Against Rocks. The AI can`t handle it. Exploits are a no-go.
EDIT:
They look like weird, winged anteater.
EDIT:
They look like weird, winged anteater.
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
True... they are just heavily armored, lightly armed warships. Vice-Admiral Edzako is fleet C-in-C, though.
Here are our opponents:
*snip*
Maybe some sort of compromise can be reached where we design heavily armed ships that lead the line, but are decently armed as well ?
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 ?
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?
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.
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.
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.
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.
Scientist Randakar has completed his research on Assault Infantry Battalions, and has begun a project to create Brigade HQ units.
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.
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.
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
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).
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.