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Author Topic: Elysium Command: Elysium De La 12th Société  (Read 14469 times)

ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #120 on: November 02, 2022, 08:32:15 pm »

Let's get this moving.

Quote from: Revisions (Pick Two)
(1) "Conté" Science Tactique Parasite Squadron -- [PSS]: ConscriptFive
(0) Magnetic Gun Battery Piezoelectric Resin -- [MGB]:
(1) Fool's Bargain "Pitre" mod: ConscriptFive

Quote from: Prototype?
(1) "Corsair" Marine Forced Entry Frigate: ConscriptFive
(0) Nope:

Quote from: Refits?
(1) “Terra-R” x 3: ConscriptFive
(0) "Terra-R" x 1:
(0) Nope:

Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #121 on: November 04, 2022, 09:07:26 am »

Quote from: Revisions (Pick Two)
(2) "Conté" Science Tactique Parasite Squadron -- [PSS]: ConscriptFive, Kashyyk
(0) Magnetic Gun Battery Piezoelectric Resin -- [MGB]:
(2) Fool's Bargain "Pitre" mod: ConscriptFive, Kashyyk

Quote from: Prototype?
(2) "Corsair" Marine Forced Entry Frigate: ConscriptFive, Kashyyk
(0) Nope:

Quote from: Refits?
(2) “Terra-R” x 3: ConscriptFive, Kashyyk
(0) "Terra-R" x 1:
(0) Nope:

Let's go.
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Rockeater

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Re: Elysium Command: Elysium De La 12th Société
« Reply #122 on: November 04, 2022, 03:28:18 pm »

Quote from: Revisions (Pick Two)
(3) "Conté" Science Tactique Parasite Squadron -- [PSS]: ConscriptFive, Kashyyk, Rockeater
(0) Magnetic Gun Battery Piezoelectric Resin -- [MGB]:
(3) Fool's Bargain "Pitre" mod: ConscriptFive, Kashyyk, Rockeater

Quote from: Prototype?
(3) "Corsair" Marine Forced Entry Frigate: ConscriptFive, Kashyyk, Rockeater
(0) Nope:

Quote from: Refits?
(3) “Terra-R” x 3: ConscriptFive, Kashyyk, Rockeater
(0) "Terra-R" x 1:
(0) Nope:
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #123 on: November 12, 2022, 05:43:56 am »

Elysium Command Arms Race of Conquest: Strategy Phase
Turn 5


Quote
Revision: "Conté" Science Tactique Parasite Squadron -- [PSS]
The "Conté" Science Tactique (Sci-Tac) Parasite Squadron details the installation of 10 small parasite craft stored in hangar bays with launch capabilities. Based heavily on the legacy LaGrange and Pitre hardware, each Parasite craft is equipped with high-tempo multispectral sensory systems, but otherwise unarmed.  It has the acceleration profile of a speed 5 in combat, but has the fuel efficiency to project across moon systems and the outer edges of solar systems with its mother craft.

However, unlike their peers in the other Parasite Squadrons, Sci-Tac personnel come from a more academic background.  Outside of combat, Sci-Tac Squadrons update local survey data, providing the fleet underway with current stellar geography and sailing conditions (micrometeroids, electromagnetic fields, and other general navigation hazards.)  Should the fleet encounter an anomaly, Sci-Tac personnel are available for immediate close investigation.  To support field analysis, space in the hanger has been cleared to create a modest two-man "lab."  Sci-Tac researchers will likely be underwhelmed by the single research terminal in the "lab," but should be reminded such is the cost of working on the frontline of the void.  Furthermore, the "lab" is equipped with its own secure datalink to its Parasite Squadron, enabling realtime data collection and analysis without having to route comms through centralized C5.

Under combat conditions, Sci-Tac are expected to perform as valorously as any other Parasite Squadron.  (Personnel who plan not to should be reminded of the "Tactique" in their job title.)  In addition to the reconnaissance duties of a traditional LaGrange Squadron, they are trained to perform Battle Damage Assessments (BDA's) of enemy vessels, and communicate with the "lab" to identify and analyze new enemy technologies.  Ideally, Sci-Tac should be able to relay back to the fleet vulnerable ships and their subsystems for precise targeting (such as what specific fuel tank is leaking, reactor is overheating, manned compartment is already blown out, etc.)

Much like their predecessors, their systems are bulky and difficult to stow and launch from hangar bays. It is vastly difficult to utilize on ships that do not have dedicated hangar slots. Hangar modules induce slight structural weaknesses to the hull unless the craft is specifically engineered for it.

Estimated Values: Cost 8, Maintenance 2
Estimated Tags: Hanger

Difficulty: Hard
2d4--> 3+3 -1 [Average]

Astrometric science is a cutting edge field, a combination of oldworld picking, the science of distinguishing the odd, anomalous field created by man made industry and actual phenomena is one that evolve day to day.  To that end, the militaristic enablement of the field is a surprisingly contentious topic. In the end, the rough and durable ship systems of military vessels means that such anomalies are more survivable compared to previous doctrine utilizing civilian vessels, and such vessels are being wound down from service deployments with the expectation that a fleet would be deployed with Sci-Tac departments included in the fleet naval doctrine.

 The machines deployed through the system are monsters, only distal cousins from actual combat rated craft. They consist of a large multi spectral sensor bulb attached to maneuvering and combat thrusters with a docking point. The real meat and butter of the craft is the new and miniaturized solid core nuclear engines that enable the system-wide deployment, which allows for a per-portion allocation to survey sensor systems. Understandably, these hot, minimally shielded modules are stored on exterior mounting points, which the Conté parasite craft must integrate outside the hangar bays before full deployment.

They don't have the delta-V to escape a full blooded warcraft, but just enough that it would be untenable for the fleet to run them all down provided enough modules of the Sci-tac modules are equipped.

Equipping a module includes expanding the fighter bridge operations to include a two man science operation field, along with a expanded computational engine to handle the increased computational load.


"Conté" Science Tactique Parasite Squadron -- [PSS]
The "Conté" Reconnaissance Squadron details the installation of 18 awkwardly bulky parasites stored in hangar bays with launch capabilities along with externally mounted nuclear engine pods. Each Parasite craft is equipped with high-tempo multispectral sensory systems focussing on active and passive infrared and radio frequencies as well as stellar cartography, anomaly analysis and operational detailings. It has the acceleration profile of a speed 5 in combat, but has the fuel efficiency to project across moon systems and the outer edges of solar systems with its mother craft. It inherits the durable design of the Flechette, its systems are bulky and difficult to stow and launch from hangar bays.
Estimated Values: Cost 8, Maintenance 2
Estimated Tags: Hanger

Quote from: Revision: Fool's Bargain "Pitre" mod
The career of a Pitre pilot is short and tends to end suddenly. The craft is ungainly, unarmed and vulnerable. By its very design it attracts heavy weapons fire, and tends to be the focus of wrath when the enemy learns of the ruse.

To preserve our pilots, the Pitre will be modified to form two distinct sections, the first contains the EW module in its entirety with the majority of the power supply, whilst the second houses the pilot, associated life support and the drive system. The sections can be separated using low yield explosive decouplers, imparting just enough velocity on the two parts to ensure different movement vectors even in the case of drive failure.

When separated, the EW module should continue its pre-programmed mission, drawing attention whilst the Pilot module makes a speedy getaway with their new high thrust-weight ratio.

This should allow for retention of pilot experience, more volunteers (now that life expectancy has gone up) and longer Squadron life now that only part of each Pitre need be replaced when hostile fire is suffered.

Estimated Values: Cost 5, Maintenance 1

Difficulty: Normal
2d4--> 3+1 [Below average]

Stellar Engineering places a special emphasis on structural integrity for a craft, especially the burgeoning tradition of ours in parasite craft. It’s quite a difficult pill to swallow a vulnerability in our craft to break off our sensors, even for such a noble cause.

In the end, needs must, and now we are the proud owners of a craft that breaks itself on command. The explosive jettison bolts put enough energy to separate the systems perfectly,  and the resulting acceleration is entirely within survivable limits while still being a noticeable, unpredictable trajectory. The EW module mostly survives this, though certain thermal modules are likely to fail due to the explosive compressions that we cannot entirely control. It isn't as big of a deal compared to the gaping hole in the logistic chain this process invokes.

The frame of the craft becomes for all intents and purposes junk after this violent affair, and the returning module will need to be refurbished to its deepest guts, or more likely, thrown away and replaced. The logistics and industry core has become something of a radicalized hard liner, railing against providing adequate replacement craft in sufficient numbers for high attrition campaigns. In effect, this means that we have a “win more, lose harder” effect with these crafts. If we are providing sufficient coverage and support for these craft that losses are only occasional, we keep all our pilots and have a mission effective operation. In the other scenario, it quickly results in a ship with a module full of benched pilots.

"Pitre" EW Parasite Squadron- 2nd Variant -- [PE2]
The ""Pitre" EW Parasite Squadron details the installation of 16 small parasite craft stored in hangar bays with launch capabilities. Each Parasite craft is equipped with high-tempo multispectral sensory systems focussing on active and passive infrared and radio frequencies. These multi-sensors have been drastically modified with actual ship grade large sensors to mimic the emission spectrum of  most warships of the first and second generation as of its creation due to its nuclear exhaust system. It has the acceleration profile of a speed 5 in combat, but has the fuel efficiency to project across moon systems and the outer edges of solar systems with its mother craft. Its systems are bulky and difficult to stow and launch from hangar bays. It is vastly difficult to utilize on ships that do not have dedicated hangar slots. Hangar modules induce slight structural weaknesses to the craft unless the craft is specifically engineered for it. In an emergency, the EW section can explosively detach, allowing the enlightened craft to escape the AO quickly, but effectively destroying the craft for further operations, Ongoing logistical concerns mean that replacement craft are slow to ship, but make it overall less of a burden on our indo-complex.
Values:Cost 4, Maintenance 1.
Tags: Hangar


Quote
Prototype: "Corsair" Marine Forced Entry Frigate
Fully committing to the Remora module as a primary armament, the "Corsair" is a NTE-propelled 2nd gen "Bouillon" hull featuring a complement of Marine raiders augmented with a BaD detachment.  The native hanger accommodates a Sci-Tac Squadron to analyze target vessels prior to and during boarding operations.  Already excellent thermal management is augmented by a supplementary CCR.  Per 12th Society fleet doctrine, the Corsair lacks a gate key as it is intended to operate in a Squadron with gateships.  With the best-in-known-space acceleration and manuever profile similar to its sister Chartreux class, it should be able to approach and remain docked with hostile vessels despite counter-maneuvers.  The fore-starboard location of the Remora allows for a more cautious "brush" side-docking or a more daring "dead-on" fore docking.  A secondary armament of mAC is also installed.

To support this non-traditional mission, certain modules have been optimized for this design.  The Troop Bay is conveniently adjacent to the Remora module.  A conveyor belt between the two modules can rapidly deploy Marines from the Troop Bay to the Remora.  Furthermore, the under-used Fire Control features of the C5D have led to the re-appropriation of those daemons and officers for other roles on the Corsair.  A Marine Ops Centre has been carved out of the C5D, providing the Captain with battle-tracking and general command and control of their Marines during boarding operations.  Similarly, a Fire Control staff officer billet has been reassigned as the ship Sci-Tac Officer.  The Ship Sci-Tac Officer uses his office and workstation to direct the Sci-Tac squadron and their lab to suit the Captain's intent.  (Naturally, the diversion of resources away from traditional fire control will result in some shortcomings in gun-laying, but given the limitations of the mAC, they should be largely irrelevant.)

Values: 64 Cost. 13 Maint.  Aero 1.  Weight 6, Thrust 12 (9)  [[Thrust to Weight Ratio:4/5 | 3/5]]
Tags: Fire Control 1? (see narrative), Thermal 3

Code: [Select]
[NTE][PSS][mAC]
[NTE][C5D][Trp]
[NTE][CCR][RAD]

Difficulty: Normal/Normal/Hard
2d4--> 1+3 [Below Average]
2d4--> 1+4 [Average]
2d4--> 4+1-1 [ Below Average]
 The adjustment operations have been considered particularly extreme, but as a whole, has been considered nominally successful. The resulting craft is perhaps one of the fiercest ‘prow in the making of our navy's history. Built from the ground up for stellar combat in a whole new doctrinal shift, pushed forward by hardliners against the naval strategy doctrine planners, the machines are almost extremely dedicated to a singular purpose: Actualizing space boarding procedure into a valid operation in combat conditions.

In this narrow band of conditions, it is perhaps the final word in our nascent navy's transformation into the mindset, capability and will of committing mid-battle boarding operations.

The connection between the troop compartments and the forced entry systems of the Remora module have been expanded, with peripheral systems like troop quarters and miscellaneous systems built away from the actual operations deck in favor of additional support systems, structural emplacements and other quality of life systems. Incidentally, this causes fewer resources available for traditional ground sequences compared to a standard troop module, but it is an acceptable loss in the eyes of the naval hardliners.

The mAC modules hardlines to the central computing cores of the ship have been degraded, chipsets  and staff optimized for C5D system’s targeting replaced with superior tactical sensor operations for the flight deck and intelligence processing systems, but the trade off is worth it, allowing for a expanded roster of intel analysts, scientists and esoteric sensor technicians. It’s an odd dichotomy between the absolute maniacs in the marine forces contingents and the rather delicate, dainty science members, but so far the comradery and virtues of our navy outweighs the loss of cohesion from this odd matchup.

"Corsair" Marine Forced Entry Frigate
The Corsair is based off of the Bouillon hull frame, and is dedicated to marine assault boarding operations. Equipped with Saint-Laurent Nuclear engines, Conté Parasite hangar, C5 Deck, Troop compartments, Combat Coolant Reservoir and Radiator Assemblies, and a Remora forced entry module.
It is a heavy duty frigate, loaded to bear for assault operations against stellar vehicles, with a maximally uptuned and massed engine assembly, a sensor net to match, and a heavy presence of the Elysium's finest warriors.It’s thermal systems are massively overbuilt,  with triply redundant radiator systems. Its Sci-tac parasite vehicles allow for astro intelligence gathering in addition to naval analysis processes. The troop transport system has been optimized for boarding operations with the Remora. The C5D’s central computer is optimized for the flight deck, and intelligence processing systems.
Values: 64 Cost. 13 Maint.  Aero 1.  Weight 6, Thrust 12 (9)  [[Thrust to Weight Ratio:4/5 | 3/5]]
Tags: Fire Control 2(-1), Thermal 3
Code: [Select]
[NTE][PSS][mAC]
[NTE][C5D][Trp]
[NTE][CCR][RAD]

Quote
Refit: Combat Capable Shuttle Aero: Fleet Transport “Terra-R” Variant

Our Terra's are an old workhorse designs that could use an update.  Furthermore, installing a Remora module grants them a new mission set that could turn this relatively inexpensive ship into a true giant-slayer.  Describing the "Terra-R" from fore to stern, the nAC has been upgraded to a mAC.  The fore Troop Bay now houses a Remora and its BaD detachment.  The midsection is unchanged, but the stern is altered, with the boosted HeA replaced with an NTE.  The second HeA has been replaced with a CCR, modernizing the survivability of the old hull.

Legacy Format:
Code: [Select]
[HeA][Trp][Trp]
[HeA][Wng][nAC]
Values: Cost 27, Aerodynamic 4, Maint 5, Thrust 2(4)/3(6)
Tags: None

Revised Format:
Code: [Select]
[NTE][Trp][RAD]
[CCR][Wng][mAC]
Values: Cost 34, Aerodynamic 4, Maint 4, Thrust 4(3)/8(6)
Tags: Thermal 2
(So the Terra pre-dates weights and TWR, so I don't know how you want to calc that.)

Conversion from Terra to Terra-R: Cost 14
Difficulty: Normal

2d4--> 2+2 [Below Average]
2d4--> 3+2 [Average]
2d4--> 4+3 [ Superior craftsmanship]

The refit was largely a success. The refit has not given the vehicle any “interesting” quirks, a odd, and fortuitous time.

(Authors note: As a reference, Weight was previously calculated simply by adding up all the modules on a craft, which would then be weighed against the thrust of the vehicle. This was “backend” details, but I felt that I needed to expose this to make the game run better.

Now a-days, I do that, and also add up all the “weight” from each individual module and the hull of the craft and add that up for the total weight that gets mounted to TWR. )

Combat Capable Shuttle Aero: Fleet Transport “Terra” Variant
A troop transport shuttle. It has nuclear thermal engines, which double in speed in atmospheric conditions. It has a hangar bay system that has been modified to handle a Remora forced docking system. With a component-thrust ratio that varies depending on the situation, it is most suited for fights around planets with atmospheres. It is equipped with a bevy of thermal solutions, magnetic accelerator cannon turrets, and a pair of wings.
Format
[NTE][Trp][RAD]
[CCR][Wng][mAC]
Values: Cost 34, Aerodynamic 4, Maint 4, Thrust 4(3)/8(6)
Tags: Thermal 2

Work on a Strategy Plan.

Spoiler: Current Assets (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Designs (click to show/hide)
« Last Edit: April 11, 2023, 11:04:04 am by Blood_Librarian »
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #124 on: November 12, 2022, 05:45:13 am »

Continued due to forum character limitations.
Spoiler: Designs (click to show/hide)

Spoiler: Operationalized Ships (click to show/hide)
« Last Edit: November 22, 2022, 11:26:28 am by Blood_Librarian »
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Quote from: ChiefWaffles, MAR Discord
I continue to be puzzled by BL's attempts to make Aratam blatantly evil

ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #125 on: November 15, 2022, 06:04:26 pm »

Okay, quick math check.  Looks like the refit costs for the three Terra to Terra-R didn't get subtracted?  Also, I'm assuming the Xeno-bovines don't start producing same turn? (EDIT: Effective this turn, +10)

295 total + 10 cows - 64 Corsair prototype - 3x14 Terra-R refits - 102 modified maint = 897 Resources Available

That being said, we also have one unfinished Chartreux "AC-03" (14/66 built).

To summarize the shopping menu in our 97 point budget this phase:

free to upgrade EW squadrons to non-suicide EW squadrons (actually saves maint next turn)
34 to build a new Terra R
42 to finish a Char
64 to build a new Corsair
66 to build a new Char
75 to build a new Seine /w non-suicide EW squadron

So it basically comes down to if we want a 3rd Char, or a 2nd Corsair.  It's a tough call, but a second Corsair is a better pick.  First, its a completely new ship/tactic so we're literally doubling down on the element of surprise.  The Chartreux is a solid fighter, but already a known quantity to our adversary.  Second, it's our only ship with Sci-Tac, so a second Corsair is needed to support a second independent fleet.  Third, the Corsair is 7 less base maint than a Chartreux, which is nice.

That being said:

Quote from: Production Plan: Sci-Tac for All
97 available production
-0 upgrade EW squadrons on Seine and Marne to latest model
-64 to build Corsair class Marine Forced Entry Frigate "Jean Bart"
-33 (remainder) continue production of AC-03 to (47/66)

Now in terms of maneuver, SUCK has been cashing in on Roses Star for too long.  I suggest two options, two fleets pushing both lanes from home and Vorpal (same plan as last time); or all-in from the Vorpal vector (as Matt Damon once said, "Fortune favors the bold.")  As crazy as it sounds, the Matt Damon plan may be the safest.  If we assume that they're going to split their fleet and also not push for the kill on our home torus, our full fleet guaranteed to blast to hell out of whatever element it crosses.  Unless SUCK's last maneuver was a feint, they seem to be prioritizing Vorpal vs our home.  This places a lot of hope on our NPC home defenses and our enemy's lack of concentrated offensive on a specific objective, but it could pay off huge.  If you recall from the intel doc, their ships are crazy expensive compare to ours (100+ vs 60's Char and Corsair, 34 for a Terra with RAD.)  The amount of attrition our RAD modules are promising could go a long way, even if we do lose some hulls in the process.  It'll be an attritional meat-grinder, especially for the Terra's, but ganking their ships for 100 a pop should balance things out(See, it's like Verdun, but opposite.)

Quote from: Strategy Plan: Matt Damon
Summary: All forces proceed via Vorpal Gun on a full offensive of Roses Star.  All effort should be placed that newly deployed Remora-fitted ships be used to remove costly SUCK vessels from the battlefield.  If fierce resistance is encountered, Marines shall be prioritize destruction of enemy warships vs planetary operations.

The following vessels will delegated to "OPERATION VERDUN:"
CC Aura - Assistant Gate Ship + Bomber Squadron
FC Slayer - Assistant Gate Ship + Bomber Squadron
CT Briard - Legacy Gunship
FT Terra - Remora Assault Transport
FT Mundus - Remora Assault Transport
FT Earth - Remora Assault Transport
GF Seine - Gate Ship + EW Squadron + Bomber Squadron
GF Marne - Gate Ship + EW Squadron + Bomber Squadron
AC Chartreux - Gunship + Bomber Squadron
AC Birman - Gunship + Bomber Squadron
MFC Corsair - Remora Heavy Assault Transport + SciTac
MFC Jean Bart - Remora Heavy Assault Transport + SciTac

Orders: Assembled forces will advance through Vorpal Gun onto the destination of Roses Star.  Tactical emphasis will be placed on high risk Marine Forced Entry Operations to eliminate high value enemy hulls.  Full Sci-Tac support is provided to this end.  EW resources should continue to be used for military deception (MILDEC), and Merchant Marine should be briefed on personnel recovery for those Pitre pilots.  While Marine landings on Ranachuri may still be possible based on the paucity of enemy defenses, the primary objective of the Marines remains the attrition of the adversary's high value warships.  Recommend use of specialty Slicer munitions to degrade enemy maneuverability prior to Marine operations.

Of course, I acknowledge Matt Damon may prove catastrophic.  As an alternative...

Quote from: Strategy Plan: Welcome Back Better
Summary: All forces will be committed to a two-pronged full offensive of Roses Star.  Half will proceed direct from the Torus, while the other half will travel through Vorpal Gun (again confronting both vectors of enemy offensive.)  All effort should be placed that newly deployed Remora-fitted ships be used to remove costly SUCK vessels from the battlefield.  If fierce resistance is encountered, Marines shall be prioritize destruction of enemy warships vs planetary operations.

Squadron Lafitte
GF Marne - Gate Ship + EW Squadron + Bomber Squadron
AC Chartreux - Gunship + Bomber Squadron
CC Aura - Assistant Gate Ship + Bomber Squadron
FT Mundus - Remora Assault Transport
FT Terra - Remora Assault Transport
MFC Corsair- Remora Heavy Assault Transport + SciTac
Orders: Conduct operations on the front between the Elysium and Rose's Star, ideally converging with sister Squadron Carroll for a massed offensive on Rose's Star.  Tactical emphasis will be placed on high risk Marine Forced Entry Operations to eliminate high value enemy hulls.  Full Sci-Tac support is provided to this end.  EW resources should continue to be used for military deception (MILDEC), and Merchant Marine should be briefed on personnel recovery for those Pitre pilots.  While Marine landings on Ranachuri may still be possible based on the paucity of enemy defenses, the primary objective of the Marines remains the attrition of the adversary's high value warships.  Recommend use of specialty Slicer munitions to degrade enemy maneuverability prior to Marine operations.

Squadron Carroll
GF Seine - Gate Ship + EW Squadron + Bomber Squadron
AC Birman - Gunship + Bomber Squadron
CT Briard - Legacy Gunship
FC Slayer - Assistant Gate Ship + Bomber Squadron
FT Earth - Remora Assault Transport
MFC Jean Bart - Remora Heavy Assault Transport + SciTac
Orders: Conduct operations on the front between the Vorpal Gun and Rose's Star, ideally converging with sister Squadron Lafitte for a massed offensive on Rose's Star.  Tactical emphasis will be placed on high risk Marine Forced Entry Operations to eliminate high value enemy hulls.  Full Sci-Tac support is provided to this end.  EW resources should continue to be used for military deception (MILDEC), and Merchant Marine should be briefed on personnel recovery for those Pitre pilots.  While Marine landings on Ranachuri may still be possible based on the paucity of enemy defenses, the primary objective of the Marines remains the attrition of the adversary's high value warships.  Recommend use of specialty Slicer munitions to degrade enemy maneuverability prior to Marine operations.
« Last Edit: November 21, 2022, 12:39:32 pm by ConscriptFive »
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Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #126 on: November 15, 2022, 06:48:26 pm »

I think I prefer the bold approach. We could play WIFOM all day by trying to guess the enemy deployment strategy, and whilst they may gain hefty progress towards our Torus if left unchecked, I almost hope the they push for an all out assault on Vorpal so we can have a nice big space fight.

Quote from: Plan Votes
Sci-Tac for All + Matt Damon: (1) Kashyyk
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #127 on: November 16, 2022, 04:21:18 am »

Blood for the Blood God.

Quote from: Plan Votes
Sci-Tac for All + Matt Damon: (2) Kashyyk, ConscriptFive

Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #128 on: January 20, 2023, 01:23:18 pm »

Elysium Command Arms Race of Conquest: Design Phase
Turn 6


As one of the ancestors said, “If we are victorious in one more battle with the Romans, we shall be utterly ruined” Let us not accrue a victory like the one we had just received.

Work on 2 Designs

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« Last Edit: February 18, 2023, 03:23:36 pm by Blood_Librarian »
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Re: Elysium Command: Elysium De La 12th Société
« Reply #129 on: January 20, 2023, 01:23:36 pm »

Continued due to forum limitations

Spoiler: Operationalized Ships (click to show/hide)
« Last Edit: January 20, 2023, 11:11:42 pm by Blood_Librarian »
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Re: Elysium Command: Elysium De La 12th Société
« Reply #130 on: January 21, 2023, 01:10:34 am »

Salvaged Ship report: "Combat Capable Shuttle - 2S: Mixed Weapons Shuttle “Starbolt” Variant"
The Starbolt is a well armored warship which utilizes modern engines to reach high speeds. Equipped with a set of four Infrared Laser Emitters equipped with combat heat sinks, it barely meets the power requirements to sustain them for extended combat. It is equipped with a gate key. It has extensive solar battery systems, which cannot recharge without exposing the craft. It is equipped with a Nuclear thermal engine and two hydrogen engines, lending it with hitherto unbefore seen agility in such a large craft. It is equipped with a series of ball-turreted 40mm autocannons with advanced close-in defense capability. Its thick bands of collapsing armor is further augmented by a well designed room planning which takes advantage of this to further protect its most vulnerable internals.


[HeE][SBP][SBP][ILE]
[NTB][GA3][SBP][IAA]
[HeE][SBP][SBP][ILE]
Values:Cost: 53, Maintenance 9, PPC 6*, Thrust 5(6)/12 Jump 6
Tag: Gate Bearer.
Quote
Gate Key V3 -- [GA3]
A device that slices into the gate network, opens up the gate's iris for a pathway to be ignited, which the gate all-to-gladly does. Has particularly low higher-dimensional drag, and especially accommodates entropic energy shielding systems particularly well. System can send ships with equal or lesser tonnage through the gate instead of itself if required. It can open the gate to allow other ships through. It has been optimized to reduce higher dimensional drag thanks to discoveries in higher dimensional physics and their interactions with crafts in FTL.
Values: Cost 4, PPC -6, Maintenance 2, Jump 6
The enemy utilizes a interesting gate key operational system schema. Just like our ships, it is thoroughly entanged with a nest of "wires", which break up the ability to create long, large slabs of bulkheads. the overall structure of the ship is designed with a computational element that we had yet to realize until now, but by reverse analyzing the ship, we were able to determine a rough algorythm to use to allow this. This algorhtym allows us to create new gate key schemas that are both cheaper as well as less weakening on the hull.

In addition, We have come to a realization of the exact reasoning their shield systems are referred to as "Dimensional Sheathes" from the construction of their gate keys. Original energy shielding systems from before the collapse were invented to make a structural form that is conducive to higher plane movement -- movement which is made during gate travel. Skanzat science have made these prototypes by first interfacing with the Gatekeys of the Starbolt lineage, and we were able to roughly tell  some of the details by this Gate Key and its recovered data elements. If we wanted to, we have a strong foundation towards creating such shielding systems now.
Quote
Infared Laser Emitter -- [ILE]
A diode pumped solid-state infrared laser system designed to be mounted into the hull of a starship. It is a primitive solid-state laser that is effective against primitive Kinetic Armor. Lab testing indicates that infrared lasers have high efficiency, decreased range in both atmospheric and stellar operations, and cheaper components compared to other equivalent lasers of its size. It has a shorter range due to a small optic medium. Each slot denotes the installation of two large lasing installations, which constitute an increased risk of total disabling in combat. It has small optics, decreasing costs and size footprint at the expense of range. Two PPC costs are given for what role the weapon can fill: the first is for Assault-And-Fade Tactics, and the second is for extended conflicts to fulfill the pressure role. 40% Energy Conversion
Values: Cost 5, Maintenace 2, PPC 5/10
Tag:Rear/Front
one fully operational laser cannon has been recovered, in far more superior condition than anything we have recovered before. It is not their most modern laser system, some ships are equipped with laser cannons more adept for interception duty, and the Rainbow class vessel was equipped with turreted laser weapons. These equipment systems are by and large power hungry systems, it is veyr likely that they have suffered greatly in supplying these ships with their gluttonous requirements. Although the laser systems themselves are hard to replicate, the real technological treasures are the transformers and electrical capacitance systems.

The military grade capacitor banks, each placed into blast magazines and equipped with mechanisms to prevent explosive discharge are designed to be super safe over pure electrical storage. They outpace our own equivalents by a factor of 2. The electrical transformers are the things that cause explosions in their ships when we strike them, funnily enough. Studying these equipment and hte laser system does not give us a option for creating our own laser systems one for one, however we are able to put effort into making a design with what we learned as a foundation.

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Mil-Spec Nuclear-Thermal Engine MK2B -- [NTB]
A closed cycle molten salt thermal engine capable of producing thrust by heating up working fluid by exposing it to active fissiles. Uses new fissiles. No fissile material is allowed to escape due to the nanocomposite insulation that does not block radioactive emissions, thus allowing it’s begrudging use in habitable worlds. Provides Speed 3, and Speed 4 for combat engagements for as long as an “extended” firefight as a Yellow Line Feature.
Values: Cost 7, Maintenance 2, Speed 3(4)
Tags:Rear, Yellow Line
We are able to replicate this, however, it will have a cost of 8.

Quote
Hydrogen engine -- [HeE]
An integrated set of hydrogen and oxygen tanks that is fed into a combustion chamber and expelled to generate thrust. Generates electricity from an attached alternator. Sets the basis of all thrust systems with a speed of 1.
Values: Cost:4, Maintenance 1
Tags:Rear
Some sort of insane cost cutting measure, these secondary engines are incredibly primitive.

Quote
Improved Autocannon Array (IAA)
The IAA is a series of turreted autocannons with integrated fire control and sensory systems. It is designed as a dual 40mm ball turreted autocannon, of which half a dozen per slot is put onto the hull. The turret is rated for a 180 coverage on both axes. It utilizes primarily crude armor piercing rounds, with a 30% ratio of crude HE rounds. The propellant is a crude powdered explosive. It is self-contained, and only requires Maintenance to function.
Values: Cost 3, Maintenance 2.5 (round up)
Roughly analogous to the NGAC, with more primitive feed systems.

Quote
Solar-Battery Power plant -- [SBP]
A set of unfurlable solar panels and chemical batteries designed to produce large amounts of power.. The panels cannot be protected by armor and unfurled. The S-B Power Plant has reduced effectiveness in operations that are very far from objects that generate usable solar radiation. The batteries are optimized, but are prone to small-scale detonations if damaged.
Values: PPC 4/1​, Cost: 3
1. Generates 4 PPC for a couple hours or an extended fight utilizing PPC weapons before an extended down period is required to recharge the batteries. When batteries are not being recharged, they constantly produce 1 PPC.

Advanced Battery systems that feed into the capacitor banks of the laser systems and the Gate Key. Roughly on par with our systems.

Let the GM know if you want to replicate any eligable systems for your design turn and you can get them for free after a design roll.
Also, tell the GM if you wish to either salvage the ship for scientific analysis or enroll the vessel into the royal navy and take a penalty to any reverse engineering rolls.
« Last Edit: January 21, 2023, 01:13:19 am by Blood_Librarian »
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if you want something wacky
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I continue to be puzzled by BL's attempts to make Aratam blatantly evil

ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #131 on: January 21, 2023, 01:37:08 pm »

A lot to digest here.  Let's start with the batrep...

Definitely a Pyrrhic victory.  We bled badly, but SUCK bled worse.  The three last Rubiks hulls had been on the last legs for awhile, and the two killed Terra transports were dirt cheap even with fresh refits.  (The fact that SUCK exhausted their new weapon to one shot our cheapest ship is amusing.)  The Marne gateship was an expensive loss, and the dead Char still had a long and promising career ahead of her.  SUCK however, lost their two newest ships (Rainbow and Torch), two still competitive Wildcats, and had an aging Starbolt end-up getting dissected for our R&D.  I was hoping for better gains on the map, but we've at least pushed the frontline back onto the doorstep of Ranchuri.

In terms of the tactical combat, they put out yet another laser and then a close-range torpedo.  We had enough bombers to outswarm the lasers, but we probably should make some countermeasures for the torpedoes before they target a more valuable ship.  Our Corsairs were rockstars though with two finishing kills and then survived the combat, so yay.

Going forward, we're down to just one Gateship.  We probably should build another this turn.  At the very least, we should prototype a Bouillon hull Gateship.  Of course, the Marne's massive complement of parasite will be missed unless we want to bear the massive expenses to build another Sabalier hull Gateship.

In terms of "ships of the line", we lost a Char, but there's a mostly built one already in the pipeline.  The Rubiks hull is officially retired, and the two dead Terras confirmed that even with a CCR refit, the smaller GCS "Aero" hull is too fragile for intense combat.  So it's Bouillon or nothing in terms of combat hulls right now.  Making a more survivable GCS-sized hull this turn wouldn't be a bad idea if we want to replace the Terras or field smaller (faster & cheaper) combatants.

The Starbolt autopsy is a fascinating read.  Unfortunately, it's just old enough to not have any of their bleeding edge tech, but it's still fascinating.  In terms of direct cloning, the engine is the only thing I'd consider.  NTE speeds, but at HeA level maint.  That's great economy right there.  Everything else is more theoretical.  Their identically titled "Gate Key V3" performs similarly, but problematically needs more PPC.  But it does give us a window into designing shields.  (Of course the catch is that the shield will presumably need something to generate PPC, and we still haven't made a PPC generating reactor yet.)  The laser is a few generations old, but the electrical system is valuable.  We've needed to adapt our magnetic gunnery to use PPC for awhile now, and this seems like an applicable boon for that.  (Again though, need PPC generation.)  On a more lateral thinking note, we captured an "infrared" laser.  We could theoretically adapt it to mimic and distort heat signatures, either as tactical ECM (as the torpedoes claim to be vulnerable to) or another method of strategic EW deception.

...AND we won the outside-the-box contest and got a third revision!

So yeah, lots of stuff we can do this turn.  Will post some designs later.

Quote from: Design: Curie Shipboard Fission Reactor (CFR)
The Curie Shipboard Fission Reactor has been something on the drawing board for awhile.  Still the shadow of the Bequerel Reactors is a long one.  But with the battle-proven success of the NTE, and analysis of the recently captured SUCK electrical systems, what could possibly go wrong?  Our intelligence services long ago identified SUCK's "MilSpec Fission Power Plant," and original CFR specs have been adjusted to be competitive.  Given our development of thermal management systems, (an area SUCK does not seem to possess) a Yellow-Line Protocol is proposed to stress those systems to temporarily "overclock" the CFR for a "Recharger de Combat."

A solid state thermoelectric generator harvests heat from a Saint Laurent-style shipboard fission reactor, charging copious SUCK-inspired high density capacitors.  The end product is PPC generation and storage in a tighter form factor than legacy solar arrays.  The capacitors can store 20 PPC for the length of a deployment, however a well-maintained system can only safely generate 4 PPC "every couple of hours."

As we anticipate further high intensity combat, the system is capable of a Yellow-Line "Recharger de Combat."  In this procedure, the CFR is overclocked to rapidly generate PPC.  Doing so significantly stresses shipboard thermal systems, reducing the overall Thermal rating of the vessel for the remainder of the deployment.

Estimated Values: PPC 20/4, Cost: 10 Maintenance 2
Estimated Tags: Yellow-Line

Hopefully that'll give us enough stored juice to run crazier PPC-hungry systems like new gatekey, shields, or powered weapons.  The Yellow-Line should give us some staying power if we end up in more multiple-engagement combats like last batrep.

Quote from: Design: Transplanar Thermal Superconducting Radiator (TTR)
Analysis of the SUCK Gate Key explains the physics behind their so-called "Dimensional Sheathes:" they coat their entire vessels in a transplanar material that ablates into oblivion.  As our Intelligence Services had previously established, this is tremendously energy intensive endeavor.  What if instead, we maintained transplanar physics over a more focused and specific material, namely a thermal superconductor.  And what if that thermal superconductor was maintained half in our dimension, and half in colder non-vacuous dimension?  We could heatsink our vessels in the infinite reservoirs of another universe.

We have now have the cryptographic algorithms to do so, so why limit ourselves to polluting only our home dimension?  It's what our ancestors on Earth would've wanted.

Est Values: Cost 6, PPC -4, Thermal 4

This idea just came to me.  Cloning enemy tech is boring, so why not convert it to our doctrines instead?  Also the physics/thermodynamics is pretty tight.
« Last Edit: January 25, 2023, 01:08:18 pm by ConscriptFive »
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Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #132 on: January 24, 2023, 03:33:45 pm »

I feel like power and heat management are the right direction to go, but I needed to get this out for my head. Instead it'll be able to make use of all that extra power and thermal management!

Quote from: Directed Energy Deflection Emitters (DEE)
The Skanzat's dimensional sheath creates a smooth surface that slips through the medium of gatespace. This gave us an idea. By muddying the separation between realspace and higher dimensions, we can force energy and matter to partially travel through additional dimensions, warping its trajectory. The maths is incredibly complicated, and the simplified explanation provided by the lead scientist involved quark energies. When asked to dumb it down by three levels, we got to the concept of a "slope in realspace" normally caused by a gravity well, but in this case generated through maths!

Anyway. The practical result is a central computer and dimensional generator, that is responsible for the vast majority of the heat and energy requirements. These are connected to emitter arrays distributed across the hull, each responsible for warping the space in its vicinity. This should allow us to power them up and down as needed.

The drawback of this shield is the it also warps space for us. We'll need to make windows to allow our own weapons and sensors to reach out. Additionally realspace tends to resist our attempts to warp it, and the more mass is manipulated, the more it resists. This means high mass projectiles are both less affected and more costly in terms of energy and heat.

Expected Values: Cost 5, PPC -2, Thermal -2
Estimated Tags: Yellow Line
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #133 on: January 25, 2023, 01:49:36 pm »

Think we're ready to put a votebox out?

This is an interesting phase in that we have three decisions to make, the first of which is a pretty easy one:

Quote from: Votebox: Irreversibly Dissect the Captured MS Starbolt?
(1) Hell yeah, gimme that SUCKy tech: ConscriptFive
(0) Naa, I want to keep a nearly obsolete ship around:

Jokes aside, the captured hull is technically bigger than our Sabalier, so it could work as a replacement Gateship for the Marne.  However, that seems like a very short-sighted strategy given the age of the ship, and sacrificing enduring tech progress for it.

Choice number two: what components to try to replicate.  Now if I'm understanding the rules correctly, this is a free action and we only need to do it on components we want to directly copy.  Those low maint NTE's are very nice, but almost everything else is functionally similar to what we have.  Their laser says it'll be a hard roll, and I don't see us using it as is.  But it might be worth keeping a laser system in inventory as we having nothing like it, and can always revise it into something relevant/competitive.  Now my inner ape says that this is a free action, so we should just tell the GM to roll all the captured systems.  But, my better angel says we shouldn't abuse the GM's generosity that hard, and should only commit to 2-3 things we're actually going to use.  Barring GM clarification, here's a votebox on that.

Quote from: Votebox: What SUCKy Starbolt Systems Do We Want to Copy?
(0) Ape - Why Not All of Them?:
(1) Angel - NTB & ILE: ConscriptFive

And lastly, our usual votebox, the designs.  Again, it's a pick two.  One more comment to make about the TTR: as it's functionally a direct replacement to the CCR, it should be easier to refit into our existing ships vs taking up more real-estate on the hull.

Quote from: Design Votebox (pick two)
(1) Curie Shipboard Fission Reactor (CFR): ConscriptFive
(1) Transplanar Thermal Superconducting Radiator (TTR): ConscriptFive
(0) Directed Energy Deflection Emitters (DEE):

Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #134 on: January 31, 2023, 04:39:35 am »

All of C5s reasons I thought of too, just not as succinctly.

Quote from: Votebox: Irreversibly Dissect the Captured MS Starbolt?
(2) Hell yeah, gimme that SUCKy tech: ConscriptFive, Kashyyk
(0) Naa, I want to keep a nearly obsolete ship around:
Quote from: Votebox: What SUCKy Starbolt Systems Do We Want to Copy?
(0) Ape - Why Not All of Them?:
(2) Angel - NTB & ILE: ConscriptFive, Kashyyk
Quote from: Design Votebox (pick two)
(2) Curie Shipboard Fission Reactor (CFR): ConscriptFive, Kashyyk
(2) Transplanar Thermal Superconducting Radiator (TTR): ConscriptFive, Kashyyk
(0) Directed Energy Deflection Emitters (DEE):
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