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Author Topic: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1  (Read 28592 times)

Rolepgeek

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Spoiler: Vipers' Nest (click to show/hide)

Spoiler: Cost and Space figures (click to show/hide)

if anyone has suggestions to emend this, i'm open to ideas.

We need a mining/refinery ship.
You mean for raw materials for repairs, or are you thinking commercial use? The second, I think, is outside the scope of a mercenary fleet at this time.
I'd suggest a Parasite Carrier, give it some more support stuff, and grab a couple of corvettes maybe for escort duty and more fighters. Two Mollylabs and two repair labs plus a mining module would work well; you don't want a carrier in the line of fire anyway.

As for Sentient Ships...so it is. That's...less exciting than it originally was.

Also if I remember right, the maintenance cost is per month, not per year. :P

If you guys are going for the carrier, then, I'll probably make a Cruiser Gunship plus escorts or be a Knight-Captain.

Also, Ross, what about this; against passive sensors, small ships get bigger bonuses. maybe -40%, -20% -0%, +20% in terms of detection range? I'd also think that it should be better against active than passive, yeah...small ships are harder to detect, but jamming works equally whether you're big or small. Ebbor, if the base bonuses for them are actually 2 and 1.5, and their other bonuses are just to the modules themselves, then you only need a couple. Yeah, it can be expensive, but that's how stealth works. It's stealth in space; of course it won't be easy. :P

Extremely doubtful, Kevak. Building ships is hard. I'm pretty sure the Build module means maybe fighters and the like at most, but is more for assisting with stationary construction of bases and the like. Probably cheaper and easier to just sell the salvage and mining or use it for repairs, and buy new ships when we get the opportunity.

What do you think good damage for the Gunships would be, Ross? Triple normal Energy, half normal missiles, more expensive, takes up large amounts of space, missile range with slower accuracy falloff, few to no normal energy weapons?
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #91 on: June 03, 2015, 07:52:05 pm »

Spoiler: Kai Supercruiser (click to show/hide)

vs

Spoiler: GLFF552 Hanchu (click to show/hide)

Round 1:
Convoy is cleared to depart orbit of Simplanet 2 (L5, population approximately 2 billion, 1 Fighter in orbit)
Sim League Freight Convoy burns reaction thrusters at 15g for 30 seconds (velocity: 4500 m/s), cuts thrust, and brings up drive.
Enslaved Yacht enters hyper 1 light-second outside the hyper limit (approximately 22.5 light minutes away, or 404,719,818 km)
Hanchu detects hyper footprint appearing to match figures for a League Yacht approximately 23 light-minutes away.

Round 2:
Enslaved Yacht enters Alpha band and reports convoy data to Kai Supercruiser.
Convoy accelerates at 200g for 1 minute, attaining a velocity of 122.22 KPS and traveling 3,802.899 km

Spoiler: 4 hours and 21 minutes (click to show/hide)

Rounds 263-265:
Kai Supercruiser exits Alpha approximately 30 light-minutes away from the hyper limit with a velocity of 35,975.09 KPS and configures from hyper drive to sidereal drive
Kai Supercruiser detects Convy at 40 light minutes
Kai Supercruiser increases accel to 520g, attaining a velocity of 342,353.162 KPS  and traveling 11,344.54 km
Hanchu detects hyper footprint of apparent Large mass approximately 39 light minutes away, transmits warning to Convoy, and readies Interceptors for launch


New distance figures loaded:
701,514,352 km total distance between Hanchu and Supercruiser

Supercruiser 10% hit 59,958,491.6
Supercruiser 25% hit 55,461,604.7
Supercruiser 50% hit 47,966,793.3
Supercruiser 75% hit 40 471 981.8
Supercruiser 100% hit: 32,977,170.4

And that's enough math before dinner.
« Last Edit: June 03, 2015, 07:54:52 pm by Ross Vernal »
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Ozarck

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I'd suggest a Parasite Carrier, give it some more support stuff, and grab a couple of corvettes maybe for escort duty and more fighters. Two Mollylabs and two repair labs plus a mining module would work well; you don't want a carrier in the line of fire anyway.
Reply: I was basing this on the expectation that we would be support for the larger fleet which would have a few smaller ships in it. I think one of the others was planning on having a destroyer squadron. I see that the parasite Carrier would have enough space, but at a cost only 94 less than the Assault carrier, I wouldn't be able to add two more labs, which run 50 apiece, much less add those, a miing module, more fighters, AND corvettes. I could add everything but the extra labs though. I'll check out the numbers.

Also if I remember right, the maintenance cost is per month, not per year. :P Reply: I know. i only gave myself a month and some operating expense. I figured our first contract would get us going within that time. If not, I'll set aside more funds. 60 for a year is a lot of the budget though.

If you guys are going for the carrier, then, I'll probably make a Cruiser Gunship plus escorts or be a Knight-Captain.Reply: this is kinda what I was estimating you were thinking. Like I said, i think someone wanted to do a smaller ship squadron too, and Cheesecake and Kevak wanted a Capital ship. ebbor has his cruiser set, looks like.

I'm posting my ship ideas first mostly to help get the ball rolling. I'm pretty easy in terms of what I end up flying. Could be part of a capital ship, could be carrier, could be screen.

EDIT: a quick look at a parasite carrier suggests I would have space for one repair, one Moly, one mining module, and four additional fighters, for a total of 14 + 2 fighters. that would leave about 50 to buy a couple frigates. ... and seven left after that for logistics.
« Last Edit: June 03, 2015, 08:31:41 pm by Ozarck »
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~Neri

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The Kai Ship Of The Line could always use a third person to make it even larger.
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Ross Vernal

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Also, Ross, what about this; against passive sensors, small ships get bigger bonuses. maybe -40%, -20% -0%, +20% in terms of detection range? I'd also think that it should be better against active than passive, yeah...small ships are harder to detect, but jamming works equally whether you're big or small.

Works for me.


Quote
What do you think good damage for the Gunships would be, Ross? Triple normal Energy, half normal missiles, more expensive, takes up large amounts of space, missile range with slower accuracy falloff, few to no normal energy weapons?

x3 energy damage, x2 missile size? Slower falloff but not a very big hit percentage in the first place.

And yes, your description of construction is about that. It's what you use to build the station that builds the ships. You can certainly save on repair costs if you have the resources to make the needed components.

Given enough time, you can get a dedicated logistics supply train and a nice space station / construction yard / mobile fortress, but that's a bit out of reach right now. 
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Rolepgeek

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Also, other stuff: Does Coalition defensive bonus also apply to base defenses(so a base of 11% basically)? As well, do you want to go over the general relationships between the factions, Ross? It might be better to do by PM, simply because of certain shenanigans some factions with a tendency to shenanigans might be waiting to pull.

And when it says +X% Capacity, is that in the same light as the League Ship Missile Capacity?

I think it basically depends on if other people cover all our bases. If all bases are covered, I'll go with the Symphony of the Void, captained by Brüx Jingrick. Even better if I don't have to buy my own escorts. But if they aren't, I'll probably use the Exemplary Standard, led by Knight-Captain Markus Heaks.

I don't really want to be a slaver, Kevak. :P

Also, I've been trying to develop the Octav and Red Star a bit more in terms of the aliens they are and culture and whatnot. If this contradicts anything you've done, Ross, tell me and I'll try to fix it. Red Star Empire are basically Dragon-Tiger people with six limbs and semi-armored bodies, and their culture is heavily based on honor, heredity, work ethic, and hierarchy. There is respect for those of lower rank, but it is half meritocracy and half hereditary caste system. They have a central monarchy and love their Emperor, with ancestor worship filling the spiritual needs of the people, when they have them. Their definition of honor is also quite different than what you might expect: it's focused on single combat, skill at arms, not getting others tied up in your affairs, and being polite enough both to help others when they don't ask for it and not making a big deal of that fact. Sabotage and subtlety are perfectly acceptable, in terms of keeping your honor, however. Cowardice is rarely considered as reason for an opponent's retreat, as grudges can be kept by the Destrach(their actual species name) for a long time. There's still a limit; it's just that such affairs are simply viewed as Single Combat by Other Means. A continuation of warfare, rather than a stain upon it. Current conflict within the Empire is a movement towards not simply helping the weak, but acknowledging one's own weaknesses and asking for help when it's needed.

The Octav, meanwhile, are one third Whale, one quarter Grasshopper, one sixth Spider, one eighth Octopus, one eighth Crab, and entirely disturbing looking to humans. A rather stark contrast to the beauty of their music and art. Their culture is in the midst of a cultural Rennaissance, and a 'noble savage' craze is currently popular, leading to stress within the Hegemony as many call for allowing the independence of many of the 'lesser' species under their rule. They have a complex religion relating to music and something that best translates as the 'Eternal Harmonies', based on keeping everything in alignment and understanding Hyperspace bands, which are believed by some to be higher planes. As those members of the Hegemony tend towards avoiding hyperspace travel, this belief does propagate easily when it does crop up. They rule with a central Congress containing one to five representatives from each planet under their control, depending on population and species, and a Council made up of eight Councillors, who govern many of the larger decisions of the Hegemony. Only two Councillors are not Octav.
« Last Edit: June 03, 2015, 09:00:12 pm by Rolepgeek »
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Ozarck

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I know I'm posting a lot, but this seems so comlex, I'm just trying to get my bearings.

Right now, based on everyone's latest posts, here is what I have teh fleet looking like so far:

1 Kai Capital ship (Cheesecake+Kevak.) At 290 in the bank, so ar they can get a Battleship with no mods
1 Rift Assault/Parasite Carrier (Ozarck+High Tyrel)
1 CoM? SuperCruiser Gunship (Rolepgeek, with and abundance of funds :P) (I don't know the classification of the ships you mentioned in the last post. this is out of date.)
1 Terran Alliance Battlecruiser (10ebbor10)
1 Cruiser screen (Kashyyk) unknown number of cruisers/destroyers
1 Terran Alliance Freighter (Qloos)
?  (Octav) Evil Cherry

Admiral's funds: 81 (5% of fleet total of 1620) Held in reserve for upkeep (pending vote)

This help anyone?
« Last Edit: June 03, 2015, 11:01:25 pm by Ozarck »
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Rolepgeek

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I'm either makin' a CoM Super/Battlecruiser, possibly donating some of my funds to Cheesecake and Kevak so they can still be Capital ship(I thought they had 400 or so? Did their third leave? Ah yeah Ozarck you left I see), or an Octave Gunship with a pair of escorts. Although if Evil is going for it I'll probably be CoM, and sister ship to Cheesecake and Kevak. Hammer and Anvil, and whatnot. I might donate some to Evil so he can afford it better/have some escorts, too.

We need escorts, people. :P

And yeah, that's actually really helpful, Ozarck. Thank you.

I'm gonna put up my first draft of the Exemplary Standard soon, I think. And then I'll work on seeing what the Symphony of the Void plus it's pair of escorts could be, if I ended up doing that instead.
« Last Edit: June 03, 2015, 09:39:13 pm by Rolepgeek »
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Ozarck

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Their third was me. I left provisionally to round out the fleet, and then Tyrel wanted to be a bomber pilot.
(ninja'd)

I just realized I have been using the fighter/bomber space as a figure for their size. I've been thinking, "parasite carrier has 110 space, fighters are 11 space(size), ten will fit."

That said, if I drop to a parasite carrier, I could have one each of repair+Molylab, 15+2 fighters total, and have 100 left over for two destroyers and a fast courier, plus a few for upkeep or modifications.

Rolepgeek

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You don't need too many Fighters, really. They're fairly powerful for their size. I'd honestly say fill the Carrier with actual stuff, rather than more fighters. A pair of corvettes would get you 4 more fighters, for example. Or get a couple of frigates. Modifications are quite important to keeping the ships alive. No defenses=dead ship. And actually, I'm not certain about Rift ships actually having more Space, since it's not in the Stellar Nation modifiers. They just have smaller components, which has a similar effect. Carriers have Fighters in addition to their space though; just making sure you know, since it seems like you're wanting to use more space in the Carrier for Fighters.

And now...

Spoiler: CoM Cruiser (click to show/hide)

EDIT: bumped the post button too soon, not done yet.


ALSO: Looking at the costs and making the ship...I feel like there could be a lot more variation and change in the costs, Ross. (Also, the Antimissile costs just keep going up into the Sidewall costs, not sure if that's on purpose) As it is now, there's almost no reason to get anything but the Huge versions, and it's not much cheaper to get out of date technology. Cost efficiency should presumably go down with newer tech, not up...I dunno. Could use some tweaking, but it'll be hard to balance no matter what.
« Last Edit: June 03, 2015, 11:00:12 pm by Rolepgeek »
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Cheesecake

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0_0 Lotsa numbers. Lotsa words. I'll read it later. Anyways Kevak, I suggest our ship's name be Master. Tech-zerg-slavers and whatnot.
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Ross Vernal

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fuck


I had set it to the same cost as the missile defenses. It should be scaling at the same rate as missiles. I guess I went a little far stretching the spreadsheet down and somehow didn't notice.

*rubs forehead slightly* Nothing is ever easy.



« Last Edit: June 03, 2015, 10:51:02 pm by Ross Vernal »
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Rolepgeek

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I think you did the Energy cost pretty well, by the way. It just seems odd that in Missiles, for example, a base size(small) Missile 1 costs 50, deals 20, and has a to-hit of 35, all the while taking up 16 space...while a Huge Missile 10 costs 62, deals 80, and has a to-hit of 90...and takes up 11.8 space. The Terran Alliance has missiles with costs that (sorta) make sense(I think the base missile cost could stand to be decreased, but that might just be because I'm having trouble making ends meet; currently my build costs 341bc. Not quite enough, even ignoring maintenance. Though if we're getting enough money we can probably just use The Admiral's cash as maintenance funds.

Sorry Ross....:\

Also did I do it right so far?
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Ozarck

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You are right - the components are smaller. That's represented in the chart as higher numbers in the space column, which is what I was looking at. I'll probably go with your suggestion about dropping the extra fighters and picking up a couple corvettes and a frigate or two. Aside from a few antimissiles and ecm I don't see a lot of need for stuff, if the carrier's main job is to drop of the fighters and stay out of range of everyone. I expect to be squishy - that's what you ships o' the line are for - to soak up the hits :P

anyway, I'll look at tweaking things. it's pretty complicated.

EDIT: how does putting components on fighters work? if i have 10+2 fighters, would I be buying 12 ecw and 12antimissile 20, for example?
even buying ecw and antimissile for five ships is expensive. I think I'll have to limit the number of escorts if I want them to have decent defenses.
« Last Edit: June 03, 2015, 11:34:09 pm by Ozarck »
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