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C# Bureau of Design / Re: Gunship
« Last post by nuclearslurpee on Today at 05:49:27 PM »
It looks workable for what you want the design to do, however there are a couple of oversights: first, you have an R6 reactor mounted, but you only need an R2. This can save you about half the tonnage; second, you can cut your BFC size in half by using a single-weapon fire control, which allows you to also gain back the tracking speed you've cut off and in fact you can go a bit higher to 10,000 km/s with the tonnage saved on the smaller reactor.

The result is a bit pricier but much more capable:
Off-Topic: NS-2 class Gunship • show

NS-2 class Gunship (P)      500 tons       23 Crew       539.2 BP       TCS 10    TH 8    EM 0
10008 km/s      Armour 1-5       Shields 0-0       HTK 6      Sensors 0/0/0/0      DCR 0      PPV 4
Maint Life 2.77 Years     MSP 72    AFR 20%    IFR 0.3%    1YR 14    5YR 203    Max Repair 240.0 MSP
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Magnetic Fusion Drive  EP100.00 (1)    Power 100.0    Fuel Use 379.47%    Signature 8.0000    Explosion 20%
Fuel Capacity 59,000 Litres    Range 5.6 billion km (6 days at full power)

15.0cm C2 X-Ray Laser (1)    Range 420,000km     TS: 10,008 km/s     Power 6-2     RM 70,000 km    ROF 15       
Beam Fire Control R480-TS10000 (SW) (5%) (1)     Max Range: 480,000 km   TS: 10,000 km/s     98 96 94 92 90 88 85 83 81 79
Inertial Confinement Fusion Reactor R2-PB40 (1)     Total Power Output 2.1    Exp 20%

Active Search Sensor AS16-R20 (5%) (1)     GPS 96     Range 16.4m km    Resolution 20

ECM 20

This design is classed as a Fighter for production, combat and planetary interaction


That said I do agree with others, the design is likely not very capable in beam combat as it is barely faster than a contemporary opponent. Probably the biggest change would be to use 3.0x EP boost and get up to 15,000 km/s speed, possibly using a bit more fuel and cutting the BFC tracking speed back to 8000 km/s or so. This will at least help with dodging enemy fire as the ship closes in. Otherwise for hunting commerce it is over-designed and you could accomplish the same results with a much cheaper ship.
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C# Suggestions / Re: Galactic map
« Last post by Migi on Today at 04:58:30 PM »
I would love a "find system" feature on the galactic map, I had a lot of problems finding systems in my last game.

I have a other maps suggestion. I come to realize this with my biggest empire yet finding a system can be hard. I know were are my colonies but if something happen to one of my exploration ship I probably don't know were the system is and I have to look at all the map.

It would be nice to have a research tool in the galactic maps, it could center the maps on the system you are looking for.

Not to say this isn't a good idea, but if you need to find a specific ship you can select it (or its fleet) in the Fleet Organization window with the checkbox to center the tactical map on the selected fleet enabled.
I think this only helps you by going to the fleet in the system map, I don't think it does anything with the galactic map.
It would be nice to have an option to 'zoom to' or highlight the system on the galactic map when they are selected in the naval screen, or the system map.
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C# Bureau of Design / Re: Gunship
« Last post by serger on Today at 04:23:40 PM »
I think it's overpowered against those targets you designated, and in the same time not very efficient againts those targets it can use her weapon's range and armour-piercing.
So, you can exchange this laser and FC with low-tech RG and minimal-range FC to make this raider faster, more autonomous and potent as PD augmentation.
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C# Bureau of Design / Re: Gunship
« Last post by Drakale on Today at 03:39:27 PM »
These work fairly well, as long as the enemy cannot hit your fighters with AMM or ASM. If you can spare the research, it's possible to miniaturize and spinal mount the laser for a bigger punch. They will fire extremely slowly, but that is not much of a problem if you can outrange or fire and get away.
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C# Bureau of Design / Gunship
« Last post by Borealis4x on Today at 03:22:11 PM »
I wanted to design a fighter that could engage larger ships without missiles as I've heard that it can actually work quite well, so I came up with a new category of fighter I call the 'gunship'.

Its mission is to travel in pairs and engage defenseless ships that do not warrant a proper 'strike package' from a carrier with missiles and escorts and whatnot. With an equally as stealthy tender it can also perform raids on unprotected commercial shipping quite well I think.

Code: [Select]
GS-1 class Gunship (P)      500 tons       23 Crew       503.8 BP       TCS 10    TH 8    EM 0
10008 km/s      Armour 1-5       Shields 0-0       HTK 6      Sensors 0/0/0/0      DCR 0      PPV 4
Maint Life 2.78 Years     MSP 63    AFR 20%    IFR 0.3%    1YR 12    5YR 177    Max Repair 192 MSP
Lieutenant    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   

Magnetic Fusion Drive  EP100.00 (1)    Power 100.0    Fuel Use 379.47%    Signature 8.0000    Explosion 20%
Fuel Capacity 59,000 Litres    Range 5.6 billion km (6 days at full power)

15.0cm C2 X-Ray Laser (1)    Range 420,000km     TS: 10,008 km/s     Power 6-2     RM 70,000 km    ROF 15       
Beam Fire Control R480-TS4000 (5%) (1)     Max Range: 480,000 km   TS: 4,000 km/s     98 96 94 92 90 88 85 83 81 79
Inertial Confinement Fusion Reactor R6-PB40 (1)     Total Power Output 6.3    Exp 20%

Active Search Sensor AS16-R20 (5%) (1)     GPS 96     Range 16.4m km    Resolution 20

ECM 20

This design is classed as a Fighter for production, combat and planetary interaction
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by nuclearslurpee on Today at 02:38:57 PM »
Guys let's please try to use spoiler tags to talk about the new spoilers, some folks do browse this thread for updates but want to keep the new spoilers a mystery...

Finding and responding to raiders should be the challenge, not necessarily fighting them.

I think this line summarizes best.

I don't think the ECM of the raiders is the problem here, its just the powerful weaponry given that they're supposed to be attacking lone escorts / hapless commercials. I definitely support the idea of adding more tonnage to the stealth side at the cost of weapons tonnage. Especially since these spoilers were IIRC made not as a combat challenge but more so as a logistics challenge.


I think this makes the most sense. Adding cloaking and dropping the weapons load to just 2-4x 15 cm railguns would work very well if the idea is to allow the raiders to be fought off by a respectable force, 15 cm railguns will still make very short work of any commercial or civilian vessel. With tonnage regained from reducing weapons and power cells, and perhaps reducing the BFC size, it's possible to fit a cloak with 8 efficiency, which is very high in terms of techs but very much in keeping with the flavor.
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Gyrfalcon's Fiction / Re: Terra Invictus - Comments Thread
« Last post by Gyrfalcon on Today at 02:29:30 PM »
Random selection from the 'Famous Geologist' list. It allows me to keep using the list for other geosurvey ships later, as they'll simply be named after the lead ship of the new class.
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by Droll on Today at 01:54:26 PM »
Finding and responding to raiders should be the challenge, not necessarily fighting them.

I think this line summarizes best.

I don't think the ECM of the raiders is the problem here, its just the powerful weaponry given that they're supposed to be attacking lone escorts / hapless commercials. I definitely support the idea of adding more tonnage to the stealth side at the cost of weapons tonnage. Especially since these spoilers were IIRC made not as a combat challenge but more so as a logistics challenge.
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C# Mechanics / Re: v1.14.0 Changes Discussion Thread
« Last post by Borealis4x on Today at 01:50:13 PM »
okay i don't think the spoilers are necessary so....

I'm also surprised to hear the raiders don't have any stealth. I'd personally split the tech points invested into ECM with stealth tech with more of an emphasis on stealth. That should be their number 1 technology out of the gate and even come at the expense of offensive weaponry; it'll teach players the importance of good sensor coverage.

Finding and responding to raiders should be the challenge, not necessarily fighting them.

EDIT: I also think there should be more emphasis on boarding and planetary invasion of vulnerable frontier worlds. They're slaving Pirates after all and I think we need more motivation to have proper planetary defenses that aren't just the cheapest infantry possible to suppress unrest.
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Gyrfalcon's Fiction / Re: Terra Invictus - Comments Thread
« Last post by nuclearslurpee on Today at 01:34:05 PM »
Quote
“Greetings to you, Children of Gaia. Is it time that the Sword of the Righteous be once more unsheathed?” the otherworldly voice answered.

“Yes.” The two said as one.

Uh-oh...

Quote
At this point, the Republic’s only glaring weakness is a lack of a Sensor and Control Systems specialist.

I swear this happens every single game, always a Sensors scientist is the one I am missing.

Quote
April 10, 378
Poplicola Fabricators is expanded to 2,000t, and Project TRIBAL is made a reality. As will become a standard for the Fleet, as the project moves into reality the class name is updated to match the lead ship of the class. Thus, the first survey craft is the Ellen Louise Mertz-class.

Huzzah! At long last!

Interesting choice of name, is this randomly generated from the Geologists theme or a personal selection?

Quote
January 6, 379
To its own fanfare, the Ellen Louise Mertz is launched on this day. Lieutenant Commander Titus Sabucius Bambalio becomes the first officer of the Navy to hold a command.  The ship remains in orbit while the last shakedown tests are conducted, including testing her sensor systems on Terra to confirm their operation.

The results of that test changed everything.

Interesting...not sure if this is good news or bad? Presumably Terra has already been surveyed for TNEs otherwise there would be nothing to mine up, so what else could there be to discover?

Looking forward to more, keep 'em coming!
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