Author Topic: Consolidated Remnant of Humanity  (Read 2008 times)

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Offline Erik Luken

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Consolidated Remnant of Humanity
« on: December 14, 2007, 02:08:36 PM »
Remnant Campaign

In the waning days of the Terran Federation, a hostile race was encountered. This race of beings, known as only the Ravagers by humanity, quickly decimated and laid waste to the Federation?s fleets. A lone colony ship fled Earth, days before the Ravager fleet wiped the planet clean.
The colonists, in despair, fled as deep as they could manage with their fuel supplies. The system they settled on was named Alaucard. Settling in the sixth planet, they named the chilly planet Freehold and began to carve out a new existence.
Five hundred years later, the Consolidated Remnant of Humanity once again sets forth to take their place among the stars.

Campaign setup
The first generated system with a habitable planet was used. In this case, a quaternary system comprised of an A8-V main component, G7-V, K2-V and M0-V components. Alaucard-A VI, named Freehold has 750m humans. Alaucard-A III is a small outpost with 50m colonists and is the beginnings of their exploration. Both planets were given homeworld minerals.

Starting Tech
The Remnant has 180,000 points. This was spent on the following technologies: Terraforming Module, 5% Reduced Colony Cost, .002 Terraforming rate, Fuel Efficiency 3, Basic Jump technology (Theory, Efficiency 3, Distance 50, Size 3), Far UV Laser, 12cm Laser Focus, Cap Recharge 5, Composite Armor, Active Grav Detection Strength 12, Grav Pulse Detection Strength 6, EM Sensitivity 6, Thermal Sensitivity 6, Pebble Bed Reactors, Nuclear Pulse Drive, Missile Fire Control 400,000km, Missile Engine 32, Missile Fuel Cell Cap 3200, Missile Reload Rate 5.

The following components were created 12cm C5 Far UV Laser, Missile Launcher 04-25, Missile Launcher 06-040, Missile Launcher 10-060, PDC Launcher 24-075, Size 5 PB Reactor PB-1AR0, Nuclear Pulse E7, Alpha R300/7 Shields, Active MR24-R0.2 Sensors, Active MR4800-R40 Sensors, Thermal TH1-6, Thermal TH3-18, J4500 Jump Drive, J6000 Jump Drive, J7500 Jump Drive, J12000 Jump Drive, Beam S04 40-1000 Fire Control, Beam S04 10-4000 Fire Control, PDC S16 60-4000 Fire Control, Missile S01-040 Fire Control, PDC S04-320 Missile Fire Control, Grav Pulse GPD 1-6, Grav Pulse GPD 3-18, EM 1-6, EM 3-18.

Missile Designs
Code: [Select]
Missile Size: 4     Warhead: 2    Armour: 0
Speed: 12,000 km/s    Endurance: 33 seconds   Range: 396k km
Manoeuvre Rating: 10
Cost Per Missile: 1.5
Chance to Hit: 1k km/s 120%   3k km/s 40%   5k km/s 24%   10k km/s 12%
Code: [Select]
Missile Size: 6     Warhead: 2    Armour: 0
Speed: 8,000 km/s    Endurance: 100 seconds   Range: 800k km
Manoeuvre Rating: 20
Cost Per Missile: 4.8
Chance to Hit: 1k km/s 160%   3k km/s 40%   5k km/s 32%   10k km/s 16%
Code: [Select]
Missile Size: 10     Warhead: 3    Armour: 0
Speed: 11,000 km/s    Endurance: 71 seconds   Range: 781k km
Manoeuvre Rating: 20
Cost Per Missile: 6.65
Chance to Hit: 1k km/s 220%   3k km/s 60%   5k km/s 44%   10k km/s 22%
Code: [Select]
Missile Size: 24     Warhead: 6    Armour: 2
Speed: 10,000 km/s    Endurance: 100 seconds   Range: 1000k km
Manoeuvre Rating: 20
Cost Per Missile: 13.5
Chance to Hit: 1k km/s 200%   3k km/s 60%   5k km/s 40%   10k km/s 20%

Ship Designs
Code: [Select]
Discovery class Survey Ship    6000 tons     525 Crew     1323 BP      TCS 120  TH 200  EM 0
1666 km/s    JR 3-50     Armour 1     Shields 0-0     Sensors 1/18/0/3/3     Damage Control 0-0     PPV 0

J6000(3-50) Jump Drive     Max Ship Size 6000 tons    Distance 50k km     Squadron Size 3
Nuclear Pulse Engine E7 (5)    Power 40    Efficiency 0.70    Signature 40    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 154.2 billion km   (1071 days at full power)

Grav Pulse Detection Sensor GPD3-18 (1)     Sensitivity 18     Detect Strength 100: 1.8m km
Gravitational Survey Sensors (3)   3 Survey Points
Geological Survey Sensors (3)   3 Survey Points
Code: [Select]
Napoleon class Colony Ship    6000 tons     325 Crew     918 BP      TCS 120  TH 200  EM 0
1666 km/s     Armour 1     Shields 0-0     Sensors 6/6/6/0/0     Damage Control 0-0     PPV 0
Colonists 50000    Cargo Handling Multiplier 50    

Nuclear Pulse Engine E7 (5)    Power 40    Efficiency 0.70    Signature 40    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 205.6 billion km   (1428 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Signature 100: 0.6m km
Grav Pulse Detection Sensor GPD1-6 (1)     Sensitivity 6     Detect Strength 100: 0.6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Strength 100: 0.6m km

This design is classed as a freighter for maintenance purposes
Code: [Select]
Mule class Freighter    6000 tons     300 Crew     468 BP      TCS 120  TH 200  EM 0
1666 km/s     Armour 1     Shields 0-0     Sensors 6/6/6/0/0     Damage Control 0-0     PPV 0
Cargo 25000    Cargo Handling Multiplier 50    

Nuclear Pulse Engine E7 (5)    Power 40    Efficiency 0.70    Signature 40    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 205.6 billion km   (1428 days at full power)

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Signature 100: 0.6m km
Grav Pulse Detection Sensor GPD1-6 (1)     Sensitivity 6     Detect Strength 100: 0.6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Strength 100: 0.6m km

This design is classed as a freighter for maintenance purposes
Code: [Select]
Outreach class Cruiser    8350 tons     960 Crew     1402 BP      TCS 167  TH 400  EM 300
2395 km/s     Armour 1     Shields 10-300     Sensors 6/6/6/0/0     Damage Control 0-0     PPV 48
Flag Bridge    Magazine 600    

Nuclear Pulse Engine E7 (10)    Power 40    Efficiency 0.70    Signature 40    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 37.0 billion km   (178 days at full power)
Alpha R300/7 Shields (10)   Total Fuel Cost  70 Litres per day

12cm C5 Far Ultraviolet Laser (6)    Range 80,000km     TS: 2395 km/s     Power 4-5     RM 5    ROF 5        4 4 4 4 4 3 2 2 0 0
Fire Control S04 40-1000 (1)    Max Range: 80,000 km   TS: 1000 km/s     88 75 62 50 38 25 12 0 0 0
Fire Control S04 10-4000 (1)    Max Range: 20,000 km   TS: 4000 km/s     50 0 0 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (1)     Total Power Output 15    Armour 0    Exp 5%

Missile Launcher 06-040 (4)    Missile Size 6    Rate of Fire 40
Missile Fire Control S01-040 (1)    Range: 400k km

Thermal Sensor TH1-6 (1)     Sensitivity 6     Detect Signature 100: 0.6m km
Active Sensor MR4800-R40 (1)     GPS 480     Range 4.8m km    Resolution 40
Active Sensor MR24-R0.2 (1)     GPS 2.4     Range 24k km    Resolution 0.2
Grav Pulse Detection Sensor GPD1-6 (1)     Sensitivity 6     Detect Strength 100: 0.6m km
EM Detection Sensor EM1-6 (1)     Sensitivity 6     Detect Strength 100: 0.6m km
Code: [Select]
Iroquois class Scout    5000 tons     440 Crew     587 BP      TCS 100  TH 400  EM 150
4000 km/s     Armour 1     Shields 5-300     Sensors 18/18/18/0/0     Damage Control 0-0     PPV 4

Nuclear Pulse Engine E7 (10)    Power 40    Efficiency 0.70    Signature 40    Armour 0    Exp 5%
Fuel Capacity 250,000 Litres    Range 308.6 billion km   (892 days at full power)
Alpha R300/7 Shields (5)   Total Fuel Cost  35 Litres per day

12cm C5 Far Ultraviolet Laser (1)    Range 20,000km     TS: 4000 km/s     Power 4-5     RM 5    ROF 5        4 4 0 0 0 0 0 0 0 0
Fire Control S04 10-4000 (1)    Max Range: 20,000 km   TS: 4000 km/s     50 0 0 0 0 0 0 0 0 0
Pebble Bed Reactor Technology PB-1 AR-0 (1)     Total Power Output 15    Armour 0    Exp 5%

Thermal Sensor TH3-18 (1)     Sensitivity 18     Detect Signature 100: 1.8m km
Active Sensor MR4800-R40 (1)     GPS 480     Range 4.8m km    Resolution 40
Grav Pulse Detection Sensor GPD3-18 (1)     Sensitivity 18     Detect Strength 100: 1.8m km
EM Detection Sensor EM3-18 (1)     Sensitivity 18     Detect Strength 100: 1.8m km


Fleet consists of ?
Battle Group 2 Outreach, 1 Iroquois
Cargo Group 5 Mule
Colony Group 5 Napoleon
Survey Group 5 Discovery

"House Rules"
No maintenance. Components researched for free.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Haegan2005

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Re: Consolidated Remnant of Humanity
« Reply #1 on: December 29, 2007, 02:09:35 PM »
Sounds like a good story start. Lots of potential story lines here. :D
« Last Edit: December 31, 1969, 06:00:00 PM by Haegan2005 »
 

Offline Brian

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« Reply #2 on: December 30, 2007, 06:46:27 PM »
I hope you realize that the C5 capaciters on your 12cm lasers is overkill.  It only takes 4 power to charge the laser for every 5 seconds.  By putting the larger capaciter on you are actually requiring more power without any extra result.  Your power plants will allocate 5 points of power each 5 seconds.  This would mean that for 4 lasers you are using 20 points of power, which should actually power 5 lasers.

Just thought you might not have realized that little quirck of the game.

Brian
« Last Edit: December 31, 1969, 06:00:00 PM by Brian »
 

Offline Erik Luken

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« Reply #3 on: December 30, 2007, 07:04:50 PM »
Quote from: "Brian"
I hope you realize that the C5 capaciters on your 12cm lasers is overkill.  It only takes 4 power to charge the laser for every 5 seconds.  By putting the larger capaciter on you are actually requiring more power without any extra result.  Your power plants will allocate 5 points of power each 5 seconds.  This would mean that for 4 lasers you are using 20 points of power, which should actually power 5 lasers.

Just thought you might not have realized that little quirck of the game.

Brian


I tend to build lasers to go as close to 5 sec ROF as I can. The only ships with lasers are the Outreach, which has 6, and the Iriquois which has 1.

I might have been in a hurry when making the weapons.

But, sadly, the database this game is on is suffering the endless loops of apply damage errors (from a previous game). So I'm not sure if it'll get off the ground. I may wait for the next version (hint hint Steve).
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline SteveAlt

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« Reply #4 on: December 31, 2007, 07:12:24 AM »
Quote from: "Erik Luken"
But, sadly, the database this game is on is suffering the endless loops of apply damage errors (from a previous game). So I'm not sure if it'll get off the ground. I may wait for the next version (hint hint Steve).

I do intend to get the new version out as soon as possible. I will concentrate on fixing bugs rather than working through the rest of suggestion list and then I will look at the remaining suggestions for v2.6. However, we now have friends staying until Jan 2nd (when I will be back at work) and my wife tends to glare at me when I ignore everyone and retreat to my office to start programming :)

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline Erik Luken

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« Reply #5 on: December 31, 2007, 05:27:27 PM »
Quote from: "SteveAlt"
Quote from: "Erik Luken"
But, sadly, the database this game is on is suffering the endless loops of apply damage errors (from a previous game). So I'm not sure if it'll get off the ground. I may wait for the next version (hint hint Steve).
I do intend to get the new version out as soon as possible. I will concentrate on fixing bugs rather than working through the rest of suggestion list and then I will look at the remaining suggestions for v2.6. However, we now have friends staying until Jan 2nd (when I will be back at work) and my wife tends to glare at me when I ignore everyone and retreat to my office to start programming ;)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

 

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