Aurora III (v 6.21) - The Final Frontier - Hosted by Blue Emu

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Stuckenschmidt

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Against Rocks. The AI can`t handle it. Exploits are a no-go.

EDIT:

They look like weird, winged anteater.
 

cpteveros

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The more I think about it, the more I am against Rocks. If the AI was smarter, yes; but it isn't as epic or desperate a fight when we have bullet sponges just soaking up all the damage.


I vote for Modular Ships instead!
 

Culise

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Opposed to both types, as indicated before. If the vote does end up in favour, however, I would prefer (armed) military to civilian, since then we at least have to devote some space to maintenance.
 

blue emu

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Here's a tentative design for an Armored Cruiser. With another level of Armor tech, we could probably bring it up to 15 layers.

Star class Armoured Cruiser 20,000 tons 301 Crew 2613.8 BP TCS 400 TH 1632 EM 0
4080 km/s Armour 12-65 Shields 0-0 Sensors 1/1/0/0 Damage Control Rating 15 PPV 23
Maint Life 2.7 Years MSP 1225 AFR 213% IFR 3% 1YR 240 5YR 3597 Max Repair 204 MSP
Intended Deployment Time: 12 months Spare Berths 0
Magazine 279

408 EP Ion Drive (4) Power 408 Fuel Use 46.2% Signature 408 Exp 10%
Fuel Capacity 2,970,000 Litres Range 57.9 billion km (164 days at full power)

Size 4 Missile Launcher 1971 (5) Missile Size 4 Rate of Fire 30
Size 1 Missile Launcher (3) Missile Size 1 Rate of Fire 10
Missile Fire Control FC83-R100 1971 (1) Range 83.2m km Resolution 100
Missile Fire Control FC22-R1 (1) Range 22.5m km Resolution 1
Size 4a ASM 4--21.6k-64.2m 1967 (60) Speed: 21,600 km/s End: 49.5m Range: 64.2m km WH: 4 Size: 4 TH: 144/86/43
Size 1 ASM 1-24k-2.9m 1967 (39) Speed: 24,000 km/s End: 2m Range: 2.9m km WH: 1 Size: 1 TH: 176/105/52

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes

EDIT: but it looks like the vote is going against Rocks, and Vice-Admiral Edzako has a veto over Naval designs anyway.
 

cpteveros

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True... they are just heavily armored, lightly armed warships. Vice-Admiral Edzako is fleet C-in-C, though.

Here are our opponents:

*snip*

We must kill them, glass their planet, and wipe them from the history books!

Literally. Let's terraform their world into a fiery hellhole.
 

Amadeus

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Military for me too, kind of Armoured Heavy Cruiser, 15-20 kTon if possible you can put just CIWS on board ( and size 1 AMM sensor) or better PD Gauss turrets (if small enough) to give them some PD escort dual-role too.

Also as they need not to operate independently and will move along a Task group supported by Tankers, you could halve their fuel and cram in some Cryogenic Berths module and then you will have a perfect Rescue Ship class.

I guess the guys flying in yours coff...fighters will be happy to have them :p

EDIT: in my view a military class is not more an exploit but a design choise
 

blue emu

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The 43rd and 44th OFHBs are under tow for Uranus, and four more are building. Our on-hand fuel stockpile is again up over 100 million liters. Has the fuel crisis been beaten?
 

Edzako

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From gameplay perspective it's perfectly fine and if you think that isn't exploiting AI go ahead. Only in last game it seemed that these ships were too effective allowing us to defeat wastly superior enemy fleet with almost no losses...


Maybe some sort of compromise can be reached where we design heavily armed ships that lead the line, but are decently armed as well ?
 

blue emu

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Maybe some sort of compromise can be reached where we design heavily armed ships that lead the line, but are decently armed as well ?

What do you think of the Cruiser design five or six posts up? Recall that our Battle class heavy Cruisers carried only one more missile tube (six on the Battle vs five on this design).
 

Amadeus

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From gameplay perspective it's perfectly fine and if you think that isn't exploiting AI go ahead. Only in last game it seemed that these ships were too effective allowing us to defeat wastly superior enemy fleet with almost no losses...


Maybe some sort of compromise can be reached where we design heavily armed ships that lead the line, but are decently armed as well ?

Well they were commercial design thus much cheaper to build, not maintenance needed, much larger too (more then double 40-50 kTon ??) and much less fuel consumption too.
 

blue emu

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Our Alien contact team has concluded that no communication is possible with the Space Dragons.

EDIT:

I am shipping ten DSTSs (Deep Space Tracking Stations) into the Barnard's Star system, which is the system in between Sol and the Space Dragon system of Gliese 563.2
 
Last edited:

randakar

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Could that single missile have been a full salvo? Could that 10,000 kps ship be a FAC with an active sensor and a single size-6 missile tube?

That's as good a guess as it gets, really.

I haven't played a new game with 6.2 yet, but my strategy for scouts prior to 6.0 was to always give them the best (fastest) engines using the highest researched level of thermal reduction tech. Combined with excellent thermal sensors, my scouts were usually able to detect enemy ships on thermals before they themselves could be spotted and could then turn around and head out of the system. Don't know if this is a valid tactic with the new engine updates in 6.x though.

I think it depends a bit on tech level. The initial scout design in that game was much like these ships, but the later hyperdrive design came about mostly because I ran into one minefield too many with the old ones. Thermal sensors don't help against stationary groups of missiles with passive/active sensors. And running away once they lock on isn't really an option.

Not really applicable in our case, since this is a conventional start game, our engines are still very primitive, we have no thermal suppression at all, and only the lowest level of Thermal sensors.

At high tech levels, a combination of Thermal Suppression and Cloaking will make your scouts almost undetectable from any appreciable distance.

That still doesn't help against stationary groups of missiles, though. :p
Not saying that's a bad design, mind - it's just a tad situational. Just like the hyperdrive design is/was.
If I've learned anything from Aurora it's that designing ships to fit the situation isn't a bad idea at all.

In total, the system contains five planetoids, five terrestrial-sized planets, one gas giant, one large and thirty-one small moons and six comets. Out of that total, three of the planetoids, three of the terrestrial planets (including the two Mars-like worlds), two small moons and the six comets all circle the central star. Everything else is beyond our current ship's operational radius.

Darn. We really *need* hyperdrives for systems like that ..

Yeah, I would feel more confident with a few Rocks... but I won't over-rule the council if they consider it an "unworthy" tactic.

I'm not on any council, but I feel it's a tad gamey.
(So: Against.)

If you want to try getting creative with tactics, try to lure them through the wormhole with a large group of Towers standing by on the other side. If it works it's probably just as effective, and for extra points we haven't seen anything like that before on these forums.

Scientist Randakar has completed his research on Assault Infantry Battalions, and has begun a project to create Brigade HQ units.

*cheers*
Good. :)

Edit. To clarify, I am against Rocks only because I believe they will make fights too easy. I think we "shouldn't" be able to defeat Prix with such tech deficit. Of course we possibly could, but that would mean there wouldn't be any challange to game later, when we will catch up with techs and that remove all excitement from game.

Would you still feel that if we lured them through wormhole to get blasted by Towers instead?
No guarantees it will work, mind .. :)
 

Baron Jukaga

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Tell you what, for all the people opposed to deploying Rocks you get to write all the letters of condolence to grieving families of our fighter pilots. :p
Heh, it's no sticking point for me, if the majority decides against them then so be it.
 

blue emu

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So... at our current rate of tech progress, in one year and five months we will be able to start work on the prototypes needed for some pretty decent Gauss PD and Laser PD Escorts. They will be built at the fourth level of Gauss tech, which allows each (four-barreled) turret to fire sixteen shots at an incoming salvo, every five seconds.

We are now up to 70 research labs, from a game-start total of 25, and we have the third +20% research speed tech finished. That means that we are researching about four and a half times faster than we were at game start, not including our skilled-up scientists.
 

unmerged(361462)

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So... at our current rate of tech progress, in one year and five months we will be able to start work on the prototypes needed for some pretty decent Gauss PD and Laser PD Escorts. They will be built at the fourth level of Gauss tech, which allows each (four-barreled) turret to fire sixteen shots at an incoming salvo, every five seconds.

We are now up to 70 research labs, from a game-start total of 25, and we have the third +20% research speed tech finished. That means that we are researching about four and a half times faster than we were at game start, not including our skilled-up scientists.

In regards, will the light carriers be upgraded with a better CIWS, with the better Gauss cannons?
 

blue emu

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With our new Composite Armor, the proposed Star class Armored Cruiser has 15 layers of Armor, and an anti-ship broadside even bigger than a Battle class Heavy Cruiser (seven size-4 tubes instead of six).

Star class Armoured Cruiser 20,000 tons 320 Crew 2823.8 BP TCS 400 TH 1632 EM 0
4080 km/s Armour 15-65 Shields 0-0 Sensors 1/55/0/0 Damage Control Rating 15 PPV 28
Maint Life 2.88 Years MSP 1324 AFR 213% IFR 3% 1YR 235 5YR 3523 Max Repair 204 MSP
Intended Deployment Time: 12 months Spare Berths 1
Magazine 284

408 EP Ion Drive (4) Power 408 Fuel Use 46.2% Signature 408 Exp 10%
Fuel Capacity 3,000,000 Litres Range 58.4 billion km (165 days at full power)

Size 4 Missile Launcher 1971 (7) Missile Size 4 Rate of Fire 30
Missile Fire Control FC83-R100 1971 (1) Range 83.2m km Resolution 100
Size 4a ASM 4--21.6k-64.2m 1967 (60) Speed: 21,600 km/s End: 49.5m Range: 64.2m km WH: 4 Size: 4 TH: 144/86/43
Size 1 ASM 1-24k-2.9m 1967 (39) Speed: 24,000 km/s End: 2m Range: 2.9m km WH: 1 Size: 1 TH: 176/105/52

EM Detection Sensor EM5-55 (1) Sensitivity 55 Detect Sig Strength 1000: 55m km
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Military Vessel for maintenance purposes
 

blue emu

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In regards, will the light carriers be upgraded with a better CIWS, with the better Gauss cannons?

No.

I dislike turning Carriers into "balanced" vessels. Carriers are intended to carry Fighters into the battle zone. The Fighters form both the Carrier's defense and its offense. In my opinion, Carriers should NOT be a balanced design... they should devote every ton of displacement towards two things only: servicing the most potent possible Air Group (which requires hangar bays, magazine stowage and fuel tankage) and moving fast enough to operate with the fleet. Every other task... Point Defense, Active Sensors, Passive Sensors, Battle Management, Jump Tending... should be off-loaded onto other ships in the squadron, which are not as tightly constrained by the tonnage limits.
 

unmerged(361462)

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No.

I dislike turning Carriers into "balanced" vessels. Carriers are intended to carry Fighters into the battle zone. The Fighters form both the Carrier's defense and its offense. In my opinion, Carriers should NOT be a balanced design... they should devote every ton of displacement towards two things only: servicing the most potent possible Air Group (which requires hangar bays, magazine stowage and fuel tankage) and moving fast enough to operate with the fleet. Every other task... Point Defense, Active Sensors, Passive Sensors, Battle Management, Jump Tending... should be off-loaded onto OTHER ships in the squadron, which are not as tightly constrained by the tonnage limits.

Alright.

Also I vote no for civilian rocks, and yes for modular ships.