Author Topic: Need help/suggestions regarding a starting scenario i am making  (Read 3439 times)

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Offline SpaceMarine (OP)

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Re: Need help/suggestions regarding a starting scenario i am making
« Reply #15 on: May 05, 2021, 10:56:45 AM »
Also to give you guys an idea of the galaxy I am recreating (il prob not do all of it as not all systems are inhabited) heres the galactic map circa 2162 (3 years before the genocide of humanity and 18 years before the scenarios start)

 

Offline nuclearslurpee

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Re: Need help/suggestions regarding a starting scenario i am making
« Reply #16 on: May 05, 2021, 04:05:30 PM »
This will be the first ever premade scenario so I expect it to be rough and balance to be off but this opens the door to many scenarios all in one DB for a player to choose from which will be the eventual goal.

So, this is an interesting premise, because in order for such a project to have legs, we would need to have some way of actually converting the saves from one version to the next - otherwise what likely happens is that an interesting scenario(s) is created, a product of significant labor, but cannot be played widely and/or is lost to history when the version increments.

I think it goes without saying that having such a utility would be of immense interest to the player base, and if this kind of project helps motivate such a thing that would be very cool - though of course it must be run past Steve before it could be distributed as such a process is very likely to introduce bugs.
 
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Offline SpaceMarine (OP)

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Re: Need help/suggestions regarding a starting scenario i am making
« Reply #17 on: May 05, 2021, 04:18:27 PM »
This will be the first ever premade scenario so I expect it to be rough and balance to be off but this opens the door to many scenarios all in one DB for a player to choose from which will be the eventual goal.

So, this is an interesting premise, because in order for such a project to have legs, we would need to have some way of actually converting the saves from one version to the next - otherwise what likely happens is that an interesting scenario(s) is created, a product of significant labor, but cannot be played widely and/or is lost to history when the version increments.

I think it goes without saying that having such a utility would be of immense interest to the player base, and if this kind of project helps motivate such a thing that would be very cool - though of course it must be run past Steve before it could be distributed as such a process is very likely to introduce bugs.

Sadly I think you will be right, what might happen is someone like me or anyone else release one of these scenarios every update cycle (Considering its 8 months). It would be interesting if it were possible to be able to play cross version but am not sure how feasible that is.

My end goal with all of this is to 1. create a great scenario for me and others to enjoy, 2. possibly inspire others to do the same. 3. Content for my youtube channel (lol)
« Last Edit: May 05, 2021, 04:22:30 PM by SpaceMarine »
 
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Offline SpaceMarine (OP)

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Faction Information: Confederate Remnant
« Reply #18 on: May 07, 2021, 06:42:45 AM »

Confederate Remnant


Notes: This update will encompass the lore and information around the confederate remnant the race which players will be starting as in the scenario, this will cover the ships the player will start with, the ground forces as well as population and much more, of course keep in mind since the scenario is in early development this could change at any time.

Prologue:
The Confederate remnant as the name suggests are the remnant forces of the once great confederation, once a proud people the confederation was shattered and humanity scattered after a 90% population loss, technological regression and the destruction of the jump highways between the home system of the confederation and its colonies.

It was during this time that the confederation remnant emerged, with hostile forces purging all that they could find the confederations high command made one last ditch effort to keep the confederation alive with the ambition to return it to its former glory, as such in the waning days of the siege of New Solaris, the president of the confederation and several military leaders convened and during this meeting they made immediate plans to send the best of the confederation with whatever warships they could spare to Dionysus a Dwarf Planet far out of the way of conflict it would be there that these forces would gather and form a new stronger government that would reunite humanity.

The remnants would be led by Admiral Leon Racki at-least until New Solaris could be recaptured for the confederation, Racki was a young ambitious leader it was thought he would have the best chance to fulfil the objectives of the former confederation this of course was not agreed on by everyone but time was of the essence and so the forces were put under command of Admiral Racki and it would be during the last battle above new Solaris that he slipped under the radar and made his way for Dionysus to begin the preparations for their return.


The Return

It would be fifteen years before the remnant forces of the confederation would make their move, during the this time they trained forces, stockpiled minerals and prepared to reclaim a planet that would be a shadow of its former self as New Solaris the former capital and jewel of the confederation was now a smouldering ruin, few if any people still survived but those that did fought each other on the ground over basic survival and to make matters worse various warlords had taken control notably several former army officers were among them.

The situation in space was not much better as debris littered the surrounding space of New Solaris and unfortunately most of that debris was former confederation ships, during the war the Confederation was vastly outgunned it took at-least five destroyers to take down one of the invaders, fortunately the invaders of the confederation had seemingly disappeared after the loss of the jump highways, leaving humanity to fend for itself wherever it found itself.

What peaked the remnants interest most of all was the former confederation colony of Ares, a marvel of terra-forming technology it had been converted from a barren wasteland into a thriving ecosystem, of course this had changed due to the nuclear bombardments of the invaders but it was less targeted than New Solaris and a significant population was still remaining, this would of been great news if it were not for the former governor Cynthia Mazariego taking matters into their own hands and forming their own faction known as the Ares Technocracy, unlike the warlords on New Solaris the Technocracy had access to ships and much more advanced technology it is unknown where they salvaged it from but over the fifteen years since the invaders left they had begun to be more and more bold, as they often came to new Solaris to loot supplies and technology even trading with the warlords on the planet.

As the Confederation Remnants neared ready to make their return they would not know if the Ares Technocracy would be outright hostile but they did know they would have to subdue them if they were to bring back the confederation, and so it was on January September 8th 2179 that Admiral Lacki gave the order for the main forces of the Confederation Remnant to begin their crusade to retake New Solaris and recapture the lost colonies of humanity, the Admiral himself announced to the entire system the return of the Confederation and that he would not hesitate to subjugate any who refused to re-join, this had varying degrees of success, many of the warlords on New Solaris laughed it off thinking it another upstart who thinks they actually stand for something while the Ares Technocracy watched with keen eyes.

Unfortunately for the warlords that did not cooperate their fates were not too kind as the Confederation Remnant dropped thousands of soldiers across New Solaris that were supported by heavy orbital bombardment capability and thus the planet was quickly recaptured as the warlords either fell in combat or re-joined, in the coming months the Confederation Remnant forces would begin to solidify their hold on the Planet and many people were transported to begin turning New Solaris back into the world it once was, of course the Ares Technocracy was not happy by this as they had agreements with the warlords which were now gone and they could not use New Solaris anymore but no initial aggressive move was made.

Now the Remnant forces under the command of Admiral Lacki find themselves in control of New Solaris but a long way from control the system, will they attack the Ares Technocracy or even negotiate with them? or Instead head towards the inner system to attempt to regain control of the former colonies of Diana and Apollo, this is where our scenario starts.


Starting State for the Faction


In this section I will be laying out the state in which the Confederation Remnant will find itself in game mechanic and scenario wise, of course this is subject to change but this should give a general overview of what you as the player will likely be starting with.

Race Information:



Starting Position: The Confederate Remnant starts the game positioned on the world of New Solaris in the Alpha Centauri system, a binary star system containing multiple habitable worlds with New Solaris orbiting the second star, the distance between the inner and outer star is around 4bkm.

Threats: There are numerous threats to the Players Faction or the Confederate Remnant, notably the nearby NPR known as the Ares Technocracy which has a comparable population, unlike other threats the Ares Technocracy has access to naval warships and are a full fledged NPR meaning they will do things you cannot predict and if you do not play your cards right you could be in serious trouble, do keep in mind that the Ares Technocracy does not start out as hostile.

Near the Inner Star the worlds of Diana and Apollo orbit both former colonies of the confederation, the Confederate Remnant does not know of their current status and it will be for the player to investigate and deal with both of these worlds. Moving to outside the star system the Confederate Remnant does not have access to jump technology as such it has no ability to access nearby star systems as of game start, the systems will contain various things for the player to find and make decisions around.

Industry: The Confederate Remnant starts with the best industry in the system but thats not saying much, below you will find the installations and shipyards available to them when you start playing, the real core of industry comes from the shipyards the Confederate Remnant starts with multiple of them and of all different types they have so many that the game starts with a small worker shortage, it will be up to the player to improve industry and rebuild the industrial powerhouse of the former Confederation.



Technology: The Remnant starts with the best technology in the system but only marginally, due to low population and lack of resources the players starts with a mere six research labs not only that but general game settings have RR set to 20%, this represents the regression in technology and the loss of many scientists, skilled workers and more, the advantage the Remnants have is that they have access to a ruined colony on New Solaris as well as a Dormant Construct and it will be up to the player to utilise what they find from these as best they can.

As stated before the general technology level is around Nuclear Pulse but as I said at the start of this section the Confederation has the best technology in the system, the reason they have this is because they have access to Relics, which are in-game ship designs that you cannot build and the ships you do have are limited, these vessels are using highly advanced tech in comparison to the current average tech level, the Remnant Forces have access to three of these "RELICS", they are original ships from the war fifteen years ago, while they are showing their age they are using internal fusion level technology, this massively boosts the remnant forces power but you have to be careful as if you lose these ships you lose a big part of not only your military but technology, the player also has the option to take these vessels apart if they want to gain better technology, their design specs will be covered in the next sections.

Starting Naval Forces and Organisation:

Naval Forces: The Confederate Remnant starts with numerous ships, from the Relics of the previous war to basic combat shuttles that have salvaged equipment and weapons, this disparity in quality is quite significant, the total Military naval tonnage at the start of the game that is available to the player is around 70,000 tons, below I will list out the designs as well as a full list of all ships that the Remnant starts with.

Resilience Class Cruiser (RELIC): The Resilience Class Cruiser is the pride of the entire fleet, it was the last ship ever constructed before the fall of the Confederation and features the best technology available to them at that time, the main role of the Resilience is that of point defence and holding the line with its 16 Relic Class Point defence turrets capable of outputting 256 rounds every 5 seconds, and combine that with the eight armour layers that outstrip any technology currently available it is able to take on and defend against multiple targets on its own, not to mention it is also the fastest ship in the fleet with a speed doubling that of the standard combat shuttle.

The Cruiser does have flaws though namely its lack of proper offensive weapons, constant problems with maintaining it due to loss of critical engineers who originally built it and running out of the materials they used for its original construction, this vessel is a marvel in the current technology level but its also a fuel hungry maintenance hog and only one exists in the universe that being the C.S.S Resilience, the player must make key decisions on what to use it and when not as if this ship were lost the entire remnant forces would be seriously set back.

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Resilience  class Cruiser      15,000 tons       365 Crew       3,272.8 BP       TCS 300    TH 2,400    EM 0
8000 km/s      Armour 8-54       Shields 0-0       HTK 123      Sensors 55/55/0/0      DCR 7      PPV 84.48
Maint Life 1.22 Years     MSP 954    AFR 257%    IFR 3.6%    1YR 666    5YR 9,987    Max Repair 600 MSP
Rear Admiral (Lower Half)    Control Rating 4   BRG   AUX   CIC   FLG   
Intended Deployment Time: 18 months    Morale Check Required   

Relic Class IFD-EP1200 (2)    Power 2400    Fuel Use 35.27%    Signature 1200    Explosion 12%
Fuel Capacity 498,000 Litres    Range 16.9 billion km (24 days at full power)

Relic Class Point Defence Cannon Turret (16x16)    Range 40,000km     TS: 16000 km/s     Power 0-0     RM 40,000 km    ROF 5       
MBFC-T300-R144-TS16K (1)     Max Range: 144,000 km   TS: 16,000 km/s     93 86 79 72 65 58 51 44 38 31

A/S/S - 102MK-R100 (1)     GPS 14000     Range 102.8m km    Resolution 100
A/M/S - 2MK-R1 (1)     GPS 140     Range 22.1m km    MCR 2m km    Resolution 1
MK3 Navigational Sensor Array (1)     Sensitivity 55     Detect Sig Strength 1000:  58.6m km
MK3 Thermal Utility Sensor Array (1)     Sensitivity 55     Detect Sig Strength 1000:  58.6m km



Valiance Class Destroyer Escort (RELIC): The Valiance Class Destroy Escort was a mainstay of the Confederation fleet in the past it was the main offensive tool used to fight in close range combat, this variant is the most up to date one and was in production up until the destruction of the confederation navy and ITS shipyards, it features five particle beams capable of cutting most ships of the current era in half with a single volley, its weapons are not its most important attribute the most important being its extremely fast speed which allows it to kite enemy forces which according to information pre-remnant allowed it to actually be able to destroy invader vessels.

The player starts with only two of these vessels and they will be the main brawlers the player will have to use to properly handle threats, while they are superior in most ways to the low level targets they will be fighting, the player only has two and the ships are not perfect with short range, only five particle beam weapons and other design sacrifices that were made for its extremely fast speed.

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Valiance (RELIC) class Destroyer Escort      7,500 tons       238 Crew       1,728.4 BP       TCS 150    TH 1,200    EM 0
8000 km/s      Armour 5-34       Shields 0-0       HTK 58      Sensors 27/27/0/0      DCR 3      PPV 35
Maint Life 1.90 Years     MSP 504    AFR 129%    IFR 1.8%    1YR 180    5YR 2,699    Max Repair 300 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 18 months    Morale Check Required   

Relic Class IDF-EP600 (2)    Power 1200    Fuel Use 49.88%    Signature 600    Explosion 12%
Fuel Capacity 501,000 Litres    Range 24.1 billion km (34 days at full power)

Relic Class Particle Beam (5)    Range 192,000km     TS: 8,000 km/s     Power 10-4    ROF 15       
Beam Fire Control R192-TS8000 (1)     Max Range: 192,000 km   TS: 8,000 km/s     95 90 84 79 74 69 64 58 53 48
Relic Class Reactor Core  (1)     Total Power Output 21    Exp 5%

A/M/S - 2MK-R1 (1)     GPS 140     Range 22.1m km    MCR 2m km    Resolution 1
A/S/S - 102MK-R100 (1)     GPS 14000     Range 102.8m km    Resolution 100
Basic Navigational Sensor Array (1)     Sensitivity 27.5     Detect Sig Strength 1000:  41.5m km
Basic Thermal Sensor Array (1)     Sensitivity 27.5     Detect Sig Strength 1000:  41.5m km

This design is classed as a Military Vessel for maintenance purposes



Eternal Defiance class Corvette: The Eternal Defiance Class is a ship designed after the fall of the confederation as such it features scavenged and reconfigured weapons where possible and sacrifices have been made to fill a gap in the navy of the remnant forces, during the period between the fall and current day the Remnant forces needed ships that were cheap effective and could be mass produced as they had quality thanks to the relic ships but even they could not reconquer an entire system and so these ships were born with the first design being the Eternal Defiance we have today, it features three reconfigured low power particle beams for offense, a 30cm thick armour plate and a standard speed of around 4000km/s.

Due to its hobbled together nature the design fairly rough but it fills a purpose be careful though as its range is but 4.3bkm so this vessel is not going on any long journeys.

Code: [Select]
Eternal Defiance class Corvette      3,000 tons       101 Crew       384.1 BP       TCS 60    TH 240    EM 0
4001 km/s      Armour 3-18       Shields 0-0       HTK 21      Sensors 3/3/0/0      DCR 1      PPV 15
Maint Life 2.60 Years     MSP 180    AFR 72%    IFR 1.0%    1YR 37    5YR 561    Max Repair 120 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Basic Corvette Engine (EP240-T1000) (1)    Power 240    Fuel Use 155.88%    Signature 240    Explosion 15%
Fuel Capacity 112,000 Litres    Range 4.3 billion km (12 days at full power)

Reconfigured Particle Beam (S2-ROF10-MR100K) (3)    Range 96,000km     TS: 4,001 km/s     Power 5-2.5    ROF 10       
Scavanged Fire Control System (R96-TS5100) (1)     Max Range: 96,000 km   TS: 5,100 km/s     90 79 69 58 48 38 27 17 6 0
Basic Revamped Reactor Core (1)     Total Power Output 7.7    Exp 5%

Standardised Search Detection System (AS35-R100) (1)     GPS 3000     Range 35.1m km    Resolution 100
Basic Thermal Detection System (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km
Basic Navigational Sensor Array (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km


Shielding Guardian Class Corvette: The shielding guardian was the next design and was put into production to serve a single purpose that being to accompany the eternal defiance class and provide PD support, it has no capable offensive weapons and its hull is based off the previous but it features salvaged quad point defence cannons capable of providing PD against incoming missile strikes. The ship has some major issues though primarily in the fact that current era beam fire control technology has not catched up to the salvaged weapons that are available meaning that there are significant hit chance losses by using the basic AMTS.

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Shielding Guardian class Corvette      3,000 tons       77 Crew       414.4 BP       TCS 60    TH 240    EM 0
4001 km/s      Armour 3-18       Shields 0-0       HTK 26      Sensors 3/3/0/0      DCR 1      PPV 15.84
Maint Life 2.54 Years     MSP 186    AFR 72%    IFR 1.0%    1YR 40    5YR 605    Max Repair 120 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 12 months    Morale Check Required   

Basic Corvette Engine (EP240-T1000) (1)    Power 240    Fuel Use 155.88%    Signature 240    Explosion 15%
Fuel Capacity 104,000 Litres    Range 4 billion km (11 days at full power)

Salvaged Quad Small Point Defence Cannon Turret  (3x12)    Range 30,000km     TS: 12000 km/s     Power 0-0     RM 30,000 km    ROF 5       
Basic Anti-Missile Targetting System (MR40-TS12000KM/S) (1)     Max Range: 40,000 km   TS: 12,000 km/s     75 50 25 0 0 0 0 0 0 0

A/M/S -  500K-R1 (1)     GPS 16     Range 5.5m km    MCR 497.5k km    Resolution 1
Standardised Search Detection System (AS35-R100) (1)     GPS 3000     Range 35.1m km    Resolution 100
Basic Thermal Detection System (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km
Basic Navigational Sensor Array (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km



Angelica Mortis Class Survey Corvette: The Angelic Mortis is a design built out of necessity during the end periods of the war many survey records had been destroyed and  most if not all survey vessels had been destroyed leaving a significant gap if the confederate remnant was to recapture the system and systems beyond it as such the Angelic Mortis was developed from spare parts that original Confederation Survey Frigates used, its a cheap solution to an important problem.

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Angelica Mortis class Survey Corvette      3,000 tons       64 Crew       423.5 BP       TCS 60    TH 240    EM 0
4000 km/s      Armour 1-18       Shields 0-0       HTK 15      Sensors 3/3/0/2      DCR 1      PPV 0
Maint Life 2.20 Years     MSP 105    AFR 60%    IFR 0.8%    1YR 29    5YR 438    Max Repair 100 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 24 months    Morale Check Required   

Basic Corvette-E Nuclear Pulse Engine (2)    Power 240    Fuel Use 65.32%    Signature 120    Explosion 10%
Fuel Capacity 500,000 Litres    Range 45.9 billion km (132 days at full power)

Basic Navigational Sensor Array (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km
Basic Thermal Detection System (1)     Sensitivity 3     Detect Sig Strength 1000:  13.7m km
Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Survey Ship for auto-assignment purposes




Angelic Blade Class Combat Shuttle:
Based off civilian shuttles this design was thought up to provide enough forces to supplement the real warships it is an extremely basic design taking a modified point defence cannon off a Shielding Guardian class and throwing it onto a civilian shuttle, its engine was overboosted to compensate and a scavenged
fire control system was added to allow computer targeting, the Confederate Remnant has access to nearly 20 of these shuttles and they are almost as cheap as a fighter to build and maintain just dont expect them to beat any real military targets.

Code: [Select]
Angelic Blade class Combat Shuttle      1,000 tons       39 Crew       152.1 BP       TCS 20    TH 98    EM 0
4903 km/s      Armour 1-8       Shields 0-0       HTK 8      Sensors 0/0/0/0      DCR 1      PPV 6
Maint Life 8.44 Years     MSP 95    AFR 8%    IFR 0.1%    1YR 2    5YR 36    Max Repair 49 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months    Morale Check Required   

Modified Shuttle Engine (EP98-T350) (1)    Power 98    Fuel Use 387.38%    Signature 98    Explosion 17%
Fuel Capacity 51,000 Litres    Range 2.4 billion km (5 days at full power)

Modified Point Defence Cannon (1x3)    Range 30,000km     TS: 4,903 km/s     Power 0-0     RM 30,000 km    ROF 5       
Scavanged Fire Control System (R96-TS5100) (1)     Max Range: 96,000 km   TS: 5,100 km/s     90 79 69 58 48 38 27 17 6 0



Commercial Vessels:



Defying Avenger Class Cargo Ship:

Code: [Select]
Defying Avenger class Cargo Ship      35,650 tons       115 Crew       425.1 BP       TCS 713    TH 640    EM 0
897 km/s      Armour 1-96       Shields 0-0       HTK 35      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 7    Max Repair 50 MSP
Cargo 25,000    Cargo Shuttle Multiplier 4   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Modified Commerical Pulse Engine (EP160-T2000) (4)    Power 640    Fuel Use 7.07%    Signature 160    Explosion 5%
Fuel Capacity 575,000 Litres    Range 41 billion km (529 days at full power)



Eden Class Colony Ship:

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Eden class Colony Ship      35,787 tons       210 Crew       1,402.3 BP       TCS 716    TH 640    EM 0
894 km/s      Armour 1-96       Shields 0-0       HTK 47      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 24    Max Repair 100 MSP
Cryogenic Berths 100,000    Cargo Shuttle Multiplier 4   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Modified Commerical Pulse Engine (EP160-T2000) (4)    Power 640    Fuel Use 7.07%    Signature 160    Explosion 5%
Fuel Capacity 575,000 Litres    Range 40.9 billion km (529 days at full power)



Ravenous Spirit Class Troop Transport:

Code: [Select]
Ravenous Spirit class Troop Transport      35,750 tons       185 Crew       795.1 BP       TCS 715    TH 640    EM 0
895 km/s      Armour 1-96       Shields 0-0       HTK 86      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 13    Max Repair 80 MSP
Troop Capacity 25,000 tons     Cargo Shuttle Multiplier 4   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Modified Commerical Pulse Engine (EP160-T2000) (4)    Power 640    Fuel Use 7.07%    Signature 160    Explosion 5%
Fuel Capacity 574,000 Litres    Range 40.9 billion km (528 days at full power)



Vae Victus Class Tanker:

Code: [Select]
Vae Victus class Tanker      20,000 tons       110 Crew       517.4 BP       TCS 400    TH 640    EM 0
1600 km/s      Armour 1-65       Shields 0-0       HTK 75      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 16    Max Repair 40 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Modified Commerical Pulse Engine (EP160-T2000) (4)    Power 640    Fuel Use 7.07%    Signature 160    Explosion 5%
Fuel Capacity 10,693,000 Litres    Range 1,361 billion km (9845 days at full power)
Refuelling Capability: 50,000 litres per hour     Complete Refuel 213 hours



Naval Organisation: We will now go over the Naval Organisation for the Confederate Navy, the Confederate Navy divides its forces under commands, for example Naval Command, Science Command and Logistics Command. Each Command serves a distinct purpose and under each of those commands are various fleets, support groups and other specific commands. Below you will find the naval organisation hierarchy at the start of the game.



As you can see it is a rather basic organisation setup but  should allow the player to get off to a good start, as the players race wins wars and conquers territory they will of course need to expand it but for the starting situation  they find themselves in it should suffice.

Now I will list all of the current naval vessels in service at game start.


1x CA Resilience : C.S.S Resilience (RELIC)
2x DE Valiance (RELIC): C.S.S Kelio (RELIC) , C.S.S Vantor (RELIC)
3x SC Angelica Mortis: C.S.S Amistead Rust, C.S.S Bartlett, C.S.S Eltanin
4x CT Eternal Defiance: C.S.S Arbitrator, C.S.S Callidus, C.S.S Implacable, C.S.S Zealous
2x CT Shielding Guardian: C.S.S Exalted in Belief, C.S.S Widowmaker
14x CS Angelic Blade
2x CS Eden
8x TT Ravenous Spirit
4x FT Defying Avenger
2x TK Vae Victus

As you can see the player starts with quite a sizeable navy considering the circumstances, including the capability to transport their entire ground force which we will be covering in the next section, tankers to refuel their warships and cargo ships as well as freighters for expansion into the system.

(Author Note: Let me know if you feel this is too much or too little for the game start)



Ground Forces and Organisation:



Ground Force Summary: The player starts with a total of around 325kt of ground forces at game start, this includes a Army equivalent to a division, containing three Confederate Infantry Regiments each with their own unique nicknames, among these regiments are combat engineer battalions, in support of the army the player also has access to Heavy Army Support Groups or HASGs, these formations are built up of medium tanks and Self Propelled artillery and are capable of providing heavy fire support to formations on the frontline, the player also has access to twelve armed militia formations which represent those who joined the confederate remnant forces after they captured New Solaris, these forces are less well armed but contain significant numbers so they make good meat shields or police units.

Outside of the purely military aspects we have the Utility section of the entire CRA (Confederate Remnant Army), this gives the player access to two Geological Survey Battalions and Two Xenological Survey Battalions for recovering and re-analysing the worlds of the confederation as well as making use of the ruins left on New Solaris and other worlds.

Below you will find the hierarchy as it is at game start, the total forces available to the player.






Some Notes regarding ground forces, I have notably left the start with only one ground force construction facility to enforce the idea of just recapturing New Solaris, I have also decided to not go tank heavy as confederation never did and so this places more importance on these specific formations, in regards to balance I am not sure yet feel free to comment on what you think would be best here, also I have made sure auto assignment works with the formations and organisation and each formation does have a leader.

Also I am probably gonna add a big formation for replacements so that its easier for the player to replace units lost if he needs to, this will probably not be the final ground forces post.



« Last Edit: May 11, 2021, 08:59:37 AM by SpaceMarine »
 
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Offline Stormtrooper

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Re: Need help/suggestions regarding a starting scenario i am making
« Reply #19 on: May 07, 2021, 11:43:35 AM »
Is there a chance this will make into a written AAR? I remember you did some in the past, the setting looks good enough and with enough potentially cool RP value to catch my interest, but aurora lets play videos just don't work for me, I tried to watch the series continuation of which this looks to be but burned out after like four episodes. I'd read it, though.
 

Offline SpaceMarine (OP)

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Re: Need help/suggestions regarding a starting scenario i am making
« Reply #20 on: May 07, 2021, 11:50:50 AM »
Is there a chance this will make into a written AAR? I remember you did some in the past, the setting looks good enough and with enough potentially cool RP value to catch my interest, but aurora lets play videos just don't work for me, I tried to watch the series continuation of which this looks to be but burned out after like four episodes. I'd read it, though.

Highly likely no, this is because not only do I have to develop the scenario, get it working and testing but I also then have to record edit and upload it for my next letsplay series, so if I did an AAR ontop id effectively be increasing my workload by 33% on something that is already overly ambitious, of course this scenario will be released for others eventually so if people want to make an AAR on it they can and see how their adventures in the scenario end up compared to my own.

also Note: Tomorrow I will start work on fleshing out the naval aspects of the confederate remnant and laying them out as well as the ground forces, Il need peoples help with finding a balance for the player I have also been thinking about difficulty levels to implement at some point IE the player will have multiple versions of the same scenario to pick through and each one will be different difficulty but its just a thought.
« Last Edit: May 07, 2021, 12:05:47 PM by SpaceMarine »
 

Offline SpaceMarine (OP)

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Re: Need help/suggestions regarding a starting scenario i am making
« Reply #21 on: May 08, 2021, 10:43:01 AM »
Made an Update to faction information post I made above, I was going to add way more as its already ready to it but I ran out of time for today and I have been working on stuff for too long.
 

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Re: Need help/suggestions regarding a starting scenario i am making
« Reply #22 on: May 08, 2021, 12:47:56 PM »
I am looking forward to your scenario, will definitely try it.
 

Offline SpaceMarine (OP)

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Naval Forces Update for CRN
« Reply #23 on: May 09, 2021, 09:49:27 AM »
Naval Forces update for the Confederate Remnant forces, scroll up i have modified the race information post.
 
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Offline SpaceMarine (OP)

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Re: Need help/suggestions regarding a starting scenario i am making
« Reply #24 on: May 09, 2021, 11:02:05 AM »
So I have a problem, there is a harmless but annoying error every construction cycle, steve cannot help and I have been trying to go into the DB to find a way to fix it to no avail, so here is what am gonna do, I will offer up the DB to anyone who is willing to open it up go through it and check for what is causing this error, below you will find the DB if you find a fix either send the DB back to me or instruct me how to to do it, let me know if you need me to answer any further questions.

Edit: Someone managed to find the problem and fixed it for me so yay! big shoutout to discord user remilian for his help
« Last Edit: May 09, 2021, 11:21:05 AM by SpaceMarine »
 
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Faction Information Update: Ground Forces
« Reply #25 on: May 11, 2021, 08:40:55 AM »
Ground Force Information Update for the faction information post http://aurora2.pentarch.org/index.php?topic=12535.msg151242#msg151242, this will be the last post for updating as I now need to continue work on making the universe feel more alive so feel free to add suggestions in.
 

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System Update
« Reply #26 on: May 13, 2021, 11:05:27 AM »
Quick update, I have added three new systems and sorted the interesting things out in them, there may be more stuff I add, in the future I will be adding probably half a dozen more systems, feel free to send in suggestions for what the player could encounter in each system. Below is a picture of the current galaxy map.



I am making these systems using an external player race so that they will be generated and there but the player will have no idea about them.
 
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