Author Topic: L0ckAndL0ad's United Systems AAR  (Read 14080 times)

0 Members and 1 Guest are viewing this topic.

Offline L0ckAndL0ad

  • Warrant Officer, Class 2
  • ****
  • L
  • Posts: 60
  • Thanked: 1 times
Re: L0ckAndL0ad's United Systems AAR
« Reply #30 on: September 26, 2019, 01:44:58 PM »
August 24, Year 61

TG 1.1 Ranger heading home

I decided to use older ASM-41s against Echo 4. Newer missiles are more precious.

1st salvo of VA-51... failed to connect with the target. Being launched from 45m km away, it ran out of fuel before reaching the enemy. 50m km max range + target moves in the opposite direction = wasted missile salvo. Ughh....

Next salvo destroyed two ships immediately. Successful re-targeting allowed ASMs to blow up a third vessel.

Third and the last salvo... Mmm... Well, let's say it went better than expected. Remaining 4 ships of Echo 4 group had only 1 layer of armor and no AMM capability. I came up with an idea to spread the damage around (8 missiles per target), to be able to finish any remaining stragglers with R-fighters. Third salvo destroyed two ships and heavily damaged the last two. Both survivors stopped emitting active sensors and slowed down to 700-1000 km/s. VF-51 closed in and finished them off quickly and efficiently.

After that, CVL Ranger and its escorts set course to JP, heading home.

Results of TG 1.1 raid: 12 enemy ships destroyed (9600t each), 298 POWs captured. No friendly casualties.

I got a bit of useful intel out of this sortie. HIP 21932 must have some sort of colony that civilians travel to. I'm yet to find it though. Overall, I'm not sure if this whole conflict is worth anything to me other than combat experience and entertainment. Maybe I should allow diplomats to try and smooth it all out....
 

Offline Garfunkel

  • Registered
  • Vice Admiral
  • **********
  • Posts: 1412
  • Thanked: 172 times
Re: L0ckAndL0ad's United Systems AAR
« Reply #31 on: October 01, 2019, 11:53:58 AM »
Nice going.
 

Offline L0ckAndL0ad

  • Warrant Officer, Class 2
  • ****
  • L
  • Posts: 60
  • Thanked: 1 times
Re: L0ckAndL0ad's United Systems AAR
« Reply #32 on: October 05, 2019, 03:22:25 PM »
As I was busy, I had time to think...

Political statements

  • United Systems recognizes MAJ's right to defend its borders and colonies, even in such an uncivilized way.
  • United Systems should not resort to any sorts of blockages against neutral or friendly nations, even if this policy is enacted and enforced unilaterally.
  • Military options, both offensive and defensive, should only be used against nations/entities that show hostile intent or act aggressively against United Systems, its allies or neutral third parties, as deemed necessary, according to the scale of the threat.
  • United Systems will cease offensive acts in MAJ space and will assume defensive posture to allow diplomats resolve the conflict.
  • United Systems reserves the right to monitor activities in MAJ space and around MAJ borders in a civilized manner, even under threat of violence, to ensure safety of its citizens.
  • United Systems would not, under any circumstances, seek to harm civilian population and shipping of MAJ or any other nation/entity and will make its best effort to identify them as such.

Therefore:

  • United Systems diplomats should seek making peace with MAJ.
  • As long as the relations between our nations remains hostile, USN should back away from MAJ's borders and not attack any ships unless fired upon (or shown intent to do so), to allow peaceful resolution of the conflict, but still continue monitoring the activities on the border to prevent any offensive action that can be undertaken by MAJ.
  • "The red line" of the defensive blockade should be moved away from MAJ's borders as far as USN would consider comfortable while ensuring safety of United Systems ships and colonies.
  • If this conflict can be resolved peacefully, trade treaties between nations (and construction of jump gate networks) will be considered.

ps: If only I could trade minerals....
« Last Edit: October 05, 2019, 03:32:24 PM by L0ckAndL0ad »
 

Offline L0ckAndL0ad

  • Warrant Officer, Class 2
  • ****
  • L
  • Posts: 60
  • Thanked: 1 times
Re: L0ckAndL0ad's United Systems AAR
« Reply #33 on: October 13, 2019, 01:50:34 PM »
June 17, Year 62

Not much to write about. Enterprise received its last batch of new generation fighters and began TF training. However, due to mineral shortage none of the 4th Gen warships are complete yet. All stuck between 49-79% completion. Gallicite supply starts growing into positive numbers, but it's gonna take years for the ships to finish construction, let alone building a decent mineral reserve.

In other news, 2nd Grav Survey Squadron found a new entry into MAJ system HIP 21932 (the one I recently visited with CVL Ranger). Fortunately, the jump point leads into the same system I came from, so it changes little in strategic sense. Well, not exactly... It can be used for a quick assault on HIP 21932 planetary system, because it comes out @ 182m km away from HIP 21932's sun. I'll keep looking for other ways MAJ can get into Union space, but it's now trickier due to unfortunate demise of the entire 1st Grav Survey Squadron.

Oh, also, a great thing happened. First civilian Union colony outside of Sol was established on Bernards Star A-III. Total mineral count there is 357 mil, but only Duranium and Boronide are decently accessible (1 and 0.4 acc respectively). I love civilian colonies! I will gladly keep paying civilians to mine. Capitalism at its finest.

ADDED:

Right... I conveniently forgot to report you that I accidentally spaced 30 MAJ POWs, while trying to relocate their hibernation capsules. It is totally not a war crime. Well, I do have ample supply of study material for autopsies now... :(
« Last Edit: October 13, 2019, 01:55:48 PM by L0ckAndL0ad »
 

Offline L0ckAndL0ad

  • Warrant Officer, Class 2
  • ****
  • L
  • Posts: 60
  • Thanked: 1 times
Re: L0ckAndL0ad's United Systems AAR
« Reply #34 on: November 06, 2019, 01:36:01 PM »
August 27, Year 64

Gallicite is at 2000 units on Earth, and slowly growing. Uridium and Tritanium are at 15 and 30 thousand respectively, and doing somewhat better. All the construction of new generation of ships was stopped and still never continued due to this shortage. There's not that much I can do about it for a while.

CV Enterprise stopped training its fighter group and is pretty much ready to sortie out at moment's notice.

Our spies have stolen two MAJ ship blueprints. Both ship classes I already encountered. Tromp (now called Gathis) was a Jump Destroyer Escort, of which I destroyed 3 ships. Beastjuggler (Milamber now) is indeed a civilian freighter.

Gathis looks really underwhelming.
Off-Topic: show

Milamber class Freighter    31 500 tons     83 Crew     295.5 BP      TCS 630  TH 250  EM 0
396 km/s     Armour 1-88     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 6    Max Repair 15.625 MSP
Intended Deployment Time: 3 months    Spare Berths 0   
Cargo 25000    Cargo Handling Multiplier 10   

62.5 EP Commercial Nuclear Thermal Engine (4)    Power 62.5    Fuel Use 13.26%    Signature 62.5    Exp 5%
Fuel Capacity 150 000 Litres    Range 6.5 billion km   (188 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
------------------------------------------------------------------------------------
Gathis class Jump Destroyer Escort    9 600 tons     281 Crew     812 BP      TCS 192  TH 275  EM 0
1432 km/s    JR 3-50     Armour 2-40     Shields 0-0     Sensors 5/1/0/0     Damage Control Rating 4     PPV 41.4
Maint Life 1.61 Years     MSP 211    AFR 184%    IFR 2.6%    1YR 95    5YR 1422    Max Repair 183 MSP
Intended Deployment Time: 6 months    Spare Berths 2   

J9750(3-50) Military Jump Drive     Max Ship Size 9750 tons    Distance 50k km     Squadron Size 3
25 EP Nuclear Thermal Engine (11)    Power 25    Fuel Use 95%    Signature 25    Exp 10%
Fuel Capacity 400 000 Litres    Range 7.9 billion km   (63 days at full power)

Twin 10cm C1 Infrared Laser Turret (5x2)    Range 20 000km     TS: 5000 km/s     Power 6-2     RM 1    ROF 15        3 1 0 0 0 0 0 0 0 0
Fire Control S02 10-5000 (1)    Max Range: 20 000 km   TS: 5000 km/s     50 0 0 0 0 0 0 0 0 0
Pressurised Water Reactor PB-1 (5)     Total Power Output 10    Armour 0    Exp 5%

Active Search Sensor MR4-R1 (1)     GPS 90     Range 4.5m km    MCR 490k km    Resolution 1
Thermal Sensor TH1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km

This design is classed as a Military Vessel for maintenance purposes

Current diplo rating with MAJ on my side: -716. There's been no contacts with them. They still don't know where the Earth is. And that's good.
« Last Edit: November 06, 2019, 01:43:08 PM by L0ckAndL0ad »
 

Offline misanthropope

  • Warrant Officer, Class 2
  • ****
  • m
  • Posts: 70
  • Thanked: 19 times
Re: L0ckAndL0ad's United Systems AAR
« Reply #35 on: November 07, 2019, 10:19:45 AM »
at the speeds you've specced, you can shave about 25% off your gallicite expenditure (at the same aggregate "mission tonnage") by going with commercial engines.  there are lots of secondary trade-offs, though i regard them as on balance favoring low-power engines. 

maybe i've eyeballed your ships wrong (not so much time for aurora these days) but i think they're 25% (by volume) made of 1.0 power engines?

for sheer gallicite minimization (ignoring all the secondary effects) your optimal power ratio is a nice simple 2F, where F is (speed spec)/(engine tech "nominal" speed);   5000 kkps using internal fusion (nominal speed = 20000 kkps) gets you a target power of .5.  you can improve with a little twiddling but i personally don't find the extra tinkering to be fun or very profitable, so "50% of weight= engine DONE".  nb my formula breaks down if F isn't below .4 or so; for fast but not extravagantly fast ships usually there is another local max around mult 1.25. 

gallicite crunch is just about the easiest crisis to inflict on yourself, and they LINGER, are existential threats, and worst of all are *boring* because you just sit there for years unable to build your ships (ahem).  after about the second time a campaign died that way i got really obsessive about gallicite as the end-all be-all of fleet management.
 
The following users thanked this post: L0ckAndL0ad

Offline L0ckAndL0ad

  • Warrant Officer, Class 2
  • ****
  • L
  • Posts: 60
  • Thanked: 1 times
Re: L0ckAndL0ad's United Systems AAR
« Reply #36 on: November 07, 2019, 11:50:03 AM »
Uhm, yeah, I'm going to need to watch out for mineral spending better now. Thank you for optimization the tips.

The biggest problem right now for me is figuring out the mineral balance for all the sources. The way Aurora tracks and displays minerals separately for each colony makes me simply ignore it for the most part and keep an eye on the overall balance on Earth, where the maintenance bases and shipyards are. Well, this is how I got into this situation really. And that's considering that I only have a few mining colonies, compared to what I've seen others manage...

Another thing to think about is what ships I keep in active fleet. They also require minerals to maintain, and that may not be the most cost effective things due to change in technologies.

Actually, I find the tech jumps to be so significant between the tech levels that all the older stuff becomes obsolete every 5-10 years. Obviously, the further I advance the slower it gets, but still, the difference between tech levels is just too big to ignore it.
 

Offline L0ckAndL0ad

  • Warrant Officer, Class 2
  • ****
  • L
  • Posts: 60
  • Thanked: 1 times
Re: L0ckAndL0ad's United Systems AAR
« Reply #37 on: November 15, 2019, 01:41:06 PM »
May 27, Year 65

As time goes by and new tech gets researched,  ships under construction that were put on hold get outdated. Moreover, the cost of new engines makes me think if I should go with some sort of standard fleet speed for all my ships and not go any further. Like, 3300? Something akin to 33 knots RL standard.

I seem to be far beyond both GUN and MAJ in terms of research. But they have so many ships that I cannot afford to counter. They seem to be producing them endlessly (and why wouldn't they, if they don't have to deal with maintenance and fuel). So making more ships that are good enough to counter possible enemy seems like a smart move.

At the same time, I don't feel like it's fair in the first place. I can barely sustain a small Navy. NPRs have hundreds of ships. Ugh..
« Last Edit: November 15, 2019, 01:43:31 PM by L0ckAndL0ad »
 

Offline L0ckAndL0ad

  • Warrant Officer, Class 2
  • ****
  • L
  • Posts: 60
  • Thanked: 1 times
Re: L0ckAndL0ad's United Systems AAR
« Reply #38 on: January 06, 2020, 08:28:17 AM »
August 17, Year 70

Kinda big news. The war with MAJ is over. It's been nine years since I took all USN warships away from the front-line and allowed the diplomats to slowly build up our relationships with Commonwealth of Majlesi, and the long awaited official letter confirming the cessation of hostilities just came in.

I think it's great that MAJ did not find out where my colonies are, which allowed the cease fire to take effect. USN, however advanced tech it has, is still VERY small compared to MAJ numbers. And our mineral shortage crisis did not help either. It is also good that I now know that having small amount of super duper ships may not be the smartest way of building a navy. Future ship designs should be more cost effective.

At this point I have met both starting NPRs that are present in this Campaign. I do not plan to have war with any of them in the future. Actually, I'd rather build up Jump Gates between us to allow proper trading commence.

Precursors & Star Swarm are enabled, however. Of 150 star systems in the Campaign, I found only 62, exploring just 46. So in the future I may either keep exploring to try and find some more SPOILERs. Or try and spawn another NPR. Not sure which is better. Or both?

ps: Ha-ha! My intelligence services still work behind the lines. Here's a blueprint they've just revealed to me. A tiny little fighter. Cute. Haven't seen them around at all. Slow, yeah. But 1 reloadable launcher, really?

Off-Topic: show

Eagle class Fighter    203 tons     1 Crew     18.36 BP      TCS 4.06  TH 10  EM 0
2463 km/s     Armour 1-3     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 0.99
Maint Life 0 Years     MSP 0    AFR 40%    IFR 0.6%    1YR 1    5YR 18    Max Repair 5 MSP
Intended Deployment Time: 0.1 months    Spare Berths 3   
Magazine 3   

10 EP Nuclear Thermal Engine (1)    Power 10    Fuel Use 98%    Signature 10    Exp 10%
Fuel Capacity 5 000 Litres    Range 4.5 billion km   (21 days at full power)

Size 3 Missile Launcher (33% Reduction) (1)    Missile Size 3    Rate of Fire 1800
Missile Fire Control FC6-R112 (1)     Range 6.3m km    Resolution 112


pps: Ha-ha-ha! Even managed to steal MAJ's PDC plans! That's quite pathetic.

Off-Topic: show

Missile Defence Base class Missile Defence Base    19 050 tons     360 Crew     2393.2 BP      TCS 381  TH 0  EM 0
1 km/s     Armour 2-63     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 8     PPV 45
Maint Life 2.02 Years     MSP 628    AFR 362%    IFR 5%    1YR 206    5YR 3092    Max Repair 72 MSP
Intended Deployment Time: 6 months    Spare Berths 0   
Magazine 3499   


Size 1 Missile Launcher (45)    Missile Size 1    Rate of Fire 10
Missile Fire Control FC3-R1 (9)     Range 3.6m km    Resolution 1
Snarkfingerhead Anti-missile Missile (3499)  Speed: 4 300 km/s   End: 20.8m    Range: 5.4m km   WH: 1    Size: 1    TH: 21/12/6

Active Search Sensor MR3-R1 (1)     GPS 72     Range 3.6m km    MCR 392k km    Resolution 1
« Last Edit: January 06, 2020, 09:50:08 AM by L0ckAndL0ad »
 

Offline Garfunkel

  • Registered
  • Vice Admiral
  • **********
  • Posts: 1412
  • Thanked: 172 times
Re: L0ckAndL0ad's United Systems AAR
« Reply #39 on: January 06, 2020, 10:15:00 AM »
Are you using Real Stars? If you are, then the number of systems doesn't matter as Real Stars overrides it. Also, if your NPR spawn chance is higher than 0%, you can't be sure that you've met the initial NPRs unless you're using Designer Mode to monitor the DB.

Don't think I've ever seen someone achieve a diplomatic peace like you've done here so that's one for the records :D
 

Offline L0ckAndL0ad

  • Warrant Officer, Class 2
  • ****
  • L
  • Posts: 60
  • Thanked: 1 times
Re: L0ckAndL0ad's United Systems AAR
« Reply #40 on: January 06, 2020, 11:30:40 AM »
Are you using Real Stars? If you are, then the number of systems doesn't matter as Real Stars overrides it. Also, if your NPR spawn chance is higher than 0%, you can't be sure that you've met the initial NPRs unless you're using Designer Mode to monitor the DB.

Don't think I've ever seen someone achieve a diplomatic peace like you've done here so that's one for the records :D
Yeah, I used Real Stars, I guess. And 0% NPR spawn. So there won't be any new ones unless I change the settings again or spawn a new NPR. You can do that, can't you?

My intel boys are hitting it hard. Another blueprint sent to me. And it's that damn 0cm laser bug again. Ugh.. I dunno, maybe I should just wait till the C# Aurora...

Off-Topic: show

Grim Reaper-J class Jump Cruiser    19 200 tons     409 Crew     1661 BP      TCS 384  TH 550  EM 0
1432 km/s    JR 3-50     Armour 2-63     Shields 0-0     Sensors 10/5/0/0     Damage Control Rating 8     PPV 72
Maint Life 0.83 Years     MSP 433    AFR 368%    IFR 5.1%    1YR 520    5YR 7797    Max Repair 622 MSP
Intended Deployment Time: 6 months    Spare Berths 3   

J19250(3-50) Military Jump Drive     Max Ship Size 19250 tons    Distance 50k km     Squadron Size 3
25 EP Nuclear Thermal Engine (22)    Power 25    Fuel Use 95%    Signature 25    Exp 10%
Fuel Capacity 800 000 Litres    Range 7.9 billion km   (63 days at full power)

0cm C1 Visible Light Laser (36)    Range 0km     TS: 1432 km/s     Power 0-1     RM 2    ROF 0        0 0 0 0 0 0 0 0 0 0
CIWS-50 (3x2)    Range 1000 km     TS: 5000 km/s     ROF 5       Base 50% To Hit
Fire Control S02 40-1250 (2)    Max Range: 80 000 km   TS: 1250 km/s     88 75 62 50 38 25 12 0 0 0
Pressurised Water Reactor PB-1 (18)     Total Power Output 36    Armour 0    Exp 5%

Active Search Sensor MR31-R112 (1)     GPS 6720     Range 31.7m km    Resolution 112
Thermal Sensor TH2-10 (1)     Sensitivity 10     Detect Sig Strength 1000:  10m km
EM Detection Sensor EM1-5 (1)     Sensitivity 5     Detect Sig Strength 1000:  5m km
 

 

Sitemap 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55