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Author Topic: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1  (Read 28583 times)

Kashyyk

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #60 on: June 02, 2015, 08:23:51 pm »

I intend to lead a small squadron of cruisers as escorts, probably an assault/heavy cruiser as my personal ship and then a couple of other cruiser, regular or otherwise.
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #61 on: June 02, 2015, 08:34:21 pm »

I can see where I wasn't clear. With your character in the Captain role, your ship gets the Captain bonus. If you find an XO, they get to apply their XO bonus. Additional players on the crew grant the Crew bonus. There's a 24 hour delay to change specialties, so if a captain eats it, the ship doesn't immediately lose the weapons bonus.

That's about it, so once the numbers are adjusted, it should be fine. That's including what Rolepgeek said about hyper, although you miiiight have grabbed the Pearls of Weber numbers. It might not be technically wrong. :p

It's important to have the fleet making money, so you'll get a few options for this run (give me a while to get actual numbers, please. :) )

These are arranged in order from "least profit" to "most profit." Risk is exactly what you think it is.

1. Deliver supplies to Alliance Frontier Defense Fleet. This is going to be a long distance mission, and any extra space on your ship will be filled with military supplies (not weapons or munitions, they don't trust you THAT much) that you won't profit from.

The Alliance will pay for your logistics score plus 10% of the cargo, and you expect to make at least 1bc per Supply you sell. Low risk, low reward.

2. Join a mining convoy. Your job will be to ferry mining ships in, fly back, buy supplies with the profit, return to sell supplies in exchange for ores, and return home. Very low risk.

Your logistics score for transit is your own problem. They pay for you to sit around. You get a flat fee per transport, and whatever ore you get, you take your chances on the stellar market.

3. Carry Construction Modules to the Frontier to help build the Alliance forward base in the grey area of "interstellar space", but to what is commonly understood to be Leaguespace. Moderate risk, large but unspecified reward.

4. Spy. You get loaded with sensors, and deliver software to Alliance factors on League planets with significant orbital industry. Moderately high risk, and you collect based on how much information you gather and how useful it is.
« Last Edit: June 02, 2015, 08:36:21 pm by Ross Vernal »
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Rolepgeek

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #62 on: June 02, 2015, 08:44:53 pm »

I vote option 2 or 3, personally.
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Ozarck

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #63 on: June 02, 2015, 09:13:01 pm »

I vote 4, but will settle for 3.
((I've read the Harrington Hagiography, and the Uplift Saga. I am only unfamiliar with one or two of the franchises you mentioned, so I think I'll be cool.))

Still shooting for a carrier, though if we don't get the fleet basic makeup down soon, I might be tempted to change that.

Let's see, as I understand the interest so far -

Ship of the line: Cheesecake, Kevak
Medium combat ship:(Kashyyk), (rolep)
squadron of small ships: (Kashyyk)
Support ships: Ozarck, (rolep), Qloos

seem about right?

Ross Vernal

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #64 on: June 02, 2015, 09:20:40 pm »

Lensman is fun old soft scifi. Kinda misogynistic, but what exactly do you expect from the era? It's where the sunbeams come from. Vorkosigan is just wonderful, following Mad Miles Vorkosigan, who is described in universe as a hyperactive little shit whose mind is crookeder than his spine. (which is saying something.) Yaujta are Predators, so that should give you a pretty decent idea as to Meropian culture.

Also:

http://en.m.wikipedia.org/wiki/Bee-eater
« Last Edit: June 02, 2015, 09:29:59 pm by Ross Vernal »
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10ebbor10

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #65 on: June 03, 2015, 03:44:15 am »

The OP says that we can use components from other races in our ships. Just how much of the bonusses transfer though. For example, would a TA missile system being installed on another ship benefit from the Missile Pods bonus? (The ship missile capacity is probably out).

On another side note, how does Stealth work exactly? Because I don't exactly get it.

Quote
EW gives 10% against passive sensors per 1% and 3% against active per 1%.  In other words, a Rift Fighter or a Red Star Fighter with its national/racial base EW is going to be detected at 17 light minutes instead of 20,. Its other function is the first line of defense against missiles. It directly subtracts from tohit and at about half of the distance, takes individual rolls against individual missiles.

So, I don't really get it. A Red star fighter has +15% standard EW. So that would be 150% against passive (invisible?) and 45% against active. So I don't see how you get a mere 15% reduction in detection range.
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #66 on: June 03, 2015, 09:45:47 am »

It would not, but ships with pods could benefit from alien missiles.

I was going with a 1.5% base, actually. Normal base is 0. So 15% vs passive and 4.5% vs active. If it was 15% that'd be a different story.  That's "You notice it when it unloads energy weapons into the face at point blank" or "I'm pretty sure that occluded star isn't a stellar phenomenon."

Now, this is active stealth. If you shut down everything aside from life support and sensors, *then* you get the bonuses as described in your post. Note that this can include going in ballistic, although you are going to want to get your wedge up *before* getting in weapon range.

I might bump Reds to base 2, actually.
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Rolepgeek

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #67 on: June 03, 2015, 09:49:42 am »

I'd probably suggest that.

I'd also suggest a bigger bonus against active sensors, smaller versus passive, since passive is shorter ranges in the first place if I remember right, and harder to detect and thus jam. Is there a mechanism for smaller ships being stealthier than larger ones, Ross?
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Rolepgeek

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #68 on: June 03, 2015, 10:11:05 am »

Oh, Ross, does the bonus to Space from Sentient Ships also apply to Fighter Capacity?

And what's meant by the Missile Capacity for Octav ships? Or Fire/Rounds for that matter?
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #69 on: June 03, 2015, 10:31:54 am »

I am fine with a few adjustments.

If I remember correctly, passives from the source verse are "Oh hey look, there's some propulsion system running way out there of about this size and about this accel, so it's probably this class of Ship based on standard data." and that's about it. You are probably not going to generate good firing solutions from passives. Like, listen only kind.

I didn't, because there's sort of the "As size goes up, so does jamming" factor. If you want to give small ships a better stealth and big ones worse, that is acceptable. What numbers?  - 5%, 0%, +5%, +10%?

I thought it was double HP double weapon?

Max fire is 20 missiles per round. I didn't list it, but assume that Octav ships allow for 10% more missiles than others of equal class.

By the way, missile ammo scales at  10%. In other words, a Huge ship with Large missiles is going to Carry less missiles. I'm probably going to have to edit the Hanchu figures to reflect that.
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10ebbor10

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #70 on: June 03, 2015, 11:38:19 am »

I think I get it now. I think.

What do sensors do exactly?
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #71 on: June 03, 2015, 11:46:14 am »

Passive is "Hey look, a ship drive!"

Active is "Let's find the ship, any ships operating ballistic, its class, and also blow it up."
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10ebbor10

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #72 on: June 03, 2015, 11:54:07 am »

That was not the thing I was not getting.

The thing I was not getting is :

1) How do you go from your EW number to your reduction. (Though, I think I got it now, it's *1 for passive reduction, times 0.3 for active reduction)
2) What do sensors do?

On a side note, can we have a dedicated sensor craft, and have that serve as firecontrol for other vessels. Or is firing range independent from detection range.
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #73 on: June 03, 2015, 12:16:47 pm »

Well, I might be able to understand if you asked differently? It's technically gravity sensors, although active is going to include other things starting with and not limited to radar, electros, etc.

Oh, I just picked numbers arbitrarily, honestly. You can change them around if you feel that there's more realistic values. It might make more sense the other way around, with the way I am describing it. Somewhat effective against detection, very good against penetration.


Yes, you can absolutely do that. Load up a ship with EW and sensors, kick control over until missiles are too far away to rely on shipboard tac and go off their own information. I believe that the Honorverse had the Moriarty and Mycroft systems for that, although they used them in the system defense role.
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High tyrol

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #74 on: June 03, 2015, 12:28:58 pm »

In
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