are 5,000 Tons, Posted Just for Fun.

Pioneer-Class Escort

 --- Designed to escort the fleet, respond to fast moving threats as well as provide the main sensor battery of the fleet, the Pioneer-Class mounts a single 10cm Infrared Laser alongside a single 10cm High-Power Microwave to use against vessels which might have advanced shields.


Code: [Select]
Pioneer-Class Escort    5,000 tons     134 Crew     435.5 BP      TCS 100  TH 225  EM 30
2250 km/s     Armour 1-26     Shields 1-300     Sensors 10/10/0/0     Damage Control Rating 5     PPV 6
Maint Life 4.22 Years     MSP 272    AFR 40%    IFR 0.6%    1YR 24    5YR 367    Max Repair 112.5 MSP
Intended Deployment Time: 5 months    Spare Berths 12   

225 EP Nuclear Thermal Engine (1)    Power 225    Fuel Use 55%    Signature 225    Exp 10%
Fuel Capacity 500,000 Litres    Range 32.7 billion km   (168 days at full power)
Basic Navigational Shields (1)   Total Fuel Cost  10 Litres per hour  (240 per day)

10cm Experminental Naval Laser [IR] (1)    Range 30,000km     TS: 2250 km/s     Power 3-2     RM 1    ROF 10        3 1 1 0 0 0 0 0 0 0
10cm Exeprimental High-Power Naval Microwave Weapon (1)    Range 15,000km     TS: 2250 km/s     Power 3-2     RM 1.5    ROF 10        1 0 0 0 0 0 0 0 0 0
Experimental Beam FCS (2)    Max Range: 60,000 km   TS: 2500 km/s     83 67 50 33 17 0 0 0 0 0
Experimental Naval-Grade Pressurised Water Reactor (2)     Total Power Output 4    Armour 0    Exp 5%

Resolution 500 Active Search Sensor (1)     GPS 5000     Range 11.2m km    Resolution 500
Resolution 100 Active Search Sensor (1)     GPS 1000     Range 5.0m km    Resolution 100
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km

This design is classed as a Military Vessel for maintenance purposes


Frontier-Class Destroyer

 --- A different take on the other Frontier-Class that I posted, this ship is the primary force projector of the fleet as well as being responsible for the launching of probes.


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Frontier-Class Destroyer    5,000 tons     123 Crew     507.5 BP      TCS 100  TH 175  EM 30
1750 km/s     Armour 1-26     Shields 1-300     Sensors 1/1/0/0     Damage Control Rating 6     PPV 12
Maint Life 6.6 Years     MSP 381    AFR 33%    IFR 0.5%    1YR 15    5YR 227    Max Repair 87.5 MSP
Intended Deployment Time: 5 months    Spare Berths 23   
Magazine 192   

175 EP Nuclear Thermal Engine (1)    Power 175    Fuel Use 65%    Signature 175    Exp 10%
Fuel Capacity 500,000 Litres    Range 27.7 billion km   (183 days at full power)
Basic Navigational Shields (1)   Total Fuel Cost  10 Litres per hour  (240 per day)

Size 6 Missile Launcher (2)    Missile Size 6    Rate of Fire 90
Frontier Missile Fire Control (2)     Range 15.0m km    Resolution 100

Frontier Active Search Sensor (1)     GPS 3000     Range 15.0m km    Resolution 100

This design is classed as a Military Vessel for maintenance purposes


Waylander-Class Science Vessel

 --- A Science Vessel capable of carrying three Survey Teams and three Xenology Teams. The core Jump Ship of the fleet, capable of carrying out Geological Surveys as well as Gravitational Surveys.


Code: [Select]
Waylander-Class Science Vessel    5,000 tons     133 Crew     599 BP      TCS 100  TH 150  EM 30
1500 km/s    JR 3-50     Armour 1-26     Shields 1-300     Sensors 1/1/1/1     Damage Control Rating 5     PPV 0
Maint Life 5.15 Years     MSP 374    AFR 40%    IFR 0.6%    1YR 24    5YR 353    Max Repair 100 MSP
Intended Deployment Time: 5 months    Spare Berths 30   

J5000(3-50) Military Jump Drive     Max Ship Size 5000 tons    Distance 50k km     Squadron Size 3
150 EP Nuclear Thermal Engine (1)    Power 150    Fuel Use 70%    Signature 150    Exp 10%
Fuel Capacity 420,000 Litres    Range 21.6 billion km   (166 days at full power)
Basic Navigational Shields (1)   Total Fuel Cost  10 Litres per hour  (240 per day)

Waylander Active Search Sensor [R1] (1)     GPS 10     Range 500k km    MCR 55k km    Resolution 1
Gravitational Survey Sensors (1)   1 Survey Points Per Hour
Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes


Outrider-Class Colony Ship

 --- Built to ship colonists through Jump Gates using the Jump Drive on the Waylander-Class Science Vessel.


Code: [Select]
Outrider-Class Colony Ship    5,000 tons     106 Crew     467.5 BP      TCS 100  TH 175  EM 30
1750 km/s     Armour 1-26     Shields 1-300     Sensors 1/1/0/0     Damage Control Rating 9     PPV 0
Maint Life 10.52 Years     MSP 526    AFR 22%    IFR 0.3%    1YR 9    5YR 130    Max Repair 87.5 MSP
Intended Deployment Time: 5 months    Spare Berths 10   
Cryogenic Berths 5000    Cargo Handling Multiplier 5   

175 EP Nuclear Thermal Engine (1)    Power 175    Fuel Use 65%    Signature 175    Exp 10%
Fuel Capacity 500,000 Litres    Range 27.7 billion km   (183 days at full power)
Basic Navigational Shields (1)   Total Fuel Cost  10 Litres per hour  (240 per day)

This design is classed as a Military Vessel for maintenance purposes


Excalibur-Class Jump Ship

 --- A Commercial Vessel which serves as a Military Jump Ship. Is intended for the transit of Lancelot-Class Troop Transports, but can also be used to extend the fleet's transit abilities.


Code: [Select]
Excalibur class Jump Ship    5,000 tons     110 Crew     263.25 BP      TCS 100  TH 125  EM 0
1250 km/s    JR 3-50     Armour 1-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 6     PPV 0
MSP 197    Max Repair 82 MSP
Intended Deployment Time: 5 months    Spare Berths 12   

J5000(3-50) Military Jump Drive     Max Ship Size 5000 tons    Distance 50k km     Squadron Size 3
125 EP Commercial Nuclear Thermal Engine (1)    Power 125    Fuel Use 8.84%    Signature 125    Exp 5%
Fuel Capacity 40,000 Litres    Range 16.3 billion km   (150 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Lancelot-Class Troop Transport

 --- A Commercial Vessel which serves as a transport ship for a single Battalion's worth of Ground Units.


Code: [Select]
Lancelot-Class Troop Transport    5,000 tons     45 Crew     158.75 BP      TCS 100  TH 75  EM 0
750 km/s     Armour 1-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 0
MSP 60    Max Repair 40 MSP
Intended Deployment Time: 5 months    Spare Berths 19   
Troop Capacity: 1 Battalion   

75 EP Commercial Nuclear Thermal Engine (1)    Power 75    Fuel Use 12.38%    Signature 75    Exp 5%
Fuel Capacity 40,000 Litres    Range 11.6 billion km   (179 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes


Technology Used:

 NOTE: All ships presented are clad in Conventional Armor.


 - 10cm Laser

 - 10cm High Power Microwave

 - Capacitor Recharge Rate 2

 - Missile Launcher Reload Rate 2

 - Pressurized Water Reactor

 - Nuclear Thermal Engines

 - Alpha Shields

 - Shield Recharge Rate 1

 - Jump Point Theory

 - Jump Drive Efficiency 4

 - Max Squadron Size 3

 - Max Jump Radius 50k

 - Gravitational Survey Sensors


Technology For Conventional Start Only:


 - Conventional Armor

 - Cryogenic Berths - Small

 - Active Sensor Strength 10

 - Beam Fire Control Range 10,000 km

 - Infrared Laser

 - Microwave Focusing Technology 1

 - Missile Reload Rate 1

 - Capacitor Recharge Rate 1

 - Magazine Feed Efficiency 75%

 - Magazine Ejection Chance 70%

 - Geological Survey Sensors

 - Troop Transport Bay [?]
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C# Aurora / Re: RE: C# Cloaking Device Re-Work, Suggestion Post [CLEANER]
« Last post by xenoscepter on Yesterday at 08:19:20 PM »
Quick Equations for Clarity and Fun:


How much ship does my Cloaking Device Cloak?


It cloaks x Tons worth of ship, where x is equal to the tonnage of your cloaking device multiplied by the ratio-based "Cloaking Sensor Reduction" tech.


How much tonnage does my Cloaking Device have?


It weighs y tons, where y is equal to a percentage of the tonnage of the ship you are mounting on, which is determined by your "Cloaking Efficiency" tech.


How much TCS reduction does my Cloaking Device produce?


It produces a reduction according to the equation: z - (y * x) = r

Where z is equal to the tonnage of the ship, y is equal to how much your Cloaking Device weighs, and x is equal to the level of your "Cloaking Sensor Reduction" Tech


So if you have researched Cloaking Theory, Cloaking Sensor Reduction 1 to 1, Cloaking Efficiency 80% and Cloaking Drain 1 you could build the most basic Cloaking Device which, if mounted on a 100,000 Ton ship would weigh 80,000 tons and reduce that ships Target Cross Section to 20,000 tons and require 16 units of available power to run, which would equate to an 8 HS Pressurized Water Reactor.


So how in the hairy heck does the Stealth Armor work then!?

I'm glad you asked, because it works as a fraction, and I suck at fractions! :D However, the number of layers you have is your denominator while your Stealth Armor Tech is your numerator. So Five Layers of Stealth Armor at Stealth Armor Tech - 1 will give you a 1/5 reduction on whatever you mount it on. So you're 5,000 Ton ship, assuming it was already using 10 layers of normal armor, can have Stealth Armor fitted to render it as a 4,000 Ton ship. That's because for every 1 layer of regular armor Stealth Armor requires two layers, making it twice as heavy. However, since it uses your regular armor as a base, you can upgrade your regular armor tech to make it lighter.


Hi I'm Billy Mayes here and I'm here to tell you about Stealth Armor! Is your boring old 5,000 Tonner slabbed in ten tons of last years Duranium Armor? Tired of enemy sensors spotting your dinky old 30,000 Ton Battleship from a billion miles away? Slap some of tomorrow's Compressed Carbon Armor on there and make it Stealth Armor! Now with just a single Stealth Armor - 2 tech your old 5,000 Ton ship doesn't weigh 5,000 Ton anymore! Plus, even if it did, it would still only look like a 3,000 Ton ship to fool those pesky enemy sensors! You can upgrade your frigates, you can upgrade your whole fleet, that's the power of Stealth Armor! But wait there's more! If you act now we'll even throw in this bag of adorable Tribbles! And if you call in the next five minutes we'll double your order! That's two orders of Stealth Armor and two bags of adorable Tribbles for just 19.99! Buy it now!
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The Academy / Re: prefabbing small PDC question
« Last post by bankshot on Yesterday at 07:58:14 PM »
I put a garrison battalion on every colony as my civilian transport constantly dumps far more colonists on starting colonies than can be supported by the infrastructure available.  Not much I can do about that as my freighters and terraformers are already working at capacity.  But I could at least do something about the lack of protection unrest.   
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C# Aurora / Re: RE: C# Cloaking Device Re-Work, Suggestion Post [CLEANER]
« Last post by xenoscepter on Yesterday at 07:48:37 PM »
@Father Tim

I don't know about the half power issue, I'll leave that up to someone else to decide, these are merely the humble suggestions of some dude after all. My humble suggestion however would be an "all or nothing" approach. The Cloak is either powered or not. If it isn't powered enough, it enters a "low-power" mode with a static penalty, maybe functioning at only a 1 to 1 ratio. That would make the entry level of that tech slightly more valuable as you could abuse the mechanic of a "Power Free" cloak to some extent, but only with 1 to 1. You could also add the needed power anyway for Role-Play reasons, but in the "low-power" mode it would only function as a 1 to 1 tech Cloak. The Class Design screen could display something like, "Cloak will only function in 'Low-Power' Mode." alongside the "Insufficient Power For Weapons." warning.

However, the idea of requiring Power Plants was intended to force player's to allocate tonnage to powering everything at the same. I don't think power allocation is a good idea either, too much micro for too little gain. This is because Missile Ships tend to be able to allocate more tonnage towards fuel which is subsequently divvied up among less thirsty engines as a rule of thumb. So the idea to have Power Requirements instead of Fuel was to maintain balance between Missile Ships and Beam ships. Missile ships would need to add reactors if they wanted a Cloak, while Beam ships would already HAVE reactors more likely than not and thus would need to allocate less tonnage overall. Beam ship designs already walk a thin line with regards to effective allocation of tonnage, I don't think they need that extra bloat. Ideally we could have both, with one being secret alien space magic tech and the other... well not.

What do you think?

EDIT: The second line already works like that. The first line was suggested to be proportional to the mass of the Cloak, rather than the ship itself. So a Cloaking Device component that is designed to take up ten percent of the mass of the hull it's mounted on with a 90 to 1 ratio would weight 1,000 tons if mounted on a 10,000 ton ship. Under Fuel Consumption rules, and assuming it worked ton for ton on an hourly basis, this would take up 1 litre of fuel per ton of cloak per hour meaning that this would guzzle 10,000 litres of fuel per hour, unless it was done via the same fuel rules as shields. That would 10,000 litres PER SECOND.  :o

I didn't suggest the exact rates of consumption in the OP as I'm not sure what balance would be best, but since were on the subject I was thinking that 1 litre per hour per 1 HS of fuel would be consumed by a cloak, whereas for the amount of power drawn under the power model would be 1 power per 10 HS. That gives the aforementioned cloak, with a HS of 20 a drain of 200 litres per hour under the fuel model and 20 power units of drain under the power model. That would require roughly 3HS worth of reactor at the Gas-Cooled Fast Reactor[?] tech. Such a cloak mounted on a 10,000 ton ship would hide 90,000 tons worth of ship, with 80,000 tons wasted if we assume Steve let's ships have a minimum TCS of 0, otherwise the TCS would just bottom out at the equivalent of a Size 1 missile or something like that. I honestly didn't try too hard to flesh every little bit out, it's not my game, and I'm quite sure Steve could balance it better than I could.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Jovus on Yesterday at 07:48:17 PM »
Then I would immediately armour my missiles.

Not in C# you wouldn't.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Jovus on Yesterday at 07:47:50 PM »
An idea:

To make area defense more viable (especially with the removal of laser warheads, which was the only practical use of it before), make it avoid range drop-off penalties. The way I'd see this most naturally happen is if you can flag BFCs for PD during design; this would give them flat accuracy across an envelope defined by the range parameter, but restrict said range and only be useful to fire at missiles.

I don't really like exception rules. If I can accurately hit a missile at long range, why can't I hit a larger, slower ship?

I agree, so thanks for forcing me to do a little more work fleshing out the idea.

First, it comes from a place of PD being really weak, compared to AMMs, once you get to inertial confinement fusion, or so. The fix to tracking bonus might already change this balance significantly, as might your idea of removing agility from missiles entirely, if you've done that, so it might not be needed.

However, assuming the balance is still substantially the same, I like the idea of rectifying the balance by making PD more flexible than it currently is rather than just boosting stats. Flexibility opens up tactical possibilities, and I believe that flexibility could easily be represented by expanding the effectiveness of area PD, having knock-on effects with various formations and so forth. Area PD in its current incarnation is really weak anyway, since you're always taking an aim penalty compared to final fire, which in turn means you're incentivized to just keep all your ships in one big TG until the enemy is out of missiles. Breaking that incentive leads the way to interesting formation tactics.

But that's not what you asked. How to make this make sense without feeling like a carve-out? A couple of proposals.

1) Make area-PD specialized BFCs capable of targeting ships as well with the same lack of penalty over their entire range. However, APD-BFCs would have extremely restrictive range compared to regular BFCs - still more than final fire, but low enough to make you want regular BFCs for offensive use lest you be hopelessly outranged. This can be justified by saying range is sacrificed for target awareness, or whatever the appropriate term would be. both new APD BFCs and normal BFCs would be capable of final fire PD without penalty.

2) If I remember correctly, missiles are already different from ships in that they used some sort of 'solidified sorium substrate' for fuel instead of the usual liquid sorium (or sorium-enriched LH2). You could say that this much more intense transNewtonian reaction pushes the missiles deeper into the aetheric fluid than ships can go, which in turn leaves a characteristc signature which is easily tracked by a system tuned for it. Much like how we use LLLTV cameras to pick up faint light, but a regular camera is much better at normal light levels because they swamp an LLLTV sensor.

3) (tongue-in-cheek) All transNewtonian civilzations discover and then sign, via their original transNewtoninan Elements research, a war rules contract with the Q which requires them to put IFF transponders on all of their missiles, along with other wartime protocols. Failure to follow these protocols results in John de Lancie personally revoking their TNE privileges. APD BFCs are tuned to read these IFF signatures whereas regular ones are not.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Father Tim on Yesterday at 06:39:44 PM »
Or what if the laser beam "sweeps" an area of space, burning up any missiles it touches, but only scorching actual armor.

Then I would immediately armour my missiles.
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C# Aurora / Re: C# Aurora v0.x Suggestions
« Last post by Erik Luken on Yesterday at 06:37:45 PM »
New Cloaking Thread Here ====> http://aurora2.pentarch.org/index.php?topic=10413.0

Old Cloaking Thread Here ====> http://aurora2.pentarch.org/index.php?topic=10410.0

[Might Be Deleted]

Don't normally delete threads unless they are spam.
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C# Aurora / Re: RE: C# Cloaking Device Re-Work, Suggestion Post [CLEANER]
« Last post by Father Tim on Yesterday at 06:37:12 PM »
I would rather see Cloaking Tech be two tech lines.  The first would reduce cross-section exponentially, rather than proportionally, so that large (and very large) units would appear much smaller but small ships would not benfit hugely.  A quarter-million ton orbital habitat might appear to be a 20,000 ton battleship, but a 20,000 ton battleship would only appear to be a 10,000 ton large cruiser.  Thousand-ton Fast Attack Craft would appear to be 900 ton Fast Attack Craft.

The second line would be for percentage of total hull needed to perform the cloak.  Starting at 50% and going down to 10 or maybe even 5%.

- - -

I quite like the idea of Cloaking Devices requiring fuel to operate.  This gives me interesting decisions about whether or not I want to operate my cloak, and how much it costs.

Requiring simply power, on the other hand, does not.  While I understand the appeal (and fictional precedent) of a ship needing to choose between powering its cloak or its weapons, I'm not sure anyone would actually build ships that way (instead they'd include enough power plants to do both).  Steve has also been adamant about avoiding any sort of player-based 'power allocation' step in combat, so Aurora would need to handle it automatically.  Also, would a partially-powered cloak work partially, or simply not work at all?  Does my 70% reduction become 35% or 0% if I only have half power available?
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