Author Topic: Humanity First Comments Thread  (Read 8522 times)

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Offline Kurt (OP)

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Re: Humanity First Comments Thread
« Reply #45 on: August 25, 2024, 09:43:57 AM »
Finally caught up on your wonderful story, loved most of it but did find myself confused at times trying to remember who you were fighting with the repetitive naming alien ships with the NATO phonetic alphabet. While a logical and practical manner, did have me confused at times. So I compiled a collection of other phonetic spelling alphabets, both alternate English and several other languages. You could use these to keep the same pattern but better differentiate between various alien races.

Thank you, but I was getting confused myself, and realized it didn't make too much sense to be naming the ship classes of different alien races the same names, so I've changed moving forward.  The Empire has a pretty good grasp on the class capabilities of the Archer ship, so will be redesignating their ships as Light Raiders, Raiders, Salvage class, and so on.  The Swarm will remain NATO standard, and the NPR aliens will have their own theme. 

Sorry about it getting confusing, and I'll take a look at your list. 
 

Offline Garfunkel

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Re: Humanity First Comments Thread
« Reply #46 on: August 25, 2024, 05:28:24 PM »
What an exciting battle! Tough going for the strike fighters but the Swarm is probably the worst opponent for beam fighters.
 

Offline Kurt (OP)

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Re: Humanity First Comments Thread
« Reply #47 on: August 25, 2024, 06:32:01 PM »
What an exciting battle! Tough going for the strike fighters but the Swarm is probably the worst opponent for beam fighters.

As I discovered.  The beam fighters seem to do well against their larger ships, which is probably because of their fire controls.  The missile fighters are doing very well, but as I noted, their weakness is needing to reload.  The Empire is rapidly building ordnance factories, but it seems like there is never enough. 
 

Offline Garfunkel

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Re: Humanity First Comments Thread
« Reply #48 on: August 27, 2024, 07:24:26 PM »
Looks like the Raiders are now more of a logistical challenge rather than an existential threat.
 

Offline skoormit

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Re: Humanity First Comments Thread
« Reply #49 on: August 28, 2024, 08:22:23 AM »
Looks like the Raiders are now more of a logistical challenge rather than an existential threat.

But logistics is life. Therefore...
 

Offline Kurt (OP)

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Re: Humanity First Comments Thread
« Reply #50 on: August 28, 2024, 11:20:48 AM »
Looks like the Raiders are now more of a logistical challenge rather than an existential threat.

But logistics is life. Therefore...

Yes, the empire now out-techs them, and their military ships can outrun all of the raiders, so they aren't a major threat any more.  However, they are damned annoying.  And I must admit, when I realized they were raiding in uninhabited and unexploited systems it caused more than a little unease, as they were completely undefended.  Fortunately, there was only one such system that was a critical problem, however, there are several others that could be a lessor problem in the future, particularly if expansion continues. 

With High Guard station established in the solar system, close to the jump point, there are now naval forces stationed there that can rapidly respond to most of the nearby systems in a reasonable amount of time without having to climb out of the inner system.   
 
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Offline PaxMondo

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Re: Humanity First Comments Thread
« Reply #51 on: September 29, 2024, 08:56:39 AM »
Just re-joined after a long sabbatical of sorts.  Enjoying the read, thanks for sharing!


 8) 8) 8)
 
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Offline PaxMondo

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Re: Humanity First Comments Thread
« Reply #52 on: September 29, 2024, 09:15:53 AM »
Would you be able to share your initial tug, fuel harvester, etc designs?  you know the behind the scenes work horses of any empire ...  thanks!
 

Offline Kurt (OP)

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Re: Humanity First Comments Thread
« Reply #53 on: September 30, 2024, 10:25:12 AM »
Would you be able to share your initial tug, fuel harvester, etc designs?  you know the behind the scenes work horses of any empire ...  thanks!

As requested:

1st Gen freighter.  The current 5th gen freighter has the same capacity, but has gradually grown by 4,000 tons and has a top speed of 2311 km/s.
Code: [Select]
Freighter class Cargo Ship      39,719 tons       121 Crew       447.7 BP       TCS 794    TH 720    EM 0
906 km/s      Armour 1-103       Shields 0-0       HTK 45      Sensors 6/6/0/0      DCR 1-0      PPV 0
MSP 7    Max Repair 50 MSP
Cargo 25,000    Cargo Shuttle Multiplier 9   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months   

Commercial NGC Engine  (4)    Power 720    Fuel Use 1.41%    Signature 180    Explosion 3%
Fuel Capacity 100,000 Litres    Range 32.2 billion km (410 days at full power)

Basic Thermal Sensor Mk II (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Basic EM Sensor Mk II  (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Freighter for auto-assignment purposes

1st Gen colonist transport.  As with the freighter, the transport grew by about 4,500 tons by the 5th gen model, and the 5th gen model has a top speed of 2301 km/s. 
Code: [Select]
Colonial Transport class Colonist Transport      39,906 tons       176 Crew       1,235 BP       TCS 798    TH 720    EM 0
902 km/s      Armour 1-104       Shields 0-0       HTK 50      Sensors 6/6/0/0      DCR 1-0      PPV 0
MSP 19    Max Repair 400 MSP
Cryogenic Berths 100,000    Cargo Shuttle Multiplier 9   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months   

Commercial NGC Engine  (4)    Power 720    Fuel Use 1.41%    Signature 180    Explosion 3%
Fuel Capacity 100,000 Litres    Range 32 billion km (410 days at full power)

Basic Thermal Sensor Mk II (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km
Basic EM Sensor Mk II  (1)     Sensitivity 6     Detect Sig Strength 1000:  19.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Colony Ship for auto-assignment purposes

1st gen harvester.  The 4th gen (current) design is about 1,000 tons larger and has a top speed of 1471 km/s. 
Code: [Select]
Harvester class Fuel Harvester      40,279 tons       168 Crew       693.9 BP       TCS 806    TH 675    EM 0
837 km/s      Armour 1-104       Shields 0-0       HTK 87      Sensors 11/11/0/0      DCR 1-0      PPV 0
MSP 10    Max Repair 33.8 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months   
Fuel Harvester: 10 modules producing 1,000,000 litres per annum

Commercial Ion Drive  (3)    Power 675    Fuel Use 1.21%    Signature 225    Explosion 3%
Fuel Capacity 5,000,000 Litres    Range 1,848.5 billion km (25560 days at full power)

Basic EM Sensor Mk IV (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Basic Thermal Sensor Mk IV (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Fuel Harvester for auto-assignment purposes

1st gen salvager.  The current 4th gen is 4,000 tons larger and has a top speed of 1922 km/s.
Code: [Select]
Salvage class Salvager      48,609 tons       171 Crew       673.6 BP       TCS 972    TH 900    EM 0
925 km/s      Armour 1-118       Shields 0-0       HTK 50      Sensors 11/11/0/0      DCR 1-0      PPV 0
MSP 8    Max Repair 200 MSP
Cargo 25,000   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months   
Salvager: 1 module(s) capable of salvaging 500 tons per day

Commercial Ion Drive  (4)    Power 900    Fuel Use 1.21%    Signature 225    Explosion 3%
Fuel Capacity 250,000 Litres    Range 76.6 billion km (958 days at full power)

Basic EM Sensor Mk IV (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Basic Thermal Sensor Mk IV (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Salvager for auto-assignment purposes

1st gen stabilization ship.  The current 6th gen stabilization ship is a whopping 22,000 tons larger and has a top speed of 1770 km/s. 
Code: [Select]
Jump Gate class Stabilisation Ship      58,109 tons       150 Crew       1,408.1 BP       TCS 1,162    TH 450    EM 0
387 km/s      Armour 1-133       Shields 0-0       HTK 39      Sensors 8/11/0/0      DCR 1-0      PPV 0
MSP 15    Max Repair 1,000 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 120 months   
Jump Point Stabilisation: 180 days

Commercial Ion Drive  (2)    Power 450    Fuel Use 1.21%    Signature 225    Explosion 3%
Fuel Capacity 500,000 Litres    Range 128.2 billion km (3834 days at full power)

Basic EM Sensor Mk IV (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Thermal Sensor Mk III (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Stabilisation Ship for auto-assignment purposes

1st gen tanker.  The current 4th gen model is about 800 tons larger and has a top speed of 2821 km/s. 
Code: [Select]
Accelerator class Support Vessel      20,378 tons       89 Crew       342.7 BP       TCS 408    TH 675    EM 0
1656 km/s      Armour 1-66       Shields 0-0       HTK 33      Sensors 11/11/0/0      DCR 1-0      PPV 0
MSP 510    Max Repair 33.8 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months   

Commercial Ion Drive  (3)    Power 675    Fuel Use 1.21%    Signature 225    Explosion 3%
Fuel Capacity 10,000,000 Litres    Range 7,314.4 billion km (51121 days at full power)
Refuelling Capability: 50,000 litres per hour     Complete Refuel 200 hours

Basic EM Sensor Mk IV (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Basic Thermal Sensor Mk IV (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a None for auto-assignment purposes

1st gen terraformer.  The current 4th gen version is 7,000 tons larger and has a top speed of 907 km/s. 
Code: [Select]
Terra class Terraformer      82,701 tons       350 Crew       1,892.6 BP       TCS 1,654    TH 450    EM 0
272 km/s      Armour 1-169       Shields 0-0       HTK 61      Sensors 8/11/0/0      DCR 1-0      PPV 0
MSP 14    Max Repair 500 MSP
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   
Terraformer: 3 modules producing 0.0023 atm per annum

Commercial Ion Drive  (2)    Power 450    Fuel Use 1.21%    Signature 225    Explosion 3%
Fuel Capacity 150,000 Litres    Range 27 billion km (1150 days at full power)

Basic EM Sensor Mk IV (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Thermal Sensor Mk III (1)     Sensitivity 8     Detect Sig Strength 1000:  22.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Terraformer for auto-assignment purposes

1st gen tug.  The current 4th gen tug is over 2,000 tons larger and has a top speed of 5869 km/s. 
Code: [Select]
Tug class Tug      32,227 tons       204 Crew       725.7 BP       TCS 645    TH 2,250    EM 0
3490 km/s      Armour 1-90       Shields 0-0       HTK 96      Sensors 11/11/0/0      DCR 1-0      PPV 0
MSP 14    Max Repair 100 MSP
Tractor Beam     
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months   

Commercial Ion Drive  (10)    Power 2250    Fuel Use 1.21%    Signature 225    Explosion 3%
Fuel Capacity 400,000 Litres    Range 185 billion km (613 days at full power)

Basic EM Sensor Mk IV (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km
Basic Thermal Sensor Mk IV (1)     Sensitivity 11     Detect Sig Strength 1000:  26.2m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Tug for auto-assignment purposes

While the above tug is fine for towing disabled ships and smaller maintenance and recreation bases, they proved to be too small to tow the larger orbital habitats, so this tug was deployed:
Code: [Select]
Large Tug class Tug      84,571 tons       424 Crew       1,890.2 BP       TCS 1,691    TH 10,156    EM 0
6004 km/s      Armour 1-171       Shields 0-0       HTK 239      Sensors 14/14/0/0      DCR 1-0      PPV 0
MSP 13    Max Repair 100 MSP
Tractor Beam     
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months   

Commercial Inertial Fusion Drive  (25)    Power 10156.2    Fuel Use 0.49%    Signature 406.25    Explosion 2%
Fuel Capacity 500,000 Litres    Range 217 billion km (418 days at full power)

Basic EM Sensor Mk V (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km
Basic Thermal Sensor  Mk V (1)     Sensitivity 14     Detect Sig Strength 1000:  29.6m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Tug for auto-assignment purposes

As you can see by the designs above, all of my support ships were designed to be rather small, cheap, and slow at the start of the game.  This fit the economy of my race at the time, as it was limited to one planet in one system.  As the game has gone on and the empire grew, though, the designs became larger, usually to accommodate larger engines so that their top speed could be increased.  This was desirable as the frontiers keep being pushed back, and higher speed were necessary to move things along at a reasonable pace.  Certain designs, like the harvesters and the terraformers, were kept to relatively low speeds as they were intended to be stationary for long periods of time. 
 
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Offline Garfunkel

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Re: Humanity First Comments Thread
« Reply #54 on: October 20, 2024, 07:59:49 PM »
That was a nailbiter of a battle! Good job preserving most of the fleet.
 

Offline Kurt (OP)

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Re: Humanity First Comments Thread
« Reply #55 on: October 21, 2024, 08:14:44 AM »
That was a nailbiter of a battle! Good job preserving most of the fleet.

Yes it was!  It was probably the closest I've come to actually losing my primary fleet in all of my campaigns.  That would probably have been survivable, since the Swarm doesn't seem to rapidly follow up, but it took a long time to build the fleet and I was really sweating it for a while.  When I realized I had made a major mistake by not engaging them on the LaGrange point, I also realized that the LaGrange point was my only hope. 
 

Offline Garfunkel

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Re: Humanity First Comments Thread
« Reply #56 on: December 01, 2024, 06:48:47 PM »
What an elusive enemy, leaving bread crumbs here and there.
 

Offline Kurt (OP)

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Re: Humanity First Comments Thread
« Reply #57 on: December 02, 2024, 12:54:20 PM »
What an elusive enemy, leaving bread crumbs here and there.

The swarms are proving to be very frustrating to deal with.  They aren't tied to planets or populations, which gives them the ability to set up shop in any system.  In addition, they don't seem to concentrate all of their forces in one place, which makes eliminating them difficult.  A challenge!
 

Offline Garfunkel

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Re: Humanity First Comments Thread
« Reply #58 on: December 08, 2024, 06:54:05 PM »
That's a huge battle, well done. Wonder why they didn't group up their ships properly.
 

Offline Kurt (OP)

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Re: Humanity First Comments Thread
« Reply #59 on: Yesterday at 06:14:45 PM »
That's a huge battle, well done. Wonder why they didn't group up their ships properly.

I wondered that as well.  I would have beat them no matter what, I think, but if they had unified their groups it would have been harder, especially since some of the ships were anti-missile escorts.