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Author Topic: Mercenary Fleet OOC: 10?/10? charter members, ??/?? members. Transit 1  (Read 28589 times)

Ross Vernal

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #45 on: June 02, 2015, 01:44:49 pm »

Confused about the rules, but in.

Quote
Captain Specialty:
XO Specialty:
Crew Bonus:

Which bonuses can I choose from?

I'm sorry I missed this post! Let's do your roll...

d12 d6 d6 = 5 + 5+ 4 = 140bc

I am actually leaving it open ended. It's your player character, it's up to you to decide how you want it to go. A few that I used are:

Smuggler (+20% EW, +5 Cargo)
Grand Fleet Veteran (+20% Weaponry bonus+5% to-hit)
Flight Engineer (+20g speed boost, +5% to range)
Hotshot Pilot (+20g speed boost, +5% to weaponry)
Aristocrat (+20bc, Marines +4, +5% to Weaponry)
Gunnery Officer (+20% to-hit, +5% Weaponry)
Stellar Merchant (+20 Cargo, +1 Sensors)
Survey Captain (+15 Supplies, +10% Sensors)
Space Louse (Free Mining module, +5% Weaponry)

Go nuts, as long as you stay sort of within the loose guidelines I laid down.


I may roll for an Octav Wave motion gun, but sadly I can't find that gun in the lists.

Your numbers are:
d12 d6 d6 = 10 + 4 + 1 = 150bc
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: Now Recruiting Captains
« Reply #46 on: June 02, 2015, 01:54:30 pm »

we've just been discussing what ships are good for the price we have available.

Perhaps a recap of who has what to spend would help. I'd do this, but it would immediately change when ebbor gets his funds. The ship list, including a lot of information, is in the OP.

With five players, maybe a mid-high range ship, a decent carrier, and those stealth ships would work. If Rolep goes with the race he mentioned, I might use a different race as well.

As far as missions go: I figured we'd decide that after we figured what our fleet looked like. Of course, knowing our racial makeup and motivations would help. I we're going as slavers, that kinda narrows the focus pretty considerably, for instance.

That's part of the Reputation thing. If you're playing -5 rep Kai, the two of you alone will drop the entire Fleet Reputation to -1 from 0.

The missions offered will definitely depend on your reputation. The Alliance isn't going to hire a notorious pirate fleet to protect its convoys from itself (although certain Alliance Intelligence officers will quietly offer you to go raid the League convoys); the Synthetics aren't going to offer a dedicated protection fleet the chance to participate in deep area raids; the Rift Conglomerate isn't going to offer anyone who is extreme good or evil the chance to be a Rift Insurance Stellar Company Escort (or a "Riskie" in space-common), so on, so forth.

Rolepgeek: 340bc
Cheesecake: 170bc
Oz: 160 bc
Ebbor: 160bc
Evil: 150bc
Q: 140bc
Kevak: 120bc
Player Fleet Total: 1,240bc

"The Admiral": 62bc (5% of Fleet total; majority consensus of players decides how this gets used.)
« Last Edit: June 02, 2015, 01:57:21 pm by Ross Vernal »
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Kashyyk

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Re: Mercenary Fleet, Version 2.0: 7/? Captain-Owners enlisted
« Reply #47 on: June 02, 2015, 02:15:35 pm »

This looks interesting. What do you need from me?
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: 7/? Captain-Owners enlisted
« Reply #48 on: June 02, 2015, 02:20:55 pm »

At the moment, interest. Right now, you have a say in the construction of ships built out of your money and whoever in the Fleet you decide to join with, or you can custom build your own ship.

Since everyone else appears to be waiting on officially naming their character and giving them a specialty, we can leave that until shipbuilding stage is complete. It would be nice to pick an origin, however.

Anyway: d12 d6 d6 =  10 6 6, so 220bc.

Rolepgeek: 340bc
Kash: 220bc
Cheesecake: 170bc
Oz: 160 bc
Ebbor: 160bc
Evil: 150bc
Q: 140bc
Kevak: 120bc

Total: 1460bc
"The Admiral": 73bc
« Last Edit: June 02, 2015, 02:22:28 pm by Ross Vernal »
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Kashyyk

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #49 on: June 02, 2015, 02:46:30 pm »

I'm considering going Galactic League and running an Assault Cruiser. Maybe two, if I have the money. Did anyone else have any ideas what they wanted?
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Ozarck

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #50 on: June 02, 2015, 02:55:07 pm »

cheese and kev wanted the biggest they could afford, i believe rolep was looking at small stealth ships and I am looking at a carrier. throw a couple destroyers and a few cruisers in, and you have the whole range of sizes and general functions.

Ill make up my character and ship selection today.

Kashyyk

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #51 on: June 02, 2015, 03:06:27 pm »

Ok, that gives me an idea.


Ross: How viable a tactic is a wolf pack of cruisers/destroyers to kill capital ships in this universe?
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Ozarck

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #52 on: June 02, 2015, 03:11:40 pm »

by the way, What series is this based on? The OP mentions hoping people have read it, but I don't recognize the history. Also, i think I'll go Rift Conglomerate for my character - though I feel a little unsettled picking it based on it's bonuses to my chosen ship, rather than for role play reasons. What general information need i know about the Rift Conglomerate?

Edit: I'll go in with Rolep on the rift escort fleet

Edit 2:
Proposed Fleet name: The Black Company (shout out to Glen Cook), or something like The Onslaught.

Captain Name: Cog Ozarckus (because why not?)
Origin: Rift Conglomerate         
Ship: I'll do the Parasite Carrier. Call it BCS (Black Company Ship, amirite?) Vipers' Nest. Haven't decided on load out. Some of that is confusing yet. Probably ecw and antimissiles mostly. No missiles or enrgy weapons, or light ones for emergency. Not sure what I could afford in terms of repair station stuff, due to cost. Of course, if Rolep chips in, I could boost that, maybe even go up to the next size carrier.

((BTW, the carrier fighter compliment feels a touch low in comparison to the other captial ships' compliments. It seems to me that a dedicated fighter carrier would house a bit more on average. compared to a gun-heavy tank. I might be missing something though, so don'ttake this as a criticism, just a niggling uncertainty from me.))
« Last Edit: June 02, 2015, 03:49:21 pm by Ozarck »
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #53 on: June 02, 2015, 03:49:57 pm »

That's a choice that's more difficult. Do you go with a greater quantity of a lower quality, or go for quality? The modern Kai Supercruiser mock-up costs more than the 10 generations obsolete Waller, for example, but it can hit a LOT harder despite being less able to take a punch and being able to throw less overall missiles.

That really depends on numbers. Each cruiser will take 20-24 capital missiles to be killed; each Waller takes about 500-530 medium missiles to be killed. A single cruiser could expect to have about 200 of its 600 missiles actually hit, so you'd need at least 3 cruisers in order to have a decent shot at disabling or destroying the Waller from missile range. The Waller has 1600 missiles and can reasonably expect to hit with 640 at one-tenth of a detet*, so it can conceivably destroy 25 Cruisers from missile range.

Energy death range? That's a bit different of a story. Waller does twice as much DPS but it's pretty possible that a few cruisers will survive into energy range and deal more damage per second than the Waller can put out.

*detet = 1 standard detection range, or 20 light minutes.

Series? Honor Harrington is one, as far as space travel mechanics goes. So is Galactic Civilizations 2, as far as getting raw numbers. The rest is scifi from all around - the Uplift series is one. The Lensman series is one. Technically, Star Wars is one, but that's more of because of GalCiv2. You can see Starcraft in the Kai and also the Aliens series. It's really a whole lot. Vorkosigan medical technology exists, there's certainly more than a hint of Yaujta in the Merope... many sources, combined into a somewhat original and rather derivative universe.

But yeah, go read Uplift.

Rift Conglomerate is basically a giant space corporation. Mega-Super-Hyper-Ultra-Corporation, with a near monopoly on high-quality hyper systems. There's lots of Humans, but the Rift doesn't really care so much about races so much as they do about the Almighty Stellar Credit. They're not exactly amoral so much as they view things as profit versus loss and good PR versus bad PR. So while Rifter Captain-Owners probably aren't going to be glassing planets anytime soon, they're also not about to give up the incredibly lucrative shipping and smuggling buisness.

They have a huge economy and a big carrier doctrine. They also carry the biggest percentage of cargo because their ships are faster in hyper than everyone else, so other star nations are mostly ignoring their own Megafreighter developments in favor of the Rift Megafreighters that make the same trip in half the time.  They also don't really need a huge Navy because they can always say "Oh, you are making war on us? Great, we're going to withdraw our merchies from your space and drop off a few carriers in strategic locations to shoot up YOUR shipping. Oh, and hey, star nation that's at war with the one at war with us? We have a special sale on our military craft for a limited time only, come get some."

As far as where your character falls on that scale, you pick.
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #54 on: June 02, 2015, 04:26:05 pm »

((BTW, the carrier fighter compliment feels a touch low in comparison to the other captial ships' compliments. It seems to me that a dedicated fighter carrier would house a bit more on average. compared to a gun-heavy tank. I might be missing something though, so don'ttake this as a criticism, just a niggling uncertainty from me.))

Well, keep in mind, the Carrier has room for another 18 fighters in the empty cargo space so it can hold 40 Fighters. It has been given armor, and enough weapons to where it is not a sitting duck and can fight if it has to, but it's really, really not intended to be sitting around in your wall of battle.

Compare it to a Waller, which is the next ship size up (Huge as opposed to Large). Waller has over one and a half times the armor, more redundancy in internal systems, over five times the missile capacity, bigger and stronger armaments, higher defenses, etc. While it has 27% of the fighter capacity, it's really designed to be a slugger with enough fighters to improve its point defense.

Check out the Armored Carrier in comparison. That's built to Waller size with some very close armor, but has double the missile capacity of the Carrier, better sensors, better defenses, etc. It also manages to have a max capacity of 50 Fighters.

I am sure I said this, but hyper band limits are not "The ship cannot go faster" so much as "We have decided that they will not go faster." Smaller ships can go faster in hyper because the increased odds of failure are offset by the smaller cost of losing the ship. Also, its relative mass means that its chance for an error is less than the chance a bigger ship takes.

But to be clear, there is some leeway in hyper generators and compensators; that's why a ship with a particularly good engineer can afford to push its compensator harder and cut its safety margin thinner than a ship with a less skilled engineer. That's why some ships are faster than others of its class. To be very clear, courier boat engineers are highly trained professionals operating on very close tolerances; see the logistics score difference between it and most other ships? The higher the hyper band, the more dangerous and damaging it is.

So, in theory, you can decide that your Supercruiser is going to punch into the Zeta bands, but you're really not going to want to do it for too long, because exceeding the maximum capacity of your compensator long enough means your entire crew will be instantaneously subject to the Chunky Salsa Rule*, and your ship is going to show up out of hyper completely drifting, assuming the AI on board doesn't accidentally get caught in a grav wave and break up anyway before the hyper generator fails.

*Any situation that would reduce a character's head to the consistency of chunky salsa dip is fatal, regardless of other rules.
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #55 on: June 02, 2015, 06:27:04 pm »

What did I miss? Ah, inventory.

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.

Then, your antimissiles and come into effect. Your countermeasures have 10+5 per size chances total to take out oncoming, and you have 1.5x missile capacity in counter missiles. They're smaller. Last line is point defense, and it's not very effective because you're still taking partial. Same rates as counter missiles for percent to save.

So, sample.

Huge ship with Missile 1 targets a Rift Fighter with a whole swarm at maximum range. Out of the swarm, four missiles can hit. Fighter EW tries to spoof the missiles, but fails. The Fighter uses its active anti missile, and shoots down exactly one missile. Three missiles survive to standoff range; the Fighter does a radical course change and shoots down the three missiles, which detonate for half damage, dealing 7.5 damage to the Fighter, reducing it to a battered, air-leaking wreck with no survivors.

And, of course, individual hits can and will disable or damage onboard systems. If you are EXTREMELY lucky, one of your missiles will be a golden BB and overload the compensator, but ship designers go way out of the way to prevent that.
« Last Edit: June 02, 2015, 06:37:26 pm by Ross Vernal »
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Parsely

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #56 on: June 02, 2015, 07:09:55 pm »

PTW
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Ross Vernal

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #57 on: June 02, 2015, 07:19:24 pm »

PTW

I'm pretty sure you were in the previous thread (or the one before that, at least.)

D12 D6 D6 D4: 9 3 2 1.  150bc, should you choose to join.


Also, later on, I'm going to actually simulate a fight between that Kai Supercruiser and the Hanchu. That'll be interesting to see and a pain in the ass to calculus+stats.

Spoiler: Kai Supercruiser (click to show/hide)

vs

Spoiler: GLFF552 Hanchu (click to show/hide)
« Last Edit: June 02, 2015, 07:39:33 pm by Ross Vernal »
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Qloos

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #58 on: June 02, 2015, 08:01:51 pm »

Proposed Fleet Name: SOLplies
Player Character Name: Rhys Dallows
Origin: Terran Alliance

Captain Specialty: 20% Space Bonus 5% Speed Bonus
XO Specialty: 15% Space Bonus
Crew Bonus: 5% Space Bonus
Reputation: 3
Bio: Pen pushing merchant, out to make money.


Ship: Freighter - "The Orinoco"
Captain: Rhys Dallows (20% Space Bonus 5% Speed Bonus)
Space used: 90/216
Exec: Unfilled
HP: 35
missile/hit/countermissile: N.A.
energy/hit/sidewall: N.A.
sensors: 2
ew/ecw: N.A.
marine: N.A.
accel 230 241.5 / 2387/2984 2506/3133.2 hyper
Cargo: "SUPPLIES 4" X 10
cost 140 bc


Correct me on my mistakes.  This solo freighter operator is revving to go.
« Last Edit: June 02, 2015, 08:05:00 pm by Qloos »
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Rolepgeek

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Re: Mercenary Fleet, Version 2.0: 8/? Captain-Owners enlisted
« Reply #59 on: June 02, 2015, 08:12:59 pm »

Probably fairly good practice.

SO! For everyone else, I recommend deciding whether you want to be on the Flagship, part of the Escort Fleet, or part of the Supporting Fleet. These should probably be similar in size, with the Supporting Fleet the smallest(unless we want to make oodles of cash from Merchanting or mining). Figuring out the ship and the like from there should be simple. I'll probably add my cash to whatever needs it, but in all likelihood I won't be on the Flagship. I might be on a fairly big ship, but it probably won't be quite as large.

I also recommend we keep the Admiral's cash for maintenance. Probably about 5% of the rest, too.

Also, not how hyperspace works, I'm afraid, Qloos. You might be able to go up a Hyper Band, but it'a not a flat speed bonus. As well, you have to have another actual player as an XO or Crew to get the bonus.

I'll probably make either a Red Star Ship Thief with some Octav Gunships, a Coalition Noble/Knight, or a Rift Flight Attendant Scientist. Maybe a Synthetic Sentient Ship. I like them Sentients.

EDIT: Oh, and Qloos, if you just leave the space open it'll be cargo space for actual trade goods rather than 10 years of travel time. :P
« Last Edit: June 02, 2015, 08:25:35 pm by Rolepgeek »
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