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Author Topic: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1  (Read 28570 times)

Ross Vernal

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #15 on: June 01, 2015, 12:48:01 am »

I'll play. I haven't read everything yet, but I'll do my best.

d12+d6+d6= 7+5+4 = 160bc

If you are interested in joining the players going Kai and saving for a Huge ship, the grand total would be 450bc, or "Enough to buy a Waller and pay for it for a month." Not quite the Huge ship that was hoped for, but a Waller would eat a Battleship.

Otherwise, you've got enough to afford the low half of Large ships on your own, or a good mix of Medium or Light.
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #16 on: June 01, 2015, 01:39:16 am »

Let's se. If 1 light second equates to 1cm,  then we get a default sensor radius of 1200cm, missile of 120cm, and energy of 5 cm.

Translated into American, that's vision of 39 feet and 4 7/16 inches, a missile range of 3 feet 11 1/4 inches, and energy range of 1.96 inches. (Kai would be 2.5 inches, I believe.) Of course, assuming Huge base missiles,  you're probably going to miss with slightly less than half of your missiles at that range; against a target without EW, you'll reach 100% at 2 feet 5 inches or 75 cm. If you were willing to drop to 25% then you'd get 4 feet 11 1/16 inches or 150cm.

Now, with a Missile 10, your 25% rate is just shy of 6 feet 5 inches, or 195cm. Even better with a missile race.
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Ozarck

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #17 on: June 01, 2015, 01:47:05 am »

I'd be okay going in on the bigger ship. I don't have any grand plans for myself, but am glad to contribute. I could do a stand alone, if that's the way the others want to go, after not getting the size they hoped, but, the waller sounds good to me. What is the ship speed? Vision of 1200 light seconds is 20 light minutes, so i we are traveling at anything under light speed, battles will be a protracted affair, I think, especially since ships won't be where they were when we saw them, though the range they could have moved will be limited.

Ross Vernal

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #18 on: June 01, 2015, 02:04:44 am »

432g acceleration at maximum military power (which is about 80% of maximum power at six-sigma compensator values), or 4,237.92 m/s up to a maximum of 80% light speed.


Yeah, predicting the probable location of your opponent isn't too bad. Predicting the *actual* location within that volume of space is a more different problem.

Edited, because augh, 80 not 20.
« Last Edit: June 01, 2015, 02:18:23 am by Ross Vernal »
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Ozarck

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #19 on: June 01, 2015, 02:19:24 am »

We could get an assault carrier and a battlecruiser. Not sure how tactically sound the mix is.
We could get a parasite carrier and a battleship.

oh. we'd also have to pay for fighters, right?

the first option seems like it'd be a swarm of fighters to harass any small ships, and the cruiser to guard and worry any small medium ships, whereas the other seems like a tank with fighters to hold off ships from getting close range so the bigger ship can hit them at distance. Of course, I am just thinking off the top of my head here, so feel free to correct me. It's mostly or brainstorming ideas for the fleet. a single ship alone seems slightly more limited than two operating together, though three smaller ships has it's advantages as well.

For a three ship solution:
A parasite carrier and two battle cruisers or
a parasite carrier a super cruiser and an assault cruiser.

The third ship could be the boarding ship, with marine infiltrators or whatever.

~Neri

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #20 on: June 01, 2015, 02:20:38 am »

We should wait for more people.

Also:

Pm random people~ We need a fleet~
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #21 on: June 01, 2015, 02:36:49 am »

Comes with fighters, or at least that net value as far as what you can fit without impingement upon spare cubage. You can say "Screw fighters, we're doing only Interceptors and Bombers".

Additional ships do cost money, and if you want to give your Fighters any sort of armament or equipment, the price goes WAY up.

But yeah, the wing is used to blunt the force of missiles and to increase the threat of energy range. Getting hit at 15 per second at 60% accuracy and increasing from a whole bunch of sources REALLY adds up, especially if you have a 50 per second at 75% tacked onto it.

The enemy also gets to decide if they want to shoot missiles at such a target in hopes to degrade point defense, or if they want to pound the opposing ship to scrap before it gets into Energy Death Range, then just leisurely swat the things out of the way if they survive the explosion.


I didn't make this clear, but:

Medium ships have 500 Marines
Large ships have 1000
Huge ships have 1500

Putting more in is great if you want to fit them in.
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #22 on: June 01, 2015, 02:18:01 pm »

Kinda figured Rolepgeek would have shown up already. Give me a bit and I'll do a few mock-ups for the ideas y'all have so far.

Since I don't really know what mission profiles you have in mind, I'm going to make the sample smaller/medium ship a jack of all trades.
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #23 on: June 01, 2015, 04:10:40 pm »

Adding in the 5% you're up to 472.5. So...

Highest class:

Kai Waller
HP: 1063
missile/hit/countermissile: 40/40/25 (1600/1600 missiles)
energy/hit/sidewall: 52/75/25
sensors: 2 light-hours
ew/ecw: 8%
marine: 1500
accel 432g / Epsilon hyper (3.951 ly/day - 4.474 ly/day)
supply/range: 1 year, 6 months
Logistics (maintenance, resupply, etc): 6
cost 455 bc
2 Huge Sensor 1 - 4bc
2 Huge EW 1 - 6bc
Huge Supplies 4 - 5bc
132/185 free

Wing: 42/60

Kai Bomber
HP: 15
missile/hit/countermissile: 20/25/10 (800/800 missiles)
energy/hit/sidewall: 13/60/10
sensors: 2
accel 725g


Kai Interceptor x2
HP: 5
missile/hit/countermissile: 10/25/10 (500/500 missiles)
energy/hit/sidewall: 19.5/60/10
sensors: 2
accel 900g


Kai Fighter
HP: 8
missile/hit/countermissile: 15/25/10 (300/300 missiles)
energy/hit/sidewall: 19.5/60/10
sensors: 2
accel 800g

5.5 bc left, discounting 2 Logistics cycles. I'll run up the numbers for a single ship with maximum power next.
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~Neri

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #24 on: June 01, 2015, 04:24:40 pm »

I am awake now. Sorta had a freakout about spider that suddenly was in face last night.
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #25 on: June 01, 2015, 04:36:47 pm »

Oh augh, I'd slap my face so hard if that happened.


Most powerful ship you can afford, assuming you are willing to miss out on being able to pay the maintenance. Top of the line, fully modernized all-purpose supercarrier. Bit of a difference there, eh? In theory, this Supercruiser can destroy 9 wallers with missiles while the obsolete Waller can destroy 5 supermodern SC's with missiles. Harder to see with defensive values and luck, though.

Kai Supercruiser
HP: 480
missile/hit/countermissile: 80/90/38 (1031 missiles)
energy/hit/sidewall: 104/136.5/33
sensors: 110 lm
ew/ecw: 14%
marine: 1000
accel 517g / Zeta hyper (4.916 / 5.9 ly/day)
Supply/range: 1 year, 6 months
cost 472.5bc
2x Huge EW 10 - 76bc
2x Huge Sensor 5 - 12 bc
Huge Energy 14 - 53bc
2x Huge Antimissile 10 - 48bc
Huge Missile 10 - 64bc
Huge Ammo 4 - 12.5 bc
Supplies 4 - 5 bc
Huge Sidewall 11 - 35bc
« Last Edit: June 01, 2015, 04:41:05 pm by Ross Vernal »
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~Neri

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #26 on: June 01, 2015, 04:38:54 pm »

I'll message a few people to see if we can get more joining.
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #27 on: June 01, 2015, 10:04:43 pm »

Well, out of the 11 people who showed interest, there's 1 for a grand total of 3.

It's enough to get the game going, at least.
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~Neri

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #28 on: June 01, 2015, 10:05:57 pm »

Didja pm them that it rebooted~?
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #29 on: June 01, 2015, 10:14:34 pm »

Did not do so yet, no, aside from one. I figure they can check the forum. :D
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