Author Topic: Jump Point Defense  (Read 4983 times)

0 Members and 1 Guest are viewing this topic.

Offline OJsDad

  • Petty Officer
  • **
  • O
  • Posts: 22
  • Thanked: 1 times
Re: Jump Point Defense
« Reply #15 on: April 03, 2014, 04:34:09 PM »
Hello.   I'm still learning Aurora and have a question.   Whether you're using beam or missile units for JP defense, how do you deal with the crew morale and maintenance cycles.   Do you have mother ships that have the facilities on board that take care of these items, or do you have to collect them and take them back to a planet.

Thanks
 

Online Jorgen_CAB

  • Admiral of the Fleet
  • ***********
  • J
  • Posts: 2839
  • Thanked: 674 times
Re: Jump Point Defense
« Reply #16 on: April 03, 2014, 06:16:54 PM »
All in all I only "guard" jump points temporarily with ships and only use mines for permanent defences of them. The mines are not directly meant to stop an invasion but perhaps mainly to slow it down.

I don't find it worth while to have jump point guarded for long periods to be very productive in the long run.

But if you really want to build some sort of Monitor ship then make sure they have powerful beam weapons, a good high powered engine, good armour and a very long deployment/maintenance cycle.
 

Offline OJsDad

  • Petty Officer
  • **
  • O
  • Posts: 22
  • Thanked: 1 times
Re: Jump Point Defense
« Reply #17 on: April 03, 2014, 07:51:13 PM »
Quote from: Jorgen_CAB link=topic=6872. msg70967#msg70967 date=1396567014
All in all I only "guard" jump points temporarily with ships and only use mines for permanent defences of them.  The mines are not directly meant to stop an invasion but perhaps mainly to slow it down.

I don't find it worth while to have jump point guarded for long periods to be very productive in the long run.

But if you really want to build some sort of Monitor ship then make sure they have powerful beam weapons, a good high powered engine, good armour and a very long deployment/maintenance cycle.

Can you give me a good example of a mine design.   I'm not sure that I've seen one yet.

Thanks
 

Offline sublight

  • Pulsar 4x Dev
  • Captain
  • *
  • s
  • Posts: 592
  • Thanked: 17 times
Re: Jump Point Defense
« Reply #18 on: April 03, 2014, 09:48:35 PM »
Hello.   I'm still learning Aurora and have a question.   Whether you're using beam or missile units for JP defense, how do you deal with the crew morale and maintenance cycles.   Do you have mother ships that have the facilities on board that take care of these items, or do you have to collect them and take them back to a planet.

Thanks

I like use small beam task groups as pickets if I know an NPR is on the other side. Their primary purpose is to take out enemy jump scouts and gate construction ships that come my direction. I either use a single frigate, or a small squadron of 3-5 FAC. Ships I intend to use for picket duty have 12+ month deployment times, and 4+ year maintenance lives. Every year or so when they exceed deployment time I order the existing pickets back to the nearest colony for overhaul, and send fresh pickets forward.

In my last game I tried using carrier-deployed fighter pickets, but discovered that carriers make the crew moral situation worse if the carrier intended deployment time is shorter than the picket intended deployment time. In the end, my carriers ended up dropping off fresh fighters and then collected the previous bunch to take back to the nearest colony for rest and recreation.
 

Online Jorgen_CAB

  • Admiral of the Fleet
  • ***********
  • J
  • Posts: 2839
  • Thanked: 674 times
Re: Jump Point Defense
« Reply #19 on: April 04, 2014, 01:46:40 AM »
Can you give me a good example of a mine design.   I'm not sure that I've seen one yet.

Thanks

Here is one...


Mine
Code: [Select]
Missile Size: 25 MSP  (1.25 HS)     Warhead: 0    Armour: 0.014     Manoeuvre Rating: 10
Speed: 0 km/s    Engine Endurance: 0 minutes   Range: 0.0m km
Active Sensor Strength: 0.5355   Sensitivity Modifier: 110%
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 580,000 km
Cost Per Missile: 24.2635
Second Stage: Mine payload Type-IIc x4
Second Stage Separation Range: 150,000 km
Overall Endurance: 1 minutes   Overall Range: 2.0m km
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%
Materials Required:    14.0035x Tritanium   0.5289x Boronide   0.8811x Uridium   8.85x Gallicite   Fuel x160

Payload
Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 14    Armour: 0     Manoeuvre Rating: 10
Speed: 29500 km/s    Engine Endurance: 1 minutes   Range: 2.0m km
Thermal Sensor Strength: 0.0864    Detect Sig Strength 1000:  86,400 km
Cost Per Missile: 5.8508
Chance to Hit: 1k km/s 295%   3k km/s 90%   5k km/s 59%   10k km/s 29.5%
Materials Required:    3.5x Tritanium   0.0519x Boronide   0.0864x Uridium   2.2125x Gallicite   Fuel x40

For some reason though I can't increase the separation range to above 150. Even if I change it in the design screen it is stuck on 150k km.
 

Offline OJsDad

  • Petty Officer
  • **
  • O
  • Posts: 22
  • Thanked: 1 times
Re: Jump Point Defense
« Reply #20 on: April 04, 2014, 06:08:31 PM »
Here is one...


Mine
Code: [Select]
Missile Size: 25 MSP  (1.25 HS)     Warhead: 0    Armour: 0.014     Manoeuvre Rating: 10
Speed: 0 km/s    Engine Endurance: 0 minutes   Range: 0.0m km
Active Sensor Strength: 0.5355   Sensitivity Modifier: 110%
Resolution: 100    Maximum Range vs 5000 ton object (or larger): 580,000 km
Cost Per Missile: 24.2635
Second Stage: Mine payload Type-IIc x4
Second Stage Separation Range: 150,000 km
Overall Endurance: 1 minutes   Overall Range: 2.0m km
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%
Materials Required:    14.0035x Tritanium   0.5289x Boronide   0.8811x Uridium   8.85x Gallicite   Fuel x160

Payload
Code: [Select]
Missile Size: 6 MSP  (0.3 HS)     Warhead: 14    Armour: 0     Manoeuvre Rating: 10
Speed: 29500 km/s    Engine Endurance: 1 minutes   Range: 2.0m km
Thermal Sensor Strength: 0.0864    Detect Sig Strength 1000:  86,400 km
Cost Per Missile: 5.8508
Chance to Hit: 1k km/s 295%   3k km/s 90%   5k km/s 59%   10k km/s 29.5%
Materials Required:    3.5x Tritanium   0.0519x Boronide   0.0864x Uridium   2.2125x Gallicite   Fuel x40

For some reason though I can't increase the separation range to above 150. Even if I change it in the design screen it is stuck on 150k km.

Thanks Jorgen