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Author Topic: Let's Play Aurora! Colony Wars(Update 4 on page 3)  (Read 5762 times)

Panopticon

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Let's Play Aurora! Colony Wars(Update 4 on page 3)
« on: March 01, 2012, 04:51:07 am »

OK, the title is a bit misleading, there are no wars currently, but there are colonies! They could have wars!

I am starting a new game, it is a bit complicated, I used SM mode heavily to modify the various conditions in Sol and now having two factions with multiple colonies located in the Sol system and neither one is in a particularly great state at game start. I thought it might be interesting to post the game on here for people to judge and possibly participate in if they so desire.

The next couple posts will be the background and introductions for the two factions in the game, if the community would like to participate they can take the role of various colony governors faction leaders, scientists or military commanders and help set policy and goals.

Updates will happen as I feel like posting them, no less than one a week though.

"Dwarf" list:

Federation
Ebbor Steele, Missiles/Kinetic Weapons scientist.

Empire
Merlin Ross-254, Lieutenant General commanding the Empire ground forces.
Euchre Judas Rimmer, Commander of Jump Ship Blue Giant.
« Last Edit: March 08, 2012, 03:10:59 am by Panopticon »
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Panopticon

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Re: Let's Play Aurora! Colony Wars
« Reply #1 on: March 01, 2012, 04:51:38 am »

Introduction:

The late 20th and early 21st centuries saw an explosion into space greater than anyone expected, post World War Two and Cold War posturing saw the space race between the US and Russia take off after Russia's historic first manned space flight and escalate even further by the accusations from both parties that they had deployed space based nuclear weaponry. This prompted most industrial nations to get into the party as well and by the end of the 20th century manned spaceflight was commonplace, with permanent space stations in orbit as well as on Luna and Mars.
The threat of mutually assured destruction forced an alliance of sorts in the space race, as all nations were run by more or less reasonable individuals and the corporations who influenced policy had no interest in destroying humanities home world. But in the push to space, they could engage in proxy battles looking for resources without triggering a genocidal war.
It turned out however that the Solar system had plenty of resources all around, and as access to space became ever more efficient, more and more of the population moved into space based industries, there was even room for private prospectors, who surveyed the asteroids and moon systems of the Jovian planets for valuable minerals.
By 2100 there were almost a billion people living and working off planet, many based on the huge Rama class habitats, based on the O'Neil cylinder design and named by a fan of ancient science fiction, these five million ton constructs housed a million people each in relative comfort and safety.
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Rama class Orbital Habitat    5,132,800 tons     630 Crew     17318 BP      TCS 102656  TH 0  EM 0
1 km/s     Armour 5-2650     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 2    Max Repair 5 MSP
Habitation Capacity 1,000,000   


This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes

In 2118 an independent research team announced to the system the discovery of Trans Newtonian technology and a new gold rush was on. The human governments, by this time more or less united in a desire to exploit the system, moved immediately to enact stricter controls over the scattered residents of space, attempting to more accurately and completely control any new mineral discoveries, as well as claim more profits for themselves, this did not sit well with many nationals who had been working space for several generations now and even less well with the independent powers who were now finding their ships and claims captured, sometimes at gun point, resistance began to erupt, and the death toll mounted.
A formal sides began to form: The rebels against the Terran loyalists, skirmishes using pre TN technology were commonplace, and both factions were rushing TN weapons development. Meanwhile the system became fully surveyed by TN survey vessels operated by both sides, these ships were far too fast to be caught by conventional weapons and operated without restriction.
The final phase of the conflict was the destruction of over twenty Rama habitats around the mineral rich asteroids of El Dorado and Robert's Claim in 2165, the latter being destroyed utterly as fighting made its way into the mines on the asteroid itself and nuclear charges broke it apart, though the decades of conflict had destroyed other habitats, this was the largest single loss of life in any war... yet. With the death of over twenty million people, certain rebel factions had had enough,  In 2167 they bombarded Terra and its tightly held colony of Mars with mass drivers, annihilating much of their industry and population. Many times more than were killed in the earlier massacres. But the death count was to climb higher, damage from the bombardments released certain biological weapons being developed on Terra from their containment, designed to spread quickly through highly populated zones, they worked entirely as designed on the heavily populated home world. By the time it was brought under control, the planet had fewer than 400 million organized individuals living upon it. Mars fared slightly better, with no biological weapons hitting it and by this time being fully terraformed. But was still down to some 100 million souls.
The year is now 2180 the environment of Terra has mostly recovered from the bombardments and the remainder of humanity on the home world and Mars are united under the Terran Empire. The rebel factions have also united, purging their ranks of the genocidal extremists and naming themselves the Terran Federation. In recent years jump points were theorized and the system surveyed for them, now yet another race is on to find resources out in the stars.
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Panopticon

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Re: Let's Play Aurora! Colony Wars
« Reply #2 on: March 01, 2012, 04:52:53 am »

Meet the Terran Empire!

The Terran Empire is in a tight spot at the start of the new year, minerals on both Terra and Mars have been used up, though large stockpiles remain on both planets, the home worlds must rely on mining bases in the asteroid belt and on the inner planets to maintain growth.
The population of Terra is just at 350 million, there are a great many installations on the planet but all TN mineral resources have been exhausted. This is a blessing in disguise as due to the recent tragedies there is not enough of a population to man all installations, however with mining shut down that problem is resolved.
Mars is the other manned colony, with 100 million citizens, fully terraformed it is an almost ideal world, though it too is facing mineral shortages.
The Empire maintains three automated mining colonies on Mercury, Venus, and the asteroid now known as El Dorado. All currently have unmanned mines only, El Dorado in particular is highly valuable to the Empire as it contains all the TN minerals in multi thousand ton, easily accessible deposits, Mercury has more total minerals, but is missing several important ones and most are at low accessibility, Venus is only good for Corundium, and that at only 0.1 accessibility, the mines there are not heavily counted into the empire production and were established more to "show the flag" than for any practical purpose.
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Panopticon

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Re: Let's Play Aurora! Colony Wars
« Reply #3 on: March 01, 2012, 04:53:47 am »

The Terran Federation is in just as precarious a situation as the Empire, with a population less than half that of the Empire and almost exclusively confined to the Rama habitats, it has very little space to grow. In theory each colony is self governed and contributes to the defense of all, however in practice Titan is the industrial heart of the nation and tends to set policy for the whole.
The Federation is a collection of rugged individualists and corporate entities resistant to close rule, though anti Empire sentiment is commonplace, most people draw a firm distinction between the government and the planet of Terra, looking at the home world with the same respect and love one might give a childhood home. The mass driver attacks were carried out by an extremist faction and appalled the majority of the population, once caught the offenders were immediately turned over to the Empire with no conditions attached. The act almost brought the Federation back into the arms of the Empire were it not for the outbreak of the bio weapons on Terra and the later revelation that they were being developed to use against the Federation.
Pluto is the second most populated colony, home to the largest and most easily accessible Duranium deposits in the system.
New Vegas is something out of place, an apolitical luxury resort set up on and around a comet. The large amount of easy to extract minerals allowed the colony wealth greater than its size would suggest and the habitats on it are the most lavishly decorated and appointed anywhere in the Solar system. Nominally aligned with the Federation, it is the only location in its territory that admits civilians of the Empire. It's long term future is in doubt as the comet it is on is heading out system, but for the next few years at least life is good.
Colonies are also set up on Ganymede and the Kuiper belt  asteroid Burke's claim, these are mining colonies and family affairs primarily, though they make themselves involved with setting policy as best they can.
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LostCosmonaut

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Re: Let's Play Aurora! Colony Wars
« Reply #4 on: March 01, 2012, 06:34:36 pm »

Posting to watch. I'm assuming this is separate from the multiplayer game you're involved in on the Aurora forums?
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Panopticon

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Re: Let's Play Aurora! Colony Wars
« Reply #5 on: March 01, 2012, 06:56:51 pm »

Yep, the multiplayer games are entirely different. I did originally start posting this one on the Aurora forums a month or two ago, except due to my own foolishness I accidentally deleted the save, so this is a restart with a few small changes.
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Panopticon

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Re: Let's Play Aurora! Colony Wars(Empire Ships posted)
« Reply #6 on: March 03, 2012, 04:02:35 am »

Ships of the Terran Empire
Imperial ship designers keep the scarceness of resources firmly in their minds, commercial engines and additional engineering sections are routinely built in to maximize longevity and all engines are built using fuel efficiency technology, even to the expense of power, even bearing that in mind the Imperial navy is generally faster than its Federation counterparts.

The Coriolis is an old design, and the geo survey variant has no ships in service, the Coriolis Grav below is exactly the same however save for grav sensors in place of geo sensors, note the high efficiency commercial engines
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Coriolis - Grav class Gravitational Survey Vessel    1,450 tons     139 Crew     324.2 BP      TCS 29  TH 76  EM 0
2620 km/s     Armour 1-11     Shields 0-0     Sensors 1/1/2/0     Damage Control Rating 2     PPV 0
Maint Life 11.77 Years     MSP 279    AFR 8%    IFR 0.1%    1YR 4    5YR 56    Max Repair 100 MSP

Rolls Royce Eagle NP.63(M)  (2)    Power 38    Fuel Use 63%    Signature 38    Armour 0    Exp 4%
Fuel Capacity 150,000 Litres    Range 295.5 billion km   (1305 days at full power)

Gravitational Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
Daewoo makes the standard freighter for the Empire, it is unexceptional save for a relatively high speed for its size.
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Daewoo Heavy Lifter  class Freighter    34,800 tons     246 Crew     388.2 BP      TCS 696  TH 665  EM 0
955 km/s     Armour 1-94     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 7    Max Repair 24 MSP
Cargo 25000    Cargo Handling Multiplier 10   

Rolls Royce Eagle NP.63(C)  (7)    Power 95    Fuel Use 6.3%    Signature 95    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 82.1 billion km   (994 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
The Meyer-Werft Aurora has not seen much service of late, immigration between Terra and Mars has been sporadic, there are still a few in service however.
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MW Aurora  class Colony Ship    18,300 tons     193 Crew     722.6 BP      TCS 366  TH 380  EM 0
1038 km/s     Armour 1-61     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 25    Max Repair 24 MSP
Colonists 50000    Cargo Handling Multiplier 10   

Rolls Royce Eagle NP.63(C)  (4)    Power 95    Fuel Use 6.3%    Signature 95    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 78.0 billion km   (870 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Lockheed has long made military transport vehicles (among other things) and has moved into space without issue, the Universe class Troop Transport can easily and fairly quickly carry 5 battalions and in a pinch can serve as a colony ship when needed.
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Lockheed Universe  class Troop Transport    20,850 tons     203 Crew     528.2 BP      TCS 417  TH 380  EM 0
911 km/s     Armour 1-67     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 16    Max Repair 40 MSP
Troop Capacity: 5 Battalions    Colonists 10000    Cargo Handling Multiplier 10   

Rolls Royce Eagle NP.63(C)  (4)    Power 95    Fuel Use 6.3%    Signature 95    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 68.5 billion km   (870 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
The Sentinel class Planetary Defense Center is capable of consistent anti missile fire and the Buckler AMM it uses is standard for the fleet, it has yet to see live tests against Federation missiles or starships, but projections are optimistic.
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Sentinel class Planetary Defence Centre    6,750 tons     421 Crew     1187.2 BP      TCS 135  TH 0  EM 0
Armour 9-31     Sensors 8/480     Damage Control Rating 0     PPV 12
Magazine 1032   

Buckler AMM Launcher (12)    Missile Size 1    Rate of Fire 5
Buckler AMM2080 FC9-R1 (3)     Range 9.6m km    Resolution 1

Buckler AMM Sensor2180 (1)     GPS 480     Range 38.4m km    Resolution 1
Investigator Passive Reciever TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Investigator Passive Reciever EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km


This design is classed as a Planetary Defence Centre and can be pre-fabricated in 3 sections
The Imperial navy is not sure what to do with the Hunter class Frigates, they are the fastest known full size military vessel in space, but they lack armor and have a woefully light armament, current thought is to deploy as a commerce raider or to help thicken a fleet antimissile defenses.
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Hunter class Frigate    4,700 tons     416 Crew     591.8 BP      TCS 94  TH 380  EM 0
4042 km/s     Armour 1-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 22.56
Maint Life 2.46 Years     MSP 157    AFR 88%    IFR 1.2%    1YR 36    5YR 538    Max Repair 95 MSP

Rolls Royce Eagle NP.63(M)  (10)    Power 38    Fuel Use 63%    Signature 38    Armour 0    Exp 4%
Fuel Capacity 100,000 Litres    Range 60.8 billion km   (174 days at full power)

AWC 2180 Gauss Cannon R3-100 (1x3)    Range 30,000km     TS: 4042 km/s     Accuracy Modifier 100%     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
Twin AWC 2180 Gauss Cannon R3-100 Turret (1x6)    Range 30,000km     TS: 16000 km/s     Power 0-0     RM 3    ROF 5        1 1 1 0 0 0 0 0 0 0
AWC 1.5R 4S 2180 Gauss Fire Control (1)    Max Range: 72,000 km   TS: 16000 km/s     86 72 58 44 31 17 3 0 0 0

AWC ASR MR6-R1 (1)     GPS 80     Range 6.4m km    Resolution 1

This design is classed as a Military Vessel for maintenance purposes
The Coontz and the Coontz-E represent the most modern ships in the Empire, equipped with 12 launchers for the Sidewinder AMM, they are designed to defeat enemy defenses with large salvos of small, hard to detect missiles. The E variant replaces all offensive armament with the same Buckler AMM that the Sentinel mounts. With decent protection and a good turn of speed, these will be the core of any needed battle groups.
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Coontz class Destroyer  10,000 tons     995 Crew     1168.6 BP      TCS 200  TH 722  EM 0
3610 km/s     Armour 4-41     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 3     PPV 36
Maint Life 2.5 Years     MSP 219    AFR 266%    IFR 3.7%    1YR 49    5YR 732    Max Repair 64 MSP
Magazine 444   

Rolls Royce Eagle NP.63(M)  (19)    Power 38    Fuel Use 63%    Signature 38    Armour 0    Exp 4%
Fuel Capacity 300,000 Litres    Range 85.7 billion km   (274 days at full power)

Sidewinder ASM Launcher (12)    Missile Size 3    Rate of Fire 30
Sidewinder ASM FC41-R60 (3)     Range 41.6m km    Resolution 60
Sidewinder ASM 1 34.4 (148)  Speed: 14,700 km/s   End: 39m    Range: 34.4m km   WH: 4    Size: 3    TH: 88 / 53 / 26

Sidewinder ASM ASS MR39-R60 (1)     GPS 3840     Range 39.7m km    Resolution 60
Investigator Passive Reciever TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Investigator Passive Reciever EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m 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
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Coontz - E class Destroyer Escort    10,000 tons     925 Crew     1472 BP      TCS 200  TH 684  EM 0
3420 km/s     Armour 3-41     Shields 0-0     Sensors 8/8/0/0     Damage Control Rating 5     PPV 15
Maint Life 2.05 Years     MSP 460    AFR 160%    IFR 2.2%    1YR 147    5YR 2198    Max Repair 480 MSP
Magazine 423   

Rolls Royce Eagle NP.63(M)  (18)    Power 38    Fuel Use 63%    Signature 38    Armour 0    Exp 4%
Fuel Capacity 300,000 Litres    Range 85.7 billion km   (290 days at full power)

Buckler Shipboard AMM launcher (15)    Missile Size 1    Rate of Fire 10
Buckler AMM2080 FC9-R1 (3)     Range 9.6m km    Resolution 1
Buckler AMM2180 (426)  Speed: 21,000 km/s   End: 5.1m    Range: 6.4m km   WH: 1    Size: 1    TH: 140 / 84 / 42

Buckler AMM Sensor2180 (1)     GPS 480     Range 38.4m km    Resolution 1
Investigator Passive Reciever TH1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m km
Investigator Passive Reciever EM1-8 (1)     Sensitivity 8     Detect Sig Strength 1000:  8m 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
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EuchreJack

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Re: Let's Play Aurora! Colony Wars(Empire Ships posted)
« Reply #7 on: March 03, 2012, 09:58:19 am »

Shouldn't the Empire have Star Destroyers:P

Panopticon

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Re: Let's Play Aurora! Colony Wars(Empire Ships posted)
« Reply #8 on: March 03, 2012, 01:47:25 pm »

Heh, well they aren't that evil ya know. On a practical level a huge ship like the Star Destroyer would be quite expensive and the Empire is currently very aware of its limited resources as the moment, and in Aurora terms a ship like the SD; huge and with essentially an energy only armament, would be called a target by any missile equipped fleet that finds it, being blown out of space before you can even get close enough to fire your weapons is not that intimidating.
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Boksi

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Re: Let's Play Aurora! Colony Wars(Empire Ships posted)
« Reply #9 on: March 04, 2012, 08:24:25 am »

This makes me want to play Aurora too.

Also, if it were me, the Federation would have fighters with gauss cannons named Zakus, and possibly missile-armed Doms and meson-equipped Gelgoogs. And the Empire's fighters would be made by General Motors :P
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Panopticon

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Re: Let's Play Aurora! Colony Wars(Empire Ships posted)
« Reply #10 on: March 04, 2012, 03:28:35 pm »

My naming conventions for the Empire are often based off of real world corporations or navies, the Federation stuff should be coming later tonight and their stuff is quite different.
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Panopticon

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Re: Let's Play Aurora! Colony Wars(Empire Ships posted)
« Reply #11 on: March 05, 2012, 05:11:56 am »

Ships of the Terran Federation
The Federation operates many more vessels than the Empire, though its military is smaller, many of the designs were created by private citizens or small companies, leading to some unusual class names.
Habitats
The vast majority of the population lives in Rama class habitats, with one million people each, these are fully contained cities.
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Rama class Orbital Habitat    5,110,400 tons     630 Crew     17279.4 BP      TCS 102208  TH 0  EM 0
1 km/s     Armour 5-2642     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 2    Max Repair 6 MSP
Habitation Capacity 1,000,000   


This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as an Orbital Habitat for construction purposes
The Biff class freighter (Designed by Biff apparently) is the standard freighter employed by the Federation, it is cheap, slow, and efficient.
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Biff class Freighter    31,150 tons     168 Crew     303.2 BP      TCS 623  TH 400  EM 0
642 km/s     Armour 1-88     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 6    Max Repair 25 MSP
Cargo 25000    Cargo Handling Multiplier 10   

Titan Applied Technologies NPE(C) E0.9 (4)    Power 100    Fuel Use 9%    Signature 100    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 32.1 billion km   (578 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
The Flea is a vital part of the Federations lifeblood, it's colonies are light in Sorium, the mineral that refines into fuel, so much of its production is handled by these vessels, with no engines, they are moved into place by tugs, a long and dangerous process that will not need to be repeated for some time.
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Flea class Fuel Harvester    53,300 tons     650 Crew     1191 BP      TCS 1066  TH 0  EM 0
1 km/s     Armour 1-126     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 14    Max Repair 60 MSP
Fuel Harvester: 10 modules producing 240000 litres per annum

Fuel Capacity 2,000,000 Litres    Range N/A

This design is classed as a Commercial Vessel for maintenance purposes
The Federation operates the Tick class tanker exclusively to move fuel from the harvesters to where needed, as operations within Sol do not require long range support. The Tick has yet to show any signs of fighting crime.
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Tick class Tanker    5,000 tons     200 Crew     540.8 BP      TCS 100  TH 200  EM 0
2000 km/s     Armour 1-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 68    Max Repair 25 MSP

Titan Applied Technologies NPE(C) E0.9 (2)    Power 100    Fuel Use 9%    Signature 100    Armour 0    Exp 1%
Fuel Capacity 2,000,000 Litres    Range 8000.0 billion km   (46296 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
The fastest ship in space, bar none; the Mule is designed to move the Rama habitats and Flea harvesters where needed, they are also useful in a courier and rapid VIP transport role.
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Mule class Tug    5,000 tons     469 Crew     535.8 BP      TCS 100  TH 600  EM 0
6000 km/s     Armour 1-26     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 4     PPV 0
Maint Life 5.89 Years     MSP 268    AFR 50%    IFR 0.7%    1YR 13    5YR 197    Max Repair 100 MSP
Tractor Beam     

Titan Applied Technologies NPE(M) E9 (15)    Power 40    Fuel Use 90%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 60.0 billion km   (115 days at full power)

This design is classed as a Military Vessel for maintenance purposes
The second largest manmade constructions in space, the tight knit crews imaginatively titled Miner class Asteroid Miners are exemplars of the independence of the Federation, often owned and operated by individual families, these are also some of the oldest ships still operating in space, they roam where they will, mining asteroids or comets and leaving the minerals behind to be picked up by freighters.
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Miner class Asteroid Miner    61,700 tons     1249 Crew     1664.2 BP      TCS 1234  TH 800  EM 0
648 km/s     Armour 1-139     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 17    Max Repair 120 MSP
Asteroid Miner: 10 module(s) producing 120 tons per mineral per annum

Titan Applied Technologies NPE(C) E0.9 (8)    Power 100    Fuel Use 9%    Signature 100    Armour 0    Exp 1%
Fuel Capacity 150,000 Litres    Range 48.6 billion km   (868 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Named for the asteroid colony destroyed near the end of the last war, the Rovert's Claim is not intended to operate anywhere near enemy weapons range. Slow and thin skinned, it is only intended to transport troops to areas where anti space defenses have been suppressed.
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Robert's Claim class Troop Transport    15,900 tons     143 Crew     371.4 BP      TCS 318  TH 200  EM 0
628 km/s     Armour 1-56     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 15    Max Repair 40 MSP
Troop Capacity: 5 Battalions    Cargo Handling Multiplier 10   

Titan Applied Technologies NPE(C) E0.9 (2)    Power 100    Fuel Use 9%    Signature 100    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 62.8 billion km   (1157 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
The Federation currently operates no Geo survey vessels, but its Discovery class Grav survey ship could be easily adapted to the task if needed, faster than its Empire equivalent and with twice the sensors, it has excelled at the rapid survey of the Sol system.

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Discovery class Gravsurvey Ship    3,500 tons     342 Crew     680.4 BP      TCS 70  TH 280  EM 0
4000 km/s     Armour 1-20     Shields 0-0     Sensors 1/1/4/0     Damage Control Rating 4     PPV 0
Maint Life 9.35 Years     MSP 486    AFR 24%    IFR 0.3%    1YR 10    5YR 150    Max Repair 100 MSP

Titan Applied Technologies NPE(M) E9 (7)    Power 40    Fuel Use 90%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 200,000 Litres    Range 114.3 billion km   (330 days at full power)

Gravitational Survey Sensors (4)   4 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
The Storm class FAC was designed on Pluto and funded by New Vegas, which wanted a small and cheap ship to enforce security in its airspace, all currently in operation are based there. It mounts box launchers and a very powerful close assault missile.
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Storm class Fast Attack Craft    750 tons     48 Crew     109 BP      TCS 15  TH 88  EM 0
5866 km/s     Armour 1-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4.2
Maint Life 8.97 Years     MSP 45    AFR 9%    IFR 0.1%    1YR 1    5YR 15    Max Repair 32 MSP
Magazine 28   

Pluto Advanced Research GB NPE E108 (1)    Power 88    Fuel Use 1080%    Signature 88    Armour 0    Exp 30%
Fuel Capacity 10,000 Litres    Range 2.2 billion km   (4 days at full power)

Lightning Box Launcher (7)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Lightning Rod MFC FC19-R100 (1)     Range 19.2m km    Resolution 100
Lightning CAM  (7)  Speed: 17,000 km/s   End: 12.2m    Range: 12.5m km   WH: 8    Size: 4    TH: 85 / 51 / 25

Stormwatch ASR MR25-R100 (1)     GPS 3200     Range 25.6m km    Resolution 100

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
Lighter, slower, and with fewer launchers and magazines than its Empire equivalent, the Vanguard is intended to operate in packs of at least two.
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Vanguard class Escort    8,000 tons     774 Crew     1381.4 BP      TCS 160  TH 480  EM 0
3000 km/s     Armour 1-35     Shields 0-0     Sensors 16/1/0/0     Damage Control Rating 6     PPV 10
Maint Life 3.02 Years     MSP 648    AFR 85%    IFR 1.2%    1YR 107    5YR 1604    Max Repair 480 MSP
Magazine 350   

Titan Applied Technologies NPE(M) E9 (12)    Power 40    Fuel Use 90%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 12.5 billion km   (48 days at full power)

Flyswatter AMM Launcher (10)    Missile Size 1    Rate of Fire 10
Flyswatter AMM FC38-R1 (2)     Range 38.4m km    Resolution 1
Flyswatter 1 AMM (350)  Speed: 25,200 km/s   End: 2.6m    Range: 4m km   WH: 1    Size: 1    TH: 142 / 85 / 42

Flyswatter ASR 1 (1)     GPS 480     Range 38.4m km    Resolution 1
Wright-Cooper Thermal Sensor TH2-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m 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
The true core of the Federation fleet, the Invincible class cruiser is the largest military ship in existence, quite heavily armored and armed, it is a threat at all ranges. Its Killer Anti ship missiles have the same warhead as the CAMs mounted by the Storm FAC combined with a range of over forty million KM, in the shorter range it mounts twenty box launchers firing the Lightning CAM, and at point blank enemies will be subjected to fire from the quad Hailstorm railguns. Weaknesses include slow firing launchers and relatively small magazines.
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Invincible class Cruiser    11,650 tons     1013 Crew     1394 BP      TCS 233  TH 720  EM 0
3090 km/s     Armour 4-45     Shields 0-0     Sensors 16/1/0/0     Damage Control Rating 8     PPV 56
Maint Life 6.3 Years     MSP 598    AFR 135%    IFR 1.9%    1YR 26    5YR 389    Max Repair 64 MSP
Magazine 468   

Titan Applied Technologies NPE(M) E9 (18)    Power 40    Fuel Use 90%    Signature 40    Armour 0    Exp 5%
Fuel Capacity 150,000 Litres    Range 25.8 billion km   (96 days at full power)

Hailstorm 12cm Railgun V3/C3 (4x4)    Range 60,000km     TS: 4000 km/s     Power 6-3     RM 3    ROF 10        2 2 2 1 1 1 0 0 0 0
Hailstorm FC S03 96-4000 (2)    Max Range: 192,000 km   TS: 4000 km/s     95 90 84 79 74 69 64 58 53 48
Titan Power S12 PB-1 (1)     Total Power Output 12    Armour 0    Exp 5%

Killer 1 ASM Launcher (50% Reduction) (8)    Missile Size 6    Rate of Fire 300
Lightning Box Launcher (20)    Missile Size 4    Hangar Reload 30 minutes    MF Reload 5 hours
Killer ASM FC53-R100 (2)     Range 53.8m km    Resolution 100
Lightning CAM  (20)  Speed: 17,000 km/s   End: 12.2m    Range: 12.5m km   WH: 8    Size: 4    TH: 85 / 51 / 25
Killer 1 ASM (65)  Speed: 17,700 km/s   End: 39.3m    Range: 41.7m km   WH: 8    Size: 6    TH: 82 / 49 / 24

Invincible ASR MR51-R100 (1)     GPS 6400     Range 51.2m km    Resolution 100
Wright-Cooper Thermal Sensor TH2-16 (1)     Sensitivity 16     Detect Sig Strength 1000:  16m 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
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10ebbor10

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  • DON'T PANIC
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Ptw.

Tried too play Aurora some time ago but stopped before I fully understood it
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Panopticon

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Your story is not unusual, while it has a slightly more reasonable interface then DF, it is a very different style of game, and in its own way the learning cliff is equally high.

The wiki is often outdated too, but the forums can usually provide help when needed.
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Iituem

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Is this reminding anyone else of Frontier: Elite II at all?  Loved that game.

Watching this one, keep it up!
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.
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