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Author Topic: THANCS - a Newtonian space TBT  (Read 56924 times)

SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #330 on: October 25, 2013, 03:32:28 pm »

Looks like something to do with a weapon having a negative firing arc?
Needs more modulo math in there; I'll have a new version up in a bit.
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Draxis

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Re: THANCS - a Newtonian space TBT
« Reply #331 on: October 25, 2013, 03:35:46 pm »

I have the 1v1v1 up.
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USEC_OFFICER

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Re: THANCS - a Newtonian space TBT
« Reply #332 on: October 25, 2013, 03:42:04 pm »

I have the 1v1v1 up.

My current design needs some combat testing, so I kinda want to join. Can you increase the size to 1v1v1v1?
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Draxis

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Re: THANCS - a Newtonian space TBT
« Reply #333 on: October 25, 2013, 03:53:02 pm »

If everyone else is fine with that.
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SuicideJunkie

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« Last Edit: September 03, 2014, 07:46:44 pm by SuicideJunkie »
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Draxis

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Re: THANCS - a Newtonian space TBT
« Reply #335 on: October 26, 2013, 01:57:06 pm »

Does anyone mind bringing the 1v1v1 up to 1v1v1v1 or 2v2 so USEC can join?  Right now there is no space for both him and Girlinhat to join.
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ekolis

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Re: THANCS - a Newtonian space TBT
« Reply #336 on: October 26, 2013, 02:18:57 pm »

I don't mind.

Well, I managed to make a design that costs *exactly* $60,000. Placing computers inside hull2's is an effective way to spend that last little bit of money, as well as a handy way to boost your repair rate slightly and recover from catastrophic bridge failure! :D
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #337 on: October 26, 2013, 03:46:03 pm »

Apparently there is a 40,000 character limit in posts so the commentary is being resumed here:
First part (turn 1-23) is here: http://www.bay12forums.com/smf/index.php?topic=131996.msg4701270#msg4701270

Turn 24:
Spoiler (click to show/hide)
Azrayel is starting to turn north again, but with 40 distance to cover, it will be a while.
Shooer is getting a few turns free for repairs, and has some nice loot drifting past the base.  An unexploded warhead and a pair of small thrusters from Azrayel's missile are worth $250.  It will take a bit of thrust to reach an intercept course, and that might but the wounded base into Azrayel's return path.  Its not likely worth building a dedicated scavenger for, since it would require a class 2 clamp.
USEC is having some trouble getting a bead on Shooer's fighter there.  Two disruptor shots both missed, although one did clip the fighter's docking tail for a single point of damage.
Girlinhat's mothership continues to take light laser hits in the unshielded aft arcs, and the total damage is now over 900.  Both of the attacking fighters have enough energy to outlast the mothership's hull at this stage.  Some focused repairs to the most important systems of the intact fighter might allow it to sortie and drive off the enemy.  A missile hit from the right direction could disable either fighter, but they have far too much manoeuvrability to be hit.  The best case would be to get the guns sighted in on a target, but the turn rate is glacial.
Dessard's second fighter is heading back to base either to dock for repairs or to drive off Shooer's attack ship.  The missile has dropped below 50% power chasing Shooer, and may have to return to base as well.


Turn 25:
Spoiler (click to show/hide)
Slight tactical problem for Girlinhat; her fighters have launched without raising shields, so they will be vulnerable to kill-shots for this round.
USEC has taken some good hits to the port thruster while rushing to clear out of Shooer's laser range.  Shooer in turn made another clean dodge of the disruptor bolt.
Back at home base, they both continue to line up ships for docking in a fairly quiet turn.
Dessard looks to be making a last ditch attack; the missile bomber has been scrapped to make two more missiles, and the crippled fighter is being prepped for recycling as well.

Turn 26:
Spoiler (click to show/hide)
Terrible luck for Girlinhat this turn; one fighter has lost its last capacitor and a shield generator.  Its got one turn of energy stored in the gyros, so it will have to dock again immediately, and won't be going out again until it gets a replacement.
The other fighter took a hit to the port cockpit, destroying it, but fortunately that stopped the laser blast from entering the capacitor behind it to wreck the entire fighter.
Individually they're both wrecks, but between the two of them there is almost a complete fighter.

Four laser bolts from Girlinhat came towards USEC's fighter; three misses and one shot into the starboard thruster for light damage.
USEC's disruptor bolt has struck hard on the main engine of Girlinhat's mothership while Dessard continues to mist the side with light lasers.  The engine is barely holding together now!  While it can be repaired eventually using the small fabber, a large engine is a serious investment of funds.
Dessard has recycled his last missile bomber into two more missiles.  Although they are moving straight into the guns of Girlinhat, the shield and small size should let them take quite a beating.  Two missiles won't be enough to destroy the main guns through all those shields, and if they destroy the main engine of Girlinhat's mothership, it is inevitably going to drift into weapons range of Dessard's base.  The best plausible result for Dessard here is to critically damage or destroy the reactors on Girlinhat's ship.  Even with one reactor, maintaining shields will be difficult and the turbolasers will have limited ammo.

Turn 27:
Spoiler (click to show/hide)
In the north, Shooer's missile ship took some fire from Dessard's fighter as it passed by on its way to get a bead on the attack fighter.
Shooer's fighter has turned away from the base to target the missile looping after it, but the incoming fighter may be the bigger threat.
Dessard has recycled another small ship into a pair of shielded missiles and they appear to be locked on to Girlinhat
Girlinhat has opened fire with the full turbolaser batteries on Dessard's incoming missiles, going with a smaller number of high power shots to try and keep the odds of damaging her fighters down.  The lower accuracy of turbolasers and the missile's tiny cross section combined to give only a glancing blow against the steering thrusters of the left hand missile.
Girlinhat's fighters both continue to suffer hits, and all of the capacitors have now been destroyed.  Both fighters are running on the momentum of their gyros and will run out of lifesupport in about 2 turns.
The hulks will still block some hits as debris if they aren't redocked, but the mothership's main engine is down to 10% another light laser or two will finish it off.

Shooer and USEC continue docking operations at their bases.  It is important to match speeds on the turn you dock, and not accelerate away before the docking is completed.


Turn 28:
Spoiler (click to show/hide)
Dessard's base is starting to take fire from Girlinhat's ship.  The four missiles are all still on course, and although they are taking heavy fire, the shields are holding.
Girlinhat's mothership has slowed down, allowing the fighters to drift ahead of it and out of docking and scrapping range.  Double-unfortunately, they are now going to block the turbolaser fire as well.
Girlinhat has built a small point defence pod, but it will not be able to get clear of the missile blasts in time.

Persistent fire from Dessard's light laser fighter has finally taken its toll; the main engine on the mothership has been destroyed, leaving only the manoeuvring thrusters for roughly 0.1 acceleration per turn.
USEC has captured the first fighter successfully, and with repair crews swarming over it, the cannon will be fully repaired in two turns.  The remaining engine and hull damage is time constrained, and will take 5 and 15 turns respectively to complete.
Shooer's fighter up north has taken some good hits from behind where the armor can't help.  Light damage across the entire ship has not endangered any one system, but everything is damaged and the crew have over 20 turns of repair work queued up already.
Dessard's second fighter is zipping by at such a high speed that it will only have to take one volley from Shooer's fighter before it is clear.

Turn 29:
Spoiler (click to show/hide)
Up north, Dessard's fighter has taken two hits to the armor but is still in good shape.  Shooer's fighter is slowly gathering engine damage from the light laser show.
Girlinhat's point defence is not going to be enough, and it looks like she'll be soaking four missiles from behind.
USEC should be docking the second fighter for repair and recharge this turn.
In other news, Azrayel has had to abandon the game. Both Azrayel and Ethermeister's ships are out of the fight.

Turn 30:
Spoiler (click to show/hide)
Severe damage to Girlinhat's mothership from the first two missiles; one bridge is down, one reactor is gone, and the second reactor is heavily damaged.  With two more missiles in the slot, this is probably the end.  Turbolaser shots continue to pour into Dessard's base; the deflector shield is collapsing and the recycler is taking damage.
With three turns left of power, Dessard's missile continues to track Shooer's fighter right down to the wire, and it could be making a close enough pass to deal damage soon.
USEC is sending the most damaged fighter around the south edge of Shooer's base while the least damaged one is heading north, perhaps to harass Shooer's lone fighter.
Shooer continues damage control at his base, taking another pass at docking the second repair pod.
With both pods working, it will still be 30 turns to fix everything, but progress will be greatly accelerated.


Turn 31:
Spoiler (click to show/hide)
Girlinhat has been eliminated.  Although the shields remain at almost full strength, two more blast waves from behind have destroyed the last power generation, the last bridge and shredded most of the aft hull.  $20k of wreckage continues to drift toward Dessard's base.
The last blast from Girlinhat's forward battery has destroyed Dessard's southern shield generator and dealt heavy damage to the reactor and recycler, but not quite enough to destroy them.

This would in fact be an excellent time for Dessard to dock his fighters, and use their engines to propel the base.  If he can manage to match course with the wreck, then the scrap would provide enough funding to build a new fabber and get back in the game!
USEC's fighter has picked up an awful lot of speed down south.  Thanks to Newton, it better start a braking maneuver soon.

Turn 32:
Spoiler (click to show/hide)
Oooh, a devastating hit on Shooer's heavy fighter by Dessard's missile!
Although the blast was mitigated by distance, it hit the unprotected aft side and managed to destroy both booster engines!
With only a retro drive, and no gyros, the ship is now incapable of turning.  It does have some acceleration available, but for this ship to be recovered, Shooer's will have to either use his base to do most of the catching, or build a scavenger ship to tow the wreck back.

USEC is in an excellent position vs Shooer here, with an undamaged carrier and support from Dessard's fighters.

Turn 33:
Spoiler (click to show/hide)
Not much happening this turn.  Debris drifts silently in the night while fleets regroup.

Turn 34:
Spoiler (click to show/hide)
USEC has built two more of his standard fighters, bringing the total to six.

Turn 35:
Spoiler (click to show/hide)
Shooer continues repairs.
USEC's new fighters move north.


Turn 36:
Spoiler (click to show/hide)
Quiet... too quiet.
Shooer is down to 20 turns worth of repairs.  The forward and port thrusters have been repaired to 25% so far, and hull integrity is up to 70%.

Turn 37:
Spoiler (click to show/hide)
USEC and Dessard have opened fire on Shooer's wrecked bomber.  The scrap value ticks downwards.

Turn 38-46:
After one more strafing run by USEC's ships which proves the point that Shooer's unshielded base won't be able to withstand an extended campaign, the game is called.

Edit:
Updated links for new DNS
« Last Edit: September 03, 2014, 08:49:50 am by SuicideJunkie »
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USEC_OFFICER

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Re: THANCS - a Newtonian space TBT
« Reply #338 on: October 26, 2013, 07:37:48 pm »

Note to self: Activate docking equipment before trying to dock. :P
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #339 on: October 26, 2013, 08:05:14 pm »

The gui should give an automatic enable order to the docking component when you give the dock order.
You do need 1 free CnC point for the enable still, and you can countermand the enable order later with a disable.

The enable will happen before the docking phase of the turn, so you can do it all at once.

The stickier point is that you have to match speeds (no crashing into the dock at high speed like Kirk)
Your base is moving at 5 south, and can brake to speed 4.  The fighter in the same hex is moving at 1 north and can accelerate to 1 south using the strafe drive.  Which isn't near enough to dock this turn.
Both fighters will have to catch up to the base and then slow down again to dock.


Also:
For Shooer;
Your fighter is best off staying undocked; you get 4 CnC points out of the cockpit when it is the primary CnC on the fighter in space, but only 1 CnC point out of it when the cockpit is a tertiary component on the base.

Getting a recharge won't hurt, but you can fix the fighter faster out in space, and then dock it to assist the base once it has nothing else to do.
« Last Edit: October 26, 2013, 08:14:32 pm by SuicideJunkie »
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USEC_OFFICER

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Re: THANCS - a Newtonian space TBT
« Reply #340 on: October 26, 2013, 08:08:29 pm »

Danke. Having a large speed mismatch isn't anything to worry about, is it?
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #341 on: October 26, 2013, 08:43:34 pm »

You don't have to worry about ramming, but ships have to match both position and speed in order to dock.
You're 3 acceleration short on engine power, so you won't be able to slow the carrier and speed up the fighter enough to match and dock this turn.
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USEC_OFFICER

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Re: THANCS - a Newtonian space TBT
« Reply #342 on: October 26, 2013, 08:45:03 pm »

Blah. I suppose that this is a learning experience though.
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Shooer

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Re: THANCS - a Newtonian space TBT
« Reply #343 on: October 26, 2013, 09:04:47 pm »

For Shooer;
Your fighter is best off staying undocked; you get 4 CnC points out of the cockpit when it is the primary CnC on the fighter in space, but only 1 CnC point out of it when the cockpit is a tertiary component on the base.

Getting a recharge won't hurt, but you can fix the fighter faster out in space, and then dock it to assist the base once it has nothing else to do.
I am aware of this.  Only docking them to quickly recharge and then they will be relaunched.
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SuicideJunkie

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Re: THANCS - a Newtonian space TBT
« Reply #344 on: October 27, 2013, 12:14:28 am »

This is interesting.
Azrayel and Ethermeister basically eliminated each other unconventionally.
Girlinhat and Dessard are pretty close to mutual destruction with a little help from their friends...
That might leave USEC and Shooer to fight it out to the bitter end with the light fighters.
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