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Author Topic: Arms Race Aurora 4x NMC IC Thread  (Read 4794 times)

Vivalas

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Arms Race Aurora 4x NMC IC Thread
« on: July 10, 2016, 09:18:14 pm »

New Mars Conglomerate

Nestled safely in the Valles Marineris canyon range, the capital city of Eden was the second city colonized on Mars and the most populous urban center that currently exists. Housing 80 million, albeit smaller than Axiom, the capital of Earth, Mars has a larger total population than Earth. Home to 600 million people, the New Mars Conglomerate is the cradle of freedom and liberty for those who wish to escape the tyranny of the United Human Empire. This toasty planet has been terraformed for human life, with average temperatures of 34 degrees Celsius in its temperate zones. Its atmosphere is a mixture of oxygen and carbon dioxide. The Conglomerate is really a Confederation of hundreds of smaller factions and colonies spread across the martian wastes, with the Federal capital in Eden.


Anthem: https://soundcloud.com/jfranklincomposer/symphony-of-the-kerbals-overture

SIC SEMPER IN LIBERO


In the downtown district of Eden lies the simple and utilitarian NMC Hall of Government. Inside the NMC Federal Congress convenes each month to discuss the future of their newborn confederacy. Composed of delegates from all the member states, the congress is a noisy chamber of yelling and dissonance. But the real decisions happen upstairs in the Central Council. A smaller assembly of 10 Provisional Ministers, elected from the Federal Congress. These men and women form the Executive branch of the NMC government.


Spoiler (click to show/hide)

Feel free to ask for more information relating to the game and more screenshots if needed. Please remember not to start discussions until 12:00 AM CST on 7/11/16.

Edit:  Research and Racial Designs (currently the same for both factions)

Racial Designs:

Spoiler (click to show/hide)

Research:

Spoiler (click to show/hide)
« Last Edit: July 11, 2016, 07:53:13 pm by Vivalas »
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Vivalas

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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #1 on: July 10, 2016, 09:23:08 pm »

Here are some general pointers (these are the same for both teams)
1. Your starting ships are bad.
2. Ion engines are bad.
3. The scenario I set up is focused around a strong economy and weak military, so there is room to improve militarily for both factions. The idea is so you can focus on the combat and military strategy part of the game without worrying too much about economy and industry. You might want to look into aquiring sources of more minerals though
« Last Edit: July 11, 2016, 01:32:42 am by Vivalas »
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"On two occasions I have been asked,—"Pray, Mr. Babbage, if you put into the machine wrong figures, will the right answers come out?" I am not able rightly to apprehend the kind of confusion of ideas that could provoke such a question."
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3_14159

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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #2 on: July 11, 2016, 01:46:37 am »

Two questions:
1) What are our current shipyards?
2) What are our current techs? Since you mentioned Ion engines being bad, I assume we're at Magneto-Plasma or even ICF? Speaking of which, scientists and expertises would be nice to know, too.
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3_14159

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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #3 on: July 11, 2016, 08:10:23 am »

Since - assuming I'm reading the discussion time limit correctly - we are also allowed to discuss things, I wanted to get an overview of the opinions on our research and therefore design focus.

There are, in general, a few areas in which one might specialize. The offensive ones are:
  • Beam weapons. Their biggest advantage is that they do not consume resources. This makes them strategically nice. On the other hand, their range is significantly limited (less than 1.5mkm, usually much less). They also fire regularly, and usually feature a much better armour penetration (missiles left; lasers right).
    Beam weapons require researching the weapons, power plants, beam fire control, and turrets. Beam ships have to be as fast as possible, while being well-armoured. Sensors are of secondary concern: If it's in weapons range, you can nearly always see it.
  • Missiles. Their biggest advantage is range, usually reaching 50 to 100mkm. This makes them tactically superior, and easily able to destroy anything they outrange. When using box launchers (or miniaturized launchers in general), you trade a lower continuous for a higher initial throw weight, overwhelming their defenses. The cost is high, though: A full missile load might cost 50% of the vessel firing them. On the other hand, that is usually sufficient for killing several enemy spacecraft, recovering their cost.
    Missiles require researching engines, missile fire control, sensors, and either fire rate or miniaturized launchers. Missile-armed combattants are usually slower and lighter-armoured, but feature vulnerable magazines. Due to their range, giant sensors are common.
  • Fighters. Fighters, one might say, are taking everything about missiles and exaggerating it: Much higher range, but also logistically even more expensive. They allow carriers to stay far, far back - someting like 500-1000mkm is possible. Fighters mount box launchers, and are reloaded on-board their carriers, meaning you can execute multiple alpha strikes. Fighters usually come closer than bigger missile-armed ships, and rely on their small size to avoid being targeted by missiles. There is a risk of interception, though. Oh, and there are beam-armed fighters, but you will almost never be able to survive closing with enemy ships.
    Fighters require researching everything of missiles, plus the fighters themselves. They are less useful without box launchers. Fighters are as small as possible - they mount life support for a few days, an engine, box launchers and a fire control. Variants mount sensors, or fuel tanks. Carriers themselves are even less armoured than missile-armed ships, and usually mount no weapons.

Then, there's thinking about defensive weaponry, i.e. to intercept enemy missiles. There are, ultimately, only two variants here:
  • Beam weapons. Beam weapons cannot be run out of ammunition, and usually kill x missiles every five or ten seconds. They are good for a prolonged engagement, but can easily be overwhelmed.
  • Anti-missiles. They have a longer engagement range, and fire off missile after missile to intercept the enemy's. This means they are less vulnerable against large strikes (but can still be overwhelmed). They are, on the other hand, far more vulnerable against magazine exhausted.

From my experience, I'd definively recommend getting either missiles or fighters as primary strike platforms. Beam spacecraft rely on having a higher speed and/or range; if both is denied, you're getting ripped to shreds by everything. Even if you are faster, you're going to take a beating from enemy missiles until closing - followed by taking more damage during beam engagement. There is one area where beam weapons excel, though: Jump point assaults. On the other hand, you can also use specialized jump fighters.
Generally, I'd suggest to concentrate on fighters; they share basically the same research focus as missiles (so it doesn't matter during the beginning), and are more flexible, since you can just yoink out an old strike group out of their hangars and add a new one. They also allow us to defend colonies using hangar planetary defense centres.
This also means we should focus on AMMs as primary missile defense. I'd still suggest developing some beam-based missile defense; those are pretty good for small-scale attacks and leakers. By developing a gauss-based beam-weapon defense system, we also upgrade the CIWS we can build. That's pretty useful.

Another thing we should think about is whether we want a fleet that's jump-capable (better mobility, requires tonnage, research and costs more) or bound by jump gates (no restriction on size, even worse at jump point assaults, more tonnage).

Lastly, home defense. Right now, there is the possibility of them building large-ish missiles, which can then be used to target our planet. A defense against that would be useful; or generally a defense against both invasions and missile/beam strikes. For this, I personally like meson-based PDCs. No beam weapon except mesons can penetrate an atmosphere. By building some meson PDCs (something like 30 turreted meson beams and 5 beam fire controls), we can ensure that any missile-based attack they launch is shot down. They can only challenge these PDCs by using missiles (which they defend against) and mesons (of which they mount more). This should make assaults onto our planets nearly impossible.

So, all in all:
1. Offensive weapons
    a) Beams
    b) Missiles
    c) Fighters

2. Defensive weapons
     a) Beams
     b) AMMs

3. Jump capable?
    a) Everything - including civilians
    b) Everything but civilians
    c) Specialized ships
    d) Nope

4. Home defense?

For me, I'm thinking 1c (Fighters), mostly 2b (AMMs), 3c (the large carriers aren't jump capable), 4 meson PDCs, later on hangar PDCs.
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Vivalas

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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #4 on: July 11, 2016, 07:37:29 pm »

Added research and design information and will add the shipyard screenshots as well shortly as I do the same for the UHE who requested the same thing.

Edit: Here they are.

Also, I forgot to mention that you guys took over two PDCs during the rebellion. One is a missile defense base, and the other is a military command center. Here are their details.

Spoiler (click to show/hide)
« Last Edit: July 11, 2016, 07:45:14 pm by Vivalas »
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3_14159

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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #5 on: July 12, 2016, 02:12:56 am »

Thank you.
Could you also post our scientists?
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RAM

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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #6 on: July 12, 2016, 03:54:13 am »

Getting some specifics out for discussion purposes...

Research:
(labs)
(2)fuel efficiency
(2)Active sensors
(1)Missile warheads
(1)smaller fuel tanks
(1)armour
(1)research rate
(2)shipyard efficiency
(10)theoretical engine technology.
No specific designs from me, I would like to try to skip an engine technology if we can get away with it...

Ship Design: Berg-class exploration. Hamlet with Grav sensors instead of geo...

Fleet: Umm, maintain an EM-exclusion-zone around Mars? Would 20 million work?
It'd be nice to get a task-force for protecting civilians... We could split the fleet command into a strategic division that holds specific locations and a response division that escorts vulnerable convoys, makes sure that there is always someone listening if a distress call goes out, and responds to hostile developments away from secured locations?

Oh, and we need to build up some military to stop our peoples from going crazy, unless Mars is immune to unrest because Homeworld?

Economics:
 Imma ask for 1000 total construction factories, maybe even 1200... So double them!

I want another Hamlet and a Berg. Also shipyard expansion...

P.S.
 Ummm, I would like to try some missile-defence beam fighters... But basically, fighters to attack, ??? to defend, gate-based jumping with a small fleet of brute-force jump-ferries that get dispatched to whatever theatre has the greatest need...
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3_14159

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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #7 on: July 12, 2016, 07:10:38 am »

So, a few more things I noticed:
1) Military Training Level: Set it to 5. Fewer graduates, but of a higher quality.

Questions for Vivalas:
1) Which scientists do we have?
2) Have you posted the shipyards? I can't find them.
3) We do have jump point knowledge and jump points discovered, right?
4) What is our current geo and grav-survey status of Sol?
5) Do we have Max Squadron Jump Radius researched?

Getting some specifics out for discussion purposes...

Research:
(labs)
(2)fuel efficiency
(2)Active sensors
(1)Missile warheads
(1)smaller fuel tanks
(1)armour
(1)research rate
(2)shipyard efficiency
(10)theoretical engine technology.
No specific designs from me, I would like to try to skip an engine technology if we can get away with it...
Agreed on trying to skip an engine level. On the other hand, I'd like to concentrate our labs on relevant tech (depending on the scientists we get).

Interesting (or nice-to-have) tech, in my opinion, is the following:

Point Defense
    1) Turret Tracking Speed 2000 - 1kRP
    2) Turret Tracking Speed 3000 - 2kRP
    3k RP

Gauss Cannon PD
    1) Gauss Cannon RoF 2 - 3k RP
    2) Gauss Cannon RoF 3 - 8k RP
    Total: 11k RP


Meson PD
    1) Capacitor Recharge Rate 2 - 2k RP
    2) Capacitor Recharge Rate 3 - 4k RP
    Total: 6k RP

Fighters
    1) Engineering Section (Small) - 2k RP
    2) Engineering Section (Tiny) - 4k RP
    3) Reduced-Size Launchers 0.25 size - 6k RP
    4) Box Launchers - 10k RP
    Total: 22k RP

Engine
    1) Fuel Consumption 0.8 - 2k RP
    2) Fuel Consumption 0.7 - 4k RP
    3) Fuel Consumption 0.6 - 8k RP
    4) maximum engine power mod 1.5 - 2k RP
    5) maximum engine power mod 1.75 - 4 RP
    6) maximum engine power mod 2 - 8 RP
    7) Stellarator Fusion Reactor - 12k RP
    8 ) Magneto-Plasma Engine - 20k
    Total: 60k RP

Sensors:
    1) EM Sensitivity 6 - 2k RP
    2) EM Sensitivity 8 - 4k RP
    3) Active Grav 16 - 4k RP
    Total: 10k RP

Edit: Also, we can think about researching jump gates.

We get 4800 RP per year without scientist boni. So, I guess our research priorities depend on the scientists. That being said, the Magneto-Plasma Engine, at a total of 32k RP, looks very tempting. It will, however, not be finished in the next five-year turn.
In the meantime, we can continue to rely on our PDCs, or we can design a stopgap fighter and put it into the Beta PDC. An example design I've whipped up has a speed of 4.5kkm/s, three size-4 missile launchers, and a firing range of 12.7mkm. It costs 76BP, and we'd need to design about 400RP worth of components. A complementary sensor fighter would cost 102BP, and 360RP to design.



Quote
Ship Design: Berg-class exploration. Hamlet with Grav sensors instead of geo...
I'd definitely like to refit the Hamlet into a Grav survey vessel. Grav survey's military anyways. Refitting would cost 250BP. On the other hand, a fair amount of the cost is made up by the giant sensor array the Hamlet has. We can design a cheaper and longer-ranged grav and geo-survey vessel.
A civilian geo-survey vessel (3.5kton, civilian engine, one geo sensors, 212bkm range, 10 years deployment time, jump capable) costs only 365 BP. That's cheaper than a refitted Hamlet, and requires much less fuel and no maintenance.
A military geo-survey vessel built along the same lines (though with less fuel and only 90 months deployment time) costs 380.5  BP. They can even use the same jump engine - as I noticed, a military jump engine doesn't make them military.
And, besides - in ten years we'll scrap them anyway.

An alternative would be to use jump ships and survey fighters.

Quote
Fleet: Umm, maintain an EM-exclusion-zone around Mars? Would 20 million work?
Sounds good. We should probably announce that.

Quote
It'd be nice to get a task-force for protecting civilians... We could split the fleet command into a strategic division that holds specific locations and a response division that escorts vulnerable convoys, makes sure that there is always someone listening if a distress call goes out, and responds to hostile developments away from secured locations?
Agreed. Well, later, once we actually have multiple locations :-)

Quote
Oh, and we need to build up some military to stop our peoples from going crazy, unless Mars is immune to unrest because Homeworld?
A homeworld always is.

Quote
Economics:
 Imma ask for 1000 total construction factories, maybe even 1200... So double them!
And more research labs.

Quote
I want another Hamlet and a Berg. Also shipyard expansion...
I'd rather use the cheaper ships mentioned above.

Quote
P.S.
 Ummm, I would like to try some missile-defence beam fighters... But basically, fighters to attack, ??? to defend, gate-based jumping with a small fleet of brute-force jump-ferries that get dispatched to whatever theatre has the greatest need...
Assuming we build large-ish carriers for our fighters, this'll probably mean light carriers which are jump capable. Should work, though.
« Last Edit: July 12, 2016, 09:39:41 am by 3_14159 »
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Vivalas

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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #8 on: July 12, 2016, 02:37:25 pm »

So, a few more things I noticed:
1) Military Training Level: Set it to 5. Fewer graduates, but of a higher quality.

Questions for Vivalas:
1) Which scientists do we have?
2) Have you posted the shipyards? I can't find them.
3) We do have jump point knowledge and jump points discovered, right?
4) What is our current geo and grav-survey status of Sol?
5) Do we have Max Squadron Jump Radius researched?


1 and 2. See below..
3.We have 1 jump point that we know of that leads to the washington system, where the hostile aliens were found at.
4.You have a full geo survey, but no grav survey. I need to see how I can create one JP that links to the hostile alien system while also making
other JPs a secret that need to be surveyed. I might just give both teams full grav knowledge too.
5.Yes, refer to the bottom of the OP.


Some things: I haven't posted shipyards, and forgot about scientists. Note that you don't directly control ship design. You can specify a certain set of parameters and general "class" or "type" of vessel you want designed, and 3 designs will be produced that you can vote on.

Also I can post the ground forces screen if you want, but you have plenty of ground troops to suppress unrest. :)


Spoiler: Scientists (click to show/hide)

Spoiler: Shipyards (click to show/hide)


EDIT: Diplomacy Thread has been made: http://www.bay12forums.com/smf/index.php?topic=159378.0
« Last Edit: July 12, 2016, 02:55:17 pm by Vivalas »
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RAM

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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #9 on: July 12, 2016, 04:44:44 pm »

I have nothing against random trash-talk but I figure that it is easier to start with a unified diplomatic front and then all jump in at random than it is to all jump in at random and then try to establish a single authoritative voice...
Diplomatic message:
"The Martian Congress wishes to express its respect for Earth, ancient home of humanity, and its current government, but fears that the many troubles accrued in becoming the mighty nation that it needed to be has left all those involved weary and their tensions strained. In the interests of comforting our people we must ensure that they not feel threatened. For the security of our nation we must ensure that it's space be respected. For these reasons, we, The Representatives of The Martian People, require that only civilian vessels approach Mars itself. Any non-Martian traffic emitting military signals within twenty million kilometres of Mars itself will, regretfully, need to be detained or destroyed by Martian Forces."

Needs more fire and brimstone, a load more patriotisms and a few pot-shots over having beaten them, but it works as an early draft...


I basically agree with everything that The Pie said. Except... I might sort of prefer deicated jump-ships rather than including jump in the fighter-carriers themselves.

I would definitely like to develop mesons for missile-defense fighters and P.D.C.s.

Meh, I am basically fine with 3_1 having the final word on the orders at the present time.

Should we be trying to roleplay?
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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #10 on: July 12, 2016, 04:51:48 pm »

3.We have 1 jump point that we know of that leads to the washington system, where the hostile aliens were found at.
Aside from them curb-stomping the Prosperity, is anything else known?

Quote
4.You have a full geo survey, but no grav survey. I need to see how I can create one JP that links to the hostile alien system while also making
other JPs a secret that need to be surveyed. I might just give both teams full grav knowledge too.
Any especially interesting minerals on the bodies?
Specifically, how much Sorium do the Gas Giants have?


Quote
Some things: I haven't posted shipyards, and forgot about scientists. Note that you don't directly control ship design. You can specify a certain set of parameters and general "class" or "type" of vessel you want designed, and 3 designs will be produced that you can vote on.
Ah, good to know.

Quote
Also I can post the ground forces screen if you want, but you have plenty of ground troops to suppress unrest. :)
Nah, planetary invasions will be preceded by orbital bombardment anyway.


Quote
Spoiler: Scientists (click to show/hide)
So, good news: SF at 25%/20, PP at 10%/15, MK at 10%/5. Bad news: No CP. That's bad.
Looking at the available tech, I had a few ideas on "tech packages":
Spoiler: Tech Packages (click to show/hide)
Let's say we assign each of the unused scientists one lab to ensure they can level up. Those are Logistics and Defensive Systems, with an effective RP per year of 432 and 336 respectively.
For the rest, let's assume we assign five labs each to Missiles and sensors. This gives us 1200 basic RPs per year - effectively 1,680 for missiles, and 2,400 for sensors. Assigning the eight remaining labs to PP gives us 2,688RP per year. This would mean we'd require twelve years for the next-gen engine tech.

Five-Year Plan Research:
- Eve Perkins (SF, 25%/20): 5 labs (2,400RP/year). Research EM Sensitivity 6 (10 months), EM Sensitivity 8 (20 months), active Grav 16 (20 months); reduce labs to 1 (assign remainder to PP); EM Sensitivity 10 (1.6 years)
- Lucas Ball (LG, 20%/1): 1 lab (432RP/year). Research Engineering Section Small (4.6y), Engineering Section Tiny (double that time)
- Jamie Preston (DF, 10%/1): 1 lab (336/year). Research Composite Armour (15y)
- Victoria Berry (PP, 10%/15): 8 labs (2,688RP/year). Research Stellerator Fusion Reactor (4.6y). Get 4 additional labs assigned. Research MP Engine (5y)
- Sam George (MK, 10%/5): 5 labs (1,680/year). Research Reduced-Size launchers (3.5y). Research Box Launchers (6y)

With all of those ongoing, we're going to be able to design our first serious fighter in ten years. It will sport box launchers, MP engines, and pretty good sensors.

Quote
Spoiler: Shipyards (click to show/hide)
I'd use the Tomlinson-Law yard for the grav explorer (three slipways) and the Mason & Armstrong for the Geo explorer. Other than that:

Five-year naval plan:
Morley-Holden Navy: Rename to Carrier Shipyard. Expand capacity by 10,000t. (2 years)
Chadwick Shipyard: Expand by 2,000t (0.5y)
Tomlinson-Law: Retool to new grav explorer class; Expand by 2,000t (1.5y)
Rice International: Add slipway (1.5y)

Phillips Shipbuilding: Expand by 4,000t (0.5y)
French & O'Neill: Expand by 12,000t (<1y)
Mason & Armstrong: Retool to new geo survey.

I've got to think a bit more about ship designs (but I'd want at least the geo and grav survey done, and a retool-able design for a cargo/colony ship). Another idea would be a railgun fighter: It'd be able to do point defense against missiles, and act as a stopgap measure.
Edit: Also, we should probably design a size-1 thermal and em sensor, which we can add to all of our civilian designs. Nice to know by what they were destroyed.


I have nothing against random trash-talk but I figure that it is easier to start with a unified diplomatic front and then all jump in at random than it is to all jump in at random and then try to establish a single authoritative voice...
Diplomatic message:
"The Martian Congress wishes to express its respect for Earth, ancient home of humanity, and its current government, but fears that the many troubles accrued in becoming the mighty nation that it needed to be has left all those involved weary and their tensions strained. In the interests of comforting our people we must ensure that they not feel threatened. For the security of our nation we must ensure that it's space be respected. For these reasons, we, The Representatives of The Martian People, require that only civilian vessels approach Mars itself. Any non-Martian traffic emitting military signals within twenty million kilometres of Mars itself will, regretfully, need to be detained or destroyed by Martian Forces."

Needs more fire and brimstone, a load more patriotisms and a few pot-shots over having beaten them, but it works as an early draft...
Actually, I really like it.
Do you think we should ask for some treaties (like no arbitrary orbital bombardment; once the system is cleaned of enemy forces, you give up or we are allowed to bombard you)?


Quote
I basically agree with everything that The Pie said. Except... I might sort of prefer deicated jump-ships rather than including jump in the fighter-carriers themselves.
A very good point, yes. Allows them to have even more space for fighters.

Quote
Should we be trying to roleplay?
In this thread, or in the diplomatic thread?

(Apologies for throwing out those large posts)
« Last Edit: July 12, 2016, 04:55:22 pm by 3_14159 »
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Vivalas

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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #11 on: July 12, 2016, 05:38:45 pm »



Should we be trying to roleplay?

I'm not going to enforce roleplay, but roleplay tends to make things more fun. Aurora is just a glorified spreadsheet anyways, and I don't personally find the game that interesting to play unless I'm roleplaying and being imaginative the whole time.

To answer 3_9's question as well, you should remain IC in the diplomacy thread, but it is up to you how much you want to roleplay there.

3.We have 1 jump point that we know of that leads to the washington system, where the hostile aliens were found at.
Aside from them curb-stomping the Prosperity, is anything else known?


Not really. They used missiles to destroy the frigates.


Quote
4.You have a full geo survey, but no grav survey. I need to see how I can create one JP that links to the hostile alien system while also making
other JPs a secret that need to be surveyed. I might just give both teams full grav knowledge too.
Any especially interesting minerals on the bodies?
Specifically, how much Sorium do the Gas Giants have?


When asking for mineral information, you're going to need to specify some parameters of what you want to see, or the kinds of minerals you are looking for in general. But for the Sorium...

Spoiler: Sorium Supplies (click to show/hide)



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RAM

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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #12 on: July 12, 2016, 09:46:37 pm »

Urgh, Uranus isn't terrible, Jupiter is sort of meh though...

With the development of the company drop module I should like to have a request submitted to the design division for a heavy shuttle designed for range and speed. It would hopefully grant our forces a limited capacity to recover escape pods and seize crippled or surrendered vessels.
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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #13 on: July 13, 2016, 06:38:07 am »

Urgh, Uranus isn't terrible, Jupiter is sort of meh though...
Agreed. Well, there'll be more gas giants. Exploration ho!

Quote
With the development of the company drop module I should like to have a request submitted to the design division for a heavy shuttle designed for range and speed. It would hopefully grant our forces a limited capacity to recover escape pods and seize crippled or surrendered vessels.
Definitely agree on designing a recovery shuttle. However, we won't be able to seize any enemy vessels until we have researched Marines, which I personally don't find that important.

Now, for a few ideas on what to design:
1) Survey Ships
    Two survey ships (one geo, one grav), built on the same general principles. They use as many already available designs as possible: The commercial Chevron 1 Heavy Ion Drive, one grav or geo survey sensor, and a deployment time of ten years. Both should mount the same (military) jump drive and a standard sensor package (1HS thermal and EM sensors).
    Required to develop: Jump Drive, 1HS thermal, 1HS EM

2) Commercial Ships
    This tender goes out to design a total of two different ships sharing the same basic structure: A colony ship and a freighter. The freighter is to have at least 25,000t of cargo space. The maximum size for both ships is dictated by the available shipyard size, and is not to be more than 60,000t. Small increases to weight are acceptable.
    Both are supposed to use our existing commercial Chevron 1 drive and mount a standard sensor package but no jump drive. Both are to be buildable from the same shipyard [1].
    Required to develop: 1HS thermal, 1HS EM (as in survey ships)

[1] To do so, design the colony ship first, with a multiple of 100,000 cryo berths. Then, copy the design, tick "Keep Excess Q", and replace the cryo berths with standard cargo holds. Check whether it's buildable in the DAC tab, then retool a shipyard to the colony ship design.

I am also thinking about the size of our ASMs. Personally, I'm a great believer in standardization, i.e. use size-1 for AMMs and another size for all ASMs. Currently, I have a preference for using armoured size-6 ASMs. They can fit a large, strength-9 warhead and 0.3 armour (for a 25% chance to ignore a hit by an AMM). What are your thoughts?

Edit: Also, we have 8400CP per year. Personally, I'd like to one or two more military academy (+10/+20 leaders per year, i.e. a higher chance to get a CP scientist) and research labs. You mentioned wanting to build another 400 CFs. We should also expand the maintenance facilities in time to handle a 20kton carrier.
Building a research lab takes about 4.5 months, as does a military academy. The maintenance facilities will  take another 0.75 years, and we can build about 400 CFs every five years - all at maximum industry.
I'd therefore propose we task half of our industry with industrial expansion. The other 50% build two military academies (finished in about 1.2y) and 5 research labs (finished after about four years), then build maintenance facilities until reaching 20ktons. That should be in time for any carrier.
« Last Edit: July 13, 2016, 06:46:35 am by 3_14159 »
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RAM

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Re: Arms Race Aurora 4x NMC IC Thread
« Reply #14 on: July 13, 2016, 05:36:37 pm »

I have no complaints.
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