I've had enough fun playing through the
Alpha Centauri Battles that I'm planning on running a sequel. Rather than design everything myself I'm challenging my fellow admirals to enter their designs. Anyone will be welcome to challenge an outcome and rerun a battle themselves on the condition that they post their own ARR of the resulting clash. If results differ I or someone else will run the battle a third time to settle the matter with best 2 out of 3.
Rules used for fleet creation:
Build Point Budget• Fleets start with 7,500 BP worth of ships, fighters, fuel, and ordinance. Reinforcement waves worth 2,500 BP arrive every month until one side is victorious.
• Fuel costs 1BP/5,000 L.
• Any Fighter/Ordinance/Construction/Fuel production techs purchased gives a proportional discount on associated fleet costs up to a maximum of the mining rate tech level. The Construction tech applies toward Ship Building by virtue of component pre-building.
Technology Budget• 200k RP for both theoretical and applied technologies.
• Jump theory, grav-scanners, gate construction, the first level of each jump drive tech, and fuel harvesters are free.
Ship Design Restrictions• Ships not carried in hangers must have 6 month deployment times.
• Ships not carried in hangers must have fuel for a 30b km range. Up to 2/3 of this fuel may be carried by oilers.
• Ships not carried in hangers must have at least a 2 year maintenance life. Ships carried in hangers must have at least a 6 month maintenance life, or have an annual failure rate less than 50%.
• Ships not carried in hangers slower than 1,500 km/s must have proportionally greater deployment/maintenance times with a minimum speed no less than 500 km/s.
Terrane, Logistics, Objectives, and other Rules• The starting fleets and arriving reinforcements are teleported directly to their jump point on the 1st day each month.
• The two entry jump points are 1b km ±5% apart.
• The jump points have gates leading into the system, but no gates leading out.
• Fleets with jump drives may retreat through their jump point to regroup/rearm.
• Fleets with jump drives may not advance through their opponents jump point except to pursue a fleeing combatant and must return once all enemy contacts are lost.
• The home world is 4b km behind the jump points. Fleets may purchase and stockpile extra missiles/fighters to rearm retreating ships on the condition that sufficient fuel is also stockpiled to refuel them.
Fleet Design TheoryRange. Speed. Power. The General consensus is that in any fight the side that is better in two of the three areas will win. With the option of Missiles or Beams as the primary weapon we have eight archetypes.
• Artillery: Missiles, Power, Range.
• Tank: Beams, Power, Range.
• Sniper: Missiles, Speed, Range.
• Kiting: Beams, Speed, Range.
• Missile Rush: Missiles, Speed, Power.
• Beam Rush: Beam, Speed, Power.
• Balanced Missile: Tries to do all three adequately with missiles.
• Balanced Beam: Tries to do all three adequately with beams.
So, Anyone up for the challenge?
I'm looking for 6 fleet submissions to go against two winning concepts from Alpha Centauri One. Anyone planning to submit a fleet should post here and list the design theory they are using, but are free to keep designs to themselves until I finish my fleets sometime next month. For versatility, I'm accepting no more than 2 challenge submissions using the same archetype.
To start out,
Entry #1: Beam Rush by Sublight
Entry #2: Tank by NightStar
Entry #3: Beam, Other by Rolepgeek
Entry #4: Missile Rush by Elouda
Entry #5: Artillery by NightStar
Entry #6: Sniper, by Rolepgeek
EDIT: This challenge is on indefinent hiatus on account of everyone, including myself, fizzling out. I think Rolepgeek is the only person who got all the way to the end and submitted a battle plan.
If/When a second person sends in their battle plan I'll see about reviving the challenge.