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Author Topic: Elysium Command: Elysium De La 12th Société  (Read 14478 times)

ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #90 on: January 15, 2022, 02:13:39 am »

Quote from: Design Votebox (Pick Two)
(1) Infrastructure: Mass Relay Network - ConscriptFive
(1) Ship Module: Etoile Solitaire Directional Jammer Array (ESJ) - ConscriptFive
(0) Ship Module: Moineau Mort Decoy Target Cloud (MMD) -

Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #91 on: January 17, 2022, 07:05:55 am »

Sure, let's do the thing

Quote from: Design Votebox (Pick Two)
(2) Infrastructure: Mass Relay Network - ConscriptFive, Kashyyk
(2) Ship Module: Etoile Solitaire Directional Jammer Array (ESJ) - ConscriptFive, Kashyyk
(0) Ship Module: Moineau Mort Decoy Target Cloud (MMD) -
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #92 on: February 14, 2022, 02:50:47 pm »

Elysium Command Arms Race of Conquest: Design Phase
Turn 4

Quote from: Infrastructure: Mass Relay Network
The imaginatively named Mass Relay Network is a Network of Mass Drivers that launches large cargo pods across the star system. These legs can be linked together in Relays, so that any pod can reach any other Mass Driver in the Network via one or more launches.

Due to the fantastic Acceleration involved, these pods are no good for delicate cargo such as people, but large volumes of raw and processed minerals can be moved for no more than the cost of the energy to activate the accelerator.

We have plenty of experience launching projectiles at evasive targets, so the extra distance involved will be countered by the receiving catch net (just a coilgun in reverse) actively trying to be an easy target. The pods include a set of RCS thrusters to finetune the trajectory as well.
Difficulty: Hard
2d4--> 2+4 - 1 [Average]
It is no piece of cake to create mass drivers. As our first foray into large scale electromagnetics engineering, it has been a harrowing, daunting task to create the superconductive systems that are required for efficient operations. However, timely developments in materials science involving superconductive carbon materials has resulted in capable, functioning systems that require significantly less engineering work to function. With regards to the miscellaneous electronics and thrusting equipment, most of it was borrowed from the research efforts put towards making guided shells for our cannons.

A large portion of effort was also put towards creating the shipping yards, into a standardized spec, so that stations could be deployed at every gate, minimizing transfer time between gates. This is no easy task, as these stations take up significant amounts of resources, but the grid will progressively expand as time goes by. In addition, the fission power plants have bottlenecked production due to our limited capacity to refine fissionables.

Most of this improvement in resource extraction lies in a massively improved utilization of our own home system, but the  mass drivers are not quite capable of surviving a trip through the gate without being armored with ship-grade plating, an expensive affair.  This means that the bottleneck now lies in the gate network, light-lag travel and our gate keys for the movement and exploitation of resources, resulting in a minimal improvement on that front.


Mass Relay Network
A ever expanding project to create large coil guns colloquially known as mass drivers across our territory, so that resources may be efficiently delivered to gates for movement to our territory, as well as the deployment of these gates extensively in our home system.
Produces 30 resources.

Quote from: Ship Module Design: Etoile Solitaire Directional Jammer Array (ESJ)
Our ancient ancestors once wondered, "Where do the stars go during the day?"  Nowhere really... merely the sun was so bright no other stars could be seen.  Such is the premise behind the Etoile Solitaire Directional Jammer Array: a targetted hostile vessel is bombarded with a directed multispectrum signal so intense as to obfuscate all other lesser signals.  The array itself becoming the "lone star" in darkness of space.

An Electronic Warfare (EW) system, the module is several software defined radios and other emitters highly amplified with tremendous PPC usage with gimballed directional antennas.  Per Electronic Warfare Officer (EWO) programming, the module can transmit either "white noise" or bespoke mimicked signatures across the radio and microwave bands of the electromagnetic spectrum.  Covering the higher ends of the electromagnetic spectrum, gimballed lasers allow similar manipulation of IR, visible, and UV signatures.

Tactically, the intent of the system is for equipped vessel to jam/isolate sensors on a targetted hostile warship, preventing them from identifying, tracking, and engaging other friendly vessels.  (The necessary trade-off being the emitting ship will be kleiglighting themselves to the target.)  Fast-moving, small cross-section, low-signature friendly vessels (aka individual parasites) will benefit most from this support.

In establishing the EWO Corp, recommend assigning personnel raspberry-colored insignia and epaulets on duty and dress uniforms.

Values: Cost 6, PPC -4, Maint 2
Tag: External Slot
Difficulty: Normal
2d4--> 1+1 [Utter failure]

 There have been two significant barriers towards re-igniting our ECM research after the decimation of the Naval Intelligence Department (NAV-INT). The first of which is the fact that many of our scientists and technicians which we so desperately rely upon have been directly underneath the department, and were not spared when the Decimation was ordered by the Department of Interior and the Royal Guard. This dirft of technical staff combined with their secretive nature means we are forced to either puzzle on pre-collapse artifacts once more or to decipher with the messy and partially destroyed prototypes and computational engines that the department once ran.

Second, a mad scientist took our in progress results to run a one hell of a spam racket across the Elysium.  We largely rely upon wireless communication systems to communicate through the station we live on, and broad scale jamming systems have defeated large portions of the network backbones we have built. This madman's goal was largely unclear, as most of his communiques were nonsensical and down right contradictory at the best of times.

When his safe house was located, it took six breacher teams in exoskeletons to take them down; they did not survive, nor did 13 individuals of our storied breacher teams.

On the topic of the actual EWAR systems, our lack of any experience with developing laser’s has resulted in an inability to develop lasers that mimic ship emissions on large portions of the EM wavelength without dedicated research, on any other band excepting the infrared spectrum. The actual radar and radio band trickery is something we can and have developed quite a bit. Nothing has progressed beyond the early prototype stage, however.

Work on 2 Revisions as well as any ships you want operationalized..

Spoiler: Current Assets (click to show/hide)


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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #93 on: February 14, 2022, 02:51:33 pm »

Continued due to forum character count limitations.

Spoiler: Map (click to show/hide)
Spoiler: Designs (click to show/hide)

Spoiler: Operationalized Ships (click to show/hide)
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #94 on: February 14, 2022, 07:55:45 pm »

Well at least we didn't get another Chernobyl incident.  I wasn't expecting the EW module to completely fail, so that leaves us wide open for revisions.

Revision: Mass Relay Network: Civil Defense Protocol
Quote
In a nutshell, our Mass Relay Network reliably flings massive tonnages of freight across space.  Freight payloads are accelerated and then safely decelerated across established trade lanes on regularly scheduled "trains."  The fact that the trains can operate so safely is the triumph of the system.  After all, should a train collide with a vessel, the results would be catastrophic...

Each Mass Relay Station will now be provided with Civil Defense Protocols.  Deviations in trajectory will be calculated to impact certain Target Registration Points.  In coordination with Fleet Navarch, the Mass Relay Network can thusly provide defensive bombardment within our boundaries.  It is recommended "sacrificial" trains be loaded with ballast or inexpensive bulk ores to minimize economic impacts.  However, we still expect to lose approximately 5 Resources when Civil Defense Protocols are activated in a battle.

ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #95 on: February 16, 2022, 12:17:04 am »

Re-reading how the Mass Relay Network is deployed, it's only at our home system.  As much as I like the concept for the Civil Defense Protocol, we don't need to spend an action solely fortifying our home system.

Revision: Mass Driver Autocannon (mAC)
Quote
The successful rollout of the Mass Relay Network has provided us a foundation to militarize Mass Driver as a shipboard weapon system.  The Mass Driver Autocannon (mAC) is designed as a direct replacement for the aging NextGen Autocannon (nAC) system.  Traditional HE cannon rounds are replaced with ferrous slugs electromagnetically accelerated to phenomenal velocities.  The raw kinetic momentum of the round should provide superior armor penetration compared to legacy cannon rounds.  Trade-offs are required by this new technology however: mAC has a slower rate of fire than the nAC, and requires an external power supply to charge its capacitors.

In line with the legacy nAC, the module consists of six dual gun ball turrets easily mounted on any facing, and includes basic local fire control systems.
Est. Values: Cost 4, PPC -2, Maint 1
Tag: Any Facing

Revision: "Pitre" EW Parasite Squadron (PES)
Quote
After the fiasco of the Etoile Solitaire project, it seemed unlikely the fleet would be fielding substantial EW system anytime soon.  It was then realized that the unfielded "Lagrange" Reconnaissance Squadron already had most of the hardware necessary to perform EW mission sets.  Using onboard active multi-spectral sensors, individual Pitre craft can readily mimic signatures of other spacecraft.  Using their superior acceleration profile to keep away from precise inspection and hostile weapons range, Pitre can present the appearance of warships on the horizon and lay appropriate false trails to spread enemy defenses thin or screen friendly maneuvers.

To a layman, a Pitre Squadron doesn't appear too different from a Lagrange Squadron: 18 Flechette-gen parasites with powerful multispectral sensors.  They retain an acceleration profile of speed 5 in combat, but have the fuel efficiency to operate far from their mothership.  To avoid damaging various antenna, launch and recovery procedures are still slower than other Flechette variants.  The software of the sensors have been upgraded with various EW mission profiles however, and the pilots have been trained accordingly. 
Values: Cost 5, Maint 1

Oh, and since the "Lagrange" Reconnaissance Squadron never made it to the equipment list, here's a copy/paste from when it came out in Turn 2:

Quote
"Lagrange" Reconnaissance Squadron -- [FLE]
The "Lagrange" Reconnaissance Squadron details the installation of 18 small parasite 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. .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’s inherits the durable design of the Flechette, its systems are bulky and difficult ot stow and launch from hangar bays.. Hangar modules induce slight structural weaknesses to the craft unless the craft is specifically engineered for it.
Values:Cost 5, Maintenance 1
Tags:

Not the GM's best show of proofreading skills there.  ;)

Quote from: Votebox (Pick Two)
(1) Mass Driver Autocannon (mAC): ConscriptFive
(1) "Pitre" EW Parasite Squadron (PES): ConscriptFive
« Last Edit: February 18, 2022, 12:17:55 am by ConscriptFive »
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #96 on: July 01, 2022, 03:15:20 pm »

Elysium Command Arms Race of Conquest: Operationalization Phase
Turn 4


Revision: Mass Driver Autocannon (mAC)
The successful rollout of the Mass Relay Network has provided us a foundation to militarize Mass Driver as a shipboard weapon system.  The Mass Driver Autocannon (mAC) is designed as a direct replacement for the aging NextGen Autocannon (nAC) system.  Traditional HE cannon rounds are replaced with ferrous slugs electromagnetically accelerated to phenomenal velocities.  The raw kinetic momentum of the round should provide superior armor penetration compared to legacy cannon rounds.  Trade-offs are required by this new technology however: mAC has a slower rate of fire than the nAC, and requires an external power supply to charge its capacitors.

In line with the legacy nAC, the module consists of six dual gun ball turrets easily mounted on any facing, and includes basic local fire control systems.
Est. Values: Cost 4, PPC -2, Maint 1
Tag: Any Facing


Difficulty: Average
2d4--> 2+1  [Buggy mess]

Downscaling and hardening the mass driver system into a package that is integrated into traditional Autocannon forma’s has been a difficult task. The final production line guideline of the mAC system has flaws, to put it bluntly.

The original mass driver system tilizes vast radiator systems built from locally sourced materials to properly cool the super conductive magnets, as even military grade cooling solutions could not keep up due to systemic heating issues due ot the propoprtionately difficult task of extracting heat out of the coils while it is in operation. To that end two stop-gap solutions have been made until our material science can catch up. The first is that high grade turbopumped cryo-coolers along with caustic, high-thermal output coolants have been used in lieu of more durable and less reactive coolants.

The cryocoolers cause vibrations upon the barrel, reducing accuracy by a statistically significant amount, as well as reducing the overall durability of the weapon in question. The cryo-coolants are no joke either, and require extensive maintenance tables to keep the system running.

The resulting weapon, although it has a high stand-by running costs, is servicable in its operation. Computer driven electromagnetic systems are able to accelerate ferrous slugs at velocities that were largely predicted: very fast. Computational engine running has estimated that kinetic piercing weapons are by comparison less effective against lightly armored craft compared to other weapon projects like mass driver bucket-based systems delivering guided payloads, but should be more effective at stressing energy shield systems as well as intercepting incoming parasite craft & ordinance.

Though it was not possible to implement in this lineage of components, large-scale magnetic weapons could scale very well with gigawatt or even terawatt level power reactors due to the intrinsic properties of superconductive fields.

Magnetic Autocannon (mAC) -- (nAC)
The mAC is a series of turreted autocannons with integrated fire control and sensory systems. It is designed as a dual 10mm magnetic accelerator ball turreted autocannon, of which five per slot is put onto the hull. The turret is rated for a 180 coverage on both axes. It utilizes crude kinetic penetrator rounds. Caustic coolants and turbo-cryocoolers run a expensive maintenace table. It is somewhat inaccurate due to the action of the cooling systems. It is self-contained, and only requires Maintenance to function.
Values:Cost 4, Maintenance 2

Revision: "Pitre" EW Parasite Squadron (PES)
After the fiasco of the Etoile Solitaire project, it seemed unlikely the fleet would be fielding substantial EW system anytime soon.  It was then realized that the unfielded "Lagrange" Reconnaissance Squadron already had most of the hardware necessary to perform EW mission sets.  Using onboard active multi-spectral sensors, individual Pitre craft can readily mimic signatures of other spacecraft.  Using their superior acceleration profile to keep away from precise inspection and hostile weapons range, Pitre can present the appearance of warships on the horizon and lay appropriate false trails to spread enemy defenses thin or screen friendly maneuvers.

To a layman, a Pitre Squadron doesn't appear too different from a Lagrange Squadron: 18 Flechette-gen parasites with powerful multispectral sensors.  They retain an acceleration profile of speed 5 in combat, but have the fuel efficiency to operate far from their mothership.  To avoid damaging various antenna, launch and recovery procedures are still slower than other Flechette variants.  The software of the sensors have been upgraded with various EW mission profiles however, and the pilots have been trained accordingly. 
Values: Cost 5, Maint 1
Difficulty: Normal
2d4--> 1+4 [Average]

The Pitre EW Parasite craft Chassis takes on a more boxy, square shape that conceals the set of deceptive systems, making the craft look like a shuttlecock when it is deployed.. Defective, second rate sensor systems usually deployed on warships are power-optimized and then hooked into miniaturized computers along with vast banks of high-output (aka explosive) super capacitor banks, all propelled by a extended large scale engine that has been modified to mimic  the Saint Laurent Nuclear Thermal Engine through spiking with highly refined radioactives.

In addition to inheriting all the complexities, drawbacks and pros of the Lagrange, it loses its durable form factor of its patriarch craft, it is not friendly to combat scale accelerations unless it’s systems were not folded out during its launch, and  the ultra-high-output capacitors constitute an explosion risk unless discharged. It’s complex maintenance profile and launch requirements will massively hamper the operations of all but dedicated hangar systems.

As a refit of a refit, it was neither easy nor cheap to fabricate such systems. However, such expensive craft do provide results.

The craft’s engines can be configured with two sets of emission profiles, which requires the pilot to physically exit the craft and tinker with exterior panels of the craft to transition once the craft’s deception systems are unfurled. After final configuration, 2nd generation Entry grade sensor systems will not be able to decisively reveal it’s  true composition until around the far ranges of combat.  It is optimized to mimic the emission profiles of designs with NTE engines, but it can mimic salvaged craft, especially ones with nuclear engines, though with a lesser effectiveness due to differentiating design standards.

It’s ship-grade sensory systems are a different story, though it is limited due to the fact that there is no ship-board reactor, and the upper limits of it’s deceit duration can be put to the minutes if improperly managed or ultra-high energy scanning is simulated. Compared to a dedicated scout craft, it is decisively inferior except in certain situations where raw, brute power is preferred over technical expertise. Simulacrum testing reveals that it works as a passable equivalent to a decoy flare in case of active-sensor-homing missile strikes, and pilots have been trained to be aware of this in the event where a intervention can make a difference.

The Department of Interior has already developed several HUM-INT operations to utilize the capabilities of this craft.

"Pitre" EW Parasite Squadron -- [PES]
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 emission spectrum of  most warshipst 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.
Values:Cost 7, Maintenance 2
Tags:




Work on a strategy plan.
« Last Edit: July 02, 2022, 12:49:13 am by Blood_Librarian »
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #97 on: July 01, 2022, 03:16:03 pm »

Spoiler: Current Assets (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Designs (click to show/hide)

Spoiler: Operationalized Ships (click to show/hide)
« Last Edit: July 06, 2022, 03:02:40 pm by Blood_Librarian »
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #98 on: July 03, 2022, 12:10:17 pm »

Hmm, so despite its flaws, the mAC is still a solid replacement for the nAC.  I'm assuming it's too late to do refits?

If that's the case, we have the budget (102 Resources) to finish the 3rd Terra Troopship (16 Resources) and then launch another Chartreux corvette (66 Resources this turn.  We'd still have a remainder (20 Resources) that we could sink into a partial build of a third Chartreux.

Deployment wise, Terra is wrapping up exploiting the Abyss Watcher.  Probably throw him a Rubik gateship as token support.  Everyone else should push the lanes into Rose's Star (from both home and the Vorpal Gun side).  With 2 Seines, 2 Chartreux, and 2 free Terra, that's a pretty even split into two fully versatile Squadrons.  Not sure how to divvy up the two refitted Rubik hulls.  The old Griffon has alot of speed & firepower for its size, but is relatively fragile with the old hull.  Similar issue with the old Rubik gateship.

Any thoughts?

Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #99 on: July 04, 2022, 03:28:52 am »

Am I missing something, or is the Magnetic Autocannon 10mm vs the Next-Gen's 40mm, carries 5 cannons to the NG's 6, is more inaccurate, and more expensive? Those kinetic impactors better be awesome compared to the explosives of the NG.

The Pitre is a little underwhelming, but as GM says, refit degradation... Perhaps a 2nd Gen Parasite craft is required, intended from the start to be modular and make these refits easier?


Anyway. That's all next turn stuff. I'll go re-read the game to jog my memory and I'll be back.
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #100 on: July 04, 2022, 01:07:00 pm »

Am I missing something, or is the Magnetic Autocannon 10mm vs the Next-Gen's 40mm, carries 5 cannons to the NG's 6, is more inaccurate, and more expensive? Those kinetic impactors better be awesome compared to the explosives of the NG.

The Pitre is a little underwhelming, but as GM says, refit degradation... Perhaps a 2nd Gen Parasite craft is required, intended from the start to be modular and make these refits easier?


Anyway. That's all next turn stuff. I'll go re-read the game to jog my memory and I'll be back.

Magnetic weapons do not need as high of a bore size due to the vastly higher velocities imparted without the limits that gun powder weapons have, I would rate the 10mm as being equivalent in overall damage output to the previous generation with a much higher range band with it velocity, if only marred by the accuracy position. I rate module internally as a better weapon overall, but for its state as a modern weapon it is just a bit bad due to the relative primitive tech that you have invested into magnetic accelerator weaponry.

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Kashyyk

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Re: Elysium Command: Elysium De La 12th Société
« Reply #101 on: July 05, 2022, 08:28:08 am »

Fair dos :)

Anyway, re budgeting. I'm happy to complete the Terra and build more Chatreux. They fared pretty well last time, although we're gonna have to think about giving them Laser weapon mitigations soon, as that's the best basis for anti-small craft point defence weapons.

I'd suggest sending the Griffin to Rose's Star via Vorpal Gun and the Slayer directly. The Slayer's extra Gatekey should give them the mobility over the longer Jump to synchronise arrival with the other group.
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Rockeater

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Re: Elysium Command: Elysium De La 12th Société
« Reply #102 on: July 05, 2022, 08:56:51 am »

PTW
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Blood_Librarian

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Re: Elysium Command: Elysium De La 12th Société
« Reply #103 on: July 05, 2022, 11:51:34 am »

Another note, it is not too late to commit refits, you just wont receive a report on how good they are before they enter service.
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ConscriptFive

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Re: Elysium Command: Elysium De La 12th Société
« Reply #104 on: July 05, 2022, 02:48:09 pm »

Another note, it is not too late to commit refits, you just wont receive a report on how good they are before they enter service.

oh...

Hmm, though is upgrading the nAC to the mAC worth the extra point of maint?

On the other hand, the Seine's are still carrying two hangers of 1st gen non-bomber Flechettes.  Maybe convert one hanger to the harder hitting bombers and then the other to the EW squadron?
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