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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by Borealis4x on Today at 04:47:11 PM »
I could just remove the ECM advantage, or lower the tech generally. However, as most of the raiders are single ships, I don't want the 'solution' to simply be a basic design with box launchers that guards each colony and escorts every convoy. That isn't adding anything meaningful to the game. They need to present a challenge, or there is no point in having them.

The Raiders don't present an existential threat because of the serious limitations on their numbers and movement. You can present a serious tactical or operational threat due to powerful ships, without being an existential threat to the whole Empire.


Having to conscientiously design, build and deploy dedicated light patrol forces all throughout our empire in order to get good enough coverage to deal with any raiders that pop up is already enough of an addition without making the raiders themselves very strong. The challenge isn't in actually fighting raiders, its in catching them before they can catch your unarmed transports.

The Battle of the Atlantic was 'fought' with largely second-hand ships compared to the Pacific since they didn't expect to fight pitched naval battles there. The challenge for Allied planners was to organize a system where they could efficiently safeguard their commercial vessels. Raiders should force players to think along the same lines; where am I most vulnerable to raids, how can I efficiently respond to them, and what sorts of designs can fill this role without infringing too much on the budget of my proper front-line fleet?

The actual quality of the Raiders doesn't matter as long as they can consistently threaten undefended commercial ships and lone escorts.
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Gothic Campaign / Re: Gothic Campaign Comments Thread
« Last post by Steve Walmsley on Today at 03:59:20 PM »
Seeing the first raider ship class noted as "Corsair" brings to mind: will there be a new class naming theme for the Dark Eldar to go along, similar to how we have a Necron theme for precursors?

Yes, already added :)

I'm using those Dark Eldar theme names in this campaign.
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by Bremen on Today at 03:56:52 PM »
I like the fact they have high ECM actually because that make them uniquely different from other threats and demand a special consideration from the player. The suggestion to tweak the ECM math a bit makes sense to me too, abrupt cutoff of missile chance to hit with insufficient ECCM and speed is harsh. It should still be very small chance to hit of course with a big tech disadvantage. I really like the suggestion to give them some of that stealth tech that reduce active sensor profile.

If they will truly not engage a superior force despite the fact they could technically wipe them out that does alleviate a bit my concern as they won't do crippling damage, just potentially large economic damage that the empire can recover from.

It should be interesting to have them pop up during a stand off with one of the NPR. Observing the conflict will yield very valuable intel.


In the test campaign a Raider ship attacked a world with around 3x (I think) its tonnage in military ships in orbit, and a sizeable number of STO units on the ground, so it's not like they turn and run at any opposition. It did lose, but really only because the AI allowed itself to be drawn into close range of the STO weapons.
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by nuclearslurpee on Today at 03:54:30 PM »
I could just remove the ECM advantage, or lower the tech generally. However, as most of the raiders are single ships, I don't want the 'solution' to simply be a basic design with box launchers that guards each colony and escorts every convoy. That isn't adding anything meaningful to the game. They need to present a challenge, or there is no point in having them.

The Raiders don't present an existential threat because of the serious limitations on their numbers and movement. You can present a serious tactical or operational threat due to powerful ships, without being an existential threat to the whole Empire.


Broadly I agree, I think the flavor of the new encounter type is unique and poses interesting challenges as the Gothic AAR shows. Turning the raiders into a puzzle which has a known solution is not exciting gameplay as stated.

That said, I think the major concern is not that the raiders do present a threat, but more whether such a threat can be countered effectively early in the game. Mainly I would worry about standard starts at lower populations such as the default 500m, when a reasonable starting tech setup (80k RP) likely struggles to catch the raiders, is outranged by the raiders allowing a fleet to be kited, and would struggle to hit the raiders with even the most accurate possible missiles. As noted it is possible to overcome this, e.g. with well-designed specialized missiles or boosted FACs, but the set of options is limited and I suspect that many players may find these constrained options do not always match the RP setting they wish to play. Which is not necessarily a problem, as the raiders can simply be turned off for that campaign, but I suppose the question is whether so many players will turn them off in favor of their preferred RP leaving relatively few who actually play with the new spoilers? I do wonder if delaying their first appearances depending on the starting population is possible, this might be a reasonable compromise for lower-pop starts.

All this being said, I keep thinking that the comparison to the Swarm is interesting, as they are a very dangerous race but are generally well-liked as game content despite the existential threat and horror stories of campaigns being aborted early on due to a Swarm invading the home system. So while the new raiders seem difficult I am optimistic that they can work out equally well.
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C# Suggestions / Re: C# Suggestions
« Last post by Nori on Today at 03:49:38 PM »
The last few games I've been playing I do so without jump engines. I just build stabilization ships and only go places that have gates. It slows down exploration, but frees up a lot of space on ships (or frees up a ship type) and it frees up my PP scientists from having to research Jumpy stuff.

Given all that, I was thinking that it would be interesting if gates could be destroyed. Forcing your opponent to use jump engines could be viable. Not sure how the NPRs would decide when a gate should be removed or not and it could be annoying if they snuck into a transit system and destroyed a gate...
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by Drakale on Today at 03:23:10 PM »
I like the fact they have high ECM actually because that make them uniquely different from other threats and demand a special consideration from the player. The suggestion to tweak the ECM math a bit makes sense to me too, abrupt cutoff of missile chance to hit with insufficient ECCM and speed is harsh. It should still be very small chance to hit of course with a big tech disadvantage. I really like the suggestion to give them some of that stealth tech that reduce active sensor profile.

If they will truly not engage a superior force despite the fact they could technically wipe them out that does alleviate a bit my concern as they won't do crippling damage, just potentially large economic damage that the empire can recover from.

It should be interesting to have them pop up during a stand off with one of the NPR. Observing the conflict will yield very valuable intel.
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Gothic Campaign / Re: Gothic Campaign Comments Thread
« Last post by Zincat on Today at 03:08:55 PM »
I like it a lot, a tense moment to be sure.

If I had time to change fleet composition, in this situation I would be tempted to build a lot of fast ion drive beam fighters, since Steve just researched that. They would surely take horrific losses but on the other hand, missiles are very costly too.

Of course it's not so easy to quickly change fleet composition.... I look forward to read more  ;D
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New Cold War / Cold War: Month 185 Update, Bjering Alliance
« Last post by Kurt on Today at 03:06:36 PM »
Bjering Alliance Update, Month 185

Bjering
Total Income (All Sources): 37,419 MCr’s
Total Upkeep: 19,320 Mcr’s (52%)

Primary Fleet Deployments
Alpha Fleet (Home System): 3xBC, 1xCVL, 2xCVS, 3xDD, 5xCT, 60xF1
Beta Fleet (Surtr): 3xBC, 1xCVS, 1xCVE, 6xCT, 30xF0
Delta Fleet (Home System): 3xBC, 1xCVS, 3xDD, 1xCVE, 8xCT, 30xF1
Epsilon Fleet (Tomsk): 3xBC, 2xCVS, 2xCVE, 8xCT, 60xF0
Gamma Fleet (Gunnar System): 3xBC, 1xCVE, 8xCT, 12xF0
Strategic Reserve (Home System): 1xML, 9xCVS, 162xF0

Under Construction: 2xML, 1xCV
Refits: 6xBS4, 3xBC
Reactivation from Mothballs: 3xBC

The Bjering are currently developing systems available at HT-9, and have begun deploying improved F-1 fighters to the fleet.  There are no plans to enlarge the fleet at this time, aside from ships already under construction, and instead resources are being focused on colonization and industrial expansion. 

In month 185, Bjering survey ships working on the fringes of their territory established contact with a planet-bound alien race inhabiting a newly discovered type ST planet.  This race is at approximately the same technology level that Earth was during the Renaissance era, and fortunately is open and apparently unafraid of their visitors.  Initial contact attempts are going well. 

The Bjering and the humans of the Tomsk Union have grown much closer over the last ten months, and the assistance provided by the Bjering to repel the attack by the Colonial Union has hastened the trends that were already taking place.  Most barriers to travel between the two nations have been either reduced or eliminated, and the militaries of both nations spend much time exercising together.  All signs point to this trend continuing, and the two governments have begun making plans for the eventual merger of the two nations.  For all of this, the Bjering have a far different outlook than the Tomsk-humans.  While the Tomsk Union is laser focused on the threat from the Colonial Union, and is thus focused inwards, the Bjering are focused outwards.  The bulk of their fleet is deployed out of their home system, and much of their construction efforts are focused on building defenses in forward positions to defend their extended territory. 

In spite of this difference in outlook, there is great respect and even friendship between the two nations, and their alliance will certainly continue into the future.

Tomsk Union
Total Income (All Sources): 36,275 MCr’s
Total Upkeep: 9255 MCr’s (25%)

Fleet Dispositions
Home Fleet (Tomsk): 9xBC, 9xCL, 9xDD, 10xES
Fortress Moon (over the Capital): 3xOffensive PDC
Planetary Defenses (Capital): 7xPDC, 5,000 PCF (some based in the PDC’s and thus hidden)
Orbital Defenses (Capital): 6xArmed Station, 4xDefensive Station

Under Construction: 6xBS2
Refit: 6xOrbital armed stations

As noted above, the Tomsk Union is focused on events in the Colonial Union, and on the threat the Union poses to their capital.  Because of this threat, the Tomsk Union’s focus on fortifying their home system will likely continue into the future.  With the new technology now under development, including fighter technology, the Tomsk Union will likely be finding ways to deploy fighters throughout all of their defenses, as it does not appear that the Colonial Union has achieved that level of technology yet. 

Their close brush with disaster during the recent attempted invasion by the Colonial Union has convinced the Tomsk Union to get serious about fortifying the Tomsk system, which is rightfully viewed as the heart of the Union.  Mines have been placed directly on the closed warp point that leads to the Colonial Union, and additional buoys and mines are being built.  The six warp point defense bases destroyed during the attack have been replaced already, by bases intended to bolster the defenses, and new bases will be built in the near future to increase the defenses.  Work will also continue on fortifying the fortress moon of Krepost.  To eliminate the possibility of collateral damage, the population of the moon was relocated to several other lunar mining outposts throughout the system prior to the invasion, and the entire moon has been posted as being off limits for civilians.  A massive project is underway to fortify the orbital shipyard stations, turning those stations into hybrid shipyards-defensive stations, meaning that the yards will be able to defend themselves and the planet below.  This project was only partially finished when the Colonial Union invaded, and the failed attempt to invade the system has given the government much motivation to continue the project. 

Once fighters and their associated systems have been developed, the Union intends to make a massive investment in ships and bases to carry these new weapons in the hopes that they will make the system too expensive to take by any aggressor. 
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by Steve Walmsley on Today at 03:01:06 PM »
I could just remove the ECM advantage, or lower the tech generally. However, as most of the raiders are single ships, I don't want the 'solution' to simply be a basic design with box launchers that guards each colony and escorts every convoy. That isn't adding anything meaningful to the game. They need to present a challenge, or there is no point in having them.

The Raiders don't present an existential threat because of the serious limitations on their numbers and movement. You can present a serious tactical or operational threat due to powerful ships, without being an existential threat to the whole Empire.
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I had to look at some previous posts to check on the esteemed officer and I was bit surprised that he is supposed to be intolerant and delusional. :P I also realized that he was demoted in report from 21 May 4009, certainly a clerical error and not an effort to discredit him.

As a rule I've largely ignored the listed personality traits for the commanders, really I should go back and blank out those parts of the images to avoid confusion as I really only use them to show service records and medals.

Meanwhile the clerical errors have been rectified, I think. The Lord Admiral expresses his sincere thanks for your keen eye and concern for his august reputation.  ;)
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