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Author Topic: The United Earth Expeditionary Fleet -- Alien Fire  (Read 22609 times)

Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #120 on: November 03, 2014, 04:32:38 pm »

I hve no idea why I'm so sloppy  ;-;
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10ebbor10

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Re: The United Earth Expeditionary Fleet -- Looking for 4 faction leaders
« Reply #121 on: November 03, 2014, 04:45:57 pm »

Provost Zhakarov - Euroslavic Federation

Research/Production
    - Kinetic Missiles
    - Alien Transmissions
    - Improved Lasers (retro-actively, improved armor)
[/quote]

(You should probably remove enhanced unmanned mining from the list of potential techs then)
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Tiruin

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #122 on: November 03, 2014, 04:57:46 pm »

I hve no idea why I'm so sloppy  ;-;
It happens to all of us :3
What is best to do is keep a checklist of what you guess is best to look over every turn :D
...I learned that from experience. As in. srsly girl. -.-
Why so spoppy = total reliance on memory (wherein a tangible construct of priorities needs to me impacted)...unless you can memorize that checklist and attribute which parts in-thought to each part :3
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #123 on: November 04, 2014, 08:03:46 am »

(You should probably remove enhanced unmanned mining from the list of potential techs then)

(I didn't expect anyone to actually reference the front page, so I forgot to update the techs... I raised your Patent income by 4 and adjusted your costs accordingly.)
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webadict

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #124 on: November 04, 2014, 09:22:27 pm »

(You should probably remove enhanced unmanned mining from the list of potential techs then)

(I didn't expect anyone to actually reference the front page, so I forgot to update the techs... I raised your Patent income by 4 and adjusted your costs accordingly.)
(How dare you!)
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #125 on: November 05, 2014, 06:08:39 am »

Year 4, Q1~2

Pelsk of Cruaraea names PartFutureSon to Pelsk Echo, continuing his tradition of naming star systems after himself.

Fifty credits spent to expand Mission Control, increasing the total number of ships Cruaraea can field (space?) by three. The next upgrade will require 100 credits.

Two Colonizer Alphas are constructed in orbit, leaving one of the drydocks inactive. 100 credits spent.

His turn income is 109 credits, leaving him with a net loss of 41 credits.

Squad Alpha is assembled, consisting of ships #5-8, and sent to Pelsk Alpha. They arrive at the system in less than three months. As before, only one scout is standing guard here. It pivots and manuevers to engage.

Antimatter Missiles -- 10-1.5 damage
The missiles hit their intended target, and Erinyes #6 takes the hit and explodes into small bits.

Twin Photon Drivers -- (2-1.5) damage
Erinyes #5 takes 1 damage!

The three remaining Erinyes fire their quad rail guns.

#5 Triple Capacitor Rail Guns -- (4-1-1)*4
Three out of four shots hit, dealing a total of 8 damage to the Alien Scout. Its shiny hull cracks and vents bluish gas, before breaking apart totally.


Amelia of Kasselyn
40 credits are put into Alien Transmissions.

Two Erinyes are constructed, costing 80 credits.

Two Colonizers are sent to Pelsk Echo. They arrive at Pelsk Charlie and will arrive at Echo next turn.

Income of 114 credits means Amelia's net loss is 6 credits this turn.


Fletcher of Titanian Republic

A Colonizer is constructed for 50 credits.
Larger Ships II research continues, with 30 credits being invested.
HBG is renamed to Olympus, and Olympus/Prime is renamed to Olympus/Nox.
The Scout in Olympus starts heading back to Sol, and will arrive next turn.
The Colonizer Alpha arrives at Olympus. Presumably it will head to Beta. It is set up to lithobrake on the Beta planet.
The &Erinyes arrives at Olympus.
A Scout is still in transit towards ChooseSoldierNobody.

Income of 75 and expenditure of 80 means a net loss of 5 credits


Zhakarov of the Federation continues research.

Kinetic Missiles for 50 credits, adding 5 to Patent income.
Alien Transmissions is finished up for 20 credits, adding 2 to Patent income.
- After joint research involving the brightest of human brains, it is determined that the signal is a combination of audio and video. The "video" in this case is actually hologram information. While humans have no technology to create holograms of sufficient quality, it is possible to rasterize the data into a flat image. The language of aliens can now be researched, 60 credits per turn for 6 turns of effort.
The aliens themselves are revealed to have a vaguely human form, with a powerful-looking body (or at least wide shoulders), pale blue skin, and wearing a sort of flight gear as shiny and metallic as their ships.

Retroactively, Improved Armor is completed. With a mere 15 credit cost, too. 1 income is added to Patents. Composite Armor is now available for most ships using Linear Ion Drives. Affected ships include Colonizer Alpha, Phoenix, Scout M2, and Erinyes. This composite armor technology is very effective at blocking kinetic weapons, providing at minimum 2.5 defense.

Improved Lasers is completed for 15 credits, adding 1 income to Patents. The Pinion Weapons "Super Laser" is invented, a beam weapon that deals 3 damage. Existing ships that can equip the laser system are the Scout M1, Scout M2, and Impasser. Ships that have a "&" mark are outdated and should return to Earth for refitting.

Income of 88 and expenditure of 140, net loss of 52 credits.


New technology available to research!

Proton Beam, a new beam weapon. 60 credits for 4 turns.
Superconductors, a gateway technology for others. 40 credits for 8 turns.
Sensor Suite Satellites, passive observers that can be placed in star systems. 40 credits for 4 turns.
Alien Language, 60 credits per turn for 6 turns of effort.


Alien Encounters
Pelsk Alpha
- Two Alien Scouts warp into the system. They do not notice the Erinyes, yet, as they are on the far side of the star.
 
Pelsk Echo
- All is quiet.
 
Olympus
- Nothing happens in this newly christened system.

Sol
- With a massive space distortion, a small fleet of Alien ships appear in the system. It consists of the following:

One Alien Shuttle -- designated because it is large as four Erinyes, has no weapons at all, and is in the position of being escorted.
Four Alien Interceptors -- designated for their similarity to Alien Scouts, except they are more heavily armed, slightly larger, and apparently have two volleys of antimatter missiles. The weapon barrels of this ship look different compared to the Photon Drivers.

An alien transmission is intercepted and played on each of the leaders' mission control centers.

"Hail, primitive aliens," a mechanical, toneless voice intones. The accent is bad, but understandable.
"We come in peace. It is our request that the alien ship you have disabled one of your solar cycles ago be returned to us, and we shall leave you. In ... peace." The alien's mouth parts don't match up with the voice--it seems to be speaking in its own language, and a translator machine generating the Earth language.


New alien ships






Spoiler: Star systems (click to show/hide)




Researching technologies (also in second post)
Kinetic Missiles2 turns
Larger Ships II3 turns
« Last Edit: November 05, 2014, 09:04:40 am by Skyrunner »
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"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

Tiruin

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #126 on: November 05, 2014, 06:21:34 am »

Amelia Tenrin
Spoiler (click to show/hide)

"Well, Pelsk. Aren't we glad nobody decided to tow the wreck orbiting around Earth back into Earth?" Amelia said through the international channel. "That, and I believe Pelsk Alpha seems closer to an alien patrol than I think. I do recall them having...only one set of missiles. So that sortie of two we're seeing must either be reinforcements--or expect only one to be armed with missiles."

> Send the 2 Erinyes on a hit-mission at ShortLastHigher.

> Produce 2 more Erinyes and send them along towards ShortLastHigher where the 4 will consolidate and begin attacking the aliens present--but only AFTER a message of peace is directed at them, and they ignore it and choose to fire back.

> Produce 1 Colonizer. Send it to ShortLastHigher under escort and to arrive later than the Erinyes (meaning: after any conflict is resolved)


« Last Edit: November 06, 2014, 12:56:15 am by Tiruin »
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RulerOfNothing

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #127 on: November 05, 2014, 06:23:56 am »

Wait, shouldn't my scout have reached ChooseSoldierNobody since it was 1 turn away last turn? Also, can ships move in the same turn they are constructed?
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #128 on: November 05, 2014, 06:26:31 am »

(From next turn on, I'm going to decrement all the counters as soon as I start writing the turn. Then I won't get confused. But there's nothing at CSN if you're curious about that.

And yes--so far, that's how it's been.)
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RulerOfNothing

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #129 on: November 05, 2014, 06:30:47 am »

Alright then.
Orders:
Colonise Olympus/Beta.
Build an Erinyes (-40C), then send it to Olympus.
Research Larger Ships II
Recall the scout at ChooseSoldierNobody to Earth.
« Last Edit: November 05, 2014, 05:03:33 pm by RulerOfNothing »
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #130 on: November 05, 2014, 08:03:32 am »

Apparently nobody noticed... so I'm posting again to make it clear that I edited the turn.

In Zhakarov's turn, non-bolded text mentioned that you could research Alien Language for 60 * 6. The Alien Communication tech is humans decoding the protocol of alien transmissions, and the result is you can now receive audio and video, and transmit audio. You don't know Alienese, yet--that's what Alien Language is for! The small fleet that appeared in Sol is using a machine translator to speak to us earthlings in English.
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"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

10ebbor10

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Re: The United Earth Expeditionary Fleet -- Looking for 4 faction leaders
« Reply #131 on: November 05, 2014, 08:11:38 am »

Provost Zhakarov - Euroslavic Federation

I believe we should focus our utmost priorities in the development of the Kinetic Missile, on a side note, while we don't have much choice but to hand over the alien, I believe we can perhaps  follow the alien vessels to find out where they came from.

Research/Production
    - Colony vessel
    - Larger vessels
    - Improved Point defenses

« Last Edit: November 06, 2014, 08:39:51 am by 10ebbor10 »
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webadict

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #132 on: November 05, 2014, 08:39:03 am »

Alright then.
Orders:
Colonise Olympus/Beta.
Build an Erinyes, then send it to Olympus.
Recall the scout at ChooseSoldierNobody to Earth.

"So, Fletcher, I know we don't see much of each other, but I'm just sending you this message to let you know that there's some alien ships in our solar system. I know, startling news, right? You see, the council would actually prefer that you joined us in our duties of deciding things related to aliens.

"I understand that there are planets out there that need exploring, so, I figured I'd give you a hand with that. I'll explore them all for you. My ships are faster, and they'll make it there before you, even if you leave first. See? I've just decided that all of your planets are now mine. You apparently must've missed that council meeting, since you haven't left your office since being appointed to the council.

"So, since I'm not one to operate in good faith, I'll take two of your planets and split them with you when you decide that council meetings are actually in your job description. If you still decide that these council meetings are too burdensome, feel free to resign. If you are somehow unable to resign, I'll gladly wait until your performance review to explain the situation to them.

"So, what do you say, Fletch? You gonna help us out?"
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Skyrunner

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #133 on: November 05, 2014, 08:50:11 am »

((Also I forgot RulerOfNothing--I want to buff First Rate Industry, because as adwarf pointed out, you might as well build twice the number of ships and have more firepower...

I propose being able to scale the ship's cost between 50% and 150%, for 50% less HP up to 50% more HP.

For example, if you had a 100 credit ship that had 100 HP, you could make a ship that's anywhere between 50 credits for 50 HP, to 150 credits for 150 HP. Unfortunately, I can't make this change retroactive, BUT it does benefit you in the long run!
))

((Also I'm pretty sure I messed up the Colonizer flight calculations somewhere--I think the colonizer that is supposedly in Olympus was actually expended the previous turn. I'll remove that one.))

((Continuing in the vein of trait adjustments, I might have to change Patents to be 5% of actual costs rather than pre-discount costs. I proooobably made it too strong. Considering that Totalitarian is 10% bonus to all colony income, and Friends is 50% for a single colony's income, 5% of money spent on tech scales slightly too fast. This change won't be entirely retroactively applied, though--(edit) past income will not be changed, and Patents's income from next turn onward will be +17.))

~sloppy sky is sloppy~
« Last Edit: November 05, 2014, 09:26:10 am by Skyrunner »
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"Oh, they never lie. They dissemble, evade, prevaricate, confoud, confuse, distract, obscure, subtly misrepresent and willfully misunderstand with what often appears to be a positively gleeful relish ... but they never lie" -- Look To Windward

10ebbor10

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Re: The United Earth Expeditionary Fleet -- Alien Fire
« Reply #134 on: November 05, 2014, 10:14:50 am »

I must disagree with it being too strong actually. As it stands, it is perhaps the single weakest trait in the game.  It just scales rapidly because I have been doing several turns doing nothing else but researching, in order to optimize the Patents cashflow, in order to have it be worth something.

In order to get my current income of +23, I spend
- 2 Traits
- 15 Actions
- 393 credits

In addition : Return on Investment takes 10 turns (20 if you don't include one minute into the future)


For comparison :

- A single Colony ship costs 50 credits, and returns 15 per turn, with research, this'll likely be upgraded. 
     - Return on Investment : 3 turns

- Friends in low places nets 30 credits, for no cost whatsoever.
     - In order to be better than Friends in low places, I thus need to invest 600 credits  (300 thanks to 1 minute into the future)
         - Assuming an actual 100 credit per turn investment (which is a lot, even with one minute into the future ), Patents is only a better choice after a full 27 turns(Being only cash positive after 21 turns), on the unlikely assumption that Friend in Low places player doesn't have any benefit from the research that is being done, or is investing nothing in construction of new colonial stuff.


- Exploration + Colonization
     - Income : 15 credits
     - Cost:
          - Colony ship : 50
          - Scanning : (40 credits spend for the discovery of 7 habitable planets)
                 - Alternative : (40 credits for the discovery of 2 habitable planets in areas with no alien traces whatsoever)
          - Scout vessels : If my calculations are correct, 60 credits of scout and other vessels were lost during exploration
     - Return of investement
          - All exploration : 4 turns
          - Safe exploration : 6 turns

So honestly, the patent returns need to be doubled, not halved. Because at this moment, other players make more money of the tech I developed but they use in 3 turns as I would make of the patents in 20 turns.

I can do graphs if needed.
« Last Edit: November 05, 2014, 10:25:19 am by 10ebbor10 »
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