Author Topic: Federation Campaign Part 1  (Read 2290 times)

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Offline Steve Walmsley (OP)

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Federation Campaign Part 1
« on: April 10, 2007, 07:12:52 AM »
« Last Edit: April 10, 2007, 07:14:21 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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« Reply #1 on: April 10, 2007, 07:13:39 AM »
29th February 2023
Two new ships types, the Valhalla class cruiser and Valkyrie class destroyer, are designed around the new fire control system and 15cm laser. They are uncompromisingly designed for speed in order to get as close as possible where their lasers can cause maximum damage and their class names reflect the type of charge that will likely entail if they go up against the alien cruiser in Swansea. The Valkyrie is a bare-bones ship designed to get its lasers into range and it will not stand up well to damage. The Valhalla has twice the armament, stronger shields, a small sensor array and a spare reactor. In both cases, their lasers are in fixed rather than turreted mounts but with the speed of the ships, that should not be an issue. Initially, one Valhalla and two Valkyries are laid down but more will be built as other shipyards complete their current tasks.

Code: [Select]
Valhalla class Cruiser    10000 tons     1029 Crew     1453 BP      Signature 200-1260
6300 km/s     Armour 1     Shields 36-300     Sensors 6/0/0/0     Damage Control 0-0
Replacement Parts 10    

De Havilland DE7 Ion Engine (21)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 123.4 billion km   (226 days at full power)
Gamma R300/14 Shields (18)   Total Fuel Cost  252 Litres per day

15cm C3 Near Ultraviolet Laser (6)    Range 180,000km     TS: 6300 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Avro Integrated Fire Control System (1)    Max Range: 256,000 km   TS: 6400 km/s     96 92 88 85 81 77 73 69 65 62
Gas-Cooled Fast Reactor  (3)     Total Power Output 27    Armour 0    Exp 5%

High Resolution Thermal Sensor HRT2-6 (1)     Strength 6     Detect Signature 10: 0.6m km     Detect Signature 100: 6m km
Code: [Select]
Valkyrie class Destroyer    5800 tons     570 Crew     859 BP      Signature 116-720
6206 km/s     Armour 1     Shields 20-300     Sensors 1/0/0/0     Damage Control 0-0
Replacement Parts 5    

De Havilland DE7 Ion Engine (12)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 100,000 Litres    Range 106.4 billion km   (198 days at full power)
Gamma R300/14 Shields (10)   Total Fuel Cost  140 Litres per day

15cm C3 Near Ultraviolet Laser (3)    Range 180,000km     TS: 6206 km/s     Power 6-3     RM 3    ROF 10        6 6 6 4 3 3 2 2 2 1
Avro Integrated Fire Control System (1)    Max Range: 256,000 km   TS: 6400 km/s     96 92 88 85 81 77 73 69 65 62
Gas-Cooled Fast Reactor  (1)     Total Power Output 9    Armour 0    Exp 5%

12th March 2022
A Tramp class freighter is completed in Earth?s shipyard. This ship is much smaller, slower and cheaper than the Atlas class and is designed for interplanetary rather than interstellar travel. The first member of the class will run minerals from the Cardiff One asteroid mining colony to the new populated colony on Cardiff II. As the first construction factories are starting to arrive in Cardiff, the new colony needs the raw materials to begin building defences. A second Valhalla class cruiser is laid down in the newly available shipyard.

Code: [Select]
Tramp class Freighter    4250 tons     160 Crew     311 BP      Signature 85-180
2117 km/s     Armour 1     Shields 0-0     Sensors 1/0/0/0     Damage Control 0-0
Cargo 25000    Cargo Handling Multiplier 5    Replacement Parts 5    

De Havilland DE7 Ion Engine (3)    Power 60    Engine Efficiency 0.70    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 72.6 billion km   (396 days at full power)


April 17th 2023
The survey of Liverpool is completed, revealing two new jump points. As the survey ships have not been authorised to explore the jump points, they all head back to Sol.

2nd May 2023
Three new Tribal class destroyers, Aztec, Afghan and Inca, are completed, bringing a welcome increase in warship numbers for the Federation.

June 1st 2023
The survey of Glasgow is completed, revealing three new jump points. As ordered, the survey ships head back to Sol without carrying out any explorations.

June 2nd 2023
A new Trafalgar class destroyer escort joins the fleet. The Federation Fleet?s warship strength is now:
3x Ark Royal class carrier
1x Illustrious class escort cruiser
2x Victory class missile cruiser
5x Tribal class destroyer
4x Trafalgar class destroyer escort
2x River class Patrol Ship

Four Valhalla class cruisers and five Valkyrie class destroyers are under construction.

June 4th 2023
All the geological survey ships sent to Cambridge have returned to Earth. Although there were some useful mineral deposits in the system, they were not worth fighting over, so it does not appear the alien ship was defending a valuable geological discovery. The only other point of interest was the scattered ruins. With long and detailed study, they might reveal something of technological value but the ruins do not seem worthy of an unprovoked attack on an unknown foe. Another possibility is that the aliens are extremely territorial but if so, why did they not return to the Cambridge system after their ship was destroyed. In fact, the Federation does not even know if the aliens in Cambridge and Swansea are from the same race, although there were similarities in terms of ECM, speed and shield strength relative to hull size. For now the alien motivation remains a mystery.

July 4th 2023
A jump gate is constructed at the Manchester ? Sol jump point, allowing direct communication between Earth and the courier Swift, picketing the Manchester ? Cambridge jump point. Resolution no longer needs to act as a communication link so she returns to Earth.

July 10th 2023
As the Federation?s gravitational and geological survey ships conducted their recent missions without incident, the Admiralty decides to begin surveying once again. However, they forbid any ship from entering any unexplored jump points. With the exception of Swansea, known space will be surveyed but its boundaries will not be expanded. Also, no survey ship will be allowed to operate solo.

7th September 2023
Federation scientists complete their work on improving the yield of missile warheads and begin working on a new AS-6 Heavy Anti-Ship Missile. The AS-6 is short ranged at 288,000 km but retains the 18,000 km/s speed of the AS-1 Fast Anti-ship Missile and has a strength-5 warhead, compared to the strength-3 warheads of the AS-1 and AS-2

17th September 2023
It takes less than two weeks to finalise the production design for the AS-6 and the Federation?s ordnance factories immediately begin building the new missile. Federation scientists begin background research on electronic warfare.

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

Offline MWadwell

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Re: Federation Campaign Part 1
« Reply #2 on: April 12, 2007, 05:37:56 PM »
Quote from: "Steve Walmsley"
24th March 2022 05:34
While surveying the innermost planet of the Cambridge system, the Buckland class geological survey vessel Harland detects an unknown ship just over five million kilometers away and closing at high speed. Harland?s passive sensors are extremely limited, which is why the unknown ship was able to get so close without being detected earlier. Commander Elizabeth Booth, captain of the Harland, immediately notifies the other two Federation ships in the system, Einstein and Kepler, which are carrying out a gravitational survey. Unfortunately all three ships are unarmed so there is little they can do if the alien proves hostile. Their priority is to warn the rest of the Federation that evidence of aliens is no longer restricted to ruins. Both are a long way from the jump point on opposite sides of the system so it will take Einstein twelve days to reach the Manchester system, assuming she is not intercepted en route, with Kepler arriving thirteen days later.

The alien contact is moving at 5200 km/s, which is much faster than Harland?s top speed of 3750 km/s and appears to be about 7700 tons with strength 75 shields. Harland is unable to head directly for the jump point because the alien would quickly cut her off so Commander Booth orders her helmsman to head directly away from the alien ship and increase the time before interception takes place. In the meantime she tries to hail the alien but her communication attempts are either misunderstood or deliberately ignored.

Quote from: "Steve Walmsley"
27th October 2022
The task force enters orbit of the innermost planet of Swansea-B, a small, barren world covered with lakes of lava and molten metals, without detecting any contacts. It is possible whatever hostile force attacked Buckland has already left the system, or perhaps the ship was lost to some other cause, such as a catastrophic maintenance failure, although that seems unlikely. Admiral Rowley is determined to leave no stone unturned so he orders a search of the other two planets of Swansea-B and the outer planets of Swansea-A.

Midway between the second and third planets, the task force detects a contact at 240 million kilometers, closing from its port quarter at 5500 km/s, even faster than the alien in Cambridge. For some reason the alien ship must have been in the Swansea-B asteroid belt when the task force entered the inner system. Rear Admiral Rowley orders a reciprocal course to meet the alien head on. Based on the contact information, this is a much larger ship than in Swansea, almost fifteen thousand tons, and shields are strength-150, seven times stronger than the Victory class missile cruisers. Admiral Rowley attempts to hail the unknown, just in case this is an unfortunate case of a innocent ship being in the wrong place at the wrong time but his communication efforts are ignored. There is no way to know if this is from the same race as the first alien or that the galaxy is simply filled with hostile species. A worrying thought.


G'Day Steve, as the version 1.5 patch loads the program just before the battle, I played out these two battles to have a look how Aurora handles battles (and the short answer is that battles are exciting).

I've included some comments below to give you some things to ponder......

Comments:
1) Is it possible to have a look at these "beserker" ship codes? I'm just curious as to what the ship designs are, and what level of technology these ships have.

2) Is it possible for the SM (at least) to check a system for the presense of beserkers? This is important due to the next point....

3) Aurora REALLY needs to prompt the players with a pop-up when a new contact is detected. An example of why this is important is that when I was playing out these battles (I did the first battle twice, and the second battle three times), in 3 of the 5 battles I wasn't aware of the enemy ships until they were within range, and had already destroyed at least one of my ships! (This was due to the fact that I was incrimenting the time in 6 hour intervals - if I have used 1 day (or more) intervals, I wouldn't have been aware of the ships until ALL of my ships had been destroyed!)
I know that it is going to be a pain to code, but unless a player is aware that a enemy ship is in the system (see comment 2) above), then a player would increment the time scale in 1 or 5 day increments - wouldn't allow a player enough time to respond to a new sensor contact.....

4) I noticed that the beserkers try and keep their target at approximately 200K range - however they tend to ignore other ships that are closer. An example of this is in the first battle, where the beserker targeted a missile cruiser. I was able to detach the escorts and they were able to get to point blank range to the beserker and kill it with laser fire before the beserker could kill the missile cruiser (for the second battle, this didn't work out as well, as the beserker was able to kill the missile cruisers quick enough that the detached escorts wasn't able to get to point blank range).
You might want to add some code to allow the beserker to change targets if a non-targeted ship gets to within a specified range.....

5) I noticed that in the second battle, that when a missile salvo attacked the beserker, it would give the missiles a 35% chance of hitting the beserker - but the actual hit ratio was much lower then this (it was about 25%).
The figure given (35%) - is this an accurate figure (given the target's ECM verses the firers ECCM), or is it based only on the firers firecontrol systems?


Final summation - unless the SM/player knows about the presence of a beserker/enemy ship in a system (see comment 2) above) (allowing the SM/player to increment the time in smaller increments), then some kind of automatic pop-up warning the SM/player that a possible hostile contact has been detected is needed. I know that this is going to be a pain in the ass to code, but without it you will end up with the situation of an entire fleet being destroyed as no-one told the crews to raise sheilds and open fire........
« Last Edit: December 31, 1969, 06:00:00 PM by MWadwell »
Later,
Matt
 

Offline Steve Walmsley (OP)

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Re: Federation Campaign Part 1
« Reply #3 on: April 16, 2007, 05:22:05 PM »
Quote from: "MWadwell"
G'Day Steve, as the version 1.5 patch loads the program just before the battle, I played out these two battles to have a look how Aurora handles battles (and the short answer is that battles are exciting).
Always happy to hear positive feedback! :)

Quote
Final summation - unless the SM/player knows about the presence of a beserker/enemy ship in a system (see comment 2) above) (allowing the SM/player to increment the time in smaller increments), then some kind of automatic pop-up warning the SM/player that a possible hostile contact has been detected is needed. I know that this is going to be a pain in the ass to code, but without it you will end up with the situation of an entire fleet being destroyed as no-one told the crews to raise sheilds and open fire........

The SM event will warn you but that relies on the SM checking the event log every increment. Perhaps some type of popup would be better if SM mode is active. The movement sub-pulses in v1.6 will also make this type of situation much easier to manage once the SM knows a precusor exists.

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